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Gameloft_JG

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Let's Talk: Level Design

Tue Jan 19, 2016 10:06 pm
Hey everyone,

Our level designers are always working hard to create the best possible content for the community. Part of this includes improving themselves as well as listening to the community. After some internal discussions, we’ve decided to open the door to dialog between the players and the devs on the subject of level design.

So we want to hear from you!

Feel free to ask questions or critique some of the gameplay content or decisions. I, or someone else from the team, will reply when time permits; as always, please keep it civil and constructive.

Just as a small clarification, this thread is dedicated to more gameplay and level content oriented discussions. Let’s try to keep the reward out of this thread as much as possible. If necessary, we can open another thread relating to the rewards in the game.

Ex: What kind of gamemode/level do you like? Not the type, quantity or quality of loot you get in the level.

I’ll get the ball rolling!
  • What kind of content (not rewards) do you like?
  • What kind of single player mission did you enjoy?
  • What style of gameplay do you enjoy?
  • What events do you enjoy?
  • What gamemode do you play most?
    1. What do you like and dislike about this game mode?
  • What kind of content would like to see produced in the future?
  • What type of content did you dislike and why?
  • What do you find frustrating?
  • Have you played the high-end missions? If no, why?
  • Do any memorable moments stick out for you?
Thanks!
Dungeon Hunter 5
- Lead Level Designer
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dummy0151

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Re: Let's Talk: Level Design

Wed Jan 20, 2016 9:44 pm
What kind of content (not rewards) do you like?

No Prefs as far as i know
What kind of single player mission did you enjoy?

None, i don't enjoy playing the missions itself. the lore and "enviroment" of the level seems fit to be "unnoticed" (to not say: Hey, theres a highly coloured dude over there, am i supposed to kill him?)
What style of gameplay do you enjoy?

For a DL-Skecth game? not much fan of SWARMWITHHOTBOILINGLAVA map kind...
What gamemode do you play most?

Semi-Bugless Singleplayer, didn't had a chance to get bugged at Co-Op nor like to Gltich maiself on ToE...
What events do you enjoy?
 What do you like and dislike about this game mode?

None either the design sometimes can be good (and i like some "Glitches" in the level design, the ones that i can make myself not caused by some issue...)

what i dislike? well i just said, i don't like falling off the ground without an explanation, also i was one of the "Discoverers" of the glitch in the Fairy Thingy mission that traps you (Per-Se, nobody complained about that in forums) and I HATE INVISIBLE WALLS
What kind of content would like to see produced in the future?

Not Broken ones, some areaboxes and damage timing were ridiculous (Halloween Event anyone? or maybe i should mention the Khil Urd WC Map that sent light users to limbo after using tenstrikes?) by the way, i recall in the Dragon Head map that it had a smaller "Path" (in one of the branches you could not go trough it without going left frist, a invi wall blocked ye)
What type of content did you dislike and why?

as i said, i disliked the ones that had misplaced invisible walls or had collision issues...
What do you find frustrating?

falling off a plane from 20.000 ft without a parachute, or being swarmed in a small space in the map...
Have you played the high-end missions? If no, why?

If i played the lastest missions? yes. If no? yes too because my phone is broken and the minimal requirement to make any of the lastest missions may require something "newer" than my obsolete water xinakshi serie2 armor, i'm fine if it does not have ridiculous zergswarms in it or makes me go to the limbo if i roll somewhere...
Do any memorable moments stick out for you?

For someone that has a serious memory issue? i don't remember...
http://mobileforum.gameloft.com/forum_revamp/viewtopic.php?f=1816&t=255419
@Gameloft
XP rates have been adjusted to offer a better gaming experience. Thanks,

I do QA's job better than them, and i'm not even paid to that! that's why i'm not reporting the glitches either... 
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GameGobblin

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Re: Let's Talk: Level Design

Thu Jan 21, 2016 6:23 pm
Hey Dev team, 
There is a lot here to comment on, so Im going to just brush up on the one point that peeks my interests. 
Concerning missions, in particular the high-end missions. I believe the missions are the foundation or back bone of the DH5 game play. All other play like WC, SH and ToE are just fluff intended to enhance the base game play, missions. It's been my goal since day one to complete all mission lvls. Currently, I'm grinding lvl 22 "expert" with no possibility of moving forward. Even with the strongest of allies it will be nearly impossible for me to beat this lvl. It's the challenge of beating these mission that propels me forward , but I think the game play at this lvl has been weighted to heavily towards the defenders. One encounter with a "Cursed Lacerator" puts an end to any momentum, especially when you may encounter as many as 3 in this mission alone. As I'm not at the highest lvl, only lvl 111, this may not be intended for me to complete at my current standing or equipment availability. I get it. The missions are well designed and have high replay ability, as they have to, for farming trinket ingredients and moving forward. However, mission equipment drops at these levels should reflect the difficulty as well. New equipment should be offered along side new missions. Old tier 3 equipment dropped on "expert" level missions or level 54 and above is useless for veteran players, even for SF, which has changed to be essentially non-existent. Many great new enhancements have been implemented , but I think missions have been overlooked for far to long. Updating equipment drops and refreshing the "old" original missions to reflect many of the new equipment offered and new missions would be welcomed by veterans and new players alike. Give players the opportunity to revisit old missions with renewed vigor.
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Zungedous

DH5 Ambassador

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Re: Let's Talk: Level Design

Sat Jan 23, 2016 1:39 pm
Hello JG,

Thanks for taking the initiative in commencing this. Here are my thoughts and suggestions about the matter:

Content-wise
I really appreciate the missions (for both single player and event alike) that are not the generic 'move to point (A) -> kill monsters -> move to point (B) -> kill more monsters'. A variety of mission types like escort missions, defence missions, puzzle type etc. all lend another dimension to the game that it isn't simply a hack-and-slash mechanic. Stronghold, ToE, WC are mostly basically straightforward as that, so it's nice that, once in a while, you see bounty hunters say...delivering gifts during christmas. Looking forward to chasing off the 'nian' this lunar new year event.

A good example of this, and a memorable one too, would be mission 28, where players have to defend and escort a crate through the map, only to find out that its a Wicker Beast inside, that will eventually fight alongside with you (*I hope I didn't give away too many spoilers*). 

The Good
This might be a personal note since my ethnicity is Chinese, (and I'm going to put on my nerd cap here) but I really appreciate how you guys have integrated the Asian culture into the game without making it too...well...ornamental. In the past, the traditional Eurasian's perspective of Asia (particularly Chinese and Japanese) has been more like a spectacle where the asian artefacts have been regarded as stuff to be displayed and admired from far (in museums) rather than being incorporated into their daily lives. I would go into historic examples but I think that would bore the heck out of people reading this :)

Anyway, my point is that from the trap room, minion and gear design, right down to even the upcoming 'nian' festival all demonstrate the high level of understanding and interactivity between Asian culture and the game itself, whether it is intended or not. Although I'm not a historian, this works really well for me. Hence, I would like to give the team a big thumbs up to that. Also looking forward to how well the team integrates the upcoming Greek/Roman culture into the game.

Another thing, I absolutely love easter eggs.
(https://dh5guideblog.wordpress.com/2015 ... -rooftops/)
I understand how difficult it is to include them, but I think it was really refreshing to see the different characters in their element scattered at certain locations around the map. 

The Bad
I would say no to the glitches, but Dummy0151 has already covered them in his post. :)

The main gripe which I have about DH5 gameplay would be that there are too many hack-and-slash types of missions. Ticket-farming, Dailies, WC, ToE all exhibit this monotous nature and perhaps it would be time to reformat some of these to feature a less killing oriented mission or the least, modify the content within these maps (eg. new minions that will spawn, different maps, different win objective).


The Decent...but needs work
Oh yes, the other thing I like about missions would be the environment based features that you can use to 'affect' the enemies. Things like canons or breakable platforms etc. make things easier for you as a player in clearing the mission and I think that's beautiful in terms of level design.

(Reminds me of "Might and Magic: Meissah" - an old, but buggy first-person PC classic that has elements scattered around within the environment that help you take down the monsters much more easily.)

An example would be the Ignicore mission when it was first released (mission 62). As a very high HP champion, the only way to take her down was to make her collide into the columns to gain a 'stun' status, so you can take her down much more easily. I found that to be an exciting mechanic that was sadly unnecessary when her HP was nerfed down by a lot the next day.
DH5 Guide Blog - https://dh5guideblog.wordpress.com/ 

"If you spend the whole day shuffling words around, you'll make anything sound bad." - Rick, from Rick & Morty

 
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boz

Junior Member

Posts

8

Re: Let's Talk: Level Design

Sun Jan 31, 2016 3:55 am
Very first post, a little basics about my account.Currently VIP points over​ 39000. Lvl 125. Highest thophy ranking noticed, #9. All element gears above 6K. On Win 10, laptop, WP3, and phones. Registered to the Forum because the past two weeks have been the worst ever with so many crashes, roughly 50 times per 2.5 and hours, 1 in the morning, 1.5 in the evening, that it's become unplayable. The way I see it, this game is all about gears.At this moment, achievements in the game are not determined by gears, but by luck of getting crashes or not on each attempt. Some of the content might not relate to the subject. I'll still leave them here because don't want to do other posts. One is more than enough. 
  • What kind of content (not rewards) do you like?

MMO-like game world (social), with no-cap level (upgrading). 
  • What kind of single player mission did you enjoy?

There's honestly not much difference, and any addition won't likely to make any difference, because of the limitation of the form factor.A good game requires a good presentation, which visually means a big monitor.Otherwise, all I perceive is just another Diablo with some expanded features. The missions are not attractive enough to be replayed. 
  • What style of gameplay do you enjoy?

MMO-like group mission. Big maps. 
  • What events do you enjoy?

Too repeatable makes everything less exciting. ToE is on the right track.Each level of player needs a matching set of missions. Reference: Neverwinter. 
  • What gamemode do you play most?
    1. What do you like and dislike about this game mode?

Looks to me that there's only one game mode, which is to spend energy to get some ARPG experience. Dungeons or missions, fundemantally the same. SH is an extra bonus at this moment. If not MMO, SH is where has great potentials. Talents of the dev team will sooner or later deplete. Interactivity and freedom to create is the endless future. There's another post about SH, showing that the team has clearly realized this. I personally loved Royal Revolt 2.As for Guild SH, not my favorite, but doable.Got to think more towards making the game a platform, so the players will generate endless contents to keep the game alive.
  • What kind of content would like to see produced in the future?

Virtual exhibition of gears collected. I love and possess many of the gears, and will be a joy if can show.Besides Ranking by Trophies, can also introduce Ranking by Number and Quality of gears gathered. 
  • What type of content did you dislike and why?

1. WC gears, and Justicar Arcplate and alike.Once the concept of "ultimate gears" is introduced, there's no longer variety, and the experience becomes boring, or even poor.It's good for rushing in revenue within a given time frame. But makes every other element in the game obsolete. Thus the game dies.To fix, make chest gears customizable and futher upgradable, while keeping WC gears fixed preset, so to bring back the balance and variety.Same can be applied to Minions.2. Capped level. 125 is not high enough. It's certainly difficult to design corresponding rewards, but shouldn't stop cumulating XP points.There's very possible genius ideas in the future that can use the extra XP points, another way to award player seniority. Same as VIP points. The key though, is to make the gaming experience on the go, so that players will never see a dead end.
  • What do you find frustrating?

Unstable, of course.I've become insensitive to Strong Hold crashes, because there are just too many to care about, and because ranking is not what I persue. But, hey, crashes in Endless Dungeon? After WP45, I do need HP potions to keep going. One example, there was an attempt at WP47 cost me 20 potions becaused it crashed 5 times, and I had to give up. Yet the potions aren't returned.So now I have to question every time before attempt, is it going to last to the finish before another crash?
  • Have you played the high-end missions? If no, why?

Yes. Done all Hard level, and only a few Expert left. Again, stopped by too many crashes. 
  • Do any memorable moments stick out for you?

 Stunning looking Kenashi Gears. Gathered most of them, only two left. That was quite happy moment.Xinkaxi too nature mimic, and too many variations. Forsaken, not my type.Justicar Arcplate? Tried, but found useless. Final comments.1. Saw a reply somewhere in the forum, that happy gamers are usually quiet. I interprete this as a logic thay because being quiet, so must be happy.Absolutely untrue.I'm more towards the gamer's side, so I'm here posting. Even though about making video recordings, won't do though.The others won't bother.High level VIP's are certainly more financially capable, and usually want to get results as quick as possible, and spend time on as many places as they can. The game doesn't sit in the core of their lives. The dev team understands and therefore added Rush Tickets, and Auto mode.Just don't take silence for granted.Also, the message shown when there's a connection issue, always put the blame on the user end, asking to check connection availability, is a very unwelcome attitude. On Win, it's easily having multiple streaming tasks on the desktop side by side. While everything else runs smoothly, and only the game stuck, that message just looks rediculously arrogant.2. Be stable, be stable, be stable.Win platform is probably more complex than the othe mobile ones. It was very well improved during X'mas, which shows that the dev team knows where the issue is and has a solution, but won't do it for whatever reason. But if the other games can, so can this game. There has been too many epic AAA game titles on this platform. Crashes are simply unacceptable.I understand the company wants to make high ROE and quick turnover. Financial guys might argue about continuous iterations. Yet, the returning customers are more likely to pay, again. Casual game it is, stability is the fundation.
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SilentlyLoud

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Re: Let's Talk: Level Design

Tue Feb 02, 2016 6:23 pm
I would REALLY like to see a prolonged level or even an instance type level. Because as it is right now levels are done super quick and the drops that you get from them you dont actually need.

Maybe steer the game in more of a gind mobs and have % chance to drop good loot from mobs maybe ?
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Tiderift124

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36

Re: Let's Talk: Level Design

Wed Feb 03, 2016 12:11 am
SilentlyLoud wrote:
I would REALLY like to see a prolonged level or even an instance type level. Because as it is right now levels are done super quick and the drops that you get from them you dont actually need.

Maybe steer the game in more of a gind mobs and have % chance to drop good loot from mobs maybe ?

I agree. That was I really cool aspect in dungeon hunter 4, and It would be awsome to have again
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Huzefa_Patheria

Senior Member

Posts

157

Re: Let's Talk: Level Design

Sun Feb 14, 2016 9:16 am
People here seem to have covered most of the topics but seem to have missed one aspect that I and many others would like to be incorporated.

It would be great in GL introduced a "Guild Market" where members of a guild can trade their equipments and skill items with each other using In game or Paid Currency. If you dont intend to phase out the outdated gear anytime soon then this should be the way to go. I rarely open Chests now fearing a repeat (Got four Corrosion armours in my last few chests). 

This might inturn result in higher revenue generation as players might be willing to shell out the extra money to buy a decent WC set without spending time or Buy an item to go with their counterpart etc.
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dlradlt

Member

Posts

44

Re: Let's Talk: Level Design

Tue Feb 16, 2016 4:26 pm
You people at gl have done a awesome job of making a challenging game. Thank you. 

I would like to have more interaction with my allis. Perhaps a chat in coop waiting area.

maybe a new coop mode with just one live player alli through the single player expert expansion levels with a leader board ranking and prizes and a short time to complete the event that makes you have to play more than one time per day to complete the event similar to the toe but without the replay of the same level over and over again.

at this point the game is starting to get boring and the only thing that you can do to change it is give the players more interactions with each other. 

I really liked the Halloween and Christmas event's they were challenging. I didn't care for the Chinese new year event as much it was kind of lame for the nain to run off without stomping my butt first.

also there is one glitch that bothers me it has to do with the way stuff drops in the single play. It is rather lousy to have the gold, crystal and items making the sound of dropping and then not appear or just randomly appear in unreachable places like inside a chest or outside the play area long after the event that spawned the item drop. It all well and good that you collect the stuff at the end of level anyways it breaks the realism to not have to pickup the stuff dropped by those events and ruins the experience. 

the new levels are great fun but the solo play with a bot alli is just more of the same grind in the end and could use a refresh.

maybe there should be a variation of the sh mode where your keeper is caught outside of the sh to defend his honor and his minions come to his rescue outside of the sh in a huge battle of sh versus sh.

or maybe because you're character is the acting regent a attack invasion on the town from a neighboring kingdom  that destroys the town and you have to rescue all the main characters in town from the invaders one person at a time  per level and restore peace and order to the kingdom with those people that you rescue in a kind of extended wanted challenge event that takes place over multiple levels and then follow that up with a retaliation attack on the invaders to resore peace to the kingdom

either way I enjoyed the game and played it a long time and wait eagerly for new content to refresh the game I again offer my sincere gratitude for the enjoyment I've gotten from the game.

sincerely diego
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Huzefa_Patheria

Senior Member

Posts

157

Re: Let's Talk: Level Design

Wed Feb 17, 2016 6:15 am
Agree with Diego. The game is indeed fun and addictive to play and has enough incentive to keep Non paying players like me hooked without feeling outgunned by those spending $$$.

His Ideas also are noteworthy, especially where you face off enemy and his minions with your minions by your side.