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Daarkarrow

Daarkarrow

9 days ago Jun 20,2024, 14:00:02 PM

Dead or Online Update

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Hello hello, 


What could be better to celebrate the beginning of summer (I know it is not the case for the entire community) than the release of a bright new update! Let me introduce to you the Dead or Alive Online update > Available on All platforms (Steam, Epic Games, PSN 4&5 Xbox series S and X)

Before going into the details, we wanted to thank the whole community, for the support for the game, the feedback and the crazy ideas you shared with us! Also, thanks to those of you who have participated in the co-creation of the new hero, Viggie. 

In this patch, we have tried to address some of your complaints (although there are aspects that require much more time), while adding some surprises for you :) 

There is a lot to talk about (warning big blog), but for those of you that prefer not to read that much, let me present you some of the highlights: 

  • New Hero: Viggie 

  • New Weapon: CPU (Cardiac Processing Unit) 

  • New Turrets: Insta Havoc and Healing Fountain 

  • Balancing of Weapons, Turrets and Heroes 

  • And a lot of additional improvements and QoL 

 

✨ Changes Inspired by our community! 

New Hero > Viggie

In case you missed it, last week we released a beautiful blog (a bit biased here) that you can check it HERE. There you will find all the information regarding the hero (lore, gameplay, art, etc.), and therefore we will focus here purely on the Gameplay aspect; 

  • Passive > Flying Grandma
  • Allows Viggie to fly above holes and small obstacles
    Passive1_gif.gif
  • ✨ Active > LInked Lamps
  • Places 2 lamps that create an energy barrier slowing down the monster crossing it. The turret will take damage when used.
    Active1_gif.gif
  • ✨ Ultimate > Holokitties
  • Generates static virtual kittens that attract monsters and deal return damage to them.

Ultimate_gif.gif


We wanted to Thank the entire community for participating in the co-creation of Viggie. It has been really nice journey! 


New Weapon > CPU (Cardiac Processing Unit)

The community also decided on the visual design aspect of this new weapon in a vote [📬 Community Vote]

  • An electric handgun that leaves a AOE that stuns monsters

CPU.gif


New Turret's

With a new hero and a new weapon we couldn't miss the opportunity to create another turret, or 2... 


Insta Havoc

When shoved, triggers a powerful explosion that stuns and damages monsters in a very large area. 25s cooldown 

pwturret.png


Healing Fountain

Apart from this new turret (which I love) we wanted to do something else, and we were checking the different feedback and the data and noticed that there were, primarily, 2 turrets that were way less used by players: the Spotter and the Sapper. 

When brainstorming on what to do, we decided to combine (more or less) the 2 effects into 1 turret (Spotter) and creating an amazing new turret: the Healing Fountain! 

  • Transfers the Turret's Health to Heroes in the area of effect (300/400/500 HP) 

  • It cannot be shoved or replaced by another turret. 

  • It will be automatically destroyed once transferred all the hp 

Healing2.gif

HEROES 

It is true that, in a way, all heroes would be nice to be improved but we needed to make some decisions and check all the feedback and the in-game data. Based on that we decided to tweak those with lower pick rates among all players.

Fassie

  • ✨ Can use his active on himself
  • ✨ Reduce ultimate trigger animation (10 ->3s), effect remains the same
  • ✨ Add highlight on heroes for the duration of the Active skill (12 sec)
    Previously the effect was easy to miss for players as there was an indication for 1 or 2 seconds when you “received” the impact, but then it disappeared.

fassie.png


Blaze

  • ✨ Display the range of the mine when placing it 
  • ✨ Reduce the monster detection range of the mines (3m -> 2.5m) + increase trigger delay (1s -> 1.25s). Monsters will have to walk closer to it to active it-> the mine will explode on more monsters more often
  • BlazeMines.png


    Comrade

    • ✨ Allow gunny turret to be placed in dark rooms
    • ✨ Display the range of the gunny turret
    • Increase gunny turret range (4 -> 5m)

    ComradeTurrets1.png

    AI Changes

    In the past most AI heroes could use their Active Skills freely, but there were 3 heroes in which it was not the case; Blaze, Comrade and Fassie.

    • ✨ Blaze, Comrade and Fassie when controlled by the AI they will use their Active Skills 

    If you were wondering why, the explanation was that in their case we thought it was important to be on player's decision, as placing mines or turrets could be important (strategically speaking). It could generate frustration if the AI decided to put them (and potentially “ruining your defenses”). But we saw your suggestions for this be changed! No worries the team has covered any potential frustration from players, and they will only use their active on certain conditions (turrets available to use, as an example). Moving on with other improvements regarding the AI:


    • ✨ Improvements of the AI when using Short range weapons 
    • ✨ Shroom use of Active Skills. 
    • This should prevent the AI from using the Active Skill the moment you lose a bit of HP which leads to a “waste” of the healing.


    Shove Improvement

    • ✨ Reduce animation duration 
    • ✨ Better detection of hitbox when performed while running 
    • Added a small speed boost when using it (even if it's difficult to perceive on the following gif)

    Shove.gif

    Turret Changes and Balancing

    • Jellyfier
    • We totally agree with your feedback regarding the difficulties in placing them strategically, as the range was too small.
      • ✨ Increase range by 35%
      • ✨ Effect is applied only when monsters are in the zones (previously the effect remained for 3s)
      • ✨ Increase slow effect (25% -> 35%)Jellycompare.PNG
    • Spotter rework
      • ✨ Increase range by 35%
      • Remove elemental weakness effect 
      • Increase Defense reduction (-35% -> -50%)
      • Add sapper effect: monsters passing through the area of effect have a +30% chance of getting critical damage
    • Removed Sapper > Replaced by the Healing Fountain
    • ✨ Diagnosticator can heal any turret in the room (now ignore obstacle)
    • ✨ Displayed in the construction menu the values of the effect for support turrets; Amplifier, Shield, Jellyfier, Healing Fountain and Spotter turret
    • Party flavor: Reduced cost (6/8/10 -> 5/6/7)


    Apart from these previous changes we have made tweaks in the balance of the short-range and long-range turrets [✨] to make them feel a bit different. Why? We agree with you that most times it is more convenient to go with long-range turrets as they tend to be more “easy” and “secure”, as you are not that dependent on the turret slots and they are “less exposed” to monster's damage. 


    Based on that, we have increased the HP of the short-range turrets and decreased a bit the long-range ones (they will be a bit more “fragile”). Also, this tackles some of your frustrations of short-range turrets constantly dying. 

    👉Click Here to see al the details (click to expand)

    • Straight shooter: +10% HP (220hp)
    • EMP blast: +20% hp (420hp) 
    • Flamethrower: +20% hp (420 hp)
    • Lase Blinder: +20% hp (420 hp)
    • Amplifier: -43% hp (200 hp)
    • Shield: -33%, hp (200hp)
    • Diagnosticator: -20% (200hp);
    • Fatal focus: -20% hp (160 hp)
    • Acid sharpshooter: -20% hp (160 hp)

    Gameplay Settings

    • ✨ Reactivation of Core stele effects
      If you are one of the players that enjoyed the first run in the Core a lot and now you find it “easier”, then I will recommend you to re-activate the effects and make the run more challenging!

    SteleCore.png

    • ✨ Crystal bot behavior after drilling a shard.
      We totally understand the frustration that some of you encounter after drilling a shard like for example not understanding what happened (“why do the waves continue” or “why is the Crystal following me”). That is why we have added an option where you can change the behavior of the Crystal Bot at any moment (*):
      • [By default] Back to previous Crystal
      • Follow closest Hero (previously default behavior)
      • Go towards closest Crystal Slot
      • Hold the position

      CrystalBehaviour.png

      (*) The change in behavior will affect the next time you trigger it (if you make the change in the middle of the action, it won’t work)

    • ✨ Aim assist strength
      We have improved the Aim Assist Strengths settings, in a way that should reduce the angle/cone of it. In the past, even when the option was off you could see your hero shooting monsters way far away from your cursor, now it should much better.

    • My personal recommendation is to always have the Aim assist ON (if you do not want the 100% then reduce it to half)

    Weapon balancing

    We agree with you that there were some weapons that were not much fun to play, effective (damage) or even causing frustrations to players. Based on all your feedback we have buffed most “charging weapons” and short-range weapons. Now they should be more rewarding and fun to play with! 

    👇 Click here to see all the details

    • ✨Electric
      • Empathizer: +30% damage
      • Railgun: +41% damage
      • Mobzapper:
        • -27% damage
        • +1m range
        • Reduce spread (90°->60°)
      • Arlabastard: +50% firerate
      • Taser:
        • +11% damage
        • Increase status chance
    • ✨Fire
      • Fire Firelance: +43% damage
      • Sloppy bomb:
        • +25% firerate
        • +50% damage
        • Increase base crit chance
      • Grenadier: +50% damage
      • Magmafier:
        • -13% damage
        • +1m range
    • ✨ Light
      • Pulse-ahhrrr:
        • +17% firerate
        • +6% damage
      • Photon Cannon: +18% damage
      • Ray sniper: +14% damage
      • TorchLight: +33% damage
      • Wavegun: +29% damage
    • ✨ Neutral
      • Very cross bow: +22% firerate
      • Sprayer : -13% damage
    • ✨ Radiation
      • Splattergun: +19% damage
      • Acid hoser: +14% damage
      • Acid spray: +1.5m range
      • Death Darts: +22% damage
      • Acid drop:
        • +88% damage
        • Reduce dot damage

    As there are a lot of changes, my personal favorites are the Sloppy Bomb and the Cross Bow (this is a bit niche, but the piercing effect with the changes makes it feel really nice)!


    Monsters Balancing

    No worries, nothing crazy here. We mainly adjusted some of the monsters to counterbalance all the changes in the weapons and added a ground telegraph for attacks of some monsters to improve fighting 

    👇 Click here to see all the details


    • Blobs
      • Inflamator: reduce HP bonus per evolution (+30% -> +20%
      • Grinner: -6% HP
      • Fissioner (electric mitosis)
        • Big : -20% HP
        • Mini: +15% HP and +20% movement speed. It will target only the crystal
    • Bots
      • Praetorian:
        • -10% HP
        • Reduce elite HP scaling
        • Reduce damage (70 -> 60)
        • Add telegraph of the attack
    • Blurs
      • Ghost: reduce elite HP scaling
      • Calamity & Ardent Shadow: reduce elite HP scaling
      • Smokeworm monster:
        • Added telegraph for the attack
        • Better synchronization of its attack and death
        • Increase HP (300 -> 350)
        • Reduce elite HP scaling
        • Reduce damage (80 -> 60)
      • Puppeteer: added telegraph for the attack
    • Bugs
      • Dissolver (acid webmaster): increase HP (160 -> 165)

    Other Improvements

    • Audio
      • Music/ambiance changes when a timed wave is getting close
      • This seems a small thing, but you will feel the difference immediately. I can only say thanks to our sound designers!
      • Rework of some weapon shot effects (ShotGun, Missile Launcher, Tazer...)
      • Remix of hit effect when shoving monsters
    • Displayed turret experience
    • XP turret bar.png

    • Reduce medkit cost (20 -> 15)
    • Station card “Cheap Slot” cost reduction (-70% -> -60%)
    • Fix Campfire and torchlight damage display
    • Reduce highlight strength on buff monster
    • Walking Cocktail bot in saloon

     

    coktailbot6.PNG




    We cannot wait to see your feelings of all the different changes, like the weapons, and to get your thoughts regarding Viggie! Enjoy and have a nice rest of your day ^-^

    HaveFun.gif


     

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    0Send private message
    8 days ago
    Jun 21, 2024, 9:39:45 PM

    Hi, great update, im having issues with crossplay between Epic and Steam per mismatch versions. Also when a floor section is complete and we got teletransported to the crytal bot that transition is not very smooth and is laggy.

    0Send private message
    6 days ago
    Jun 23, 2024, 6:50:35 PM

    Another update, another missed opportunity to finally rid this game of Denuvo.  Any updates on the timeline to remove it?

    0Send private message
    3 days ago
    Jun 26, 2024, 7:24:54 PM

    Sublustris wrote:

    Great update!

    Scratch that, infamous Amplitude technical prowess strikes again! 


    Me and my friend had such a fun run... Until we realized that Core defenses aren't disabled, even when it says they are! And we weren't preparing for that in advance.

    But that didn't end our run no. Nor stuck particles, that we are used to now in multiplayer. Nor Viggie's barrier that sometimes isn't drawn between her Lamps, even though it actually works. Nor her advertised idle animation, that doesn't work in Saloon (resulting in no animation at all). Nor area damage indicators, that sometimes aren't shown, resulting in non-dodgeble damage and deaths (hello Dissolvers and Bug Momma). Nor inability to resurrect a teammate that died on top of a slot in the middle of wave chaos.

    No, our run ended in the core, because friggin Crystal bot stuck in open door on his way between the slots, and there was no meaningful way to push him 3 pixels to the side off his drunk navigation path.


    How can I recommend this game at all to my friends? How can I tell that they'll have fun? I mean I could, but I'll feel as lying. Closed betas, open betas, half a year after release, and there still are run breaking bugs in multiplayer. For a game that basically placed MP at the core of its design choices - in expanse of better single player aspects - this is inexcusable. And I'm sad, frustrated and disappointed.

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