im tired boss. docs.google.com/document/d/10... bug list made by wistable / @wistable you should join my roblox group and discord www.roblox.com/groups/1240489... / discord
when they dont update fast enough, people complain, when they update too fast, people also complain. i do agree that the game is getting way too easy, but that isnt weekly update's fault. the bugs seem to be mainly with recent updates, and back in april and march this wasnt really an issue. the developers are trying, they know that the community wants content, and now they are consistently deliever. though, i also think that the meta is rapidly changing and power creep seems to have become an issue. also, having more spaced updates does seem to hype up the community a lot more for updates. im happy about the direction tds has been going this year, havent seen updates this consistent since 2019.
I played a game of Polluted Wastelands this morning and the game just felt so alien to me, the wacky UI which I don’t like… the trashy new cash system… the unbalanced towers and consumables. Ive been playing this game for around 4 years now snd today for the first time it felt different. The heart of the game has been replaced, it used to be so fun and charming. Now it feels corporate and uncomfortable. I think I’m finally leaving this game for good.
what i think that happens with the bugs is 1: the spaghetti code that tds has and, 2: tds divides the updates on different groups of devs and then when they release like a bug fix update and then next week another group releases like brawler, the updates collides amd generates so much problems because they didn't except or test any bugs with the other group of devs.
The thing with powercreep is that there aren't any towers that have similar power levels. For example, if a tower gets nerfed, you need to think to yourself: "Is there a replacement?". If not then it's a problem.
I thought it was pretty obvious these recent changes were made in preparations for the upcoming game mode reworks and challenge maps. New enemy attributes mean new ways of countering them.
Power Creep is hard to see and correct in games that have them because if they don't appease the fans then devs start to worry they will loose players. That's sadly why commander got reverted back to what he pretty much was. As a small dev still learning coding, If I were to touch the commander rework I would have kept the longer CTA ability time, maybe even increase it more but add a more friendly UI to compensate to pretty much say to the player "Hey CTA is down, use another one if you want the boost again." by making a Timer similar to the boss hp bar on the screen somewhere with all the people with commander. So if people want to chain it would overall be easier but still nerfed to have some coordination among the team.
Been playing TDS since release along with having commando tower for some proof and I have been saying how tds has been getting soooooo much easier and nothing new other than a glamorous tower that does nothing in my interest. At first I was skeptical about the commander rework at first testing and after playing with it, I enjoyed it so much because it wasn’t just, “place and all towers are 55% stronger with chaining” and instead heavily reduced range and nerfed attack speed BUT gave a very strong new ability similar to commander from tower battles that I was all for. That shift moving from brain dead press a key every 10s and just upgrade other towers gave a use to commander instead of just getting 3 cta abilities and pumping money elsewhere. Then players baby rage over “this is different so I don’t like it” and getting mad like that entire rework was fitting so well with everything else. Mercenary troops para trooping in, military air strikes, commander spawns, tanks, air strikes and you tell me that was bad but we don’t care for military base change because it made it better. How we went from needing a coordinated team to beat fallen or golden mode or hidden wave to being upset over a slight nerf when we can afk fallen mode is ridiculous. Back then, we wanted to know how to get better and wonder what new enemies and how harder the game will be. I stopped playing tds and only joined back for either events or new tower or an update that may seem like fun and was very short lived. Brawler wasn’t even enjoyable to play with since it just did almost everything and needed some help. What the game truly needs is to rebalance towers, make gameplay less “linear” in a sense that you will do the same thing every single time for every mode(5 modes have the same enemy wave structure, molten(most part) fallen and special modes(that are copy and pasted from fallen, just reskinned and few adjusted enemies) by making all of these modes different from each other. Next would be to implement different tower synergies for these and then lastly bring back skillful playing and introduce failure to players so they retry over and over to learn and get better as we have before. Failure is key to keep bringing us back. Failure is certain, giving up is an option and when failure is not present, there’s no learning. That’s my rant on tds, I still hope the best for the game and I hope to make a return when it’s better, if it does pursue. But nonetheless, I hope the devs and balance teams well on figuring out how to fix the game because it’s not easy, will give them that and plus always being under pressure and underpaid from Roblox which is very unmotivated . We do in fact have to support them and not bash them for not sending out updates perfectly and on time. We’re all human and we don’t know what their lives are like. So please, stop bashing on people trying to make a game enjoyable for you. I hope everyone has a wonderful day. Thank you for your time.
I feel like this year the whole Paradoxum team started to become more coorporate by hiring a bunch of new devs to be able to make updates quicker. They also started catering towards casual players way more with those changes (consumables are literally as p2w as u can get so if u struggle with a wave just pop a flag which isnt even rare btw). A lot of towers and features feel really rushed without much thought put into balancing.I'm like 90% sure they care more about the game's "economy" so that players dont progress too fast, therefore why timescale tickets are so few and far between.
The problem is that after you get hardcore towers, there's isn't really an incecitive for the player to play, sure you could try to solo hardcore but reaching wave fifty is equally as full filing. So as culmination players want more updates, as of now though people realised that both sporadic and delayed updates suck
Recent updates seem to focus primarily on attracting newer players, while neglecting the needs of the endgame community. Despite the addition of new quests, these changes do not enhance the overall experience, they merely offer incentives to engage in the same repetitive game modes