You have asked, and we have listened! The second Spotlight contains many useful suggestions, especially from our fellow commenter Shizuyami.
Now we'll go and make your dreams true - at least most of them ;)
See you in two weeks!
You can check out the full post here (Announcements can be so long): http://steamcommunity.com/app/310510/discussions/2/613941122534212861/
Here are some appetizers:
Sorceress Movement Speed About the only gripe I have is the movement speed of the character. She seems sluggish and often unresponsive, and because of this, I never feel in control of the situation during a map. It's like I'm running through molasses to play catch-up even when I'm ahead of the waves. The slow movement also makes me feel less inclined to explore the surrounding jungle, because it seems to take so long to do. I suggest a slight increase to her base movement speed might improve this sensation.
We briefly had a movement bug: The character waited for the animation to finish while in combat, therefore kiting and other combat movement was kind of clumsy. This has been fixed in the latest patch, and we hope that it will solve the issue you've mentioned. Movement speed itself can be altered via using various artifacts that are already in the game. Also, there will be different class skills that can alter movement speed.
Lompos - Game Designer
Camera Control Pan, rotate, perhaps some pre-set zoom function. Often trees and whatnot get in the way of the player's view and enemies can remain obscured for longer than desirable because of the fixed camera scheme.
You can zoom with the scroll wheel, but rotating the camera was something that was not in our plans when we were creating our maps. Therefore, there are a lot of objects that would block camera view when it is rotated, which means we would have to essentially redesign all of our maps entirely for this. Every such object should get its own transparency and configuration settings, and so on. Therefore, we don't think that this will be something that will get implemented in the game.
However, if there are environment elements blocking the current camera angle, they are minor bugs that we will fix in the future.
Pozs - Producer
Territorial Wars What this would look like: There would be maps made by devs. A map(guild) can be attacked once every 24/48 hours and the guild would be notified 12 hours before the attack happens. Then once its time for the attack everyone with permission in the guild is able to help defend with 4 players max. The attack would work the same as the pvp mode with an attacker and defender. If the guild is a no show there will be some basic traps/towers in play and the attackers would have to get passed this. The guild would be able to improve these towers/amount of towers etc with gold from the guild or maybe with the crafting resources. Owning a territory would give a guild a magic find or a gold find bonus depending on amount of territories owned. Maybe they also gain access to a map attached to the territory that has increased loot bonuses. The bonus shouldn't give any damage stats or resist or anything like that since that would make pvp unbalanced.[...]
Now this is a very interesting idea, we have been thinking of implementing similar stuff - clan systems and clan wars. Although this has a low priority in our to-do list, it is definitely there. If the game will have a sufficient multiplayer community, we will definitely do this in a future update, for free of course.
Pozs - Producer
More essence per wave options in editor Right now you give starting essence and essence per wave. It would be really awesome if we could select a different amount of essence every wave, that way we can give players a more dynamic essence flow according to the difficulty of both the waves and the map.
Good idea - You can see it in the next update, we can easily do this, we just need to find a good spot for it on the GUI.
TJ - Game Designer
Spawn point selector It would be nice if editors have the option to select a starting/respawn location for the players on the map. It can either increase difficulty by making people spawn in locations that are impractical or it can help people out by spawning right back at the right location. Especially in big maps there is a lot of walking going on if you dont want to use too many teleport pads in your map and if the defense location is far away from the spawning point.
All right, you can see your idea put to practice in the next update!
Pozs - Producer