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Messages - Strider

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Suggestions / Re: In regards to weapons and their blueprints
 on: August 28, 2018, 01:12:45 AM 
It is not easier to get BP.

The reason I implied that blueprints were easier to acquire is because based on your teams performance (and treasure hunter) you can almost be garenteed a blueprint drop. You are right in the sense that not everyone going to have an easier time with the blueprint system (due to antagonists, specific level, MMR, teammates etc). I can only speak for myself in saying that I have very little issue with obtaining weapon blueprints. I shouldn’t have assumed this was the case for everyone.

However, I still think part the solution is to not have a blueprint roll when you lose a match. As it stands, the chance of obtaining a blueprint still isn’t really based on your own performance.

This may seem weird but the more I think about it, the more I disagree with my opening post because these ideas at second glance are unnecessary.

In short I am willing to grind a reasonable amount of (fixed) gold values if I know what I am going to get at the end of it be it a raider or a weapon. I would just like detailed stats of weapons (reload time, fire rate, base damage, critical damage etc) and detailed descriptions of raiders (accompanied with some video footage showing off their abilities) and not just some flavour text that the raider or weapon in question may or may not live up to.

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Suggestions / In regards to weapons and their blueprints
 on: August 26, 2018, 02:06:49 AM 
Hi again,

I want to start off by saying that the transition to the free-to-play model has been done well (for the most part). Barely anything (other than cosmetics) is monetised and the few things that are monetised (XP boosts for example), are available every 12 hours or so. It’s nice to see you guys taking great care in regards towards your monetisation methods.

However, the fact that there is only one chance to obtain a weapon blueprint every 12 hours is rather strict I feel. Good news is that there are multiple solutions to this issue already suggested by a lot of the community members here (more-blueprint reward missions, perhaps a 6-hour reward cycle instead of a 12-hour one).

I do think however the gold needed to craft some of these weapons are very expensive and seem to become more expensive as your forge level increases, I would need the community to tell me if this is correct because this seems to be the case. (For example, my forge level is 11 and common and rare weapons cost 36000 and 90000 respectively). Some of these prices exceed a good number of raiders... who come equipped with weapons of their own, lol.

I would not call myself a veteran (with tonnes of gold) in this game nor would I call myself a newer player but I have a feeling that this is going to be an issue for (right now) newer players if left ignored. Here are a couple of ideas:

Simply revert the value of common and rare weapons to ~20000 and ~40000 respectively. I understand that the increase in value was in response to how much easier acquiring blueprints are but such a drastic increase in price almost makes me wish the old system made a return... almost.

Turn “weapon blueprints” into the weapon itself. Once a player acquires a blueprint drop, allow the player to use the base (Forge level 0) variant of the weapon until they can earn the ability to upgrade the weapon towards their actual forge level once they obtain enough gold. This will not only decrease the grind for newer players looking for a new weapon to try but also allow veterans to try out a the weapon in question without using up to 90000 gold (only to find out they don’t like it or it’s too weak for example).

Allow other players to trade weapon blueprints and/or Mercury Points with each other, I think some players will appreciate the option to pay for a weapon blueprint while helping out another player.

The “raider token” idea mentioned in my last thread could help alleviate the average amount of gold a player would spend acquiring characters and instead put more focus into the acquisition of gold towards building a weapon.

I want to say again that the game at the moment is open to change, with that said I’m looking forward to see where this goes from here.

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Eight-bit, if you can try to include more information, it will help the community determine the issue you may be having. For example, which character (Raider) are you playing as? Based on the Raider you are playing as, your play style will need to change. Have you been playing single or multiplayer? How many antagonists have you encountered? Etc.

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I appreciate the kind feedback guys, thank you.  :)

I do want to post a follow up in regards to the use of Faction Points and it starts with the card system.

When I look at the selection of cards available, the game allows 2 cards at any one time.

- Faction Specific Cards

- Raider Specific Cards

However, I can see a third selection of cards being created for the Raiders’ weapons (weapon specific cards). There are quite a few cards already dedicated to the weapons themselves and I don’t see them conflicting or stacking with any of the former 2 types to create any overpowering combinations I know of. Of course certain weapons come into mind... but I trust they would be balanced accordingly as time goes on.

I would be worried about furthering the power gap between veterans and newer players, but between the existence of “passive skills” available to higher level players and the (primarily) PvE nature of this game, I’m not entirely sure what MurcurySteam’s (or the community’s) stance on this would be.

I’ve noticed a lot of cards have a “Rare” (More powerful) version of themselves which makes the weaker variant much less attractive, especially if you meet the level requirements nessesary to farm the rare variant.

Perhaps a solution to this is to make these cards upgradeable via Faction Points, give each card 3 levels, the third level being it’s “rare” variant. Between these 2 ideas, I imagine the amount of Faction Points necessary for each Raider would increase while allowing the freedom of choice to pick any card a player would wish to have without the need of a RNG system.

Another note about forging weapons is that I cannot see the weapons’ stats as I am forging it (ammo capacity, reload time, base critical chance, base damage etc) This is strange because the game is asking me to upgrade a weapon I have never tried before. For example the “Arsenal” upgrade option (ability to add more bullets into a magazine) would be far more useful on a hard hitting weapon but you wouldn’t know how hard a weapon hits until you have tried it.


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Hi Mercurysteam and community,

For what it is worth; Let me start this off by saying that I am having a lot of fun with this game. The visuals are great, characters are varied and the combat (for the most part) is polished. Very little concern from me in terms of the core gameplay provided.

However, between the recent news of the rebranding and the interviews that followed, I think this is a better time than any to discuss the card system and recruitment in general.

Arguably the biggest and the most important part of the game are the Raiders themselves, throughout my time playing the game I never felt that one character was stronger than the other (only that some were more effective than the other in certain situations) so I always found it rather odd that some were level restricted more harshly than others.

I understand that level restrictions can drive users to purchase XP boosters however, with the mention of adding level requirements to the missions themselves can be a good excuse to allow players to choose the Raider they wish to play as and not the one they are encouraged to play as.

The recruitment price of Raiders could be equal, rather than encouraging players to recruit Hans, then Dr Kuzman then Doldren then Hive etc. Don’t get me wrong, this is great for players who want to play those particular Raiders in that particular order or for people who don’t care who they play as but for newer players who want to play as a particular Raider (let’s just say Mikah) will be disappointed to know that the grind for that Raider wouldn’t have been so long if the raiders were priced evenly. However, doing this I imagine would bring the average price of a Raider to around 90K gold,  which is a tall order for any newcomer.

A “Raider Token” would fix this I think, the ability to recruit any Raider with a “token” of increasing cost after every use (first use costs 9000 gold, second use costs 15,000 gold etc) this will not only retain the systems current new player friendly approach but will allow the freedom of choice for other players to pick their most visually appealing hero.

I may hold an unpopular opinion here but the card system is my favourite part of the game, cards that can completely change how you play a raider, cover their weaknesses or further maximise their strength lies within this system but I feel this is held back by being a “non-profit slot machine” that uses up your Faction Points. I think that cards should individually cost a certain amount of Faction Points to acquire. I don’t mind the inclusion of its level restrictions, however I suspect the issue is the lack of incentives to farm Faction Points after obtaining what the player thinks is the best card for the Raider which could explain the inclusion of this functional slot machine.

I understand that Faction Points need a use but I don’t think this is a good way to utilise them. What makes this especially weird to talk about is the fact that I don’t really have a solution to the use of Faction Points. Perhaps I’m overthinking it, perhaps at that point the player should just move on to the next Raider?

Oh, a little thing about weapon farming (fighting over weapon blueprints shouldn’t be a thing) is that the affinity of some weapons do not match the method of farming. I find it pretty jarring to play as a Raider to acquire a weapon blueprint but be forced to play as an Antagonist just to build it (or vice versa).

TL;DR: Remove level restrictions from Raiders, Have a flexible unlock (Token System) instead of a semi-fixed unlocks, allow cards to be brought directly via Faction Points, find more uses for Faction Points, Weapon blueprints should not be fought over.

Overall I am looking forward to these new changes and I wish this game the best.

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