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Messages - BloodNekoKiux

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16
Ship's Log / Re: Xbox One/Steam Cross-Network enabled
 on: January 25, 2018, 03:36:32 PM 
This is huge, thank you very much! How will inviting between Xbox and Steam work? Sorry have to ask, since there are specific people I might like to play with now that I can. Guessing this wont be done with Friend's list since Steam and Live do not share a friend's list. Also, does this make Win10 cross-play compatible with Steam as well?

Steam is the platform where you can find users of Xbox and Ps4. Unfortunately, you only can play with them and not to invite them to your squad... but we think it´s great for all the platforms in case you are looking for users for the matchmaking...
Okay thank you for the confirmation, but this is still great news! =^.^=

17
Ship's Log / Re: Merry Christmas!
 on: December 23, 2017, 01:48:08 AM 
Thank you for all of your hard at MercurySteam, and know that your game is something special and I can't wait for what comes next.  ;) 

18
Spacelords Universe / Re: Fun with Iune
 on: December 21, 2017, 04:11:16 PM 
Currently I think angelic is to good and is a must pick. IUNE biggest strength is that she can heal allies out of a wounded state, so keeping the cool down low on her heal makes her very strong. I also use stoicism, with this card plus her ability to gain an ally makes her hard to kill, if you stay close to your team and created ally. IUNE is very good as a raider, and breaks my personal rule of bringing only one alien on a mission because of what she can do for her team.

Now this is just me being crazy, but I have been testing out builds and strategies with IUNE as an antagonist. It goes about as well as I thought which is not that great, her weapons are strong and healing elites is useful; but, unlike the other characters she is very dependent on her cards to be viable. As an antagonist she either must go for a bust damage build or an elite heal build. With harmony and cautious she can quickly put raiders in a wounded state, but she relies on the NPC’s to confirm the kill. With abnegation and munificent she can keep elite NPC’s alive while using them as shields to avoid harm, the problem is that elites are not that hard to kill in the first place. But the biggest problem she has as the antagonist is that unlike the other cast she has no defensive options or ways to escape. Pulse she loses her ability to create an ally since there in nothing for her to turn in one (other than another IUNE created ally).

But she is my favorite character thus far in this game, and I absolutely would not change anything about her. :)     

19
Gameplay Feedback / Re: the end...180K
 on: December 18, 2017, 05:14:55 PM 
The invitation system along with the resent Gold rate change, I personally have gained over 200k in less than 2 weeks. I also was grinding character and faction points as well.

I would really like to use my purple tickets.... but it seems the most players already own both campaigns.
What I usually do is, when I play "hanging by thread" and I see a level 0 player I will send a message to see if they want to play.   

20
Suggestions / Re: Ultimate Edition gripe (sorry)
 on: December 18, 2017, 06:37:52 AM 
To be fair in the founders pack you get 3 characters, and in the ultimate edition you get 5 skins but not the characters. So, I don't see a point in an upgrade to ultimate edition from the founders pack; however, I think it would be a great idea to have a bundle set of these skins for about $25.

21
Gameplay Feedback / Re: the end...180K
 on: December 14, 2017, 11:55:29 PM 
The invitation system along with the resent Gold rate change, I personally have gained over 200k in less than 2 weeks. I also was grinding character and faction points as well.

22
Gameplay Feedback / Re: create a healer
 on: December 14, 2017, 07:40:50 PM 
Both, I have played with her for a bit. She can heal players and her minions, but she can only take over non-elite/players; also, can only have one minion at a time, if she gets a new minion the previous one dies. I have not played with her as an antagonist yet, but she seems to have some interesting tech. I'm going to do more testing with her latter.

23
Gameplay Feedback / Re: create a healer
 on: December 14, 2017, 07:03:57 PM 
We have a healer now, and her name is IUNE!

24
Gameplay Feedback / Re: create a healer
 on: December 08, 2017, 08:24:59 PM 
We do actually, Dr.  Kuzmann’s “Light Horizons” weapon heal himself and nearby allies when it damages an enemy. Personally, I play support/healer in most games I play but I don’t think it is a good idea to have a “healer” character in this game. I’d much rather have a base good character and have weapon/card swaps, this gives various play styles for each character. With that being said though, I would like to see other characters with support type weapons.     

25
Gameplay Feedback / Two major proposals, last feedback post.
 on: December 07, 2017, 10:59:59 AM 
This will probably be my last feedback post for a while, I’m not leaving the game or anything like that. I just feel that any issues or suggestions that I may have has already been addressed by other members of this awesome community, or by the great team at MercurySteam themselves. I felt like I really need to make this, because I’m convicted that this is the most important issue that will make or break the longevity of this game. So please, take what I have to say into consideration.

Since the Patch 06, I have seen a positive change in the economy. I personally have had very little issue grinding Gold, Faction points, Character points, or antagonist rank. I have been heavily using the “invitations” with friends and new players I meet in the “Eternal Soldier” campaign, and have gained over 100k in a less than a week (plus I played a lot). Over all Patch 06 and Wardogs fury was an amazing leap in the right direction, and that the economy is in a good place right now.

However, the recurring issues that my friends and the new players I meet have is the way the antagonist rewards work; more specifically, players that DON’T like to play the antagonist that feel like they’re forced into playing a game mode that they do not want to play to build a blueprint that they worked hard to gain, or to buy lore (but I personally agree that the URAS-BEHERIT lore should be a requirement to unlock with antagonist rank because it fits thematically). Then there are the players that DO like to play the antagonist (like me) that feel unrewarded for playing the antagonist each week with no real reward, other than being high enough rank to build a blueprint that they already have. This I view is a major problem in keeping players involved and coming back to play week-to-week.

I do have a couple of ideas that could help with these two problems. The first is similar I a proposal that I posted about a month ago (that I could tell your team read it  ;) ). For the blueprints, have the build cost change from “Antagonist rank=(X) + Gold=(x)” to “Faction points=(x) + Character points=(x) + Gold=(x), or, Antagonist rank=(X) + Gold=(x)”; for example, for HANS’S USU-21 have the build cost Faction points=(3,000) + Character points=(3,000) + Gold=(3,000), or if you have an antagonist rank of LV1 have it only cost Gold=(3,000) to build. This change will allow players to choose the way that they want to build the blueprints. For someone like me, I would rather play as an antagonist to only pay the Gold price, and for some others I meet would not feel forced to play the antagonist to build the blueprint that they want. This could also help diversify the economy.

The second proposal is asking a lot, but please consider it. As mentioned earlier, there is very little incentive for playing the antagonist. The main reason I see players play the antagonist is to be able to build certain blueprints, and after they build the weapon most player won’t play the antagonist again until they want to build another weapon. The other problem is that players feel that their antagonist is worthless, since players can build most weapons with a relative low rank; also, since the rank only last a week it really losses it’s competitive factor, so, what is the point of striving for a high rank each week?

My proposal is awarding Mercury Points to players depending on there antagonist rank at the end of the week, this does not have to be a large amount either. An example how this could be done is that you get 10 points per rank. So, at the end of the week, at antagonist rank 1 you would earn 10 Mercury Points, and at antagonist rank 18 you would earn 180 Mercury Points. These Mercury Points values are subjective and can be lower or higher, but this would encourage players to play the antagonist more, plus be more completive and try for a higher rank each week. There could be several other positives for this new antagonist reward system; such as, an incentive to purchase more Mercury Points to get little bit more that they need to get that item that they want, a reason to play each week, bragging rights that mean something that would instill friendly competition (it’s an Atlanta thing).

This won’t even be that detrimental in lowering the value to Mercury Points, giving an example, even if you had a player that could constantly get to antagonist rank 18 for four weeks (using the 180 Mercury Points sample), that player would only obtain 720 Mercury Points. That is still one full month of that player playing the antagonist in a more competitive environment, fighting their way in ladder to get the highest rank they can.

These two proposals would give players an alternative way to get the weapons they want to build, help diversify the economy, give a reason to play the antagonist each week, letting player have the fun in grinding the way they want to, and ultimately not feeling forced to play in a way that is not fun for them, so they can enjoy to the fullest of all the wonderful things that this amazing game has to offer.

These are merely just my thoughts and suggestions, and sorry again for the really long post. I know that the latest update just came out last week, so I personally don’t expect any major changes to happen any time soon, in the modern-day gaming market it is very hard for an independent compete. But reason I put so much effort into this post is that I see all the love and care into making this game. This has been somebody’s dream project for years finally come to light, and it is worth fighting for. I believe that this game once it’s polished will become a game that will never die; also, know that most (if not all) of us here believe in all of you at MercurySteam and are here supporting all of you!

26
Spacelords Universe / Re: player link up " players unite" xb1 edition
 on: December 07, 2017, 05:54:58 AM 
We have a "Raiders of the Broken Planet" club on Xbox as well, and our mod is the great captain3beers. It's a good way to find other players.

My gamertag is: BloodNekoKiux 

27
It's busted!  ;D

28
My fiancé would flip if this was implemented, one of her favorites parts about this game is the lore unlocks, that’s were most of her gold go’s. XD 

29
Gameplay Feedback / Re: Mastery?
 on: December 04, 2017, 10:33:54 AM 
Having a combined average of your mastery level when you about to start the mission would be a great idea! This will be a good way to tell what the difficulty would be. Also, letting the antagonist be able to see the raiders mastery level could be a great equalizer. The Raiders get to see the antagonist's rank, why can't the antagonist see the Raider's mastery.       

30
Gameplay Feedback / Re: Review so far (From a new player)
 on: December 04, 2017, 10:21:26 AM 
Welcome omeganx,

MercurySteam have stated that this was never meant to be a F2P, the idea is a chapter style game in which you pay for the campaigns that you want. I like this approach, and in theory can be great; but, I do agree that there is a problem of getting players to be invested in the game.

They add the “invitation system” which I have been using often, it lets you invite players that do not have the content and allows them to play with you, and at the end both of one get a 5000 Gold reward; also, you can spend Gold to temporally unlock missions for about three and a half hours. I think there is more that can be done with the “invitation system”, for example, having a sub-que in which you use an invitation and can let a player join you in match making that does not have the content.

To balance this out, the player that used the invitation would still get the 5000 Gold reward, but the player that did not have the content that joined the sub-que gets 1000-2000 Gold. I feel that this would help encourage newer player to invest in the campaigns, and reward current players for helping the newer players. Also, this could enhance the overall moral community and lower toxicity; and from long time with this game, there is very little toxicity in this community as it is.

Also, lowering the price of skins and characters to under 1250 Mercury Points, and the Max Gold for a character should be 120,000 Gold I think would be a good change as well. Since the economy change, I have not had much trouble grinding Gold; in fact, since “Wardogs Fury” came out I went from around 90,000 to now over 166,000 Gold. Using the new “invitation system” and bringing in players I meet in the “Eternal Soldier” campaign. This is why I think adding a Sub-que using the “invitation system” would be a great idea.
 
If your on Xbox/Windows omeganx, hit me up some time. My Gamertag is BloodNekoKiux.  ;)

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