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L3Y

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L3Y

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  1. - NVIDIA GeForce GTX 1060 - 1920x1080 - I found a solution the day after this post. By turning off steam's in-game overlay, it allowed me to change visual settings in MVR.
  2. The game opens windowed. Whenever I try to change the resolution or make my game full-screen then the screen turns black and I crash. Any solutions?
  3. I remember the middle one. You're Aoni then, right? I think. You did a buncha of those chibis for people's characters for them to use in their forum banners back in MVS.
  4. It can be just as much as a cosmetic thing as it can be stats. But it ensures more of a possibility that people will spend on the capsule. Say they release one weapon (go with rifle for this example) per update. I believe more people will spin it for a chance to get a weapon with stats they use rather than not spin it at all due to none of the rifles having stats they want in the first place. With a game that's already suffering in the funding department, you'd want to maximize the potential of people spending/wanting something. In addition, Leo said that they will probably not bring back items after they're released for a minimum of 2 years or even never. There will also not be trade in MVR. This alone will push the urgency that you need to get it before it's gone so weapon value won't be an issue. Going back to the point I made before, you'd want to increase desirability by making every capsule appeal to everyone. People will be more inclined to spend on a weapon if it doesn't look exactly how they wanted vs having a stat they don't want at all. In this version, people will more than likely spend for what they want rather than hoard items for the future chance of trading them. If this is the case then the developers should focus on increasing the chance that the community will actually go for what they release. If you truly believe that then let them make the Gold Rifle series Hornet and the Sea Wasp, power-based with slow reload and zoom speed.
  5. I understand that online gaming has become a place where the use of derogatory words is a norm but be real. You're supporting toxicity in a game because you have no self control when you rage. I can only imagine what your chat logs look like 🧐
  6. I wish they would have found a better way to vet people too. I keep seeing people that got more than one key by using alt accounts. Disappointing.
  7. I'm honestly surprised that none of the MVs updated the mute system while in the game. Spamming "ez" six times or so gets you temporarily muted but someone can call you slurs nonstop throughout the match and nothing happens. Words that are obviously offensive should trigger a system that gives you a chat mute the duration of the average game (20 mins). Your account should be flagged when you're muted for offensive reasons. Get enough flags and you should be automatically muted for 1 week, 1 month, 1 year, and perm. It's clear they're steering to be genuinely pegi12 in this version. Pea-brained people that think derogatory language and insults are top-tier trolling and humor should just have their chatting privileges locked in a box and the key thrown away.
  8. Agreed. Swapping was the sole concept that separated MV from other games. It is a skill that should be learned by those who want to improve. People can still play without it but it should be what's expected and what is associated with the game's main play-style. Yes, yes, and yes. Give new players all the means of learning more about the game. The old A.I. mode in MVS should come back as well as the ability to change load-outs to test different weapons while in the test room.
  9. Smaller maps are meant to be played with fewer people hence "recommended #v#" is tagged with them. Unless they changed it, then it has always been the fewer people you have (say 10 people) then the less HP the main zombie starts out with. You shouldn't want to overcrowd smaller maps like Rumpus Room with more than 6ish people anyway. Rather than going in and changing the HP stats for zombies based on every map., it should be balanced by how many people are playing in the room. People should also use judgment when deciding how many players a certain map can handle before it just becomes an easy infection fest. God, yes. Falcon is so bad. It doesn't need to be removed per se but it should definitely be changed. Maybe one shot can do a sizeable amount of damage? So make it like a normal sniper (1 round loaded at a time) but it can do about 3k damage or so? I'm also in agreement that the zombie grenades need a buff. Firestorm needs more power. Blizzard should maybe have a higher firing rate if you do not want to buff the power. I do not agree with the removal of any maps. All maps should be available in zombie mode. Bugs should be reported and unfair boosts should be blocked off. The removal of collision just seems like it'll open the floodgates to a whole lot of issues. Plus, wouldn't that just allow everyone to be able to move through each other? If so, then my friends and I could all stand on a slim platform morphed into each other just blasting away. Also, would this apply to all of MV or just zombies? Standing on someone else has benefits in other modes (e.x. Allowing a teammate to look over a wall or reach choke points faster.) Like I mentioned before, a zombie's HP should be decided by how many players the room is set at. Rooms with the max player limit of 16 should have zombies that have more HP when turned. I agree that knock back should be decreased. You shouldn't be able to push a launching zombie far away enough for it to involuntarily suicide. Like the idea of using shields in zombie mode, more power weaps, etc. More on that below. My Suggestions 2 Different Zombie Modes - Classic: Simplified zombie mode. The basic special weapons only. No additional items or weapons. - Extreme: Additional special weapons on top of the preexisting ones. Random shield drops around the map as well as when you kill a zombie. A zombie regains x amount of HP when infecting someone. Radar (not sure about this). Radar will spawn randomly on a map (never in the same spot). If a figure takes it then they can see where all the zombies are. Limited to one radar item per round (can only be used by one figure). Zombie vs Figure Speed This is without the consideration of speed given by melees. This is to be used just as the base of the idea. Max Figure Speed: 13% Zombie speed without boost: 10% Zombie speed with boost: 16% Improve the Zombie's Special Ability: Perhaps give the zombie the ability to jump higher when activating their special ability? The goal is to find a good balance where a figure can escape a zombie when they're not using their ability but the zombie can easily infect people when using it. QUESTION TO COMMUNITY: Which do you prefer when it comes to infecting figures? - Zombies can one hit everyone with right(secondary) mouse/melee regardless of tank. - Zombies have to use left (primary) and right(secondary) mouse/melee to infect. - Players who tank by an additional x amount have to be hit two times with right(secondary) mouse/melee whereas runspeed is one left (primary) and one right (secondary) mouse/melee?
  10. But if you do that then you'll make an entire weapon series useless for a person who doesn't play with Sherlock. Regardless of whether you do a reskin or by advancing stats of one gun, you'll still encounter the same issue that you mention in your own post which is "possibility of winning...weapons I will never use" because you may have wanted the gold version but won the bronze. At least with the reskinning system a person can get a weapon they like just with the downside of it not being the exact color they wanted. Still had a sense of direction and more resemblance to the original MV than the BETA does. I'll take it for all its faults. It's something to work off of, I never said it was perfect. How they handled explosives was a result of the community's complaints, and I know it wasn't perfect. They did well by making explosives something you have to aim rather than just spam to get easy kills. I'll stand by that.
  11. He's referring to a certain rendition of MV where many of the issues in Surge were fixed. If ya know, ya know.
  12. If it ain't broken, don't fix it 😉 Honestly, I'd be happy if they even did that alone. I can get behind only nerfing the power of explosives if majority of the community agrees that the blast radius is fine. Appreciate the response. Above all, I hope that you guys prioritize what needs fixing. Cosmetics and UI should be last. Actual game mechanics and patching bugs should be put at the forefront. I honestly have faith that MVR can live up to what MV used to be. The game was well-enjoyed for its uniqueness. The idea of swapping weapons the way that it is done in MV was a completely new thing to me which helped it stand out. I am sure you and your team's intentions meant well but the game had a good foundation that was tossed on its head in the BETA. Regardless, I appreciate all the hard work you and your team have done. Thank you for giving the game a new chance at life.
  13. By you saying coupon shop is useless I feel that my idea was validated. If it feels useless then I don't think it'll do much harm to add back and give people who put time into the game more options to cash out their playtime. If balanced right, sniper can offer more diversity with play styles. Those who want to use it in close quarters still can with the downside of it being weaker. Those who want to use it for what a sniper is can do power and have a better payoff with hard scoping. Once again, keeping HP and RS helps people have different ways of playing since each has its own mechanics. I think the biggest issue is that they're unbalanced as of now.
  14. My friend and I were discussing it. I'm coming more from a place where I'm considering newer players or players who aren't good. I appreciate the skillful snipers out there but it gets pretty discouraging to get one shot over and over by someone who's good at quick scoping. Either way, quick scoping will not be less impactful whether it can one-shot or not. You'll still be dealing majority of someone's HP and they'll just be easy pickings afterwards.
  15. Let me preface this by saying that I did not get a BETA key so I have not yet gotten to experience MVR firsthand. Hello, my name is Ley. I’ve been a player of Microvolts since Aug 02, 2013. I must say this is a rather disappointing, yet expected, outcome when I heard that MV was going to receive new life. However, I must admit that it's nice that we may have developers that are listening to the community this time around. Anyway, let me get to the point. This is some personal input that I have for Microvolts Recharged. 1. Limit Weapon Diversity VIA Using Reskins It's already been mentioned before but the safest approach when it comes to weapon balance is to restrict the different types of weapons you can have by adopting a reskin system. This does not have to be a permanent thing but it'll establish a point to work from. Each weapon type should have three default builds with all other weapons being reskins of them (sharing the same stats). For example, the default builds for rifles are ADV-Sherlock (gold), ADV-Pepper (silver), and ADV-Hornet (bronze). Sherlock favors the power stat whereas ADV-Pepper is more rounded. Further upgrades can be made to diversify the weapon (i.e. upgrading ADV-Sherlock in accuracy to make it more accurate). How would this look in the game? Make the ADV versions of weapons purchasable in the shop with MP so everyone can easily access them. Make future weapons RT/MP capsule only (with easy access to both currencies). Say you guys release the pirate rifle series in the capsule for an update. Quartermaster (gold) will have the stats of ADV-Sherlock; Gunner (silver) will have the same stats as ADV-Pepper; Sailor (bronze) will have the same stats as ADV-Hornet. By limiting weapon diversity you will be making all other weapons function more as a cosmetic which I think is a fair starting point. Do the same with all other ADV versions: ADV-Driver (gold), ADV-KW (silver), ADV-Bombard (bronze), and so on. 2. Clothing & Accessory Stat Overhaul 2a. Remove explosive and bullet armor. It broke the game back then and I doubt it'll help any here. The only stats that clothing should have are RS and HP. Explosive and bullet armor acts only as additional tank which is already a problem. 2b. Accessories should only give additional AMMO. Not HP or RS. Not MP or EXP. Not BA or EA. Ammo only. 2c. Remove the upgrading system for clothing. Each article of clothing (i.e. hairs, tops, hands, legs, shoes) should give either HP or RS stats. Not both. I understand you wanted to spice things up but this is such an unnecessary change to the game. Return things to how they were where a pair of shoes were either HP or RS only. 2d. Remove all stats from faces. Faces should be for cosmetics only. This will also give the CSD community a way to stand out from each other. 3. Return the Coupon Shop The coupon should be kept as an incentive and bonus for those who financially support the game. However, it can also be accessible to free2play players as well. A middle ground can be met. The easiest way to attain coupons should always be by spinning the RT capsule. Any other way should be completely free. Examples of this would be getting coupons by spinning the MP capsule, leveling up, completing achievements, single-player, and playtime. The coupon shop should be a treat for spending money and playing the game in general. Adding it back does not have to be a threat to gameplay (which is the most important). 3a. Bring back god weapons and allow them to just be reskins for the base weapon stats. Example: Lucifer can be purchased with the stats of ADV-Hammer, ADV-Chainsaw, or ADV-Mad Wrench. Make them upgradeable without changing their appearance (so no adding glow or anything). 3b. There should be coupon-exclusive outfits, weapons, and accessories. These should be permanent additions to the coupon shop that are not removed (so there is no rush to collect enough coupons to purchase them). They should not give better stats in any way. They should only differ from free2play weapons and outfits by their appearance and how they're attained (via coupons). 4. Weapon Balance 4a. Here we go again...Explosives, so grenades and bazookas, need to be nerfed. They need a massive decrease in power and blast radius to promote them to be used more tactfully (knocking people off platforms, removing people from camping spots, etc.). One shot should not be able to wipe out half of someone's hp. 4b. Snipers should be strong but not godly. Snipers should only one-shot someone if they were shot in the head. I feel in this way players who decide to use full run speed aren't punished which might incentivize more people to use less HP. Snipers maxed in the power upgrade should be able to deal near-full damage with the downside being slower zoom and reload speed, but not enough to one-shot someone if they aim for the rest of the body. Maxed power snipers should leave someone alive by the skin of their teeth so they can easily be finished off. 4c. ADV-Driver and any reskins of it should only have two shots loaded at once. It should have the slowest swap speed out of all the weapons. In turn for it dealing the most damage out of all the shotguns (but still not enough to one-shot someone), it should have a slow reload speed. The accuracy should be good though. It should be slow to shoot but if you aim well it should have a kick behind it. ADV-KW has always been the king of shotguns. It should have a fast swap speed and reload speed, but less damage and accuracy. ADV-Bombard should be the middle ground with a slower swap speed than ADV-KW but faster than ADV-Driver. 4d. Melees have remained decently balanced throughout the years. However, melees that share the power default (so ADV-Chainsaw) should be able to one-shot max tank when it's at its highest upgradeable level. But to keep it fair it should have the least amount of range and runspeed. ADV-Mad Wrench should have good range and decent runspeed (not too fast but faster than ADV-Chainsaw). ADV-Hammer should have good runspeed and decent range (less than ADV-Mad Wrench). 4e. Rifles need to be strong. Not godly strong, but strong. They require the most skill to use (other than sniper) and that should count for something. Shooting at the head and torso should deal decent damage but there should be a decrease in power the further you're shooting it (so you can't easily laser an enemy across the map). 5. Runspeed vs HP There's been a huge battle between players that use full runspeed vs players who do full HP. Most of the community usually favors HP which is fair when you're playing strategically. I've always been a runspeed player because I favor moving fast. Here are some fixes I'd like to suggest. 5a. Settle on a fair number for the game's max HP. HP should be stronger than runspeed parts but it should not be like you're taking on a Juggernaut. Runspeed players that are sniped should be left with less HP than those who have HP and get shot. 5b. Top and legs should provide the majority of the HP/RS stats of a set. That way if someone does do split stats (using both HP and RS) players who do full runspeed will always have the benefit of being faster. Hair, hands, and feet should only provide 1% runspeed or 20 HP each. Top and legs should provide 130 HP or 5% runspeed each. This will put full runspeed at 13% and full HP at 320. This does not have to be what is settled on. It's just to provide an example. 5c. Those with full runspeed should have the easiest time traversing maps such as jumping from place to place. 6. Zombie Mode I haven't yet gotten to see what the new zombie mode is like, but I just want to put this out there because it drives me crazy. A figure that is using majority speed (melee and outfit) should be faster than a zombie when they are not using their speed booster. If you can't outrun a zombie when they're not using the item that's specifically there to help them catch a figure, then that promotes camping. A zombie should only be able to catch up to a figure if: 1. The figure has less base speed (using the majority of HP items). OR 2. The zombie is using the zombie's item: speed accelerator. 7. Upgrading System To keep things fair, the upgrade system needs to be 100% free2play. Battery boosters and superglues (if you're keeping them a thing) should only be accessible through playtime, leveling up, events, and MP capsule, etc. In no way should someone be able to spend real-life currency to level their weapons faster. Also, if you intend to keep the glow on weapons LVL8 and LVL9, there should be an option to turn it off so you or other players cannot see it. Finally, it should not be impossible to upgrade weapons. Levels 1-5 it should be moderately easy whereas anything 6+ should be challenging. 8. Free2Play 8a. Playtime should be the most crucial component of leveling in the base game. This helps fight against farmers. Those who decide to participate in league ranking should receive more EXP depending on how well they do. 8b. Return seasonal events. Accompanying any updates made on the holidays (i.e. Easter, Christmas, etc.) should be corresponding events where players can receive specific items only attainable through participation. For example: During a Halloween update you can receive boxes for playing zombie mode. In these boxes, you have a chance of winning Halloween-themed accessories. 8c. Ultimately, everyone should have a fair chance to obtain cool weapons and clothing by just playing the game. The only difference there should be between a pay2play and free2play player of the community is that one has more cosmetic things than the other due to splurging real money. I believe that is all I have to say. I am here to hear input as well as justify any of my opinions. Remember that they are just that, opinions, and they will more than likely differ from your own.
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