Jump to content

sw1ndle

Members
  • Posts

    89
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by sw1ndle

  1. game itself never was meant to run many hours(because in 2009-2012 they had a system implemented called PC Bang for internet cafees in koreea for h.a.v.e online and many kids we're playing the game itself as well in japan too and thailand, they didn't change much since then when comes to this), you'll notice it happens in any scene not only those including in game and ui thread wouldn't update either. reason memory leaks, bad memory manadgment same goes for cache system and how they render stuff and iteration system, i've reported this issue it's on their priority list most likely already
  2. even old weapons in 2012-2013 had rng, the feeling might be better or even worse for balancing which can be worked on later.
  3. Networking I'm glad they eventually fixed Europe's main server problems, but there are still some connection lost errors from time to time; I haven't seen them in a while, but they were only happening in game in rooms with a lot of players (I could be wrong about when it happens, but it's annoying to be thrown out of a match with a connection failed and that the issue has been fixed, etc.). Matches continue to take a long time to load, and the scoreboard at the end of a match also takes too long to load, which is inconvenient when you want to leave quickly. Some rooms eventually get bugged and won't load players in, and the match ends instantly. You won't be able to start loading players in without recreating the room. Some Kai parts, probably even more than I'm aware of, are bugged (the player that wears them sees they have 2560 HP), but the other players would receive data about them actually having 2000 HP and be able to kill them faster due to this. Attempted to reproduce but couldn't get any result; multiple players encountered this, and I can't explain or give more info about it since that's all I know. User Interface The inventory and shop's scene are either from an older client with the wrong position or someone forgot to fix it (referring to the scrollbar). The new concept of swapping HP, Speed, or other benefits for accessories, parts, and sets is cool, but the user interface is definitely not user-friendly and needs to be reworked (especially since those upgradable unfilled or filled circles were only meant for weapon upgrades and don't fit on accessories and such; perhaps you could make a new icon for it and place it in the upper right corner). Gameplay As many players have stated, the gameplay is no longer as enjoyable as it once was, but I cannot say that it is completely unplayable in my case, as the feeling is different primarily due to nostalgia and the new concept attempt, which will have an impact, and not in a positive way, on every old player, as well as on new players, as the game currently does not have much to offer to attract new players. Upgrade System The previous upgrade system may not have been the best because it had pay-to-win elements like buying or winning super glue that led to a 100% upgrade rate on weapons, or buying or winning battery and not grinding for it in game, or weapon protection that was used for a cool system. You should strongly consider reintroducing the previous upgrade system. Sure, a rework is possible; for example, you could add the option to swap upgrades in exchange for a large amount of battery and MP. But keep in mind that this swapping system for upgrades and benefits for other equipment definitely needs a rework for the UI, as mentioned earlier. Features Not every player enjoys the feeling of double zoom because tons of players get confused about it when trying to exit the zoom faster because they forget to switch to other weapons and tend to right-click again, which would lead to double zoom and get them killed for slow reactions. This suggestion can be improved by removing double zoom from every sniper and adding it as a feature in the game settings so players can choose whether to use double zoom or not. The game already has debug info to show fps; most likely players would love to see their fps. As an extra part of the upgrade system, think about bringing back the system that was scrapped; I'm talking about the item destroy system. Basically, the system was that your weapon had an x% chance of being destroyed rather than simply failing in an attempt to upgrade it, and you could restore it with MP. This is why, at the start of the surge version, they had weapon protections but removed them due to complaints. Because the previous system didn't do much, it was the same as having to repair it from 0%. My suggestion would be to bring it back, but once the item is destroyed, it loses all experience, MP, and upgrade levels accumulated in the weapon to make the grind more difficult, but never add weapon protection or super glue again. Even if it's a pay-to-win element, a purchasable or winnable battery is decent because you get the same treatment as other players, with the same chances of upgrading or having an item destroyed. Obviously, if you're able to win or purchase a battery, it means you've made more attempts at upgrading it, but that doesn't mean the other free-to-play players can't reach it as well. Balancing I agree that you were able to stop shotgun 1 shots, make snipers decent, eliminate rifle spam, make melee combat the natural choice in close combat, and make shotgun a finishing weapon when it was too far away from melee.I do love the approach, to be honest, but it's definitely made a lot of players lose hope, and the stats and approach themselves are not close to being balanced either. The most exciting aspect of grenades was their ability to one-shot anyone with a direct shot. I did notice the system you guys want to do about every weapon stat, splitting them out into three categories, which is good for maintaining Microvolts effect but definitely not good enough, so I thought of going ahead and collecting the most balanced weapon stats and organizing everything to get the same effect and balance Microvolts had back in 2012-2013 because that was when Microvolts was at its peak and also had the most balanced stats they ever had, Since you wanted to split each weapon category into 3 different stats, I went ahead and collected for each weapon category from melee to grenade the stats they used to have back then for basic + 3 weapons, mainly the most balanced ones being the MP weapons, but for the sniper, I went out and selected 8 weapons in total since all of them were balanced enough for that time so you could have more options since the only 2 MP snipers had basically the same stats. What you guys can do is either straight-copy every stat or get an idea of what players want and what is indeed closest to being balanced. In terms of parts, I decided to start with two simple ones as an example. You can decide what to do about it, but mainly, the maximum speed in total was +14% and for hp, it was around +376 hp more. Also, I'm glad you guys removed explosion and bullet armor; it definitel y ruined the balance when they added it. I appreciate that you've already listened to my sugestion related to support multiple text encodings in chat for better communication between players. Perhaps we could discuss this further privately; it would be a lot easier to help if we could contact each other faster. In the end I wanna thank @formula for helping me with the design and keeping it clean and easy to understand.
  4. they could tbh just take a look at 2013 client's weaponinfo for stats bases that were used on mp weapons atleast if they really want to continue with their ideea maybe atleast use those stats and hp/runspeed stats.
  5. i'll be good this time sorry may dragon powers guide me this time
  6. think about that when going to restaurant that those chiefs also wipes themself after serving you something
  7. tbh unless u from some regions in south africa that are lacking the needs to survive properly or ur country is constantly in war like pakistan iraq or current situation in ukraine, i doubt there's really any need to adjust the price. just like mentioned above romania also has poor economy that doesn't mean they won't afford, in some scenarios you might see some afford more than others. about monetize they're most likely to use steam system and their own website system as well.
  8. you can enjoy the game free as well, and most likely there might be events or tournaments with ingame currency or items as reward. price optimisation according to regions would lead into people creating accounts into those specific regions just to buy cheaper and would be a loss for them. and if they do that they would have to lock players on specific regions which would be bad if a region doesn't have much players they wouldn't be able to switch to the other servers and wouldn't be fair for anyone either.
  9. hope you guys fix the scenes and ui incorrect sizes and positions(talking about inventory scrollbar) that we're pushed in 300mb patch before the next beta phase, otherwise might get hated on probably even though you guys are doing decent job.
  10. they haven't added anything related to matchmaking, everything that's related to ranked been already in client since first day. the 2mb small patch was just modifying channel names and changing orders of server to put europe one up and move north america one down.
  11. they'll add servers if specific region has a decent ammount of players that wouldn't have the issue of schedule day/night players otherwise most of them would just play on europe or na where most players are atm, would be a waste otherwise for their economy, tbh they could still probably get cheapest they can get for those regions but i doubt they would look elsewhere for servers other than amazon as they used to since decades.
  12. probably most of us used official launcher cuz it wasn't launched first on steam otherwise most ppl would have thousands of hours on steam
  13. nothing new, they've been since first day in game files alongside with other ranked ui.
  14. europe servers, zoom sensivity for rifle/sniper, removed explosion and bullet armor and switched to hp/runspeed this stuff are exactly what they added just as community asked for before proof they listen. other than that public to common eyes would be their new item preset system and not sure but i've also noticed changes on effects for a list of weapons probably for testing this phase.
  15. edit europe servers as well
  16. they've added item presets to inventory, some ui and scenes modificatons, about bugtrap they've added it to send to their koreea server on port 9999 unhandled exceptions crashes etc.. so it would help them find the reason behind them and so they could fix easier. haven't checked the rest but there's more than that related to items and effects seems as i thought they're still going that direction.
  17. probably my name or if you heard of me might explain things out
  18. uhm bolt is arms race weapon, and most of this weapons been released not only on zombie mode or arms race on previous versions. the balancing masangsoft did was random i doubt they really thought much off the first balancing since they swapped every weapon stat most likely to see community reaction and collect data as i said before. about what clothes and accessories removing explosion and armor, this was already a thing before before mv surge/plaza era update on each region version. i think ppl forget that toyheroes used for 3-4 years the original mv stats until they started the balancing anything. comparing to toyheroes don't you think that masangsoft approach in their first closed beta and seems second as well to be mostly related to balancing stats based on players feedback. if you ask me i'd favor masangsoft anytime considering what they're trying first is to listen to community and balance stuff even if they're lacking experience with the game, while toyheroes's first priority and approach they did in first year was swapping their default paypal system with multiple bots to avoid chargebacks and do more money laundering by adding paysafecard manually codes through support or amazon gift cards? or how most of their system ended up being against f2p players probably would explain why they didn't had company 2017-2019 registered but eventually 2019-2021 they made around 350k~ usd(most of this info is available online if you know where to search for). idk why people think this current team has worked for 5 years on this game, yeah it might be true they got the game rights around 2017 around same time now, but that doesn't mean they started right ahead working on a game without having a team, budget, plans and so on, this kind of stuff do take time, considering even now they have low budget you could guess it took them a while to get atleast that much to have a start atleast. about current team or probably previous one since i think they swapped director or team together around 2020 for some unknown reason if i remember, they might be related to a old companycalled gamengame that was partnered or probably a small branch that was part of masangsoft, they were publishers for microvolts online(some sort of dev version where they would test things) and also got transfered rights from microwars latin/brasil versions.(pretty much from where current level icons come from).
  19. mv wouldn't be mv anymore if you would have same stats all over and over again, examples would be bazookas like bolt or grenades like blizzard or firestorm, entire mv weapon systems had tons of customisations that most ppl forget that was a thing that made mv fun even if some parts of it was p2w. and toyheroes is far away from the skins ideea, since they don't have same stats, they just splitted in some categories to have easier time to copy and paste the stats and not generate something new and didn't attempt on doing directly skins system with all same stats due of a essential fact he lacks creativity and design, in simple terms its just a simplified version of original mv system to not struggle much about stats.
  20. meh tbh some others didn't show off good example either by trash talking him back
  21. tbh they would probably stick to refferal system and give out rewards depending on how far the player that used his refferal code progressed in the game like level for mp rewards and maybe a percentage bonus rt for each transaction x ammount that player spends on the game. probably that would be most fair solution.
×