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GORILLADICKNIGGER

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GORILLADICKNIGGER

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  1. I didn't mean they should remove swapping in its entirety. They should make the game more playable for someone who doesn't know what swapping is. Given that the current firing rates make no sense I don't see why they shouldn't be reverted to how they were. You are wrong about comparing League of Legends with MicroVolts as the efficiency of League's ranked system won't translate to an infinitely smaller game like MicroVolts. The upper ranks will be flooded with players that have a decade of experience (80% of the player base) while new players will be stuck in the lower ranks forever. This makes playing the game extremely ungratifying. Making swapping not as meta as it currently is (new players will still get rolled although they will at least have a chance) can be a step in the right direction. I was at no point suggesting that swapping should be removed or altered. I don't get how I am scaring anyone into believing anything, have a friend of yours play ToyHeroes for the first time then post his K/D ratio. I don't feel like claiming the game is not beginner friendly is irrational. Also the only reason I am even making this point is because the number one issue this game will have is expanding its reach beyond the people who already played it. I have no problem playing it the way it was back in the day because I am good at it. People seem to forget that number of active players = money = better experience. While you're nice to teach new players how to play the game, why would any new player in their right mind go on Discord with some random dude who teaches them some arcane button pressing technique which might allow them to become better at a game they are not even sure they like yet?
  2. This is a response to both the developers and the playerbase. I see a lot of people hyped up because the game will apparently be less p2w than it was, but this poses some big problems long term. The reason I'll be speaking from a profit maximization standpoint a lot of the time is because if the devs make no money the game shuts down again. I'm not sucking up to our slavemasters and I appeal to their self-interest because it coincides with our self interest. I want a game that gets frequent updates, a proper anti-cheat system and a flourishing community. You get none of those things if only CSD autists are playing the game and you barely make a profit. 1) We need game imbalance Let's start with the reason why the game shut down in the first place. It's easy to blame the P2W aspect for its demise but I'd argue that was the thing that kept it all afloat. Up until the introduction of the coupon shop which completely broke the game, the advantage RT players had wasn't as drastic all things considered. Yes, having a Predator instead of an MP Pulse would make your life easier, but for a game with such a small playerbase (MicroVolts, even at its peak, was a niche game), sucking money out of our pockets for better weapons was a necessity. I didn't mind the Duke, Gold Rifle, Predator and Sea Wasp series. If anything, that was the period were the game thrived. What ruined everything was the introduction of weapons like the Potato Prime series, which basically rendered every other bazooka useless. It had better stats than the ADV Pocket Rocket coupled with Mimic swap speed. This was quite frankly retarded. Capsule weapons should have slightly better thats than ADV weapons and that's it. Either that or make the capsule machine 2000RT/spin and don't give players 70% capsule discounts every other month. If you were smart you could get the most broken weapons in the game by splashing 200 euros at the right time. 1.1) For some time after the game's release, ExaVolts and most other tournaments were played with RT weapons, compare that to the game's last years where CSD (MP only with basic bazooka) was the standard. People don't realise this was actually a bad thing and for some reason hope this will continue to be the status quo. When the best players all agree upon not using RT in the biggest tournaments it sends out 2 implicit messages to the rest of the community: a) The game is broken beyond repair (not good) b) If you wanted to play with the big boys, spending RT is actually bad as you should develop your skill by becoming accustomed to playing with MP weapons exclusively and avoid the bad habits that come with the luxury of better RT weapons (bad to the point where it broke the game, remember that at this point only the people who wanted to play with the big boys were left, the casuals had almost all stopped playing) Yes, I am advocating for a slightly P2W game. The game won't survive if every single clan war is played by CSD rules, as per the post's first paragraph. It also won't survive if you go 3/18 in every non-CSD match. An equilibrium should be found. 2) Solving the massive skill gap (no, the ranked system won't do it) Another thing which made the game terrible in my opinion is how you HAD to learn how to swap and wavestep in order to not be shit. I have no idea what Rock Hippo was thinking when they reduced the firing rate of shotguns, bazookas and grenade launchers while leaving their swap speed untouched. If I remember correctly this was sort of an indirect nerf to the AC-ME shotgun series, but by leaving their swap speed unaltered they basically just fucked over new players, who up to that point could get a lucky kill here and there without having to mash 5 buttons like a spastic in order to overcome the weapons' incredibly slow firing rate. The game was WAY better when the KW-79's firing rate was almost the same as its fire rate when swapping, same thing with bazookas or grenade launchers. When the game was relatively new people made fun of new players who only used the rifle and the minigun, but by making bazookas fire 1 rocket every 2 seconds you don't really give them a choice. Why should a new player waste months of their life learning the swap/wavestep mechanic in order to become average instead of shit? Bear in mind the skill ceiling doesn't stop at wavestepping, so if you want to become decent you need an extra 1000 hours on top of however much took you to learn how to swap. AND after those 1000 hours (which by the way is a conservative number), you still get fucked by Hermes spamming mouth breathers. I'd argue that ALL weapons should have default fire-rates which are similar to the their wavestep fire-rates (by similar I don't mean equal but like half a second slower at most). The extra mobility you get for wavestepping is already enough of an advantage and should be coupled with a fire-rate increase that is marginal at best. MicroVolts is the least beginner friendly game I've ever seen and we DESPERATELY need an influx of new players because if we (the retards foaming at the mouth for the past 5 years waiting for a reboot) are the only ones playing then the game will be dead again by 2023. Reverting the fire-rates the way they were is a great step in that direction and nobody talks about this. 3) On fucking people over with re-releases and not giving a shit about item rarities. Don't release the Gold Rifle as a coupon item. Same with the Predator and the gold Ratchet (don't remember what it's called). Also, don't release the MP5 and the Intervention again as part of a golden capsule machine bundle and therefore fucking up their trade value because everyone has them. People would spend hundreds of euros for rare items and the developers NEED to leverage that to their benefit. Make it so you can trade weapons for RT (i.e. I give you 400k RT for a Silver Rifle or whatever), that way you solved the scamming issue AND you get paid in the process. Another thing, item rarity post-reboot should be congruent with old item rarities. What I mean is do not release the Anesidora set as an MP capsule set. Same for the Sea Wasp series, Elegant set, Musashi etc. In my opinion the best way to go about it is to release each capsule item ONCE and never release it again. Make capsule items exclusive, aside from slightly stronger than RT shop alternatives, and make it so you turn the underground item trading/account selling market that plagued MicroVolts before the shutdown into something that makes you money. Other suggestions: 1) Make it so you can buy unlimited RT parts from the shop (so people who aren't gambling addicts but are willing to spend money on the game can get parts) 2) Make more unlimited sets like Tight and Colonel Crac (same reasoning as point 1) 3) Everything that costs MP costs WAY too much. 18k MP for an unlimited weapon is absolutely insane. 4) Weapon upgrades cannot fail but they require more battery/MP (like 5 times more battery so it's still a challenge to get them to level 9) 5) If you feel like you have to include God Weapons in the reboot, make them cost like 500 coupons each and nerf their stats to the point where they're only better than a fully upgraded gold capsule machine weapon.
  3. Tbh they got a guy (Leo) to interact with the community which is pretty huge considering they were completely absent ever since they bought the rights to the game. I doubt they would've done that if they didnt intend on releasing it. At first I thought they bought mv in order to flip it to some other company for a quick buck but it seems they intend on working on it. I don't think the game will be up and running by the end of the year though, maybe 2023 if we're lucky. Microvolts is clearly not their priority.
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