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Messages - MSE_Meta

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1
Suggestions / Re: Developer Appreciation Thread!
 on: June 21, 2018, 06:47:25 PM 
Hey there!

In the name of our team: thanks a lot for your kind words, we really appreciate them :)
We'll keep working on improving the game, fixing and tweaking stuff, listening to your feedback and bringing new content so you can keep enjoying it.

See you in the Broken Planet!

2
Hey there!

It is indeed a bug, thank you for pointing it out! We're working on fixing it so you can have it in an upcoming update.

Rock&Rock \m/

3
Gameplay Feedback / Re: Vortex isn't critting?
 on: May 07, 2018, 11:17:15 AM 
Hey guys!

I'm very glad to let you know we've found the issue! It was a pretty convoluted one!
We're working to get it fixed so it can be live as soon as possible. We'll let you know when that is via patch notes :)

Thanks a lot for the patience and the collaboration, it means a lot to us.

4
Gameplay Feedback / Re: Vortex isn't critting?
 on: April 13, 2018, 06:07:12 PM 
We'll have a look into those combinations, thank you :)

5
Gameplay Feedback / Re: Vortex isn't critting?
 on: April 13, 2018, 01:35:12 PM 
Hey Brent,

We've been checking it again but we haven't found any issues, even with the lv0 version of the weapon. It's critting correctly on the Beholder, its tentacles, Dr. Kuzmann and the other enemies in the level.

I totally subscribe to MSE_Jvela's words: it must be utterly bad luck.
Thank you for your support and time!

6
Suggestions / Re: Play with the DEVS
 on: April 11, 2018, 11:40:36 AM 
It was Short-Fused, yeah. I played Shae with the Nun Custodia skin in case you remember :P
Couldn't do much, you were really sticking together with your Shae (think it was Brent?) keeping me sniped.

Had fun, though!

7
Suggestions / Re: Play with the DEVS
 on: April 10, 2018, 11:30:16 AM 
Well, you are playing with the devs every now and then while we're on our personal accounts. Not uber leveled or anything, just like a normal player. And thus, unnoticed :P

In fact, this last weekend I played against your pre-made group (Shae, Lycus, HIVE, Ayana?) as Antagonist and you were like lv40-ish and I was a lv18 Antagonist :) You had awesome strategies.

8
Hey guys,

Thank you for letting us know, we'll have a look into it to find out what's the issue.

9
I could have swore you guys always called them "aggs" like "aggro", can't say I understand the "add" term, but I get what you're talking about in chat.  All news to me.

It's an MMO-RPG/MOBA term, it means a bunch of AI controlled minions or baddies, fodder.

I always thought about it like the additions to a combat, which makes some kind of sense in the MMORPG context that Quanrian mentions.
I guess the term sticked within the community as I've seen it to refer to any kind of enemy that is summoned/spawned/added to a combat by another enemy.

10
Suggestions / Re: Multiplayer Difficulty
 on: January 23, 2018, 08:22:08 PM 
The best counter to the difficulty getting harder is honestly just being prepared for it with a good team. Nothing is going to save you from the higher difficulties besides solid performance because you will get punished hard and fast for all your mistakes at higher difficulties. I might suggest practicing solo on Hard and Very Hard.

Well, then we have a fun factor barrier. Unfortunately that is a design flaw. My question is, if you get your *** handed to you enough by the AI does the ELO change and does the AI get easier in response? At least then I know the game will notice it's being too rough when I lose over and over and compensate for it, unless they want to drive players away and then of course they don't need to have the AI change. It all just seems counter-intuitive to "fun". I'm hoping the developer responds with whether or not the ELO will effect the AI difficulty in both directions, if so, there really isn't a problem.

In fact, the AI is affected by the ELO of the team and whether or not there's an antagonist. The key idea is to keep giving players a challenge as they progress.
This goes both ways: when you win or lose a match your ELO is affected accordingly, so the AI will be balanced for the next match.

The matchmaking system tries to match players with a similar ELO rating, but this isn't possible all of the times. When this happens, some of the players in the team will find the AI harder than usual and some will find it easier.

Playing in Solo (where you can select AI difficulty) is one way of learning the objectives of each mission and that gives you a chance to assist your team in either situation. When the AI feels harder, try to help the team with levers, buttons, signaling for help or group gathering, or simply being together. When the AI feels easier, try to carry the team through the mission and help the ones that are having a harder time.

Different characters (and their weapons!) can also help with the difficulty. Konstantin, for example, is a great tank with some crowd control when he uses his skill. Harec, on the other hand, is very squishy but deals high amounts of damage.

I hope this helps :)

11
Hi guys!

We've been monitoring drop rates for the last several weeks but haven't found any issue: blueprints are dropping as expected, people are getting them and building them.
Some of these weapons have been moved between levels, like Smoking Daisy, but their individual drop rates have remained the same as pre-Wardog Fury.

Keep in mind that Smoking Daisy is among the rarest weapons, so it's hard to see its blueprint dropping. That, in addition to other very common weapons in the same level, may feel like it's impossible to get. We'll keep monitoring their drop rates and tweaking them to improve the experience.

It's true that better scoring at the end of the level improves the chances of finding a blueprint so I'm sure you will, eventually, find it and enjoy playing with it :)

Keep in mind that we're working to improve the system so blueprints are more interesting and more common than nowadays. Bad thing is... it takes time. We're trying to make the game better with these changes but having everything in place is a slow process.

As always, remember you've got MSE_Karen to help you get the feedback through. Don't hesitate to send a message or write an e-mail to raiders_support@mercurysteam.com to discuss these issues, and don't give up if the reply takes time. You're what helps us improve the game!

Thank you!

12
Ship's Log / Re: Merry Christmas!
 on: December 23, 2017, 05:42:48 PM 
Merry Christmas to you all! :)

13
Gameplay Feedback / Re: Devs, speak to us!
 on: December 19, 2017, 05:14:46 PM 
Make a joke; say something! Don't just leave us hanging.... by a thread. See what I did there   :D

- Do you know what a dingo says to another one?
- Yo, dude! A dingo who speaks!


Okay, okay, not a good joke but I tried! :)

There's a lot of great discussions in the forums that we usually don't take part in because we prefer to understand what the users think of a subject instead of giving our input and conditioning what should be thought about it. And that goes for the critics as well!

When we say we're listening we really mean it: we take your input, check the data we collect and try to figure out the best solution for the game. Some of the suggestions users propose make it into the game (pure or tweaked to fit in the game's spirit); some don't but instead make us reconsider what we could do to improve the game.

The bad part is that changes take time. A lot of time. We have to design a solution, implement it, test it, evaluate it and repeat if necessary. Some of the issues users talk about are deep in the core of the game. We're working on improving these as well as the smaller issues. Our goal is to make the game better, and you are helping us do it.

We also tried improving the way we communicate the reasoning behind some of the decisions we take by creating the Inside Raiders videos (last one here https://www.youtube.com/watch?v=uJXJvnSNvfM).   We believe a video can be shared and digested more easily than a post in the forums.
It's true we don't discuss every single decision we take, and some of them can be controversial. We're trying our best to improve this as well but again, that also takes time.

Also, MSE_Karen is your and our ally here. She's a very helpful individual in the big team that helps making information flow both ways. You can't imagine how happy we are to have her aboard! Let's all work together with her on this subject.

Thank you for loving the game as much as we do.

14
Bug report & Technical Support / Re: Max Stress Glitch
 on: December 19, 2017, 11:58:00 AM 
Hey ApolloHawke, Operator,

We managed to reproduce and fix it thanks to your input :)
You will see it as a part of a future update. We hope it isn't very disturbing in the meantime.

If it happens to you again you could try shooting or, as you pointed, using Hans' jetpack with the Hovercraft card / Mikah's decoy with the Fade to Black card as these will reset your stress meter.

Thanks again for your time and for helping us make the game better!

15
Bug report & Technical Support / Re: Max Stress Glitch
 on: December 18, 2017, 01:36:17 PM 
Hey, ApolloHawke,

Does this happen to you in a specific situation that you can remember? We're trying to reproduce it but we aren't able to.

Thank you!

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