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Messages - MSE_Jvela

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1
Hey guys!
Let me bring some light to this topic :D

When we designed the Epic Properties, we gave them the enough amount of power so they could be the true protagonists of this Epic Forge update. This means we have to cut off some of the damage budget from the old forge properties.
Arsenal was probably the most problematic one, because in some weapons one simple bullet supposed a meaningful DPS increment so their final DMG was overpassing the budget. That's why we had to remove it from many weapons.

Hope this clarify your doubts!

2
Gameplay Feedback / Re: A bug with the skilltrees?
 on: October 23, 2019, 10:21:40 AM 
Hi Evil Jill Valentine!

I'm not following you on this subject. Remember that you have to destroy a card in order to build a new one. The card negation you mentioned could be this?
If not, can you send a screenshot (or video) to spacelords_teamsupport@mercurysteam.com so we can check your problem?
Thanks!

3
Hi Nemo!

Briefly explained: yes, cards which are not in a deck will not be available anymore.

The cause of you having "legacy" cards now is because the deck is dissociated from the Loadouts. This means you can own and select a card in your Loadouts even though it doesn't exist on the deck.

As the new system combines all cards' features in just one section (the grid),  all kind of those exceptional cases like the one you mention won't happen again.

4
Spacelords’ Advice / Re: Mikahs Barrier and Spiral clip
 on: April 15, 2019, 12:20:33 PM 
Hi Engelsgaard!

The HP of the Barrier's shield is set based on the remaining % of weapon's clip. So as you said, if you have 50% of the clip, the shield will have 50% HP, no matter how many bullets you spend.

On the other hand, the shield always last the same amount of time.

Hope this helped you,

Thanks!

5
Spacelords Universe / Re: Enemies are on steroids after Patch 1.40
 on: February 26, 2019, 01:52:41 PM 
Hi lokoangel48!

Difficulty is something we're continously iterating on (usually, every week). These kind of changes are little tweaks oriented to mantain the desired game-balance, and they don't depend on a patch launch. It's true that sometimes balance changes are documented on patchnotes, but that happens with bigger and deeper changes, which have more impact on the game.

In this case, the last difficulty changes were specific to some missions and they were published on Thursday 21st, not with the patch. That's why we think the issue you're mentioning could be a bug, and we need the data Karen asked you for to investigate it.

Hope this clarify things, thank you very much!

6
Gameplay Feedback / Re: 5 minute penalty
 on: February 12, 2019, 09:08:28 AM 
Hi guys!

That penalty activates when you connect to the backend, but once activated, is not necessary to wait 5 minutes with the game running. If that happens it's a bug, I'll check it with the QA team.

Thank you for your support.

7
Ship's Log / Re: Inside Spacelords 04: SpaceGuilds
 on: December 07, 2018, 04:25:41 PM 
Veterans will be happy to hear this news.
btw, I think spacelords is done in unreal engine.
 I wonder if MSE'd be able to jump on "Epic" Hype Train before the hype goes down.

Hi Eikazuya!

SpaceLords is actually made with an in-house engine.

8
Ship's Log / Re: State of the Game Address #2
 on: November 19, 2018, 04:48:55 PM 
Hi feed1!

We've been working on that. On the upcoming big update, high MMR players will have better rewards.

9
Suggestions / Re: Dear MSE...
 on: November 16, 2018, 05:43:00 PM 
Hi guys,

We really like the way many - the majority, in fact - of our community members discuss or even criticize those things they do not like, always maintaining a respectful attitude and avoiding personal attacks / mentions. So yeah, thank you all for being such a respectful community.

Said that, I'm glad to announce that we decided to post on Monday a big explanation on how MMR and difficulty works. Hope this help you to understand the system much better and to have better conversations.

Thank you!

10
Gameplay Feedback / Re: State of Difficulty: 11.2
 on: November 02, 2018, 10:30:58 AM 
Hi guys!

As Karen said, it doesn't make sense to form a judgment through the screenshot, because those numbers are extracted from a local file which is not the real server-data file. However, I would like to shed some light on this matter:

Difficulty is, actually, tuned almost every day. Our goal is to maintain the game healthy, which we understand is a proper balance between fun and challenge. How we approach to that is not as simply as say "difficulty at % MMR is higher". MMR doesn't establish the difficulty by itself, MMR it's a system integrated in several systems iof the game. Every mission, game-mode (Co-op, vs Antagonist or Antagonist itself) or MMR have their own difficulties and so, their own balance; and besides all this, the fact that players are always getting better as you're improving your skill and/or have better weapons, cards, etc.

Nonetheless, we understand that some frustrating situations could happen, especially on High-MMR matches. We obviously work to achieve the best game experience for everyone, but it's on the ends (both highest and lowest) where the "rope" is more tense and where changes are more noticeable. We always try to be subtle on those points, but as I said before, the resulting difficulty does not depend on just one factor.

Hope this helps you to expand your vision of this topic. We'll keep working to bring you the best experience.

Thank you!

11
Suggestions / Re: Duplicate BP for gold.
 on: November 02, 2018, 09:25:35 AM 
Hey guys!

With the upcoming big update, duplicated blueprints will have compensation. I can not give you more details about "what" or "how" this will be, because this topic is still on the table. However, the patch is around the corner, so you will find it out soon;)

Thank you for your support!

12
Hi guys!

There is an issue with XBOX matches, we're working hard to fix it ASAP.

Sorry for the inconveniences.

13
Hi Atma!

As you said, it's a known bug but it should be fixed (fix was updated on patch 8.1). Anyway, we're going to investigate it again.

Thank you for reporting!

14
¡Hola Dagg73!

Hemos encontrado algún problema como el que describes. Estamos trabajando para solucionarlo e incluirlo en un futuro parche.

¡Muchas gracias por tu reporte!

15
Bug report & Technical Support / Re: Ferox Impetus bug
 on: June 13, 2018, 04:33:23 PM 
Hi Ingrediente T!

We found the bug and the fix will be included on a future patch.

Thank you so much for your report!


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