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Messages - ZooL

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Gameplay Feedback / degeneration of stress feels random
 on: April 14, 2018, 01:02:05 PM 
I really hate how there is no clear rule to how your stress decreases.
you go into cover and sometimes it happens really fast, sometimes it takes ages. I know that it is partly influenced by how many enemies are near by and shooting at your cover but in general this all seems way to random.
and dying because you did not degenerate stress for 10+ seconds, not knowing why, feels horrible.

2
another quick update:
yesterday was a good day in raiders. I played 5 matches won 4 times (one match was lost against an antagonist abusing the unbalanced characters, but that's another topic for another day) and got 3 weapons. I cannot build them because I had to spend all my gold on that level 23 raider (that's another issue: raiders are way to expensive, I cant believe they already halved the prices, but once again another issue for another time) but at least it felt like I was making progress. That's how the game should always feel. now I am 100% positive that if you would not compete for loot the game would be a much more enjoyable experience. might people burn through the content faster? maybe, but at least the would have a good time. I can only hope Mercurysteam realizes this at some point, but on the other hand I think it might be too late already. usually games don't get a third chance.

3
Gameplay Feedback / Re: Stop wasting your player time.
 on: April 09, 2018, 11:49:39 AM 
yes, exactly my point.
I have the feeling that mercurysteam is too proud to admit, that their loot/progression system SUCKS.
They really feel like a proud bunch that is so focused on their "unique" ideas that they don't realize how bad they are. I am also 100% positive that they lack the experience in making f2p games.

But bottom line is this: if you make a grind heavy game, you need to make sure every hour spent in the game feels like progress, even if it is just a little progress. But like OP already sad, in this game you can spend hours and not achieve anything at all because the random screws you over. that's just horrible design. and if mercurysteam fails to see that, maybe its time to realize that they are not fit to make f2p games.
to make things worse, they already tanked HARD with the game. it performed so bad that i was surprised that they could even afford to continue developing it. now they do this "big overhaul" and still the loot/progression system is shit. if you only have so few players, you should do everything to make them happy. you just cannot afford to treat your small playerbase like this. if changes in the progression mean that they will burn through your content alot faster then you hoped they would, so be it. at least they had a good time and will recommend your game. now you just frustrate the few people you have. i for example told all my friends on steam (and i have a lot of people how ask me if they should a certain game, since i always give honest opinions) that they should stay away from this as far as possible until you can make real progress when playing the game.

4
Gameplay Feedback / Re: Daily and weekly Missions
 on: April 09, 2018, 12:54:08 AM 
yeah, actually those things are a no brainer for a game like this. once again unbelievable that the community needs to come up with it...

5
It is 12 lost weapon rolls now (10 of them 50/50). I don't know why I keep playing this... I got one last mission to finish and that will be it for me then.
On a side note: when you roll for a weapon it seems always the person on the left wins. is this just a visual thing, meaning that you yourself are always on the right or is it sorted alphabetically(which would explain why I am always on the right side with the nick "ZooL")? if it is the second then your RNG generator is horribly broken.

6
oh  well, at least I am not the only one who thinks the loot system is stupid beyond believe...

so today I gave the game one last chance:
I thought: "maybe if I play antagonist I will get weapons since no one else can roll for them". oh boy was I wrong. So I played 6 matches, won 5 of them and I got a single weapon drop. so drop chance for weapons as antagonist is a lot lower. to make things worse, the one weapon drop I got was for a character I did not have unlocked yet (another part about the system that's so stupid it makes me wanna scream). but it gets even better it was the level 15 char (forgot his name, the one with the precision pistol) and I was level 14,8 when I started the match. so I guess you know what I am trying to say: I did not get the weapon because I had not unlocked the char but right after the match was done it made it to level 15 and unlocked the char. it's just the worst example how bad this loot system is.
@mercurysteam: if you are still wondering why your game is DEAD as can be. your loot system SUCKS. it has so many flaws it is hard to mention them all. you managed to make the most demotivating and annoying loot system I ever played in my 30 years of video games (that's a huge achievement because I played a lot of crap games). The key to a good f2p game is to keep players motivated and you managed to create the exact opposite. this and the forced pvp killed your game.

the forced pvp would be good if the raiders would actually GAIN something from being invaded. But you get the same loot if you are invaded or not (the score usually comes out the same because the bonus from the antagonist gets negated by worse stats in speed and deaths). So once again you fail to motivate the players. you just make the antagonist an annoying obstacle rather then exciting event. if you had any clue about a good f2p game and how to keep players motivated, you would have created a scenario where a raiders party is happy to get an antagonist because it would be a chance to get a great reward. 
if you would have put even more thought into it you would have made the antagonist a part of the mission (and I am not counting them using levers the lower pressure, that's too simple). so you would have given them their own goals in the mission which then would make the mission different for the raiders, too. making them an exciting event and not a random player trying to ruin the raiders game.

But I guess all those valuable tips are lost on you since you had more then enough time and player input to turn this thing around.

7
Suggestions / Re: Aneska Guide Please
 on: April 07, 2018, 08:24:35 PM 
That's another issue with the game:
people cannot figure out the simplest boss fights on their own. To make things worse: there is no way to communicate in game. so you have no chance to explain people how bosses work. a MAYOR flaw.

8
I am done with this joke of a game.
The devs came up with the worst loot system possible and fail to realize that it is destroying their player base. tbh by now I will take join in them closing the doors since this game is a colossal fail.
Just to clear things up:
I am playing since 3 days, so far I had 10 weapon drops I rolled for and I ALWAYS lost. usually it is just 1 other guy rolling with me and I still loose.
I realize that this is just bad luck, but that's why good games don't use real random for stuff like this. but I guess a horrible developer like mecurysteam would not know that.
just thinking about this loot system makes me sick. first you need luck to get a decent team and not get stomped by a high level antagonist. THEN you need to actually get lucky to have a weapon drop and THEN you need to roll for it and come out empty handed all of the time. every F2P cash grab mobile game I played has less luck involved.
And if i then look at my playtime and realize that it has been 18h and i did not get a single weapon so far and then realizing that i need to drop a weapon several times to level it up, oh boy. ill just uninstall. ill be waiting with my popcorn for the news that the game and hopefully mecurysteam is closing their doors soon.

9
the solution to the problem is simple (if devs don't want to implement individual loot because in their mind this broken system is fun):

Each time you fail a roll you should get weapon parts. and once you have lets say 3 of them you could roll for a random blue weapon and mabye for 5 you could roll for a random yellow weapon. and if you would want to make it even more satisfying you could give the player to craft a specific blue for 7 and a specific yellow for 9 weapon parts (numbers are just placeholders to explain the system). This would completely solve the issue and still give players a sens of achievement and progress if they fail to roll for a weapon.
its just sad that the devs did not come up with something similar...

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