WIP: Upcoming 0.7.0 Game Balance Preview
over 3 years ago
– Sun, May 30, 2021 at 07:20:36 PM
We've been showing you a lot of artistic changes over the past few weeks, let's talk about some balancing in the upcoming 0.7.0 update for a change. There's a lot coming, but it'll mostly be buffs don't worry. As you might have heard from our team in the discord channel, our philosophy is to "don't nerf the OP ones, at least not a lot, while buffing the others to that level."
Melee Gameplay
Close combat has always been a very alluring playstyle against normal enemies but fall short against bosses where the window of attack gets very small. To this, we're buffing their damage by a to compensate for this small window of attack. We're also changing Quantum Break for some experiments. Players will be able to activate it slightly faster but much more frequently. Each type is also more specialized, but ends a lot faster than before.
Ranged Gameplay
Detonators have proven to be much above everything else, still, we don't want to nerf their damage and make it an obsolete weapon, so we're nerfing their ammo once again, but this time to a much lower level. More investment into MAG.LOAD will help you regain its lost ammo count, and this should bring it more in line with other ranged weapons by forcing players to reload more.
We're also buffing other shooters damage base, all of them, especially two that required help, energy auto shooters and energy wave shooters. One has their acceleration relation raised to a much higher level and the other much more power to down and enemy.
Property Damage Gameplay
We're raising BURN and SHOCK to a much higher effectiveness (sorry freeze, your Crowd Control power is too much to get a buff). BURN will most likely be a contender for the highest damage now if used efficiently , while SHOCK will be a very strong supporting weapon that helps raise the power of every other weapon if it is applied.
Enemies and Challenge Missions
Introduced in 0.6.0, challenge missions have proven to be both a good farming mission as well as a record race for you all, we're very relieved it was able to achieve that. In 0.7.0, we're making the most controversial one, Battlegrounds, to be more of a survival thing. It's time gate will be much higher, while enemies will also grow stronger at a faster rate. We hope this will provide more of a threatening survival feeling, but we're monitoring how it performs.
Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe
WIP: Accessories Preview Part II
over 3 years ago
– Wed, May 26, 2021 at 02:51:27 AM
Welcome to another weekly WIP update! Remember a few weeks ago when we showed you part 1 of the accessories we've been making these past months for the 0.7.0 update? Here's part 2, and it should incorporate a lot of pieces that some of you have been requesting for a lot.
Without further ado and to not keep you guys waiting, take a look!
Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe
WIP: Accessory System Decal Process Preview
over 3 years ago
– Sat, May 15, 2021 at 03:37:35 AM
Hello everyone! After the short previews last week, you might have thought we'll be showing more this week as a part 2, but no, we'll be showing you the QoL improvements for the decals system, how it'll work with accessories, and its process instead!
Here we have a sample M.A.S.S. unit set up for clarity. It has parts with accessories attached onto it, namely the upper torso part. We'll be using these parts to show you how decals will work from 0.7.0 onwards.
Decals placement will still follow the same rules as before, you click to place them on the parts. Accessories placed upon a part will be integrated into a large object and decals can be placed on them as if they were a part of the armor itself.
You can use the offset, rotation, and scaling system to further adjust the decals position upon an accessory part attached onto an armor part itself. As we mentioned, they are counted as a large object itself.
Now here's something new, the alignment system. Decals can be copy-mirrored onto another axes aligning with the reference point, just the same as how an accessory can be copy-mirrored.
Now you might wonder what will happen to the decals if you move the accessory part it is placed upon afterwards. We decided to have the decal's position saved so it'll stay in the same place no matter how much you move the accessories, and you will have no problems when you remove the accessories from that base part itself.
Same as how accessories work, we do have a masking view for decals so you can have an easier time trying to place them. More clarity is always a good thing right?
Finally, we'd like to show you a system to help players who are using controllers. We now have a visual cursor to help controllers place their decals without using the mouse to click on the armor part. We also have this system for accessories, don't worry. Now that should be all for this week's WIP update. We hope you like it, and see you all next week.
Discord: http://discord.gg/quS7E46
Feedback Hub: http://bit.ly/3wpWofe
WIP: Accessories Preview Part 1
over 3 years ago
– Sat, May 08, 2021 at 09:31:22 PM
Hello everyone, this week's WIP is a very short one with nothing much to explain... It's the collection of the accessory parts that we have finished and will be adding into the game in the coming 0.7.0 update. There's nothing much to explain, we just wanted to give you a preview of them first so you can understand more about the parts we're making as accessories, or better, start planning your build in the coming update. We hope this excites your creativity, if we have a lot more to show then there'll be part II coming but for now, see you again next week.
WIP: Accessory Paint Process and Global Styles
over 3 years ago
– Sat, May 01, 2021 at 06:30:08 PM
Hello everyone! This week's WIP update will be another feature showcase of the accessories system that we had just finished. To not make things too long, let's start immediately shall we?
As we've shown you on accessories assembly a few weeks ago, there's only a few things left on the system and we'd like to show you the in-game footage of their usage. The sample here shows an armor part, shoulders, with three accessories attached making it bulkier and something one of our developers personally like.
Onto the painting of accessories! We first worked to have it inherit color from the attached part, but a very strong campaign by you all made us realize that we should take more time to make them better, so here they are. Each accessories will have 2 sub-elements each as shown here A1 and A2, B1 and B2, and so on if you attach more accessories (see those blank boxes?), and you can choose to paint them however you want
Accessories will use the same painting system as other parts so fear not, it'll be something that you're all already familiar with. This should allow you to take control the instant you get to play with them.
In this coming update, we'll also improve the Quality of Life when working with painting the M.A.S.S. unit and all its part with an implementation of a global style system. The system will allow you to use the same style all over Armor/Weapon/Frame/Accessory parts. Custom styles will still be the same, global styles are just an addition for ease of cross-part painting.
You can also import the global styles from other frames. If you import other data, you can transfer the parts and everything and immediately apply the global style from your frame, or vice versa, import the global styles from other frames you have and you'll end up giving your frames the styles from another frame with ease.
Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe