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M.A.S.S. Builder News

WIP: 0.10.0 Tentative Upcoming Changes #3 ENEMIES' NUMBERS



Before we get into today's topic, we'd like to state this disclaimer first. Last time we discussed balances, we talked about the game's difficulty and rewards. We've received a ton of ideas and suggestions on those topics and discussed in-detail on a lot of concerns regarding them with you players (and we encourage you to do more, we'd like to discuss the ideas behind everything we're doing so there are less misunderstandings). With that said, we won't leave you uninformed and will be rounding up our final decisions on the changes we're doing after we laid out all the tentative changes coming to the game's balance and make a conclusion post later in weeks to come.

Enemies' Spawn Balancing

Now, today's tentative changes are... enemy numbers! As we have mentioned time and time again, we do want to make a game where players feel like they're powerful. To us, this can happen through various aspects, but the one we'd like to focus on right now are the number of enemies you're battling.

tl;dr - we're increasing WEAK enemies spawn

In contrary to certain beliefs being thrown around by some players, we are not making a souls game, nor are we trying to make one or balance our game towards it. We don't know where the notion came from but it's a misunderstanding we'd like to correct. We wanted players to feel like they're crushing enemies and one aspect that deters us (alongside nodes and stats balancing) are certain visual clutters and game optimizations so generating a large group of enemies were never available. You can see that the current mission design is to spam you a few of the "WEAK" enemies alongside one or two "STRONG" enemies, and we've decided we're doubling down on that front as well as spending more time to further optimize the game which would allow us to increase that few "WEAK" into a lot of them instead, creating groups of enemies.

In conjunction with the difficulty and rewards changes, this change should allow players to feel more powerful, either swiping down groups of enemies with melee, mowing them down with single target shooters, or explode the group with the various weapons they have as well as helping players complete certain blueprints much faster than before.

The change will be extremely obvious in certain challenges but will start to be apparent in story missions after a while (just to give some leeway to earlier missions and newer players), and we hope that this change will solidify our game's direction further as a power fantasy game. We'd also like to mention that we're internally experimenting on ways to make certain enemies engage more with players (instead of the chase -> stop -> hit) and if we see a good result from any of the experiment, we'll be sure to discuss them with you! As always, feel free to join our game designer in our discord, linked below, and give him your opinions on this change or any other aspect of the game you'd like to discuss.

Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe

WIP: 0.10.0 New Weapon Parts Assaulter



Hello everyone! Today is another short but filled with images update. Last time, we've shown you new grips coming in the next update so it's a sure thing we're going to show you assaulters as well. Here they are, we hope you like them!













Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe

WIP: 0.10.0 Tentative Upcoming Changes #2 REWARDS



Hello and welcome to another WIP update. Again, we'll be tackling some balance changes this week, this time featuring mission rewards, namely CREDITS.

CREDITS Earned Balancing

Credits have been an integral part of M.A.S.S. Builder as it's used in every aspect of the game, be it building more parts, unlocking accessories, tuning, etc. and maybe even more things to come in the future that we aren't sure about yet. Its acquisition has been difficult, to some a grind fest, to some a part of the gameplay. Nonetheless, with more and more parts added, more missions that would require higher tier tuning in higher difficulties, CREDITS had been somewhat scarce and not enough without much grinding (we admit there's no way to convert some other things such as materials into CREDITS in the game as of now so that's our fault).

Which is why we'd like to discuss how we're going to increase the rewards in accordance with the last tentative balance changes regarding difficulty (had a really good discussion with some players on discord regarding that which we'll publish later when we get a specific number for them). Here are some of them that we planned to implement into the game.

1. Currently, Very Hard provides around 80% more credits than Normal (not counting Blueprints conversion). Think of it Normal being a 1.0x multiplier and Very Hard being a 1.8x Multiplier. We'd like to add to the base, making normal having around 1.6x or 2x (to be decided after testing) multiplier from the current values. Very Hard difference will be lowered from 80% to around 20% more instead so you don't feel forced to play Very Hard to earn credits. We'd like Normal to be a place where players can have fun and earn enough credits to play around with the game.

2. Bonus rewards such as getting a new time record or using zero continues will be raised for Normal and Hard difficulty, Very Hard remains the same. Again, the current structure provides a ton of rewards for being able to play in Very Hard thus the grind felt painful playing in Normal. We're going to raise lower difficulty bonuses to an amount near the Very Hard ceiling so even if you're playing in Normal, you won't lose much just trying to have fun.

tl;dr - Easy/Normal/Hard Credits gain increased by a large amount to lessen the CREDITS earned gap between other difficulties and Very Hard. This should make the grind for all parts/tunings less painful. Open to discuss more through our discord.

Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe

WIP: 0.10.0 New Weapon Parts GRIP



Hello again! Today's a really short message... with tons of image from our ever-expanding armory, featuring new melee weapon grips coming in 0.10.0! Take note, these aren't all the newer weapon parts coming to the game so expect to see more in the coming weeks!

















Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe

WIP: 0.10.0 New Mission Sneak Peek Part 2



Another week has passed, another WIP is here! We're showing you a really hot mission that's coming in 0.10.0, where some parts of the floor are literally lava. Why are we in such a hazardous place and what kind of enemies we'll be facing? That's a topic for later, but for now, take a gander!



















We'll see you next week with more WIP of the upcoming 0.10.0!

Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe