Full notes
Full M.A.S.S. Builder update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Fixes
- Balance
- Gameplay
- Compatibility
- Events
M.A.S.S. Builder changes
Remember the AMA announcement we had weeks ago? The answers to them are now ready for viewing! Please check them out down below! More answers in the comments section as well, as we exceeded word count in this news posts.
Question: I hope to develop more diverse weapons, dual-wield ranged weapons, develop more mechas and accessories, and allow mecha parts to use more accessories.
Answer: We hope to also provide more parts to you. We cannot allow for more than 8 accessories per part though.
Question: When will we get a better color picker/tool? The current one is very primitive and unintuitive, while games like Armored Core and Gundam Breaker give us sliders for more accurate color choices than blindly spinning the wheel
Answer: This Color Selection Tool is a standard one across multiple image editing / drawing softwares. We like and are familiar with how it is. Why reinvent the wheel or copy any other games?
Question: Will Vermillion Digital be open to custom part commissions from people (using google forms by filling out a form and submitting concept art or any other method of choosing) in the future once all the kickstarter obligations are competed?
Answer: Short answer is no. The long answer is that there are too many hoops to jump through for us to consider doing so. How will the ownership of those parts ideas be credited? What if we wanted to create some parts and people accused us of copying ideas? Do people who submit ideas expect shared royalties? These are just some examples but there are a lot more to think about that we don’t think it’s feasible for us to even consider this option.
Question: when will you fix the awkward accessory x,y,z axis rotations? you know the bug where if you rotate x and z to a certain number, the moment you turn y axis it continues moving along x axis direction instead
Answer: If it’s a bug, it will be fixed eventually. If it’s reported and not yet fixed in the latest version, we are working on solving the bug. We try our best to fix all the bugs in the first two weeks after any big updates but we’ll take all the rest into another version’s pipeline as we need to continue working on the game. For this specific thing, we assume it’s Gimbal Lock. The game uses addition of Euler angles to determine the angle of things and with certain calculations, it might cause Gimbal Lock to happen. It is easily solved through resetting the angle settings.
Question: Just would like to know, if the players own the designs we come up with in Mass Builder? Or atleast what's your stance in how we use the mech designs?
Answer: I think we discussed this a few times in the past but you are free to do whatever with the designs you come up with. There’s manga-artists who designed mechs in our game and posed it to be used in their manga and we felt great seeing that. Originally, the game was a customization tool that we wanted to use with our designing, kitbashing, and painting of plastic models. If someone uses the game for that original purpose, then we have succeeded.
Question: With regards to M.A.S.S Builder, have you considered allowing us to change the any of the engine effects in appearance and sound? Eg, particles instead of flames, the colour of the flames and the sound of the blasts/ignition?
Answer: We’ve considered them, yes, but creating a system that allows that takes time and it’s extremely low on the priority list that we’ve decided to not work on it completely. This is one of the reasons you’ve seen changeable trail colors on melee weapons but not effects on ranged weapons. The amount of work that is required for the same system on ranged weapons, thrusters, sound effects, and anything else is astronomically higher.
Question: Will we get a Quantum Break equivalent for ranged builds?
Answer: No, as we’ve mentioned in the past, ranged builds can fully utilize launchers with their damage types and things like BEAM Energy Launcher serves the purpose of a super-strong short-duration burst for ranged builds already.
Question: Since it has been requested by a lot of players, is there a planned combat rework? Or at least, is it being considered.
Answer: Short answer is no. The long answer is too many conflicting ideas between every involved party. Even in this AMA alone there’s people suggesting Melee is the overpowered option against ranged and vice versa. We are open to suggestions but when suggestions conflict between players, who do we choose as a “better” idea without offending the other party? Suggestions by one person differ from another and another so who’s the best to choose? With all of that, the best choice for us is to take a bit from here and there then adapt to our own idea.
With that said, we feel that the current combat in M.A.S.S. Builder is fun to us. Can it be better? Sure, but at what cost. Do we ditch the development of everything else to rework combat? No. Newer frames and systems are at a much higher priority than reworking something that already is fun to us and works fine with the current game balance.
Question: What are each Developers favorite armor set?
For this question, we asked for the top 3 armor sets from each of our team members. The results are Assault, Hammerfall, and Panzer in no particular order.
Question: How long does Vermillion Digital plan on working on M.A.S.S. Builder?
Answer: Ambiguous answer is until we feel that the game is done. The business answer is until we run out of money and need to work on something else so we can come back to M.A.S.S. Builder. We will always say that M.A.S.S. Builder is a dream project that we wanted to work on for as long as possible and we wanted to hire more people to make M.A.S.S. Builder a perfect game but that’s not something realistic. We can’t say how long we can continue, let’s hope we’ll be able to do so for as long as possible. Anything else is a story for the future.
Question: How are you Guys doing after all this time? Are you happy with all the stuff and achievements we made together during these few years? Cuz I sure am, You have my respect as a Mecha fan:)
Answer: We’re doing fine, we wanted to say we’re doing great but alas, it’s just on the level of fine. We’re happy with the things we’ve achieved with M.A.S.S even if it could be much better. There were some frustrations with the project and how we handled things since the start of the project but at the very least, the team members from years ago are still here together even on separate projects! Thank you as well for sticking with us all these years.
Question: Will you be able to make accessories like fingernails and claws to actually move alongside frame fingers? And can you add more hair like parts and possible mouth plate parts? Thanks for all of your time and effort and keep up great work. Best wishes to you and your families.
Answer: First of all, thank you very much! We’ll be sure to carry your wishes to our loved ones, especially the cats who frequented our office. Now to answer your questions, we don’t think we will add any articulation points on the fingers or hands enough to warrant making accessories specifically for those parts. You can use weapons attachments to perform a similar function as of the current update. We know there’s demand for hands, fingers, and claws that could open and close but that’s another level of animated accessories so the answer to this should be no.
Now to the other request, we will consider making more accessories of those types if it matches what our future content releases are themed around.
Question: How has the multi-platform releases of "Armored Core 6: Fires of Rubicon" and "Gundam Breaker 4" impacted MASS Builder during its development cycle?
Answer: The person who used to work as our game designer took a week off to finish AC6 on all endings. He’s not on the MB team aside from a few tasks so it didn’t affect much at all. The others played it now and then. None of us have played GB4 at all as we’ve no time to fully spend on it, despite buying it already, like we wanted so we opted to not play it at all. It’ll be in the backlog of games to play so until we are truly free from work, it won’t ever be played by the team members. Guess we’re also too jaded from NGB to try GB4 during its release.
Question: What plans do you have going forth with Vermillion Digital other than MASS builder?
Answer: First, we do have plans for M.A.S.S. Builder updates for both the immediate and far away future. Ones such as the announced “What’s next” is the first and then we have many more things that we wanted to add to the game. For something other than MB though? There’s actually games that are being designed and documented by a former MB game designer in the works. We’ve assigned that to him a while ago and when the time is right, we’ll choose from one of them to start as the next project of VD. Please wait and see to support our future endeavors.
Question: Any thoughts on reverting the speed and combat rework? Starting slow and building up speed feels bad for melee where you have to do many dashes in a row to avoid boss attacks or get to new enemies after killing others. Same issue with the combo system, damage ramping up as you continue to combo doesn't work well when you either kill things to fast or have to dodge mid-combo from the bigger enemies.
Answer: No, these were much-requested changes that we made the decision to oblige yet it is now a controversial topic. Reworking it again will have the same request by the same requesters asking us to change it back to how it currently is and the loop goes on. There is no perfection to achieve as conflicting ideas clash on all sides.
To explain further, it is not only done through numbers changing on a singular aspect but we need to balance various things to adapt to any changes and we prioritize working on new features and the game as a whole much higher than reworking combat repetitively.
Question: Are there any plans to have beta testers? Just a handful of players that can help to verify if the game is working well before each big patch. I think the game would benefit greatly from that.
Answer: While we agree that having beta testers would be beneficial for the game, it is not easily done with how small our team is. Having beta testers means having beta branches that will need to be maintained, taking constant feedback, applying changes and balance patches at a regular pace, all of this is not doable by us. We do not have the human nor financial resources to do so. These are the reasons we gave years ago, and it is still a problem we have currently.
Question: will there ever be new frame outside of the rex and spider frame. maybe a quadruped frame
Answer: Currently there are no plans besides the Rex and Spider frame. We do not know if this will change in the future but we’re only focusing on two of them at the moment.
- QuestionDo you happen to be thinking of putting in a new frame with a transformation function? Is there an approximate release date for the localization translation update patch? It's a pity that I can't play in my own language in 1.0.0.
Question: will we also be getting any transforming mecha at all??
Answer: Anything regarding transformation functions is denied. With transformation in mind, the whole core of the game changes from aesthetics doesn’t matter due to how fantasy about transformations work. We cannot imagine a mecha that transforms from a bipedal into an aircraft to move in the same dimension at the same speed. For localization update, we are currently in the process of editing and proofreading all English texts so it’ll take a long while for it to be translated into anything else, even the Japanese translations we added for the 1.0.0 release isn’t perfected. We understand you’d like to play in your local language but for now it’ll have to wait.
Question: Mass builders melee combat is kinda sucky right now. The main problem is the lack of insentive to run a single melee weapon instead of dual melees. As it stands there's no reason to run sword and shield or other similar combos which sucks as I feel shoehorned into using a specific build to handle anything above normal. Is this something that vermillion plans to address?
Answer: We encourage you to try and find a build that works with what your fantasy of your M.A.S.S. unit is. Anything above normal is a challenge and contents of aspiration and we do not expect players to breeze through it. In fact, the difficulties add an extremely miniscule amount of stats increment to enemies, but make them more active so players need to respond better to them with their created builds. As we’ve answered above and more below, this is a sample of a conflict of ideas regarding combat and melee. If we address it, how do we address it and how to make it perfect according to the opinions of all sides?
Question: Are there any plans to increase the piece counts per area? like from 8 to 10 pieces?Thank you for your hard work on the game!
Answer: We understand the desire to create something more with the addition of accessories but our benchmark laptop isn’t able to handle that much without suffering, so it’ll stay at 8.
Question: When do you plan to support a full Chinese translation for M.A.S.S. Builder?
Answer: When baseline English is fully proofread, we will start fully translating the game into other languages including Chinese.
Question: Will you consider changing from Epic Online Services to Steamworks for a more stable multiplayer experience if the EOS is proving too troublesome to fix and maintain? I understand the significant effort to push out multiplayer before and likewise for this but it may be necessary for a better experience.
Answer: No, EoS is the easiest to work with for Cross-platform / Cross-accounts and we do not want to separate players on the multiple platforms we’re looking to release M.A.S.S. Builder in the future. Steamworks do not allow that as far as we’ve researched years ago and it means we’re saying goodbye to anyone not on Steam.
On the same matter, we are using Server-Client structure for multiplayer by assigning the host as a server and the others as client. If the connection there isn’t stable then no matter which framework we are using, it will have problems. As an indie developer, we do not have the funds to have a full-on server thing like those AAA games.
Question: I would also ask for a better Multiplayer user interface with a lobby browser, letting people create lobbies with privacy settings:
Public
Friends Only
Password Protected
A specatator mode for these games would also be great for community event coverage.
Answer: We understand the request but have no thoughts on it at the moment as we aren't expanding our network framework to involve a public server everyone can see. We're still looking forward to using host-client connection.
- QuestionAre new melee stances still in the works, like Shield and Weapon where you use the shield as a weapon alongside the 1-handed weapon.
Question: Will there be a dedicated melee + shield combat style?
Answer: No, while we wanted to have shields as a weapon in the past, it is not a feasible choice to make in the current state. Making shields as a weapon stance will require us to create… however many melee stances we have to accommodate it for each type. We rather use that time to create new stances for new weapons, or work on other features instead.
Question: What Id love to see, one day, in MASS Builder, is native Crowd Control support. Crowd Control is a program that allows a streamer's audience to influence the game in many ways. Like giving/taking items, spawning enemies, all sorts of stuff.
For MASS Builder, it could mean giving or taking away different ammo types. Depleting/recovering shields/health. Spawning various enemies and bosses. Healing/Damaging bosses. Unlocking/Locking random blueprints. Giving/Taking away resources and credits. Preventing a MASS from moving/flying.
Answer: That would be an ambitious feature for us to add into the game. In fact, we’ve tried that with our other game (Seed of Heroes) where viewers could affect the game being played by a streamer. In M.A.S.S. Builder though, there isn’t a playmode that can be dedicated to doing so yet and without a gameplay mode like that, the potential and fun that could be had between viewers and streamers cannot be fully experienced. To create a playmode like that would not be really feasible for M.A.S.S. Builder at this time.
Question: Can W.A.S.'s Close combat weapons have the same options as the Bullet Launcher?Since sometime we do want to set up multiple sub version of close combat weapons that is just a "charged" version of the main weapon
Answer: We assume you meant M.A.S.S.’s close combat weapons. You can use the 8 slots of weapons we have to cycle between multiple of the same looking weapons. One could look uncharged and another looks charged.
Question: Since now that Mass Builders has been finalized as 1.0.0, would there be a future mecha project that is or isn't a continuity of current Mass Builders (be it a parallel universe, a completely new story unrelated, or a direct sequel)?
Answer: There are actually two projects in our backlog regarding this. One is a continuation of the M.A.S.S. Builder project that builds on the customization system with a whole new gameplay and zero story involvement. Can’t reveal anything yet but think of it this way. Current MB is 50% customization, 50% gameplay. That thing? 80% customization, 20% gameplay. The other one is a whole new thing… which we can only say you have a moving fortress, co-op play where players control mechs for various purposes. Both of them are in the backlogs until MB is fully done.
Question: Would voice be implemented post 1.0.5 (as of 24/9/2025 there still isn't a VA for characters)?
Answer: Not until every English dialogue is fully edited. And after that, we will need to think if it’s feasible to do so with the number of lines we have in the game. We know what we promised and for now, we’ve compensated voice acting through the operator-voices system where we plan to expand a lot more in case voice acting the story cannot happen due to financial circumstances.
Question: How would you (directed to Vermilion Digital as a whole, not to anyone in particular) rate the game yourself overall out of 10 (story, gameplay, mechanics, character design)?
Answer: Customizations and customizations only: 11/10. Story, gameplay, everything else 6.5/10. To clarify, gameplay depends on players’ experience and we’d say our game is a bit above average in that factor. But customization? We aren’t ashamed to say we’re one of the best IF not the best.
Question: I am aware that this story was a hand-me-down before Xsi received the storyboard and worked on the rest. How much of the storyboard (percentage wise, ie. 60%), specifically the characterization and ending of the organization Cyclops, the pilot Ascendant, etc, was written or conceived? Was their handling always supposed to be this way since their conception/creation?
Answer: It’s really about 99%. During the pre-production phase of M.A.S.S. Builder’s development, the whole team came together and conceptually designed 27 missions with all of its storylines, the start and the end of each piece. During that time, Xsi was the game designer but eventually, the storywriter was too busy to write all the specifics of everything down so it was passed on to Xsi, who trimmed a lot out of everything to make the story more concise.
There used to be many more PMC factions planned, a higher human society that uses the Cyclops, the Ascendant story being tied to many more PMCs, etc. The game would not be able to fit everything into the missions planned.
So, everything in-between is by Xsi. The start and end of each storyline as well as all the NPCs’ name, personality, appearances, etc. was written long before his time. There’s a lot more stories to each part that we wanted to expand on but can’t due to game mechanics and mission counts. One of the cut stories were of the Valkyries and W.D.F. It is readable in text form in the archives.
Question: Would you guys consider letting energy launchers become mountable and perhaps deploy off the frame than just teleporting? would also ask for more energy launchers with horizontal spinning bits so we could make functioning helicopters. We already have ones with vertical spinning bits.
Question: Energy Launcher suggestions
Energy Launcher Mounts? Where they detach from us rather than teleport if attatched.
Energy Launcher parts with a horizontal spinning part so people can make helicopters
Energy Launchers are not mentioned in the tutorial, mission 1 needs a lot of updates.
Answer: Energy Launchers cannot be mounted based on how they function and how some of them have different numbers of pods so they’ll remain floating and teleporting. We’ll consider horizontally spinning when we make more of them. For the other question, we don’t think we need to mention both Bullet and Energy launchers in the tutorial mission at all. These are things we wanted players to play around and discover for themselves.
Question: Can you add some special effect-style accessories to the attachment system, such as jet thrust effects and light wing effects?
Answer: Yes as special DLCs. We will need to think of a method to optimize the effects so that it won’t burn someone’s GPU if they put the maximum amount of those effects on a M.A.S.S. unit. Or else we just say F- it, think of the game as a single-play game, ditch the whole multiplayer blocks, and allow someone to melt their GPU.
Question: Could you create a feature for grouping and adjusting accessories, similar to the current weapon mounting system? It would be equivalent to placing accessories on an invisible 'weapon' and then mounting them onto the unit
Answer: No, since that would mean we’ll need to create a whole new feature to save and load each group of accessories, then there’s the limits of how many groups do we allow, which menu will handle it, etc.? A lot of controversies regarding the system and how to handle it will also follow just like the weapons attachment did.
Question: Are there plans to allow players to create a colour swatch to form brand colouration? I hate having to swap out colours one at a time just to use the same four part blend over and over again because I have a burst of creativity. Maybe let us set up a four colour pallet that we can set as the default colours instead of gunmetal being used?
Answer: There are already the custom styles and global styles function that serve this purpose.
Question: Weight - is the weight of parts and weapons solely a cosmetic thing (and no cencern regarding stats) or does it has any impact on ones stats ?
Answer: It has zero impact on gameplay, solely cosmetic.
Question: Icons and training area - are there plans to expand the virtual training area / tutorial zone as a means to test builds and weapons, learn como tempos, etc ? Some of the weapons icons are unclear on their meaning and testing on actual battle is not optimal, a glossary on the help area listing and explaining all icons would be helpfull.. along with more info regarding the damage types (how Weak affects quarks, if drones are imune to everything, etc).
Answer: Training area is something we wanted to add into the game at some point but we did not have time to work on it yet. Which icons are unclear? It would be extremely helpful to learn about these so we can clarify as we think the current weapons systems are extremely simple and weapons of the same type don’t differ much between each other.
On the topic of effects, we do think it’s good to leave some things for discovery. We do personally like the sense of discovery ourselves. It’s the same reason we never made a table that shows where each blueprint drops. If someone wants to min-max and learn more, be better at the game than anyone else through knowledge, great. If someone wants to just rampage through the game, great as well. Creating an enemy glossary alongside EVERY mechanic encyclopedia that clarifies every stats, weaknesses, attacks, etc. will take time from us in developing other important features so we shall deny it here.
Question: Melee Supremacy - Are there plans to improve the balance between ranged and melee (primary and secondary mods) as for the moment it seems the balance is tilted towards melee ?? - in paralel, there could be an expanded tab to ones stats (on the tunning area or weapons area), showing the base damage and average DPS of your weapons. - or the damage (as dps) remains the same no matter the weapons used ?
Answer: Short answer no. The long answer is that this is a conflict of ideas, as we’ve answered above in some other questions. As you can see, some players say melee is shit, some players say melee is OP, there can be no compromise or perfect balance between the two, just that what is preferred by who is playing the game. We are glad that this happened because it meant people felt some things are better than others, meaning that both melee and ranged can be OP in the right hands or preference, which is the purpose of the game, to allow players to play to certain fantasies.
The current balance between various weapons of the same type provides a similar DPS across the board. In the case of more explanation, more numbers clarification meant turning the game into a numbers game where discussions will devolve into what things has higher DPS and anything not reaching a certain level “isn’t viable” or “that weapon is shit because it’s DPS is lower.” Even at the current simple explanation, there are cases of “this is better weapon, there is no use in other weapons except dual wielding certain parts for range.” The current system shows a much simpler number that can be boiled down to “is it enough to feel fun with what I’m doing with my creation” instead of a numbers game. We want players to have fun with their creation. Min-maxing isn’t a must, which is why our “normal” difficulty is really easy.
Question: Balance and story - Are there plans to expand the campaign or rebalance the missions ? - case, mission 6 seems out of place as the void crystals are only re-mentioned latter.. also, the boss is very OP to that level, moving it to before mission 9 could be a better sequence, imo..
Answer: The campaign is already completed and there will be no further expansions to it. Missions rebalancing can still happen but will only be in terms of numbers to make the game easier but not shuffling the mission around as that would make the story much more confusing and the backend work involving balance and localization is a lot to do so.
Question: Enemy Telegraph and tempo - Are there plans to improve telegraphing? for example, the dino lacks a warning/telegraph for its breath attack.. the small melee ones that instantly switch from running to a big-slash lounge.. or the boss enemies with ranged attacks that, if not at melee range, spam those ranged, sometimes area, attacks quickly (no ""reload"").. Will cases like these get a delay / rebalance pass ?
Answer: We’ll do a balancing update with every future update, just as we did in the past. If anything that we’ve monitored are out of bounds in terms of difficulty, we’ll change it, but we need it reported to know which are the troublesome ones, then also a thorough testing on how to balance it. Will numbers balancing be enough? Or will it require a more sophisticated fix.
Question: Flimsy Lock on - Could the Lock on system get some persistance ? both enemies moving behind a thin pillar or jumping past your front arch (hemisphere?) send the lock to anywhere else.. a 1s or 2s delay before loosing the lock could helpful.. Similarly, regarding having a mod that shows a Boss Weakspot, will these spots be added as places to lock on ?
Answer: No, lock-on works this way in the case of future PvP updates. We don’t want players to be able to continuously lock-on to enemies behind walls and obstacles. Boss’ weak spots will not be lockable. It is a system we create to provide more players’ skill expression and allowing them to be locked on defeats that whole purpose.
Question: Weapons - Are there plans to revisit the weapons or add new ones? for example, the lack of a canon (shooter, explosive) other then the delayed-harpoon ? or a gauss / mag canon (long recharge, big damage, sniper) ??
Answer: We’ve already reworked old weapons to provide more usage for each of them that resembles certain weapon archetypes. We don’t want to rework any of them as past changes to certain weapons have already garnered backlash to the team. In any case, creating a new weapon to serve a purpose not similar to any in the current game is the better choice.
Question: in paralell, could we get a dedicated defense ? one that can work with ranged weapons ? and maybe the option to replace the shield with the active melee weapons as visually parry-ing with it ?
Answer: There are certain sub-units of the architecture tree that provide a similar feeling to parrying, reducing damage by a substantial amount when attacking with a melee weapon. With that said, M.A.S.S. Builder is a fast game and there isn’t a rhythm for parry to feel good in the current setting. We’re not making a souls-game and we do not plan to turn M.A.S.S. Builder into a souls-game where rolling, stamina, and parrying is a mechanic.
For Ranged weapons, we can definitely say shields aren’t coming to them soon. As with all playstyles and builds, players can choose to lower their DPS to obtain more ARMOR stat that helps mitigate damage by a lot, or choose to attain more ACCEL to move away from attacks. Switching to a melee to use their active guarding is also a choice.
Question: Minions - the helpers around a Boss during Boss battles.. once you deveat one, why their respawn is instantaneous ? added to the Boss spamming ranged attacks when you are away (fighting their minion mob), their instantaneous return seems silly, imo, if there are units in reserve, why are they waiting instead of swarming you.. a delay before respawning both give a breather on some battles, and act as a tactical point (both to reduce minion count and in regards to ammo since minions drop reloads)..
Answer: There are multiple types of adds in a boss fight. Some of them serve only to provide an outlet to recover ammo for ranged users. Some of them are there to make the boss fight more dangerous without relying on making the boss more spongey or deal more damage. These chip damage from additional mobs do much less than bosses, especially against builds that have a bit more ARMOR stats. As you’ve questioned they make the fight much more difficult in ranged battles, we’d like to say that’s exactly their purpose. In old versions, bosses are extremely easy using ranged weapons to fly in circles around bosses and players have voiced their opinions to make it harder, thus adds that serve the purpose to make a ranged battle with glass cannon builds more dangerous are added. It seems they are doing a great job. We aren’t saying that glass cannons aren’t allowed though, if players choose to play a glass cannon, they must be prepared to get bursted down by enemies. The same goes for any other builds.
Question: Minions II - At the mission before the last, the big minions, once defeated, are replaced by the common smaller ones.. the use of strong yet non-pemanent minions also happens with the flyer boss when it drops void crystals... now I wonder, why the last mission / boss doe not have such happening with the dragon mini-boss ? two of those, with the boss, with similar fly-about attack patterns (along with the flimsy lock-on) make that battle a visual noise fest, making it hard to follow (and attack) the boss (at least on harder settings)..
Answer: Again, because it’s there to make the boss fight more difficult without increasing a boss’ status to unfair or spongey level, and can be dealt with easily.
Question: Boss Drops - on the mission before the last (and maybe others with barrier arenas).. could the drops tha fall outside the area (when the boss is killed by the arena's edge) either be auto collected or by yeeted back into the arena ?
Answer: It should be pushed back into the arena by default. If it does not, then it’s a bug we need to fix.
Question: End Game and Drops - are there plans for a game+ type of gameplay (for after you beat the campaign) ? ..and if weight have no game effect, could the armor part drop increase after finishing the campaign or increast the % to drop parts you have not unlocked ?
Answer: There are no plans for any NG+ content or gameplay. Everything can still be played from the start to the end in the same save. We understand the appeal of having all enemies in the earlier missions being scaled to endgame where players can unleash their full potential from the start, but we do not have the resources to work on that gameplay mode.
On the topic of drops percentage, if you’re already on full build and rampaging through the game easily, use the drop-rate-increasing tech sub-units to help farm them. The percentage to drop locked blueprints is already much higher than normal in comparison to unlocked ones.
Question: ..and the obvious.. more frames when ? ^.^ This is a very fun game.. Thank you.. and keep one being awesome !!"
Answer: Thank you for liking the game! The Rex and Spider frames are being worked on, but we honestly don’t know when they’ll be finished.
Question: Please separate the stage launch tube from the hanger, having them both rendered behind the background of each other wrecks the FPS of both areas. Also reduce the 3D assets in the background of the hanger, just some images in the distance instead of a full 3D stage would help with GPU burnout greatly.
Answer: No. How did you know it’s wrecking performance, how did you know it will help, how did you know it’ll make the game better or more beautiful or achieve at least the same level of aesthetics by using still images everywhere?
Question: With the port over to UE5, I’m sure you’ve heard a lot of negative reactions. Part of this is due to the lack of modding capability now. A lot of veteran players have enjoyed modded sliders. Will VD ever consider raising the joint slider limit to AT LEAST 200?
Answer: We’ve raised the current sliders to a lot already so no. You are free to mod the game however you like.
Question: Is there plans for a Conse Release? I have a ps5, and would really love to play M.A.S.S Builder, but my PC is inoperable, and it would be too expensive to replace.
Answer: Yes, but it is almost impossible to obtain devkits as a game developer from Thailand. In our case, we will need to pay someone to help port and test the game for us, which our publisher is helping out a lot here. Nonetheless, we are almost ready with Xbox, Switch will require a large amount of optimization, and PS will require some more time to work out.
Question: We need more information in game on how some stats work. Like what is the damage split or calculation when you add an element to a weapon? Or does the element stat effect the proc chance of debuffs or just the damage and such?
- QuestionAlot of the hidden in-game systems should be listed in-game. Not just the elemental weapon breakdown but also how acceleration effects weapons or that armor effects your shields as well. That nodes with a passive are globally granted just buy unlocking the node, you don't need to have it equipped to gain the passive effect. These and others are thing we keep having to mention for new players each time they hop into the discord to ask how they work, should be the game explaining it instead of us.
Question: How hidden stats and info in the game works needs to be explained somewhere in-game. Namely the split between base damage and elemental damage. Heat DoT damage. How Acceleration effects attack speed. Mag Load/Energy Capacity stat vs mag size. That proc abilities can increase in play stats above the tuning numbers. And that passive effects unlock by just buying the perk, not that the perk needs to be equipped.
Answer: There are two factors to why we don’t have it all out there. First, we’d like to ask players to discover them ourselves. The sense of discovery is something we wanted players to have and we think it’s a good thing for players to try and be a better player with more game knowledge than others. Second, this is the same reason we don’t have more explanation on things like average DPS numbers, item level, etc. as answered in one of the above questions. It will turn the game into more of a numbers game instead of a game where people can play what or however they want without getting ridiculed. We’ve seen it in the past where people say something along the lines of “there’s no reason to use xyz shooters, abc is much better in all aspects” and we hated that.
For those certain nodes with passive effects, the in-game tooltip already mentioned them as passive effects. It is also reflected onto the unit’s status in the tuning screen immediately upon development. We think this is a part of discovery that’s easy enough to have players go “what does passive effects mean?” and checking out the stats screen explains enough already.
Question: 能否對遊戲進行優化處理?我發現有些地圖可能對我的電腦運行帶來明顯的負荷,雖然購買新電腦設備可能是最優解,但還是希望製作組能照顧到中階的電腦玩家。
Answer: 我们始终致力于在每次更新中优化和提高游戏的性能,并且我们会继续这样做。(Google translated answer, might not be accurate)
Question: "Give melee dedicated buttons for light and heavy attack. While the combos are cool, having dedicated light and heavy can open up a lot of ideas for the future such as more in depth combos and it give the player more options when in melee.
Light Attack: Fast, centred strikes
Heavy Attack: Slow, wide swings
Answer: We aren’t able to do so with the limited number of buttons on a controller.
Question: Its also been said a lot that melee is often weaker than ranged nowadays. I feel as though all weapons should at least feel powerful in this game, at least when fighting NPCs in the story and COOP. So a buff would be nice. On that note, perhaps some of their sounds could be redone? A lot of them dont have weight behind them, you cant really feel the impact when using melee.
Answer: Another conflicting idea. We do think all weapons feel powerful in the game at the moment and do not need a buff. For the sounds, we have answered this in the past but making it sound realistic with metal screeches make the game much worse to play continuously with players during testing so no, it will stay this way.
Question: Hello dev team, thanks for the great work so far. A few ranged-weapon feature requests and suggestions that many players would love to see:
1) More grip variants for ranged weapons
Please add additional grip parts such as underhand grips and two-handed grips that visually hold the weapon like a soldier (for example: a supporting hand positioned just in front of the magazine). These grips improve immersion and offer more customisation variety.
2) Energy weapon hand placements
Energy shooters currently feel limited compared with bullet weapons. Please introduce more over-hand grips for Energy Shooters to match the variety available to Bullet Shooters.
3) Bullpup / over-the-shoulder grips
Consider bullpup and over-the-shoulder grip options to support rocket-launcher style weapons.
I know clipping was a concern previously, but with recent developments. Clipping is unavoidable and should just be embraced.
Answer: While we do want to, we aren’t able to. Making more grip styles available means we need to take a look at all old triggers for both one-handed, two-handed, bullet, and energy shooters to accommodate this new system that allows for variance in grip style. So, no, we won’t be making more grip variants, we rather be making more weapon variants.
Dual-wield ranged weapons
Dual-wield ranged weapons remain a heavily requested feature. Any update on progress would be greatly appreciated.
Answer: We do still want dual-wielding ranged weapons, but as players can see from the controversies around melee weapons and “the best stance to use,” we cannot make dual wieldings without designing it to perform as similar to single wielding as possible. Rounds per second must be similar, which means it will make firing feels much slower alternating between two weapons instead of one weapon firing fast. We don’t think that’ll make a weapon feel good to use at all. What about charged weapons? There’s a lot of things to think of that we cannot approach this design lightly, thus it is not a thing we can add into the game until everything is solved. It might not even be implemented at all.
Question: will you guys ever update the slider to go even farther so we can create even crazier mechas?
Answer: We’ve already updated the game in version 1.0.0 to have a much larger range. No more than this.
Question: would you guys be interested in adding a decal editor, i think it would be better to create our own decals, instead of using multiple limited decals.
Answer: No, we’ve answered this in the old AMA but decals are something we gave a chance of designing to Kickstarter backers. We’d like to honor them and their exclusivity to the dream they’ve given us in creating this game in the first place.
Question: is there ever gonna be a workshop page on steam?
Answer: No. Players are free to mod whatever they want but there will not be an official mod support through steam workshop for the game to honor Kickstarter backers.
Question: Overhaul of the Hangar Build Space
With the expanded resources now available, this is an ideal time to rethink and enhance the hangar’s build functionality. The current space, while useful, often feels limiting for the kinds of ambitious creations players are eager to explore. By expanding its capabilities, we can make the building experience more flexible, inspiring, and future-proof.
Some potential improvements could include:
Expanded build area. A larger space would encourage more ambitious designs and remove current limitations on scale.
Overall View Mode. A toggle similar to Selected View Mode that allows players to isolate and view their full build without distractions.
Refined visuals. A visual update to the hangar environment could make the space more immersive and engaging during the build process.
Void Build Mode. A toggle for players whose ideas exceed the hangar’s physical boundaries, this option would remove the floor and walls entirely, offering unrestricted freedom to build even beneath the feet, great for linebarrel legs.
All Weapon Mode. A toggle to enable all mounted Close Combat, Shield, Bullet Shooter, Energy Shooter, Bullet Launcher and hopefully Energy Launcher to be visible whilst building. It would make placing and alligning them much easier with one another.
Hope these suggestions help to provide needed quality of life features for the build space.
Answer: While these are good possible suggestions, we will not be working on reworking the hangar space. Again, we do not have the resources to rework things without sacrificing future development.
Question: General Camera Improvements
Allow us to see the bottom of the feet so we know when our accessories are properly covering the frame, and let us zoom in and out a lot more as the max zoom for certain areas is still rather far and can throw us off.
This goes for build mode and photo mode, the camera is really limiting, both zoom in and zoom out. We should be able to get very close and very far away, espcially since some builds nowadays are massive.
It would also be nice to have a axis lock for the camera so we can do unitterupted 360 loops of a build.
Hope these improvements help the game.
Answer: While these improvements and suggestions can be considered when working on a new feature, we cannot provide a 360 camera that functions well without putting the M.A.S.S. in a floating space, which we don’t think is a good thing.
Question: Photomode Suggestions
With some major updates to Photomode already in the works, I’d love to see a few additional features considered to make it even more powerful and creative:
Grounded Areas. Currently, most backgrounds lack depth, making M.A.S.S. units appear as if they’re floating. Allowing us to place units onto mission maps or grounded environments would add realism and scale.
Customizable Diorama Tools. The ability to place props such as rocks, trees, foliage, buildings, and other structures would let players build unique scenes. Adding optional effects—explosions, fire, electricity, steam, muzzle flashes, laser beams—would make action shots far more dynamic.
Transparent Background Option. An option to remove the background entirely, leaving only the M.A.S.S. in frame. This would make external editing and compositing much easier for players who want to take their creations further.
More Actors. Give players the ability to place player weapons on the diorama or photomode space independant from the M.A.S.S. as well as perhaps Quarks?
These should provide a lot of ideas to improving the photomode, hope it helps!
Answer: These suggestions basically change the whole system and would require physics added into the mode alongside many more systems to have sets of props and enemies added to it. It is a good suggestion, but again, we do not have the resources to create a whole system that plays like another whole game instead of the current photography mode.
Question: Since the game already has a inbuilt export and import feature for sharing MASS. files. Would it be possible to extend the system onto Steam Workshop? Making sharing and installing MASS. files easily.
Answer: It is possible, but we will not work towards it. We will not touch anything regarding Steam workshop as if we made one function with it, it means we are willing to work with any other things with Steam workshop and it will dishonour any promises we made with Kickstarter backers on their customized stuffs.
Question: More variety in Bullet Launchers would be great. So far they are all variations of a missile or indirect weapon, it has definitely been wanted for their to be cannon Bullet Launchers and other similar direct fire weapons.
Weapons such as:
Cannon
Auto Cannon
Machine Gun
Grenade Launcher
If possible, maybe make some of the lighter Bullet Launchers such as 12x lock on missile be able to fire on the move. Mobility is key in the game at its current state.
Answer: Because of how bullet launchers must look like, they will all be missile launchers and pods. Making things like long shoulder cannons aren’t possible to be integrated into the current system. Each of them must also be different from what is already provided by the current game in a not specific way. We usually do not name our weapons the same as real-world weapons due to how we wanted them to be used creatively. If we name things “grenade launchers” it will come with the stigma of being a grenade launcher. We wanted the things we created to have its identity not locked down so we must be creative in thinking of a new one.
Question: Right Angle Triangle?
In general, more sharp accessories and potentially sharp curved accessories?
Answer: If our 3D artist has time to work on more accessories, sure.
Question: Can we expect more weapon and armor parts in the future? If so, could we expect them as free updates or paid DLC packs?
Question: Will there be any new armor sets and weapon parts in the future? Should we expect them to be free, or in purchasable DLC's?
Answer: We’d like to work on more parts as DLC for sure. There’s still more designs we wanted to add into the game.
Question: Are more decals ever coming? Especially things like bullet holes, flames, fluid leaks, warning strips (just the lines, no text).
Answer: If we have time to work on them, there will be more decals, but as you might’ve seen from a long while ago, there hasn’t been any new decals in ages. Why? Because the one that can work on them is our lead programmer, he’s also the technical artist working on all special effects in the game as well as many more things he’s doing. If he’s ever free from all the required tasks, we’ll ask him nicely to make more decals.
Question: There was mention on the Discord of us getting close combat parts like whips and chain-flails, is this true? If so, would they be something we could expect to get before or after the multiplayer/PvP mode, the new frames and the improved photo mode?
Answer: Not at the moment. We wanted them in the game by 1.0.0 but alas with all the concerns we had on wanting to make it look as cool as possible, they’ll need to be solved first. What kind of concerns? Well, how do the chains and ropes move? Does it stretch? What is the range and from which side do we hit each thing? How do we make whips feel snappy as a whip should? How do flails impact the area it hits? What kind of AoE does the weapon do? What kind of customization could a whip have? So many things to think of when designing something melee that isn’t actually melee.
Question: Is the implementation of the function such as the multi-lobby possible to photograph screenshot with other players? (I want to use the pose to be usable with a shooting mode in a multi-lobby if possible) Or is there the additional plan of the function to look at the mechs which the players such as an exhibition and a museum or the catalogue uploaded?
Answer: Yes, per using the Multiplayer system. We wanted to create a mission with no objectives where players can set up a lobby to have people join in with multiple backgrounds and biomes to photograph at. There won’t be any of the photograph mode functions available though.
Question: Drones - Are drones and other MASS imune to stagger, Freeze and Weak ? while a good change of pace, their seeming immunity to stats and quick attacks make using melee not an option if 3+ enemies, as well as making all damage option other then Fire be near useless.. - imo, they could react different from Quarks, fo exemple, with shock working as a DoT as they short out, Flame slowing them due to overheating, and frost weakening as they divert power deal with it.. will drones get a rebalance pass ?"
Answer: It's a bug we haven’t fixed yet. Drones and M.A.S.S. units should be able to be affected by all abnormal status, not only BURN. The staggering is intended though, which is a reason they can have different kinds of attacks and behavior when compared to Quarks enemy.
Question: One of the most commonly raised concerns is the current state of combat. As the game has evolved into more of an action RPG, the combat system has struggled to keep pace. While it's functional, many in the community feel it lacks a clear design direction, which in turn impacts the overall gameplay feel.
Originally, the game appeared to be inspired by a mix of Gundam Breaker and elements of Musou-style combat. However, with the release of version 1.0, that vision seems to have shifted or become less defined.
Based on extensive community discussions throughout the years, we believe a full rework toward a true Musou-style combat system could significantly enhance the experience When fighting Quarks. Specifically, we propose:
Reduced HP for standard enemies (fodder)
Increased enemy (primarily fodder) count per mission
More enemy variety, including supportive units
Larger elites with unique and noticeable movesets
These changes we believe would transform the main campaign and co-op story missions into a fast-paced, power-fantasy experience—where players can enjoy dynamic, large-scale battles and engaging boss encounters. This direction we believe seems more in-line with the game’s core focus: grinding for materials and exploring its deep customization systems.
We think it's only relevant that these proposed reworks would apply to Quarks PvE content. PvP balancing is a different beast and requires different design consideration. The same can be said for Cyclops as these 2 enemy factions could be handled differently to have more opposing gameplay variety.
We hope this feedback is useful when designing future updates, and we're excited about the potential for combat to become a more cohesive overall experience.
Answer: These are some great feedbacks and we want to address our response in a long post so here goes. First, we think the state of combat hasn’t changed much and it’s still a game where players beat down groups of enemies, waves of them at some point, and end a fight with bosses and it still remains the same old combat we had envisioned from the start. We had tried our best to accommodate the game towards players’ requests and suggestions which led the game to this current point, while still not going all towards the souls-game genre many players requested, which is a reason we denied various mechanics that could lead there every time it was suggested. Nonetheless, let’s look at the suggestions.
The first two we can agree with, but as we’ve mentioned in the previous answers, this might be a clash of ideas. We’ve heard complaints on how fodder enemies are bad for the game and vice versa and in doing this scale of a rework, we would really need to be sure that it’ll benefit the game and not alienate a group of players who are already happy with the current game.
On that note, we’ve tried things with the third and fourth suggestion and it’s really unwelcomed. Old players might’ve remembered the smaller Quarks that had barriers, buffs, or things like Void Crystals and the likes and how badly they were received. This has led us to going forward in development of simple Quarks that just throw themselves at the player, which is fun in its own way of having players mowing them down through fire power or tanking them with high-armored tunings.
This applies to the Elite Quarks that appeared in later missions as well. As seen in discussions, they were said to be too strong even at normal difficulty, having similar attack stats as the fodder enemies even due to their unique behaviors or attack patterns. Having noticeable and slow attacks also meant steering the game towards a more rhythmic and soulslike which we don’t want in a game as fast as M.A.S.S. Builder.
We will need to study more and take more feedback from all sides before we can apply any of the proposed changes, but we are very welcome to receive and discuss them.
Question: Cyclops could benefit from some added variety at this point in the game. While fighting enemy M.A.S.S. units is cool, introducing more non-M.A.S.S. enemies (like the drones seen in Mission 18) could really help mix things up and keep encounters feeling fresh. It might also be worth considering making these types of enemies more common throughout the story earlier on. Additionally, a more clearly defined progression in Cyclops armaments, paired with smoother difficulty scaling, could enhance the overall experience. while maintaining a Musou gameplay direction.
Some ideas to diversify enemy variety and pacing:
Fodder enemies (high quantity): Crushable APCs, long-range tanks, fragile aircraft – great for scale and flow.
New machines/drones (medium quantity): More drone M.A.S.S. or large non-M.A.S.S. machines could add variety.
Elite M.A.S.S. (low quantity): Bigger units with unique loadouts (e.g., energy launchers) for challenge spikes.
Bosses: Red Giant in Mission 18 may need an HP tweak. Non-M.A.S.S. bosses in the future could be interesting.
Since non-M.A.S.S. enemies like the drones in Mission 18 use accessories, the same approach could work for tanks, jets, and other mechs. A more varied enemy roster would make Cyclops battles more dynamic and balanced, while still allowing for challenging encounters. It’d also be a good time to update Cyclops M.A.S.S. units as many lack accessories, and with the new weapon mount system, a visual and functional refresh could go a long way.
Additionally, the Red Giant's burst rifle might be an interesting element to give to the single shot bullet shooter barrels as a charge up attack or through tech changing how it works.
We hope these suggestions can bring a more musou feeling and fun experience when fighting Cyclops.
Answer: We understand the desire for more combat against mechs and constructs alike, but, as you can imagine, Quarks that performed a similar function were disliked. Quarks that fire long range attacks, beams are hated due to various reasons. Flying Quarks were extremely disliked. We’ve tested functionalities through Quarks and came to a conclusion during early development that it is not a wise decision to add more enemies functioning similarly to disliked enemies that were already in the game.
A rework of the whole story to accommodate more of the Cyclops is also not feasible and is not in scope with what we are doing with the game with the resources we have. Balancing enemies status is something we will continue to improve, but not to the level of reworking them into what is requested here.
For aesthetics, it is true and we agree that we can work more with the enemies’ appearances with the new system, but again, we do not have resources to do so. We don’t want our single 3D modeler in the company to think up designs and work on each of the current enemies for weeks without working on anything new that will be beneficial for the game.
For the burst-fire single-shot, that was a whim of design that came up when we mess around with enemies’ parameters, which cannot be done through techs for players. If that weapon is to become something for players, it will be a whole new weapon in itself and not the single-shot.
Question: There’s a lot of desire from the community to see combat rework/overhaul — from simply having more weapon variety, to major changes in how players move and feel on the battlefield. If the vision is to push the game in a more Musou-inspired direction, then leaning into making players feel truly powerful would probably help.
Right now, combat still feels a bit underwhelming for many. The overall impact — especially the sound design — doesn't quite sell the power fantasy. Several players have mentioned that melee sounds feel too "cartoony" and lack weight/impact.
Answer: We will first answer the above with what we’ve answered in this AMA a few times. The request is a clash of ideas (again) and there’s no perfect solution that can satisfy everyone on all sides. The current system was made due to much-requested changes yet it remains a controversial topic. Reworking it constantly loops back to the other side requesting changes. There is desire from all sides towards a perfected idea in one’s mind that differs from person to person.
Suggestions to Improve Player Combat:
- Burst Boosting & Mobility OptionsThe current boost could stand to be a burst boost, so players can dodge better. It would be exciting to see Engine Techs that enable dashing, teleportation, or even increased movement speed. The community believes giving players more dynamic ways to move would significantly elevate moment-to-moment gameplay.
Weapon Sound Design Overhaul: Give the weapons more impactful sounds and less cartoony, make them sound as powerful as they should look.
New weapon parts follow-up: We are getting a 2-handed sword weapon style, a Whip weapon style, as well as a dedicated melee and shield weapon style, correct? I remember these were promised a long time ago, I think.
Answer: We had techs like that in the past with similar requests where we obliged to add it in. What we did not realize was that the requester wanted to use it as attack boosts instead. As attack speed is tied with the acceleration stat as well as the total speed acquired from various techs, removing the relation requires us to rework the whole combat system which we opt to not do. When we lowered the amount of speed gained for boosting, there were numerous complaints and people saying things like "if you're not using that tech, why are you playing? It's too OP." We do not want that incident ever again.
In regards to sound, we have answered this in old AMAs that we will not change the sound towards realistic gunfire, metal screeches, and the likes. We’ve tested it and have chosen this design as what we wanted as it’s more comfortable to listen to in longer play sessions.
Whips and flails are still in our to-do list, but we don’t know when it will be done. Refer to the answer in one of the questions above for more information.
Question: Feedback from recent players and streamers has highlighted an overwhelming first-hand experience due to the many features the game presents, which has led many to miss features or understand them incorrectly when it comes to combat initially.
- Improved tutorial (Mission 1)This probably should be updated to cover newer Energy Launchers. In general, a testing range for players to practice their builds would be appreciated, and this mission could potentially be altered into such. Enemy spawn control functionality would be great. If any new combat features are introduced, this seems like the place for those to be covered too.
- Weapon makerIt has been noted that a lot of new players don't realise how many different weapon types there are, as the default is the same sword, 2 guns, bullet and energy launcher. Changing the starting selection at the start of the game to have more variety in weapon type can help towards a better initial experience and hint at further weapon type exploration.
Answer: Practice range and training area is in the plans. A reworked tutorial is not. A mission that allows players to have a menu to perform everything from spawning Quarks, placing them in the map, adding props, setting HP, etc. that resembles a mapmaker is certainly not on the table. That’s creating a whole new system out there and again, it is not feasible for us to do so in our current state. We’d like players to try and discover things themselves. It is something we like when we play games, to constantly learn something new rather than have a walkthrough in front of us or someone controlling our hands on what to do and what’s good or bad.
We will take into consideration adding more starting weapons for a new save though, as that is a thing we can immediately do.
Of the current tuning trees, we believe the Architecture tree probably shouldn't be altered further. Perhaps gradual additions to the Engine tree, like mentioned earlier and OS trees could add more fun gameplay elements for players to mess with, but Architecture seems to be in a good place at the moment, the community feels. Hope the feedback and suggestions provided will be useful for upcoming updates to the game.
Answer: While this looks to expand the game, we think adding functionality to the engine/OS tree makes the game much more complex than it should be. We’ve designed the first two trees to only affect status and not provide any functionality, as that’s covered by the Architecture tree, which is also the reason we have more slots in that tree’s main units. If there is any changes to gameplay, it will be put into the Architecture tree.
Thank you very much for your constant and long feedback. We do hope to be able to continue developing M.A.S.S. Builder into a great game for everyone to have fun with.
คำถาม: ระบบCO-OP ถึงไหนแล้วครับ
คำตอบ: เสร็จในระดับที่เล่นกับเพื่อนได้แล้วครับ
คำถาม: ระบบCo-OP การหาห้องเล่นยากมากเลย เพราะเรามองไม่เห็นว่าในเซิฟเวอร์มีผู้เล่นกี่คน
คำตอบ: ตัวระบบ co-op ปัจจุบันไม่ได้ใช้ Server กลางแต่ใช้การเชื่อมต่อระหว่างผู้เล่นโดยตรงครับโดย ผู้เล่นคนนึงที่ตั้งห้องจะรับหน้าที่เป็น Host (เหมือน Server) ให้คนอื่นเชื่อมต่อเข้าไปถึง ฉะนั้นแล้วเราไม่สามารถแสดงจำนวนผู้เล่นโดยรวมได้
คำถาม: จะมีห้องส่วนกลางให้ผุ้เล่นวิ่งเล่นไหมครับ?
คำตอบ: ไม่สามารถทำได้ครับ เพราะอย่างที่กล่าวไป ตัวเกมใช้ระบบการเชื่อมต่อระหว่างผู้เล่นโดยตรง เราไม่ได้มีงบประมาณพอที่จะมี Server กลางให้สำหรับทุกจากทั่วทุกมุมโลกได้
คำถาม: การเล่นปรับการต่อสู้ของสายอาวุธต่างๆจะรองรับกับสายพัฒนาความสามารถที่ให้ใช้มาเพิ่มไหมครับ?
คำตอบ: ปัจจุบันผู้เล่นสามารถพัฒนาตัว Tuning ได้ถึงระดับ 7 เรียบร้อยแล้ว น่าจะรองรับทุกรูปแบบที่อยากเล่นแล้วครับ
คำถาม: จะมีอัพเดดการบังครับตัวละครจะมีระบบที่ลื่นไหลได้ดีมากขึ้นไหมครับ?
คำตอบ: เราน่าจะไม่มีการปรับแก้ไขอะไรเกี่ยวกับการบังคับมากไปกว่านี้แล้วครับ เนื่องจากข้อจำกัดทางปุ่มบน controller ที่มีไม่เพียงพอการบังคับที่มากกว่านี้
คำถาม: จะมีอัพเดดการแก้ปัญหา ผู้เล่นvsมอนเตอร์พึ่งเกิดให้มีเวลาเป็นอัมตะประมาณ1-2 วินาที ไหมครับ?
คำตอบ: อันนี้เป็นคำแนะนำที่หลายๆฝ่ายแนะนำให้เราทำ iframe ตรงนี้ขึ้นมา หากทางทีมงานมีเวลาว่างก็เห็นด้วยที่จะทำครับ
คำถาม: จะมีอัพเดดการแก้ปัญหา ผู้เล่นvsมอนเตอร์ ให้สมดุลเพิ่มขึ้นไหมครับ การล็อกเป้า ความแรงของการโจมตี ต่างๆ การขัดผุ้เล่น ประเภทอาวุธและมอนเตอร์
คำตอบ: เราจะทำการปรับสมดุลเพิ่มเติมในทุกๆอัพเดทอย่างแน่นอนครับ หากแต่เราต้องพิจารณาด้วยว่าอะไรต้องปรับอย่างไร แบบไหนจึงจะเหมาะสม
คำถาม: ระบบของการบินระหวางกระโดดตอนมอนเตอร์ตีจะมีปรับปรุงเพิ่มไหมครับ?
คำตอบ: ตอนนี้ยังไม่มีความคิดที่จะปรับอย่างไรครับ แต่นำเสนอเข้ามาได้
คำถาม: จะมีการเล่น อาวุธปื่นรอง ถือกับโล่มาไหมครับ?
คำตอบ: หลังจากลองพิจารณาดูแล้ว ทั้งปืน + โล่ / ปืนเดี่ยว / ปืนคู่ ตอนนี้ยังไม่มีแผนเลยครับ เนื่องจากมีปัจจัยด้านความสมดุลและความเหมาะสมเยอะมาก ไม่ว่าจะเรื่องความได้เปรียบของรูปแบบใดรูปแบบนึง หรือความรู้สึกขณะที่เล่น เพราะหากเราต้องการให้มันสมดุล ปืนคู่ก็ต้องทำความเสียหายได้เท่าปืนเดี่ยว แล้วแบบนั้นมันก็อาจจะรู้สึกไม่ดี เวลายิงพลาด ½ นัดอะไรแบบนั้นน่ะครับ พอคิดไปคิดมาแล้วเลยอยากจะพักเรื่องนี้ไว้ยาวๆก่อนดีกว่า
คำถาม: จะมี ปืนใหญ่แบกหลังมาไหมครับ?
คำตอบ: อาจจะมีแต่มาในรูปแบบของ Bullet Launcher ที่ยิงตรงเป็นนัดเดียวเร็วๆไปด้านหน้า รูปลักษณ์มันก็จะเป็น Missile Pod ให้ไปปรับแต่งเพิ่มเอาได้น่ะครับ
คำถาม: อาวุธสายหอกพุ่งเข้าม่ไหมครับ?
คำตอบ: ไม่น่าจะมีความเพราะปัจจุบันมีหอกรูปแบบนึงอยู่แล้ว หากจะทำหอกอีกรูปแบบนึง จะนำไปสู่การทำดาบอีกรูปแบบนึง มีดอีกรูปแบบนึง ฯลฯ ไม่รู้จบ เราอยากทำอะไรไหม่ๆเช่นแส้หรือลูกตุ้มมากกว่าครับ
Source
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