GM Mint

GM Mint



14 Jul

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Hello Lumia Island survivors!
Today’s Dev Journal will cover the 4th update of changes for characters!

As we've seen in the last three Dev Journals, skill utility is often added or lessened based on its use in Squad.

First, Nicky’s Short Tempered has been reworked. Nicky will still be short tempered, but that will no longer be a trigger for her skills.

Body Blow (Q2) will only activate when you hit Slugfest (Q1), Guard (W) will no longer have a reduced cooldown on success, and Reverse (W2) will slow enemies instead of rooting them.

You can now use Fury Jab!! (Enhanced E) after a successful Guard.



Pure Rage Uppercut!! (R) can also be used with or without Short Tempered. Of course, it's still more beneficial to use it with a full Short Tempered because it deals more damage.

... Read more

11 Jul

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Hello Lumia Island survivors!
Today's Dev Journal will cover Forging and ER Pass!

Playing Eternal Return is all about the thrill of a good fight, but sometimes after a few matches of being fully focused on your game, you might need a little break. That's when you'll want to visit our new Forging station!

You can find two types of boxes in the Forging menu.
As you play more, you'll naturally start getting Research Center Data Boxes through different paths. You can also get them as an ER Pass reward (including free items), as well as when you level up your account, and when you complete daily missions at an established probability. They can also be obtained through ER events!

<Receiving a Data Box as a Daily Mission Reward>


When you open a Research Center Data Box, you'll be randomly rewarded with a variety of prizes... Read more

07 Jul

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Hello Lumia Island survivors!
Today’s Dev Journal will be about Victory Poses!

"First of all, Victory Poses are not going to be very long. Unfortunately, as we were working on them for all 65 subjects, including their skins at the same time, we had to make them shorter than we would have wanted.

Even though the scene's length is shorter than the cutscene for a successful escape, you'll notice that all the subjects have unique poses."

The goal of Victory Poses is to make the feeling of winning even better!

When you hit the start button, you expect a "magical game". But even in a game with a 50% win rate, this piece of magic is very rare. Someone once described it as "a game that isn't a stomp, but a hard close game where we barely win because I played well and carried".

In Battle Royale, this "magical game" is heavily tied to <b>winning</b>, and even Squad, that has the highest winning rate, is still only less than 10% in Early Game du... Read more

04 Jul

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Hello Lumia Island survivors!
Today’s Dev Journal will be about the newly added Briefing Room!

Briefing Room is where the first players that finish loading can stay while waiting for other players. Much of the loading time is spent waiting for the slowest computer, and with more people participating than before, there is a higher chance that the slowest computer will be even slower.



Now, if your computer isn't too bad, you can can move your character around the Briefing Room first without waiting for it to load!



Test subjects can try out all skills at level 20 in the Briefing Room. Of course, since you don't have any equipment yet, the power may not come out as much as you want, but you can still try out a skill... Read more

30 Jun

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Eternal Return 1.0 Animation Teaser

Participate in the experiment: {LINK REMOVED}[See More]

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Hello Lumia Island survivors!
Today’s Dev Journal will cover our 3rd Update of changes to Characters! Much of the content was introduced during the Dev Stream, but let’s talk about it here in more detail.

Character changes involve a lot of work in improving characters that have excessive or low utility in terms of skill structure. The common goal of these changes is to enhance the character's unique flavor and character fantasy (or character "appeal"). There are several processes involved in toning down the skill utility, but for the 70 different characters to have their unique fantasy, they need to have weaknesses in different directions, rather than being all-around perfect.

Typically, long-range characters tend to face a reduction in skill utility. The value of the range is lower in Solo Mode and used as a way to keep characters safe. However, in Squad, the range is almost impossible to play against. For example, we talked about Adriana i... Read more

27 Jun

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Hello Lumia Island survivors!
In today’s Dev Journal we will be introducing Operator Nadja!

Eternal Return is quite a complex game. At the moment, the many systems and user experience (UX) are fairly roughly placed, making it challenging to learn. While players may pick up the game step by step, they may still find themselves a bit lost in in-game situations.

Strategy games require constant decision-making in rapidly changing situations. The increasing depth of the game means that a wider variety of such situations can arise, and the factors to consider when making decisions become more complex. So there's a dilemma: the game has to have obstacles to be interesting and fun, but if it gets too complicated it can become difficult to play.

This is where having a visible indication of your next move becomes very important. The magnetic field that many Battle Royale games employ is a very clear indication of where you need to go. "If I'm on the edge o... Read more

23 Jun

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Hello Lumia Island survivors!
Today's Dev Journal will cover revamps and changes to the Credits System and Game Phases.
We’ve covered a number of topics related to Credits and Game Phases in previous Dev Journals, and today we’re going to collect and summarize them all!
Please keep in mind that the details, such as amount of Credits and the order of the objectives, are still subject to change.

First off, the goal of this Credit revamp is to organically integrate the many game systems added over the past two years into a single currency called “Credits”. Whereas before it felt more like a "hunter-gatherer economy" system based on finding and crafting materials, which was slightly complemented with Credits, we're now going full "Capitalism"!

We're not just adding more uses for Credits, we're making sure that most actions in the game are tied to them just as most human activity in capitalism is tied to money. We want to give you clearer feedba... Read more

20 Jun

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Hello Lumia Island survivors!
Today’s Dev Journal will cover changes in Mastery and Crafting.

The defining moments of win or loss are played out by how well you fought - controlling and maneuvering your character against others. However, players spend most of their time in the game trying to improve this defining position even if it’s just slightly more favorable. Mastery, Crafting, and Credits (which we’ll cover in our next Dev Journal) make up the three pillars of character growth in Eternal Return.

Eternal Return is a game with a tremendous amount of information. With so much information to keep track of, you have to open several pop-ups to monitor the character’s status while playing the game, including Mastery (V), Crafting Menu (B), Open Saved Plans list (P), and Scoreboard (Tab). But now, 3 pop-ups, excluding the Scoreboard, will be combined into one - the VPad!

*All preview images released in the Dev Journals are subject to change... Read more

16 Jun

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Hello Lumia Island Survivors!
Today’s Dev Journal will cover changes to Ranked System.

Ranked System will be changed from the existing ELO-based relative score system to a method more similar to an evaluation.

Players will now use Ranked Points as an Entry Cost depending on their Ranked tier, start a Ranked Match, and now get points based on their number of kills and placements. Up until now, your point gain and loss were calculated based on the relative difference between your rank and the average rank of other players in the match, and only the final calculated score was displayed. Now, your accumulated score will be shown in real-time and it will clearly indicate how many points you can earn for each additional kill.

Of course, this new scoring system won’t be totally absolute, point gains and losses will still take consideration of the lobby rank to an extent. If there are no adjustments or corrections made for the lobby at all, there is a si... Read more

13 Jun

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Hello Lumia Island survivors!
Welcome to the 2nd Update to Characters for our official launch.

As a reminder, here are the 5 main areas we are focusing on when making the changes for character updates:
① Kits that are not interactive from the enemy's perspective
② Excessive utility
③ Skills that are too simple or underutilized
④ Low accessibility due to high difficulty
⑤ The desire for the addition of more exciting gimmicks
(Note: All of the images included in this Dev Journal are still in development and are subject to change with official launch.)

Some of the original skill will either be weakened or removed, and some skills will have new features instead. These changes to the skills are not equivalent to making characters more or less powerful. In most cases, when adjusting the utility of a skill, the base stats and power are enhanced. While, in the other hand, some skills' power and base stats may be toned down, but get a new ... Read more

09 Jun

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Hello Lumia Island survivors!
Welcome to the last update for changes to Lumia Island.
As we mentioned in the 2nd Update, today’s Dev Journal will cover Pond.

As you all know, Pond is a very troublesome terrain. Because of the pond itself, it forms a giant O-shaped area with a pond in the center. It’s very wide, but because of its shape, most of it is a one-way passage, making gameplay a bit repetitive. The best way to solve an O-shaped terrain is to create a passage through the center.

Filling in the pond would solve a lot of problems, but we wanted to keep it because it is one of the most distinctive features on Lumia Island.

As the number of playable areas will grow to 20, new players may find it difficult to remember the terrain in every single area on Lumia Island. Each area, like Archery Range, Forest, Hotel, or Hospital, has its own unique characteristic, but with the change to 20 areas, we needed to make landmarks that... Read more

07 Jun

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Hello Lumia Island survivors!
Today’s Dev Journal will cover changes to Saved Plans.
Saved Plans are one of Eternal Return’s most complicated systems, but also an integral part of the game that makes it stand apart from others. Many of Eternal Return’s core players find a ton of fun in figuring out the perfect Saved Plan. As we plan to change a lot of elements in the game for official launch, we knew we had to do more research into not only how to change Saved Plans for the better, but also how to make sure our players continued to have fun with the research process.

However, for players brand new to the game, Saved Plans can be an overwhelmingly difficult system to understand. At the end of last year, we conducted a play test with about 50 new players. What we found was that many players were frustrated because as soon as they finished the tutorials, they were thrown straight into their first match. Even before they played a single round, there was too... Read more

02 Jun

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Hello Lumia Island survivors!
As mentioned in the last Dev Journal, today’s journal will go over the upcoming changes to accessories. Let’s get started!

Changes to Accessories

We started the change to accessories by simplifying farming and changing Day 1 play to be a little more dynamic. We know that the players' current goals during Day 1 are always to complete their equipment crafting set. Put more simply, the current process comes down to how quickly you can find the 25-30 needed materials to complete your equipment.

The thing that sets Eternal Return apart from other games is our unique materials search and crafting processes. Without the building process, the three-quarter view Battle Royale genre itself may have been difficult to establish. However, if you play games from the Battle Royale genre hundreds or thousands of times, the same, repeated building process becomes stale and boring.

Figuring out the shorte... Read more

05 May

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Hello Lumia Island survivors.
First, we want to apologize for any inconveniences you may have encountered with May's Nightmare Journal.

While the daily attendance check reset for April's Attendance Hunt had no issues, there was unfortunately a problem with the page for May's Nightmare Journal. Thus, we were forced to change the daily reset time from 20:00 to 08:00 (PT).

We're sorry for any confusion caused by this sudden change. As an apology, we'll be adding another opportunity to receive 300WP during the event at a later time.

Please note that daily reset times for Dear Camilo and Eleven's Diner! are still set for 20:00 (PT). Only May's Nightmare Journal has been changed.

Thank you for your understanding.