What raiders DO like to see

MadMoeZel
MadMoeZel Member Posts: 685
  • Mark your tombs clearly and don't trap them
  • mark a clear path to genmat from the start
  • don't use duplicate traps in a room
  • keep the traps/guards in a single room at 6 or less
  • tasteful decoration and use of lights
  • thematic rooms
  • artistic incorporation of traps
  • an artistic facade for the screencapture
  • a friendly message written in blocks or decal on the screencapture
  • a short HRV route (unless player is after mazes)
  • a variety of traps and guards.
  • good uses of angles
  • options, multiple doors or paths, room to grapple and jump in a room while handling threats.
  • using the outposts natural features such as bedrock, fans, lights, motors
  • not killing HRV
  • free things


Adding these to your map have a strong chance of increasing the number of raids and accolades you receive . these are not my preferances, they are based on observations of what people have stated they look for and on the metrics of maps that i have produced using these features.

Comments

  • MythicMikeneto
    MythicMikeneto Member Posts: 69

    I find this list to be highly accurate. Well done.

    Also not 100% my personal preferences.

    Differences for me:

    "Mark tomb and dont trap them":

    Trap away on the tombs; just try to make sure it doesnt pop the tomb or prevent acquiring the loot.

    "Dont use duplicates traps in a room"

    Dont spam traps (specifically plasma sentinels)

    "Keep traps/guards to 6 or less"

    If you make a kill box, make sure it has at least one solution (by testing it). If you can find it, somebody else can too.

    One I would add would be:

    Being able to see/reach the gen mat. If the outpost is a constant, die/start over slog, and 10 minutes in and I havent even caught sight of the gen mat, a lot of motivation goes out the window, along with accolades.

  • MadMoeZel
    MadMoeZel Member Posts: 685

    "Keep traps/guards to 6 or less"

    If you make a kill box, make sure it has at least one solution (by testing it). If you can find it, somebody else can too.

    i said 6 or less because at 7 people start calling it a killbox almost always seem to call it a killbox. (my personal breakpoint for a killbox is 15 targeting things with line of sight in the same 3x3x3 space)