Comments
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I think there needs to be some incentive for players to do social raiding even if it doesn't benefit the builder anymore. A better way to search for bases might help, for example "Cretive bases", "Hardcore bases", "Ingenious", etc. Maybe just offer players to do random social bases as well. Obviously I think there should…
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Actually making harvey able to walk on walls is a terrible idea, imagine a room filled with lava blocks and other traps, but instead now you have to do wall parkour (because floor is lava obviously) to get to the next room, which god know how could be made. You can't throw grenades as they fall down the lava, nor you can…
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Having seen what some people can do in terms of creating bases that are literal trap mazes I'm afraid of what's capable without having harvey. I think he serves an important purpose of highlighting intended path or direction for player to take, otherwise the game will become a literal maze solving puzzle in 3 dimensions.…
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With current limitations I think killbox half of it's size isn't very effective. I would love to actually test it though. It's still a deadly trap but exponentially less deadly and if you have right items. Plus I think we as player will become better at dealing with them overtime and they'll just need to get less…
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Making grenades sticky and them having larger AOE I think is a great change, because they are limited in quantity it will force map makers not to stack every trap in a single area. Same for flash barrier. I'd say give us an EMP that disables every trap in a massive AOE but with single use, maybe only in line of sight as to…
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Why longer delay? I don't think there is need for that. A hidden trap could be everywhere and the fact that decor doesn't allow is just a technical limitation at this point. I don't see why it couldn't be implemented. Override decor with trap if trap is active otherwise show decor. If player wants to remove decor, you need…
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Give player ability to destroy everything in a room but once. I think this will incentivize builders who want to create the most lethal mazes to spread their traps more, well now they need to think where the player will use that ability so the worst they can do in terms of spamming traps in a single room to have 2 rooms…
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If you are infuriated from players using grappling hook to dodge traps: Abstruct players vision and movment by: Making small corridors without head room, adding lava blocks, piston traps, grabbers, flamethrowers that face the path. Make it less obvious which is the correct path, while having player dodge bunch of ranged…