Comments
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They got a lot of feedback after the beta and still released the game with the same bugs. They need to just be upfront and say "This is what is being worked on - well have a fix soon". It's really not that hard to give minimal communication
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I don't understand why this wasn't just patched immediately. Likely something just got unhooked while adjusting second wave to stop the DMS from being as fast.
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It's absolutely the game, yes. Gamers will always take what is the most efficient route in a lot of cases. Considering how slow traps activate, the arbitrary difficulty system, the limited pathing options, the cost of base upkeep, and the laziness of players not interested in making a fun base but just a passive currency…
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Yeah it should be something determined (or at least affected) by people playing it not some arbitrary trap limit.
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No no I wouldn't want a brutal base to be considered normal because of one block missing, I am just saying that it should be a factor in how dangerous a base is. I think a difficulty rating should be something that is iterated on over the lifespan of the base anyways since you can make changes to your base whenever you…
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Yeah the cost goes down with proximity to the path with little to no affect after 2 cubes. Traps have cost yes, overlapping I haven't found to be much of a factor. What do you mean "they can't search for opens"? That's exactly what I'm suggesting. Why do you assume that cannot be done through some kind of either player…
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Difficulty should probably be based on how hard the raiders find it? or at least take that into account