Comments
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The game forums are full of great players, who never fall for simple trap setups. Still, somehow my outposts are equally full of death signs under the most trivial impaler right near the point, where the raider sees a guard. ¯\_(ツ)_/¯
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Especially those speedrunners, who died ten (or more) times, while trying to do exactly the same thing in exactly the same room =)))
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Just for a protocol - the most exciting bases I met lately, ones that offered not just a straight route with some traps but a real little adventure in a dungeon - all were of the kind where Harvey gets killed initially.
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I tend to believe that the fast depletion still gonna be a problem, despite any social raids improvements. Social raids, as a whole concept, are not part of the game itself and do not feel rewarding, or important.
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Actually, there is a solution - to make fun, playable outposts that do not make people leave after their first death.
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"Blue Mound" Outpost by My Undead Girlfriend (eng) - strongly advised. It's a "normal" outpost, really not hard, although it looks intimidating at first. And it's built like a real short adventure. Very fun, clever and artistic. Too bad it's impossible to give more than two accolades =)
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While I tend to agree and expect 2-3 deaths in a raid (and it's exactly the death rate of my bases) I should say, that I never feed the builder double digits numbers of deaths, cause it reinforces toxic base-building practices. Usually, if I see a death box setup I quit immediately - after one death or even without dying.…
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Now, while it's somehow a dirty trick, we should take into consideration that there is no other way to make a maze or use holographic pit traps effectively - and those are a classic part of any dungeon. So while I would be the first to blame and shame people, who exploit various corrosive cube mechanics, I would say that…
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Mobile games Mobile trash Cheap mobile trash Cheap mobile trash using guerilla marketing <- We are here Generally, I think that mobile developers should be kept away from regular human beings, and propositions like yours are the exact reason, why. What exactly do you call "really good social dynamics" - using a bunch of…
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Definitely. Also, I think that the replays system is one of the best retention mechanics in the game - I start it to watch some deaths and stay in the game for some more raids\base alterations. (It's why I think that the depletion mechanics and balance are broken and do not do the game itself any good - with no active…
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Interesting, but it still could be the same statistical aberration - casual players just play the game, without being involved in related social activity. Or as you said - no one wants to admit he is a scrab publically =)
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I mainly raid "Normal" outposts, and seldom try dangerous ones. I'm an old, casual player with little time to play and the lightning reflexes of a dead turtle, so I like my adventures fast, easy and fun. =)
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Nothing strange - with less than 40 responders poll has no statistical meaning. Currently, It only shows that (probably) most of the casual players do not take part in the forum activity. =)
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Hello! I would like to put a couple of words about the difficulty and base rating calculation. As much, as I understood, there are a bunch of considerations about how the trap count affects the overall outpost difficulty rating. First, it's not a trap by itself, but how many squares of space it covers - it's why impalers,…
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I second that. Actually, I wanted to write similar feedback about holocubes. There should be an upgrade to paint on the holocube or disguise it as a different material.
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As for today, the game is massively focused on looting. So I am afraid, there aren't too many people who would consider an overall enjoyable but "unrewarding" outpost as a part of daily gameplay routine and prefer it over the one that gives you resources. After all, the game demands a considerable amount of grind,…
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As someone, who likes to have some undemanding fun, I definitely can relate. As far, as those kill boxes are in principle beatable (even if it takes 10-15-25 deaths to beat) there isn't too much we can do. Me, personally, when I get this kind of meta-lava-box-youtube-brew of an outpost - I just quit the raid, and put the…
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Couldn't agree more. It's not about the passive farm, it's about builders, who need to grind points just to be able to provide outposts to the playing community. It's totally ok not to get passive level points when the genmat is out, but devs totally should let the depleted outposts be part of the game.
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It's like you do not lose anything in a free-to-play grindhole - it's just using a FOMO syndrome to make you play every day. ¯\_(ツ)_/¯ It's a psychological manipulation, but many people think that it is perfectly fair. I understand your point, it has some legitimacy, but the problem is, it triggers some kind of negative…
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The problem with a 24-hour outpost lifespan is that it obliges the builder to enter the game on a daily basis, which makes Meet the Maker feel like the worst kind of mobile free-to-play titles. And I do not think it's the right feeling for a regular, decently-priced game.