Nahasno

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Nahasno
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  • Then they have to tweak that number a lot - at the moment it seems to be like this: As soon as your Outpost has enough prestige to rank up the activity drops massively good outposts have the needed number of kills for the next rank up and then the rest time of that genmat cycle is dead time. That's about 1-20 raids…
  • There is a possibility at the moment to build a switch in the game a "hidden bolthrower hits holocube" combo but it's usage is very limited and in most cases maybe a waste of cap-points. Maybe if the holocubes would not be destroyed when a player bolt hits them but just pass through it would get more functionality but.…
  • Doesn't the incinerator have such a mod it's not 180° but there is that fire and explode mod - of course it makes the flamer ontime use, but i think it would be to difficult if they could fire repetitve with such a mod. It would like to see some traps with electricty - perhaps to stun raiders water jets that push or shove…
  • Well the teleport optionwould be nice but is difficult and why should only raiders be able to use them? If guardmobs could use them to that would be niffty of course the trap/block would have to be designed in a way that defines the usage to a narrow margin. What i would prefer is an option for builders to change the…
  • I reactivated a big brutal from before the last patches it was a Rank 3 and i couldn't get enough raids/kills to rank it up further before the changes in the prestige system... So I made a "Dragon" a toothy maw - where you enter and are greeted by six flamers then you go on and come to the "belly" where there is a killbox…
  • But that's not on the casuals, thats lazy progress players who want to join this kind of sorry, crappy outpost. Casuals - are players who play seldom or not in the ladder (by the wider definition). I think we are generally the same opinion but nitpicking the details...
  • That was what i thought from the begining that social will have a tendency to grab players out of the rotation because those maps are "proofed" and can be discussed and enjoyed without this progress hickhack. I have two maps big brutal /small dangerous under my name in social, there will be all my ranked up maps after…
  • The economy has to favor raiders over builders because if it didn't people would raid even less. The game was never intended for build only/ raid only players. They specifically stated that it was intended that you build AND raid!!! There are no system sanctioned bots in this game but guards. So people HAVE to raid to…
  • The problem is that the comunity has to want to raid and that seems to be a problem - most seem to primarily want to build and have raids - but just go on as few and fast/easy raids as necessary to get the mats for building. I have momentary no outpost in the lower difficulty brackets but my dangerous and brutal outpost…
  • Oh... this is a very misleading post. Since i read a lot here in the forum i know that you are not a pure raider on the contrary you seem to like building as much as raiding. So it's very sarcastic and ironic - i get you but some will not understand it the way it is intended. Because if they really do follow that advice…
  • Sry for the wall of text but it is an exensive thematic: Casuals like me are not even at master rank, btw. I'm still on my way to silver 1 but i don't play for ladder progression. I did that for years in other games and came to the conclusion that i personally have more fun and relaxation if i don't play progress or…
  • Maybe there is a way to implement something like that but it would have to be more a reward system for sucessfull retrieve of genmat. Maybe a feature that lets the outpost owner set an amount of genmat/synth he is willing to grant for sucessfull clear. Syth would starve the economy even more, genmat - could be possible…
  • That's what i do except i find a trap combo or a room where i see a challenge then there can be more than 10 deaths before i ve seen the genmat but i think that's normal behavior for all players nobody wants to waste time all play for fun, however that is defined. As i said i have no problem if people leave because they…
  • I raid brutals at the moment, and for most you actually don't need much. I play mostly with volt lancer and crossbow and as consumables i have grenades and the turtle shield thingy. And unless it's a Rank 5 or above i die very seldom more than 3 times. But my prefered playstyle isn't the fastest so instead of headbutting…
  • I sometimes join those free XP maps just to troll them but one like yours would get accolades from me and maybe a death or 5 if its "nice". ;)
  • Where did i say that i had the same opinion as the majority - if you read exactly what i wrote - i never gave an opinion to anything but the framing issue i had with those postings. Because I see good arguments on both sides and there are some nice tries to find a compromise from both sides. And yes you are of course right…
  • That's interesting i got 5 raids today since login in at 7:30 am and reactivating. Three zero kill walkthroughs (8, 9 and 11min), one died 5 times got genmat in 14min and one quit after 2 death and 2min 5 sek playtime. That's all I got in 10 hours time, it's about 17 pm now.I only raided 3 brutals today until now, the last…
  • Some at one death some at two deaths some with no death but 3 min video with senselessy jumping around outside the outpost... just getting the tombs and not even trying to go inside. Edit: I mean it's a medium map in brutal... why join those if you don't even try?
  • You are not the comu!!! There are as many opinions in the comu as there are players. Just stop framing you point of view (which may or maybe not "good") as the opinion of the majority of a comu where more than half are mute players which never will join any discussions, they still belong to the comunitiy. You can't…
  • But that's exactly the problem you and perhaps many more see it like this others may perhaps like mazes. I just don't get why everybody seems to think that an outpost has to be either a maze or a killbox. You can use both concepts in one design and then it doesn't get overboard or boring. Make a few (short) corridors with…
  • A few wouldn't be a problem if your outposts get enough raids to offset the "loss". There is a difference if you get 40 raids in 24 hours and perhaps 10 quit early while the others play through and die more often than not more than twice. Or the same Outpost gets only 5 raids in 24 hours and 4 quiters. Pls don't tell me…
  • I still think it's more an attitude problem as a mechanics problem. Most people have a mental disconnect because you have to kill as many as you can as a "builder" and at the same time as a raider you have to get through the raids fast and with as few deaths as possible. Solutions: Build your raids as difficult as you like…
  • It's the same with the volt lancer - three shots. In some outposts there are trapcombos, where if you shot the first trap on sight you won't have enough bolts to clear the whole combo which you would have to do to get to the first bolt. So you have to either use a consumable or speed grapple through and /or shield one or…
  • Well... fisrt the comunity is not only the hardcore players!!! in the contrary it's the casual playerbase that holds most games alive. Deathrooms are now not soo bad anymore because - oh yeah no deathpenalties. I don't think that there will be more killboxes out there. Ranking.... It's a Seasonal Ranking and there is not…
  • Well the System in place is not completly bad, at the moment it's trap density hrv - path that mostly defies the difficulty? Just integrate the capacity of the building site and perhaps the number and distance of specific traps to one another especially those that can trigger unlimited times.
  • Yes both can give accolades so that you could get 4 in one raid but mostly you will only get two... And Accolades are more an excuse for an feedbacksystem than a real help in designing your outpost An Example small 750 starting cap normal/dangerous (since Rank 7) Raid attempts 190 Kills 309 killratio 1.6 Accolades : Fun 95…
  • There is this paragraph in the tutorial section for champion maps there should be an best time/ death list of all raids for that outpost. At least that's how i unterstand it, did it never got implemented? I can see those outpost as extra in my raidselection when i got enough "normal" outposts, but nothing else distinctives…
  • I reward non killboxes and I reward killboxes, when I think they earned it. Trying to gain more raiders with maps that are "against" the ultimate goal of a builder to create a deathtrap - by advertising with "free xp" maps they will ultimatly kill the game faster than anything else because the other maps in rotation will…
  • Both b uilders throught the already named exploits and the raiders can at least cheat which is essentially an exploit. Because those codes maybe part of the game but they are not part of the mechanics the devs implemented for the players.
  • Ok if the sucess of a base is ultimatly coupled with the burial site, than that's understandable. I ve a brig brutal rank 3 that i don't get to rank up because of a lack of raids, but i thought that's because nobody wants to play big brutals or at least not enough. So if i would make a normal difficulty map out of that big…
  • I ve got two active outpost at the moment both i activated today 6:45 CET The small normal one Raank 7 got 10 raids til now the other a medium dangerous Rank 4 got 7 raids until now and while i'm writing the alarms go off for even more raids. The big brutal i send to retirement in social there is no way at the moment that…
  • Else take the cogwheel, that makes sounds too and should be in the default packages.
  • But why abandon the grave site - you can just build something else in it instead? I don't think it the site itself that's the reason the outpost doesn't get raided.
  • There a competitive raiders and there are raiders "fixated" on their ranking - that's a difference. A competitive raider would meet the challenges of the given map until it's cleared. A ranking fixated raider quits said map after 2 deaths e.g. because he/she loses points or he/she doesn't gain enough for his/her effort. I…
  • Well i try to do those without dying and leave no accolades - they are completly contraproductive to the game.
  • It's astounding how often I see videos where players practiaclly stand before a trap - ignore it and it fires them in the back 5 sec later.... they see the atleast 3 boltthrowers pointed at them - they jump through the opening into the traps what they don't even need to do and don't even shield...
  • Well, that's the problem every outpost is essentially a killbox per gamedesign. But there is a world of difference between a "killbox" setup with mainly plasmas and one with boltthrowers. The last get's kills too, but the raider has more chances to suceed because of ammo constrains. And the slow walking players you can get…
  • Does the prestige and outpost gains have any value in the game except as a "rank up border"? I mean if outpost have way more prestige than they need to Rank 10, what happens to that prestige when it hits rank 10? Does it go into player ranking or vanishes into air? I get that you get prestige from kils and those are good…
  • If you play for ranking you have to make your outpost as difficult as allowed by the level - restrictions, because you won't get any points from low leveled players anymore or you have to kill them many many times you can even loose points. So of course the traps in outposts of those players are a little bit more…
  • What's broken, what's unfair? Builders standpoint: Yes they can revive so what - more revives equals just more opportunities to kill 'em. The better for me. Only with the overdrive mechanics you can make a loss on coop runs. Else they are a net gain if they don't exploit. Raiders Standpoint: The ranking! Coop is much…
  • The problem is that you need much more capacity if you double wall everthing - it's bad enough that you can destroy traps/mobs/players in a room build out of halfblocks - without you or the projectile/grenade ever entering it. Build such a room put some traps in it it doesn't even have to have an entrance or exit, and…
  • Just note Usertag + Mapname and hope that it gets set to social after the rank up to "mastered" or ask in a forum or pm or something if the maker can set it to social. The searchfunction maybe not so userfriendly but you can find maps in there...
  • As the game is if they impemlent that. Many will just play social because it will be more fun than the grind. That would be bad for those who want to get a high ranking, because many will use the default mappool just to rank up their bases to get more capacity for social. So that pool will be full of boring repetitive…
  • What's the problem? I can build you an entrance where the traps kill harv for sure even if the player survives. Unless the raiders wait with entering the outpost until harv is deeper in the outpost. The outcome is the same, and i limited your choice - you have to wait with starting, for harv to survive. Flamer…
  • And it's much more fun to try to trap coop-raids than single raiders, because they have so many ways to harm each other unintentionaly and in ways i would never have thought of by playing my own base in tests. You will never get all raiders or a base design that kills every player only once, twice or whatever number you…
  • There are acutally the possibilties to bind a killbox in your design without making it "boring". I ve build a map with a castle like structure in which you can run around and battle it out with guards and traps. There are ares where i use overkill and there are areas where i don't use it. And sometimes it depends on the…