Comments
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Personally I feel the best way to improve the beams change 2 things: 1. Increase the detection range (not the angle) by at least 1 or 1.5 blocks as this would help with the trigger delay of the trap. Thos traps radius of detection is slight better the plasma sentinel, by like half a block however it does take longer than…
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You not wrong but It was probably designed this way intentionally: Imagine having to deal with the same kill boxes design twice.
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So it's been a couple of weeks since I last played. Why? Well I have been playing since the beta and I feel burnt out. Raiding in mym was fun. Lot of creativity out there but user-generated content games regardless of difficulty kinda feel samey after awhile i.e. Mario maker, spore galactic adventures, or xbox's…
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Yea, I nearly abandon the outpost. It actually took about 2 days only cause I left the post, did other things, bought more consumables and upgrades then came back...also I only lost like 30 (maybe, 40?) points in ranking. I kept at it because I figured, 1 - the builder did not use any cheats or exploits (I quit and report…
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I mean currently its just builders have the tools to exploit the game. Haven't come a cross a situation or bug that allows me as a raider to cheat an outpost.
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This outpost was brutal! The killbox insane but after the 50th death (I think?), I realize this killbox wanted you to rush it. It didnt have pistons just plasmas, hornets and bombers from hell. That said though, after playing for a bit, a well designed killbox is brutal but a KB that is thrown to together is actually…
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I thought the same but then realize it's more marketing and promotion since it's the game's first year. We may see more dev activity here on these forums once the game's base audience has been developed... unless of course they fired thier web staff then 😒
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I'd say the fan should just be on, like the pistons, and not trigger.
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Why is killing harvey for maze outpost a bad thing? Plain and simple, many people are bad level designers and having too many of them may turn folks off the game. A lot of the maze outpost I have played are not good. Ill give outposts that use the harvey death trick a try but ill quit if it drags on. A problem i see is…
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So one annoying thing about this exploit is the Opaque mod sometimes looks like it also has the soild mod. This is the typical trap set up I normally get.
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I liked the idea of unlimited but timed revives I saw someone had. Basically you partner had like 30 seconds to revive you before they couldn't anymore.
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I came down the ramp, you would not have been able to see the bolt trap until after it triggered, probably why they didn't bother with the opaque mod. Regarless, this and other outposts have many setups like this with Corrosive backups. Meaning in there is another 2nd Corrosive cube/ trap combo, should I try and retrieve…
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Not sure blocking people from exiting an outpost is a good solution.
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Its situational that for sure. I have seen this trap augment kill a raider in a duo raid when they both shoot through the augmented cube. Most times though I have seen it do nothing except cause panic in the raider and they trip another trap.
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My earlier outposts generally had a killratio of 2 to 5. In the beta, it was plenty but now after the game's launch these low killratio numbers means I'm not gathering enough resources and i wont be able to either prestige or reset the outpost. Low killratio numbers won't be a problem if the outpost would get more than 1…
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Harvey killing wasnt a big thing i saw in bases I played during the beta nor was the corresive block exploit. I agree builders should have the ability to tag their base as a mazes perhaps even 2 player raids. Maybe depending on the tag hrv will react differently or not at all. Personally mazes are frustrating simply…
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^^ an example of how to search for levels in Mario maker. New levels are usually a bag of unknowns.
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https://youtu.be/GcyF5jEZSus
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well, Kill Ratio is the only statistic that is not subjective. A high KR tells you how effective an outpost is doing. The more kills you can manage to get out of an outpost the more resources you'll probably obtain of it. That's the grind cycle isn't? Accolades are fine metric but it's subjective. Some folks enjoy…
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I feel like a lvl 10 outpost should just go on cooldown (24 hors) then the game lets you reactivate afterwards.
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Upon review, I edited the original post so the user name is not listed as you are right is not fair nor the issue: I was trying to submit a report of bug/exploit but the submit button was not become active unless I perform an additional action.
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You only lose about 30 points of ranking even if you die 100 times.
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I tried to make it work. Couldn't get it prestiged. So had to delete it. During the beta, 750 wasn't terrible because there wasn't many outposts so people played it and I was able to prestige quickly. Now though, I'm lucky if I'm able to get 1 or 2 per cycle which makes me feel like I need to create killbox levels in order…
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Nope. I bought a small outpost that had a capacity of 750.
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How much capacity do you believe is in a p1 small outpost?
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I feel ya, without a social menu like Mario maker to see what new or highly rated outposts were published the outpost feels basically dead. Sure you can share it with friends, reddit or discord but the user traffic will be sparse in comparison to the standard raid. Personally after p10 I think the outpost should go on a…
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Double down bolt shots
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It should be New outposts should get the title of new at least for 12 hours or until 5 raids. Then difficulty can be determined by kill ratio. If KR is 5 or lower then it probably normal. If it's 10 or more then it's probably brutal. Your difficulty rating will change as your KR changes.
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Or instead of resetting prestige level (which encourages killbox building), Base goes on into cooldown for 12 hours. You can spend synth to skip the cooldown or reactivate after cooldown to be raided again, prestige also skips cooldown. Outpost at p10, have a cooldown of 72 hours and cost lots of resources to reduce timer.…
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Yeah, the Reset button is a bit misleading. Sounds like I'm about to dump the prestige points I have recieved.
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Small outposts aren't worth it either unless you prestige enough to have at 1k capacity, unless you make a killbox build. I feel like whether it is big map or small one they should have equal amount of build capacity. Maps are already restricted by thier size and the amount of bedrock is spawned in.
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I just realized something that makes the outpost statistics kinda pointless. We are random given 15 outposts to choose from on the map. 5 for each difficulty and one for each advisor type; raider, traps, etc. We really don't have a choice. If I see a brutal guard type but the outpost stats suggest something I don't like…
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Having outposts go on cooldown instead being forced to prestige them help greatly reduce the raid grind but having an option to allow folks to skip the cooldown timer in order to reactive would then put the own-ness on the player. I discuss this idea below: But what about repeating outposts - bhvr can implement setting…
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Well just like the thumbs not existing on certain social platforms we got use the no vote to give awful ratings. Wish they would give us 4 votes but instead having to put one of each we can put any number of votes under any accolade. Like if I thought your outpost was fun, I'll give you 2 fun votes and 1 brutal and 1…
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Definitely worth the investment even if you like playing slow. As far as the OG post, not everyone enjoys killboxes regardless of how easy they may be to you.
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I should add that you only allow 2 votes and I have encountered outpost that I wish I was able to vote all the options. I had given nightmare outposts, with kill boxes, non-brutal accolades because even though I died alot there outposts were super fun and well layout.
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You are assuming everyone's opinion of fun matches your own. Some folks love killboxes, I don't know why but some do. How would determine the successful raid ratio? SR = fails per attempts... thats basically the kill ratio or SR = failures vs attempts, this metric would be misleading I feel like lots of folks will try and…
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Ok. 2nd time writing this. No more editing this forum cause it just deletes the comment. From what I understand a kill ratio is determined by calculating kills per raid attempts. Players whose familiar with the game could deduce that an outpost with a high number KR is probably a hard base which is probably using the…
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Just the kill ratio stat would indicate anything just that lots of folks died but kill ratio, harvey path length, most used traps/guards info (which Prosarmogi provides a T3) can give you better insight of what expect. Now I'm not sure what the exact what numbers is the kill ratio calculating but I believe its kill per…
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Here is a poll about the same thing. So far more folks prefer not to have the builder beat their own levels.
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Agreed, especially the kill ratio. Just the kill ratio alone and the tier 3 info that Prosarmogi provides would definitely give better insight of the type of experience I'm probably have playing an outpost.
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Bump... now that the game is release I feel folk should see this.
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Yep. The grind is real. Personally I feel some of this could be addressed with outposts going on cooldown and players can decide to prestige to skip the timer or pay resources to reduce the time.
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I think accolades could/should be used in the same way liked levels are used in Mario maker and that's allows the player to easily search and replay those levels. I wouldnt be surprised if these levels are then used to build a sort of filter to help players search for outposts with specific fun or ingenious ratings. If…
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Edited the entire post caause the idea expanded. Nothing will stop meta builds in a resource collection game however having casual friendly mechanics may reduce the number of them, maybe.
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As a builder I am disappointed when I don't get rated however I can see if you are soley focused on grinding then voting the accolades does not mean as much to you especially if this is your 50th outpost today. Also Fun is subjective and different to everyone. No, I think the devs should consider a different method to the…
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Heads up. Lots of posts that say the same thing. A couple with polls intergrated in them too.
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I don't think this will work the way your are envisioning it will. I can see this end up like the "all shapes fit in the square" video and won't encourage/enforce build variety.
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Not an exploit, it's meta. An exploit would be a builder publishing a nonsocial map that has harvey glitching through walls and blocks players ablitiy to get the genmat.
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These are not exploits, its the meta build. The game allows these types of builds. An exploit would be a builder being able to publish a map on non-social raids without a legal path for harvey. For example the genmat is entirely blocked off with Corrosive or holo blocks somehow and harvey is glitching through it.