Show Builders the Difficulty Calculations
I'm getting tired of groping with difficulty when building. Playing trial and error of placing a trap here impacts the difficulty but not there, this goes over but that doesn't.
And I am very frustrated how every time there's an update, my Normal bases shoot up to Dangerous, and I have to go through ripping half the traps out. I understand the desire to have normal be new-player friendly, but normal gets the most raids--even from seasoned players--and it is getting harder and harder to build one that isn't more than two spike traps and an enforcer
This newest update mentions "trap density" in the calculations, but I don't have dense trap layouts. And how dense are we talking--is a guard standing on a spike trap dense? Some traps go together--the opaque corrosive cube and whatever it's hiding, the iron claw and the spike trap/bolt shot, the incinerator and the piston. How much is this impacting the difficulty?
We need transparency. Let us see the numbers as we build. Let us see when we're getting close, and how far we are at going over. A way to see the numbers, to know how close we are, and what we can afford would be very helpful. "I can't afford a trap but I can at least add a trap mod without going over" "I am so close I can't even make this corrosive cube opaque".
Comments
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Rough estimate but they most likely won't give us the exact details.
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I actually don't think it is a good idea to show the exact methodology for determining outpost danger ratings. The more information builders have the more they will try to game the system. I do agree that they have gone a little nuts with determining what constitutes a normal base these days. That's why I don't even bother building normal bases. While I don't think they should show players everything "under the hood", it would be nice if there was a bar that would fill up the closer you get to the next difficulty setting.
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