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ClutchSSF

ClutchSSF

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ClutchSSF
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  • This is not the answer to "cheese builds". With time and patience any map is completable and even if this were to slow the rate of "cheese builds" being created, it wouldn't stop it. Regardless, this will create other issues when this could be solved in other ways. I believe the freedom to play to your own playstyle and pacing this game allows are some of it's biggest appeals. If players had to approve every change by running their map, I feel that small changes and trap testing would become very tedious.

  • I would have to choose other.

    I am in support of Harvey because I think he is a way to support a bit more creativity and less time having to approve every little change you make to your base. However, I do think they could use a bit of improvement.

    My suggestion would be to:

    1. Allow the maker to choose the path Harvey travels instead of automatically picking the shortest route.
    2. Allow Harvey to travel through and over more things that would normally break his path (Example: half blocks placed on top of the path)
    3. Add a free building mode without Harvey that would be social exclusive.

    Bonus suggestion could be to give Harvey a small jump, but I'm not sure if this would just get abused.

  • These are great suggestions and feedback. I hope all of your feedback is considered and suggestions are added to the game. As somebody who really enjoyed this game, I'm glad to see people so invested as well.

    • Follow a builder function: This is an amazing idea and should definitely be added to the game. At the very least, the social setting being changed to a secondary toggle would be such an improvement on its own.
    • Raider Sprays / Emotes / Builder personalization items / Harvey customization: Great ideas. I support any type of personal customizations and interactions that can be done between the maker and the raider.
    • User interface improvement: Threat Level Progress Bar: This would be a nice addition. I was hoping for a better way to distinguish between the threats as well. It might change when more people are playing and more aware of what works when building a base, but for example, there was such a wide gap of brutal maps. Some brutal maps were actually brutal, but then other's were very simple. And because of this there was very little justification to complete the harder maps since you could just complete the easier brutal maps and achieve more overall rewards.
    • Monthly Base Featured List / Player frustration in finding the bases to raid that they enjoy: These are also great ideas. I definitely think there needs to be some kind of improved social feature to reward the bases with more accolades. I also made a discussion suggesting a possible leaderboard addition to the game https://forums.bhvr.com/Meet-Your-Maker/discussion/364680/in-game-leaderboard-suggestion#latest for the purpose of giving more incentive to make, find and raid different types of maps while also rewarding maps that receive more accolades.
    • Player frustration with large amounts of guards or acid cube rooms with lots of grapples, flamethrowers, and pistons (metabases, kill farming): A definite problem. From my experience the main issue was that there was only one style of building to stop people from speedrunning through the map. If you didn't build trap on trap on trap or guard on top of guard to protect each other, it could almost always just be rushed through. However, I love the pacing and freedom to play your own way in this game. I would hate to see the pacing slowed down or limitations to building and it's nice to see people who agree. My idea of balance would be to maintain the pacing/continue to allow speedrunning, but increase the skill/reaction timing required to do so and give map makers more tools to create more exciting challenges. Some ideas I had were:
      • Arc Barrier: My suggestion to this would be to make Arc Barrier only protect you from the front half of your body, giving you a blind spot in the back so raiders will have to use a bit more reaction/awareness with it and it won't be so effective against corrosive cubes (would still reduce the time to kill of corrosive cubes by about 50% when going head first). And to compensate, buff the perfect block effect on it. I'm not sure what would work best here, but a suggestion could be to reset the cooldown on Arc Barrier (this would be an active cooldown of its own to avoid endless spam. Ex. only able to be activated every 10-20 seconds)
      • Grenades: Increase Aoe damage and allow them to stick. I saw somebody mention this idea here https://forums.bhvr.com/Meet-Your-Maker/discussion/364726/equipment-weapon-additions-to-counter-frustrating-outpost-designs#latest Grenades can already give high value and I think this would be a very nice and healthy way to push people away from running such compacted death rooms or at least require a bit more creativity.
      • Pressure Plates: I also saw a few people mention this. My idea would be to have this as a mod for Holocubes and/or most traps, allowing you to make some interesting setups. Currently, Holocubes are very readable. You have to be near it, so when you see it disappear you almost always know what to expect. This would allow you to hide traps out of vision or make the raider be a little more aware of their surroundings. And the ability to make some traps toggle on with pressure plates also seems healthy for creativity.
      • Adaptive Holocubes: Allow Holocubes to change to match any block or at least the block it's connected to. I find no reason it has to be a black cube when the glitching is enough to recognize them. In any case this would be most effective against speedrunning and require higher reactivity.
      • Shape of blocks: Currently, I can only think of one style, a rectangular half block, but I can think of a lot of uses for it and would like to see more styles implemented.
      • Corrosive Cube Shape: Using the mod that blocks vision through these is so nice and it would be nice if these could also change shape like normal blocks to allow for more trap placements

    Should builders be required to beat their bases: Agreed, I don't want to hold back on the creativity.

    Preview of base shape before purchase: This would be very nice.

    "ammo stealing" "kill boxes" "death tunnels" and "speeding through my base": Agreed, agreed, and agreed. I actually like the ability to deny ammo retrieval because it makes people be more sparing with their ammo.

  • These are some good ideas. I posted something similar to this. One of the issues I saw with social is that you can't have the map set to active or overdrive while having social on at the same time so you have to choose to have it set to active/overdrive or social for no rewards. I definitely think the social feature should be more usable and have ways to find the maps through ingame.