Ilya_Lizard
Ilya_Lizard
About
- Username
- Ilya_Lizard
- Joined
- Visits
- 246
- Last Active
Comments
-
@AMOGUS said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3417610#Comment_3417610
Your players sound really bad if that works or they're console players, without needing to see how you deal with it, you can just turtle and bait every trap into going off, or just poke with a weapon from the bottom of the stairs. Or just rush in, deal with the small one there, then grapple to down the stairs. Or grapple to the ceiling atop the big one, then dodge the attack through strafing around him and hit him with the sword.
Is this the "smart setups" that all Builders should aspire to do and get away from those meanie killboxes? They seem to get dismantled easily by 5 of 10 possible Raider strategies to this setup.
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)_/¯
-
@Amaroq64 said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3414295#Comment_3414295
I would tell all of the speedrunners that their replay was "fun" and "artistic" xD
Especially those speedrunners, who died ten (or more) times, while trying to do exactly the same thing in exactly the same room =)))
-
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.
-
@Seraphor said:
The first wouldn't be a problem if Social raids were more incentivised and accessible, giving a second and unlimited life to any truly 'good' raids. If Mastered outposts could be entered into a 'Social Pool' when they've finished their run, and there was some kind of incentive to run them such as a daily or weekly bonus, maybe with some kind of 'highest rated' filter as well, then it would be worthwhile. You'd get 10 prestige levels to develop your outpost, then promote it to Social afterwards.
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.
-
@RestarAurel said:
Bonjour.
Mon avant-poste fait tellement de dégâts que les joueurs font que de rage quitte au bout de une à deux morts.
Le problème c’est que moi je paye la réinitialisation de mon avant-poste , qui lui du coup repart à zéro en terme de points de prestige .
Ce qui me fait stagner mon avant-poste.
J’aimerais avoir une solution pour empêcher ça.
J’ai pensé à un nombre de kill limite avant de pouvoir abandonner un avant-poste comme 10 à 15 kill .
Merci et Bonne journée.
Actually, there is a solution - to make fun, playable outposts that do not make people leave after their first death.
-
"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 =)
-
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. And, in general, the dungeon should be very interesting or smart-built for me to stay after three-four deaths.
-
@Tsulan said:
Meanwhile, i´m setting up an elaborated map where the fastest path autodeletes (corrosive cubes) on second stage...
-
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 killing the Harvy is somehow ok (poor Harvey, though) - depending on how it is used in the adventure.
-
- 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 typical free-to-play psychological manipulations, like FOMO syndrome, anxiety, random (unpromised) reinforcement and social pressure?
Let me just bring some quotations from the article you promoting -
... I’m convinced ZeptoLab benefits more from this system than the player experience. Not an easy choice I’m sure as a designer, but these sacrifices are sometimes necessary in a free to play game.
... During this time the gems in this fusing ritual are open for stealing by other players. This is the most anxiety-inducing timer in the game. A gem will be stolen unless they keep the game open or have amazing defences. I spent about two hours on a weekend keeping the game open while watching movies because I was too afraid to close the app and lose my gems.
... It also creates an obvious high conversion item for monetization
... Asking players for help to retrieve lost gems creates social pressure.
Why should Meet Your Maker devs implement cancerous free-to-play tricks in the non-FTP game? Just to make players feel bad and anxious? One of the best and most unique things about Meet Your Maker is the friendly and positive social dynamics, emerging from the fact that no one loses anything, and players can allow to themselves be cooperative partners in adventure, like DM and players in DnD games.
In short, Meet Your Maker is NOT some mobile trash. It's a normal game, people pay for it, and they deserve to enjoy the game they bought and to have an experience of a normal, player-friendly game, with no toxic retaining mechanisms like free-to-play titles use.
-
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 outposts I have much less reason to visit)
-
@Tsulan said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3398604#Comment_3398604
There was a similar poll in Reddit with 400 something votes. Brutal and Dangerous were on tie while Normal was way behind with just a fraction of the votes.
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 =)
-
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. =)
-
@Seraphor said:
It's strange how Brutal is winning this poll, and yet my Brutal outposts invariably receive less than a tenth of the traffic my Dangerous outposts do.
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. =)
-
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, by themselves, are so "cheap" in means of difficulty. Second, its "trap\volume intensity" - like, how many traps cover a single room or corridor (or even square space). A very basic shooting trap can cost its weight in gold when you put it to cover the only exit of an "L" shaped space, where one of the parts is heavily trapped already. From what I learned, holograms also get an extra cost too if they are close to some "active" trap - like arrows or grifter + impaler.
Interesting that guards are generally very cheap in means of difficulty rating. So many times I was able to put an additional guard to some boring section of the outpost after any other trap in the intensive areas immediately made the difficulty skyrocket.
Overall, for me current difficulty formula feels quite adequate - it surely allows you to build bases with K/D of ~2 efficiency (with is totally ok for normal outposts) and higher K/D for dangerous ones. (I call it "K/D" - but of course, in this case, it's actually "kill to raid")
Of cause, those are my speculations, and I have experience only with "normal"/"dangerous" outposts, but I did a lot of alterations to my dungeons and checked many possible combinations.
-
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.
-
@magic1236 said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3396694#Comment_3396694
Sorry if I maybe wrong on this. But there is always the option to active your outpost in a social sense. If the outpost was acolatted as fun to do, make it a social outpost once it has reached max presage or during the times you know you won’t be able to reactivated it for a few days and such. That way the outpost is still playable, it just won’t be gaining any resources for the builder or raider. It’s made for the fun of raiding and building and such.
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, especially the red currency.
-
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 dungeon constructor into the blacklist - to not take raids on his creations in the future.
And do not get me wrong - I can appreciate a good trap and creative level design, and never get short on accolades to people who got me dead fair and square - but I do not think I should waste time and effort on some over-9000 iteration of the meta from youtube tutorials.
-
@Darkyan said:
What really bothers me about the decay is that it deactivates my outpost.
I couldn't care less about the 6000 resources I can farm daily, but seeing all of my hard work, prestige 10 usually accoladed as "Fun to do" outpost being deactivated for the public to enjoy, simply because I have work on the week is extremely unsatisfying.
And in order to share my content with others, I need to farm 900 yellows from Basic Killboxes abusing guards and flamethrower and blocking their nodes.
My point being ; How are we gonna have fun "Certified/Accoladed" outpost in the community if all we have on the daily is people farming money with killboxes to restock their outpost.
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.
-
@Seraphor said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3396516#Comment_3396516
No? You're not losing anything if you leave the game for a few days. Your currency is still waiting for you when you return.
There's no pressing need to 'keep up' with other players or anything.
To get 24hrs of 'free afk gains' for each day you log in is perfectly fair.
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.
@TragicSolitude said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3396473#Comment_3396473
24 hours is the max. For the Burial Sites I'm offered, 12 hours is the most common lifespan, followed by 18 hours, and the rarest is 24 hours.
It sucks. A 12-hour lifespan makes the time at which you activate the Outpost extremely important. If you activate it at the wrong time and there's a lull in players, you risk getting few to no Raiders. A lack of Raiders has been a big problem for me. How many Raiders are there? When are they raiding? What day and time are the best for activating an Outpost? No one knows. Is the reason some of us aren't getting Raiders because we activate at a bad time or is day/time irrelevant and there simply aren't enough Raiders to Outposts? No idea.
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3396516#Comment_3396516
I'm okay with making people stay active for their Outposts to be available for play. Outposts don't expire from sitting around untouched, you can come back a week later and re-activate your old Outpost. My Outposts don't get much traffic, so I'd be annoyed if people who don't even check in daily get all the Raiders while I play daily and my Outposts are practically unvisited.
My problem is that the Outpost's activation time is based completely on hours with no guarantee that it'll see a single Raider. Builders have no control over whether their Outpost is even offered as an option for players to raid. It's very discouraging to spend more time building an Outpost than the total amount of time spent by all Raiders within the Outpost because it's just not getting any views.
I understand your point, it has some legitimacy, but the problem is, it triggers some kind of negative natural selection - soon we would have a lot of outposts made by schoolkids with a lot of free time (not like I have something against a young people) and much less content by grown-ups, including architects, professional designers and so on. And I would like to get some outposts made professionally and with the intent to entertain now and then, and not only death-boxes, copied from youtube tutorials.
(I think, the outpost visibility should be hard-linked to player responses. The more people had fun and leave positive feedback - the more visible the outpost should be. It would give creators the motivation to make not only frustrating farming machines but also good, entertaining game levels)
-
@Seraphor said:
I think 24hrs per activation is about right, but the cost for purchasing/prestiging burial grounds could be reduced a little.
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.
