Oh_Bob_Saget_86
Oh_Bob_Saget_86
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- Oh_Bob_Saget_86
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Indestructible Mod for "Some" traps:
Ok, hear me out. The trap can be made so it cannot be destroyed, but rather, needs to be navigated around. However, there could be a spacing/proximity limitation when placing so the entire length of floor/walls/ceiling cannot be a constant trap.
I think we can admit that the "Death Piston" is rather useless, but has great potential to be used as a puzzle/agility/strategy trap device.
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My assumption behind why they put it on a timer is due to capacity. Since each player can have 200 outposts, the game is swamped with them. So now they make them deplete at time intervals to open up chances for others bases to have a chance to be played.
HOWEVER,
I do not agree with that method, and instead, agree with the original posters idea.
How to bring balance to the issue? Honestly, i don't know. Because if something was changed about the timer, soon people would be upset about the fact their base is never played because there is simply to many available ones, never allowing theirs to get in the queue.
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And it shouldn't be impossible for them to implement this either. Company of Heroes did the same thing because it was common for people that were just about to lose, to force close the game and it would not show up as a "Loss" on their stats.
After their patch, any manual force closing of the game showed up as a negative stat.
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@MadMoeZel said:
In the current state of the game it is possible for a raider to move forward without stopping and pass through a trap before it's activation timer can expire.
I don't think it should be IMPOSSIBLE to pass a trap before it triggers but with speed stims, the melee suit's speed increases, and the grappling hook being base kit. i think it should be fair that someone using NONE of these speed increases shouldn't be able to just WALK through traps like they don't exist. i believe they should have enough time to step in, notice it's active, and step back.
My suggestion is to halve the delay on activation after triggering a trap, if not as base kit as a mod.
additionally there is no real element of surprise to traps with all the warning sounds and lights that are given to a raider. It would add a lot of suspense to have a silent mod that removes the sound and red warning (yes i understand how strong this is, i think it would be a good idea to start it at costing the same capacity as the trap it's being applied to and see where to move it from there)
The elephant in the room - Corrosive Cube
OPAQUE SHOULD NOT ALLOW TAGETING
i'm fine with 2nd wave acid allowing targeting, i think 1st wave acid should allow targeting also for consistency, but it's a TRANSLUCENT fluid, you do not have clear line of sight, nerf targeting range if it goes through acid. reduce the range by a percentage down to minimum 3 (the block behind the acid the trap is in, the acid, and the block you're in to trigger it) and it will make it a real tradeoff to use acid in that manner.
Pressure plates
Trip wires
This is rather self-explanatory. we need things that allow us to activate a trap BEFORE a player sees it.
Trap-linking
Very simple Trap A is activated or destroyed, Trap B activated regardless of raider location, either as a base mechanic, or a mod. PLEASE
we really want bomb drop chutes <3
Correct, "Something" needs to be done about how traps work. I only activate a trap if:
A: I dont feel like wasting ammo and let it destroy itself
B: Im tired and bored of the outpost and i aimlessly run just to see how far i can get
C: The entire base is holocube filled traps
Other than that, you just walk slow, look, shoot, continue.
Your recommendation for trip wires/pressure plates is exactly what is needed! When i started playing and noticed these were not in the game, i immediately knew the game was not going to be what i thought.
And the trap linking is a must also!
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Correct!
The trailer is awesome and i thought, "Finally! A clever strategy game with endless raids!"
But what we got is: Move 1 block, look up, side to side, down, proceed (Or just run)
The last photo in the original post is what i thought the game would be. A raid with the need for agility and timing to tackle puzzle layout builds (Hence why i think the harvester should have never been employed)
I get why the harvester is there, but i think it did more harm than good, creating a bad mentality of how things should be made. If builders could, puzzle like outposts that actually require grappling and jumping while dodging or timing traps, i would have no problem if that raid took me 10-20 mins to complete because the whole thing would be filled with excitement. (If its not, i just exit)
A rough comparison, but the raids from the original Destiny game were awesome. Puzzles, agility, and sometimes multiple paths to take. They took a while but thats because it was a true raid experience.
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For me:
Fun=Just that. A clever designed base where traps work off each other.
Brutal=Pretty much any "Killbox" i come across
Ingenious=My highest rating which combines good design and trap layouts that resemble a "Chess" strategy. (They figured out what moves the player will make and design other traps to be one step ahead and catch them off guard)
Artistic=Your outpost is crap and is just a single long route of nothing till the end which is filled with an impossible amount of 2nd wave exploits etc...or a huge base with such spread out traps that sooner or later you die from the simplest one simply because the experience is so long and boring, you become numb to what your even doing. And, people who only design using the "Concrete Block" (On a large scale) to make you wonder if every block is a holocube.
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@Darkyan said:
"If the raider gets bored they exit and go to another base"
Except that's impossible with the current system. If you leave, that base stays on your choices of base to raid.
I now have 3 obnoxious kill boxes and 1 Harvester killed 4500 capacity maze where the entrance is probably in a shady corner between two wedges amongst my choices.
Which leaves me with only 1 choice to raid, the grenadier GenMat.
I also don't look forward to "Pick a path" system where you fight an entire hallway filled with trap only to reach the end and see a glass block between you and the GenMat.
Don't forget that just "Owning" a base gives you passive GenMat exp at a okay-ish cost.
I like the idea of not having Harvey for specific scenarios where you make a single trap that tricks the player into thinking he's walking on a safe path only to fall in a pitfall.
But I absolutely refuse to fight a Brutal Maze with red herrings everywhere.
It's ingenious, but a massive waste of time
""Except that's impossible with the current system. If you leave, that base stays on your choices of base to raid.""
Apparently, you can exit a raid and then "replace" it with a new one in the list. I just posted something about this and then marked it deleted after a fellow player said you can do this.
@Oh_Bob_Saget_86 said:
Post details deleted due to feature already in-game. Sorry for the used up "spot" in the forum.
""I also don't look forward to "Pick a path" system where you fight an entire hallway filled with trap only to reach the end and see a glass block between you and the GenMat.""
Your right, choices and set-backs are not acceptable. We should ALWAYS have someone tell us where to go and make sure we have a success rate of 98%. ๐ Again, you at least would earn drops from those destroyed traps for upgrades now, and in future content.
""Don't forget that just "Owning" a base gives you passive GenMat exp at a okay-ish cost.""
Yet again, your right! If I'm getting an "okay-ish" trickle of income, why should I ever try to achieve more? I heard something like this before....from a guy on "unemployment" checks who refused to have a job.
""I like the idea of not having Harvey for specific scenarios where you make a single trap that tricks the player into thinking he's walking on a safe path only to fall in a pitfall.""
Welcome to the party. In the most basic sense, that's exactly what I'm getting at ๐
""But I absolutely refuse to fight a Brutal Maze with red herrings everywhere.""
Thats why they have 3 tiers of outposts... Now lets circle back up to where you have the option to exit/replace the raid (Based on the post i linked to earlier)
""It's ingenious, but a massive waste of time""
Yea, total waste of time to play a game based off player building freedom with the core concept being other players trying to trick/slow down/prevent (which takes time) other players from reaching a goal.
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""I'm not sure I get it. That would mean that an outpost would either need to be build with Harvey in mind or without him. You can't have an outpost that can be switched between "harvey mode" and "no harvey mode" for obvious reasons.""
No, your thinking to deep into it. Sure, maybe even an option for builders to choose to have harvey at all would be viable, even put those outposts into a category of their own. But, you build as you want, including mazes and the standard path to the genmat as normal. If the player chooses harvey, they have a guide that leads them but they still deal with the traps you set on that path (And get standard rewards instead of increased ones). Without harvey, the player path is chosen by them. And if they end up choosing a path that leads to dead ends, they can still kill the traps along the way to get increased part/material drops, and also swing back to another path, gain materials from those traps, and get increased rewards if they complete the map since they chose the "Risk" option without Harvey.
""We also need to remember that Harvey is not only a hindrance on creativity but a legit way to prevent complex boring mazes. Last thing I want in this game is getting lost in 4500 point maze with multiple dead ends.""
This scenario is inevitable. The current system in place to prevent this is the easiest approach. If raiders get bored, they exit and choose another base. This hurts the builders kill ratio and earnings, and over time, proves that pointless mazes like this should be discouraged. No kills or accolades for builders will wear down their mentality to build like this overtime. Adding more rules to base building will sooner or later destroy the concept of the game.
""We need a system that shows us a direct way to the GenMat.""
And while were at it, increase the delay for traps firing even more, be able to see enemies through walls, and place the genmat at the start?? I dont know how anyone can conceive this as the proper way for a "Raid" based on the core fundamentals of this games structure? Quake had dead ends, Destiny had dead ends, hell even a game like Snow Runner has non recoverable scenarios when playing in hard mode that could cause you to restart the entire game. Choose your battles, not everyone gets a trophy.
However, to actually provide a solution to what you said, instead of just saying we "need" something. How about a piece of hardware that acts as a path navigation tool. It has limited uses, and only shows a "Highlighted path" for a certain distance and/or time. Upgrading it can increase the length and/or time it shows the path to genmat.
""You could only do this if we give Harvey the ability to fly or crawl walls""
This is also a viable solution. But this was not implemented from the start for a reason. Maybe because it is a difficult pathing algorithm and not enough resources to cover it development wise. whatever it may be, a simpler approach to modify the system is more practical than an overhaul while in the games beginning stages.
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Wow, cant believe i missed that. I will edit this post to show "Deleted"
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I will try again tonight, but when i abandon an outpost and return to sanctuary, that outpost is still in the same spot on the raid list. It now just shows how many times i have died there.
This is on PS4
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+1 to this!