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TrashMammal

TrashMammal

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TrashMammal
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  • @Polartest53 said:

    i would say using the same format as the guy above and not in any order

    1. the difficulty system is pretty poor. can build some pretty tough levels in normal but also brutal is pretty inconsistent with brutal feeling like everything and anything can be there. would like a higher level or better system
    2. lack of end game things to work towards. i got everything i could by level 60 and by 80 i had 999+ on all hardware. it doesn't necessarily need to be end game stuff just something to spend all my extra points on.
    3. so far the lack of interesting mods being released as well as small drip updates. the mods we got so far dont really change the game much or change how they are used.
    4. restrictive building and lack of block shapes harvey is needed and all but i really wish he could jump a few blocks or climb a bit dosnt need to be anything crazy.
    5. the ranking system is pretty ass. either go full casual or make an actual rank system. not this chimera of kinda battle pass, kind of competitive ranked, kind of casual system. i want to know how good i am not how much more time i spent playing. but i do know it would be difficult to make one work well with how the game is structured this may be the best system it can have as of now.

    i was at rank 15 for a bit. started at rank 77 but now im at rank 120 since i dont play as often anymore. pretty average builder much better at raiding. but i do have a few maps on social altho most are kinda same same. still enjoy the game for what it has though

    I want to second this post because it mentions my top problems with the game, that being the difficulty ratings being bogus and the weird mixture of casual and competitive mechanics in the game.

    The difficulty issue arises because difficulty is so much more nuanced than simple trap count and density. This makes a very poor new player experience when a new player needs to grind brutals as fast as possible to get those upgrades and yes, many can be beaten with default loadout giving a false sense of difficulty. Bring on an actually difficult brutal level and you just frustrate players because they now have to quit and waste time to find a new brutal level that is easy. This is where you get the "impossible killbox" posts.

    The other and even worse fundamental issue the game is designed around is the mixture of casual and competitive mechanics. The casual part being the "build cool looking stuff, raid cool looking stuff" part of the game and the competitive parts being the builder kills = resources, rank points, and prestige and better raider performance = quicker resource gain and rank points.

    Why is there no ranked mode and creative mode? Creative mode so builders can just build. Give them a flat plot of land for dirt cheap and let them make amazing crap with or without Harvey path and give a creative raiding tab for raiders so they can play it. Give us a RANKED MODE which Is what gives us the resources. Jack up the bedrock and make it actually do something so people don't make the same thing every time and have to innovate. Matchmake to outposts based on current rank so people get an actual difficulty curve!

    Last thing tho.... WHY NO OUTPOST LEADERBOARDS??? TOP TIMES, LEAST DEATHS, HAVE RAIDERS ABLE TO SEE THE REPLAYS OF TOP FINISHES??? SO THEY CAN LEARN??? ON GOD FR???? bruhhhh this game gon die hire me bhvr to save ur game thx for reading my novel *skull emoji*

  • @noggieB said:

    Too many edits in a short time can trigger "Waiting for your comment to be approved". 🤷

    I like the ideas for weapons targetted to counter certain designs, but the one simple idea I heard that would counter all boring/repetitive/lazy designs is:

    • For prestige, make accolades more important than kills

    I suspect a 70:30 ratio would do it.

    Im going to be honest. While the accolade system is good for promoting interesting bases, I don't like the idea of builders having to "appease" the playerbase to have a successful outpost. I think players should be trying to make outposts that are as deadly as possible, and all we need are the right tools to counter outposts that are low effort/spammy.

  • @clownkrieger said:

    Hmmm.... these are good suggestions, but i dont know if that wouldnt end in a buildup-spiral of people trying to counter that again with low effort/cheese. Especially with single use items, what prevents builders to try and lure them out of a raider with a killbox to then have the same killbox again (although that would be more effort and intelligent than what we seem to have currently lol)?

    I think the better approach would be to prevent builders from spamming or encourage smart designs. Like some limit on trap/guard capacity per volume of base as mentioned elsewhere, or restrictions on trap placement (like piston cant have another piston in two or three square distance)?

    Then there is the problem that i guess that most people resort to the cheesy builds cause they cant stand that some people seem to have an easy time avoiding everything else they put up (cough speedrunners cough ). Raiders have extremely powerfull tools at their disposal while traps have to be slow-ish or game would only be fun for people with the craziest reaction times (and the upgrades to get those tools).

    Dont get me wrong, i see the problem and think as well something needs to be done about it, but i dont think the underlying issues or the solution are really easy. Lets hope they come up with some good balance changes...

    Yeah, a lot of my ideas are aimed at stopping the trap spam and trying to get builders to spread out a little bit, even if it means separating out a killbox into smaller ones, those would be way easier to deal with than what is currently used.

    I do agree with your point that these bases are a product of raiders holding W, which is definitely a low-effort playstyle on the raiders end.

    I think there should be a slowing mechanic or even better, a way to activate traps ahead of where a raider is running instead of when they pass by, adding a new layer to builder skill by allowing builders to anticipate raiders rather than focus on where they are. This would of course be bad against cautious raiders, but I think outposts that force raiders to switch up their playstyles are interesting to think about.

  • @Brainware said:

    Making grenades sticky and them having larger AOE I think is a great change, because they are limited in quantity it will force map makers not to stack every trap in a single area. Same for flash barrier.

    I'd say give us an EMP that disables every trap in a massive AOE but with single use, maybe only in line of sight as to avoid disabling entire outposts.

    The EMP is a good idea! single use so it is better the more traps are close together, but less effective if the traps are spread throughout an outpost, I like it.