Cyba_Zero
Cyba_Zero
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- Cyba_Zero
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^^ This. I hate being told how to play, what to use, etc. Let me use what's most effective for a given base, or what I'm having fun with at the moment. Of particular annoyance is the 'use hardware' one, which to me reads 'waste resources for the sake of it' and usually takes me far longer to complete than any of the others (being on average one phoenix pod per base dropped on the genmat as insurance against wave 2).
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A well-placed impaler can be very effective. IMO they're slightly faster firing than a boltshot, plus the activation sound is quite soft and easy to miss. My most effective impalers are in places where I noticed raiders tend to naturally stop, incited pause-points due to other traps acting as distractions, favourite hiding corners in dangerous areas or as a secondary trap when raiders go to collect ammo. The first and third of these are best identified by watching raid replays to identify common patterns. They can also make handy insurance for pit-traps in case a raider tries to double-jump out, or finishers when coupled with claw-traps. (I also have this one where raiders get grabbed by the claw but manage to break it while being reeled in, only to fall on the other impaler instead, muhaha.)
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The thing about advisor intel is also that it doesn't tell you how the corrosives have been used, and they happen to be a very versatile trap. Also those CCs could be anything, be it drippy spam or a meta killbox to cool stuff like an aesthetic volcano or parkour bases - or just a whole load of splitters, DMS drops and pit-traps.
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@MythicMikeneto said:
I really want to support 'The abandon button should be accessible at all times' but I just can't. Here is why:
If raiders could abandon an outpost wiyhout even trying it/loading it, many outpost would get dumped based on advisor intel alone.
Now this would save time for the raider sure, but only results in builders not getting raids and not knowing why, then whining 'I get no raids. My builds are great, makes no sense. Must be the game not working right, fix it!'
Yeah, everyone should know trap spam (or any kind really) is annoying and not appreciated in any way; but for anyone not plugged into reddit, the discord servers, or here, they really could have zero clue the impact their building spam is having on people.
I recently ecouraged raiders to 'walk out' during a replay if they dont like the build. Walking out is excatly what it sounds like, once you see the build is something you despise you about-face walk back to the landing pad and abandon. It sends a very clear message to the builder, 'I dont like this and I am not even gonna try.' It obvious and intentional and leaves very little room for 'maybe they disconnected, or maybe they just rage quit, or whatever.' It also helps you as a raider start to quanitfy how much stuff you really have no tolerance for versus what you might be willing to try.
A 'walk-out' makes for a very dissatisfying replay and really sets the builders mind into, 'What did I do wrong? Why did they not even want to try?" Which are some of the best questions a builder can ask themselves to cause them to stop only thinking about what the build will do for the builder, and instead start thinking about what the build will do for the raider (if even only for a moment)
So yeah, in my opinion, raiders need to take the time to load in and look at an outpost be for abandoning, if only to make a statement to the builder and not just leave them guessing at why they get no raids.
Also the trouble with players potentially not raiding based on advisor intel alone is that the advisor intel only gives type of trap/how many, not how it is used. The thing about corrosives particularly is that they are very multi-purpose: could be spontaneous spam, could be a meta killbox, could be a whole load of splitters/DMS disguised as architecture, could be tonnes of pit-traps, could be a pretty volcano aesthetic, could be a parkour base...
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The other one that I've noticed in my replays is that raiders tend to fixate on the chuffing sound the tombs make, going round and round where they can hear it and missing that the actual route to it starts somewhere else (this is particularly evident in my Philomath base despite the big arrows pointing to the two 'secret' entrances, which lead to a seldom used alternate genmat route via the tombs, which is actually the way I want raiders to go in because it's supposed to be a heist map).
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On your first point, there is an option to 'strip outpost' in the tab (building blocks) menu; it isn't the most obvious to find though.
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That looks familiar actually, except I went round via the right-hand side nodes first. However, it also happened to the devs on the devstream and I think (?) they had a different node layout.
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According to the Reddit thread it's something to do with the season 0 rank decals. I do have some in my WIP base that won't load, so it follows.
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Same here, annoyingly with my current work-in-progress base (Brinkley, dreadshore location, also the first to make use of the new dreadshore blocks). I was able to open my old complete bases fine (all pre-Dreadshore aside from some recent laser additions) to tweak trap mods for the new capacity cost changes though, plus my testing ground map and a couple of empty sites (including a dreadshore location one).
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I've actually noticed a whole spate in the last week or two of people leaving after 1 death in various bases (even one who didn't make it in the front door); at first I thought it was to do with ranking but it's still happening occasionally since the change, plus a few days ago I got crashed out on the loadscreen after my first death raiding a base (which I wanted to carry on trying, but it had gone from my options once I got back in), so I wonder if there might be a bug going on here as well.
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@zbord Does it have a big sign saying 'trust' on the outside and the entrance is a drop through a corrosive cube? If so, that might have been me a few days ago (can't remember who the builder was); I was wondering if someone had done something similar to what I had been thinking about doing. Whoever the builder was had executed the timing perfectly (like, getting snatched by a claw a millisecond before getting roasted by a flamethrower, etc.) and it was really fun and must have taken so much testing to get it right. If that was you, kudos.
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Although sadly, I have noticed it also resets any points towards your next prestige your base had accumulated, which if lack of visitors is the issue isn't very helpful if the issue is continuous.
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Don't forget white! Also the new hellscape update added 'fleshy pink'.
But I wholeheartedly second green.
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If it helps, I stumbled upon a 'reset' feature that allows you to refill GenMat if you don't gain the points to prestige (such as due to lack of raiders), giving you more time to gather the requisite prestige points. It appears in the same place you would ordinarily see the prestige option - ie on the prestige screen once you enter the base in question. I stumbled on this today when my new castle base that I spent ages building (large 3500 capacity, considered brutal even though it really isn't that hard because I still need more capacity from prestiging owing to spending most of it on making it pretty/thematic) failed to get enough visitors to have much chance of ranking (k/d is around 4ish).
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If it helps, I was doing a raid the other day when my internet briefly dropped out a few deaths in and booted me to the start menu. I did go back to the base and register a couple more deaths before abandoning once I got back in (it was a killboxy base) but noticed on my raid replays that the first of the two raids - not the second, mind, despite my eventually leaving without the GenMat - was labelled zero deaths, when I had definitely died a good number of times more than that. I would imagine the base owner saw much the same bug as we've all been mentioning in this thread.
This would suggest that this 'deaths but no deaths' bug is caused by crashes/dc rather than simply leaving the mission, and that death-count/tombstones being saved to the base in real-time rather than - presumably - at the end of the mission, might be a possible solution.
Even seeing this bug from both ends now, I still think it's only fair the base-owner gets their fair tally of kills/loot.
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Yes; on PC we can skip to GenMat and raider deaths as well. That's definitely something that would benefit console if it's not there already.
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It would also be nice to have a skip-to point in replay for tombs, much like there already is for grabbing the GenMat .
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^^ This. My current base (Knightstown) has had both of these things happen: one who left after 4 deaths visible on the replay but with zero registered and no tombstones/drops, and two tombstones with drops that mysteriously appeared without any replays.
I'm seriously considering keeping it set to inactive until these bugs are fixed - accolade points (particularly the artistic category) are currently carrying its prestige at low levels but after putting in the effort to make this one particularly nice I would like to see it go all the way to 10 (and it could use the extra capacity).
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I've had one instance of kills not counting: one raider left after his 4th death, didn't reach the GenMat, and didn't leave any tombstones or resources. Deaths were registered as zero, despite the replay showing four, and the base got no credit for them. (I've also mentioned it in the other 3 threads on this issue I have found.)
Conversely, the same base has since had a normal raid or two, but I also found two tombstones (marked as new and holding dropped resources) that had no replay to go with them. Definitely some bugs going on.
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Did they ever complete the base, or did they abandon it? I had the same thing happen in my base at Knightstown despite previous raiders being counted/leaving tombstones fine - this raider left after 4 deaths without reaching GenMat however, which is my first abandon.
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Same thing here at my Knightstown outpost. I have had raiders enter and die and be credited fine up until now in this base (although I didn't always seem to get resource drops from all of them), but just now I had a (solo) raider die four times in raid playback but it registers as zero - there were also no gravestones or resource drops when I went in to investigate.
Of note, my raider gave up after his 4th death and abandoned the raid (at least, the raid replay ended there). Did yours do similarly; if so, I wonder if that might be a factor?