Darkyan
Darkyan
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- Darkyan
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Definitely messed up something with the matchmaking, 3 days without raid now.
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@CcPicci said:
Thanks. The major cost of the Impaler is perfect for not abuse the use of this mod.
"Major" cost?
Literally one of the cheapest kill trap in the game,
As the king of pitfall trap (Self proclaimed** ) y'all are gonna hate ground holocubes if this mod is a thing. You're gonna have to count your steps ahah.
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@Seraphor said:
Increase by another 5 please, and add a "buy 100" option too, buying 10 at a time just takes way too long and I still have too many Parts.
Yet I still don't find the need to use much in most outposts, most can be completed without any grenades or shields.
Consumable fear is not related to the cost of equipment, it's related to your limited carry inventory, only having 3 grenades available at a time, means no matter how many you buy or how much they cost, you only have 3 chances to get it right.
Yes and no, I spent a little under 2 whole weeks without using more than 5 consumables in total because I was worried about part costs, despite hovering around a reasonable part amount.
Yes the limited amount per mission was part of it, but I was also thinking "Oh I don't need to use it here, I should keep it for another raid where I really need them because I might run out"
Consumable fear isnt really related to cost or capacity as a whole, take the mmorpg 2500 health potion example I mentioned earlier. It's all about having a resource limited by a number which tricks your brain into going "I don't need it now, maybe in the future" even though you have a practically unlimited supply.
I actively skip on using equipments at time because I'm worried I might start a mission without realizing I used up all my consumables and now I don't have them when i really need it. It's a really stupid worry to have when the game gives you enough resources to buy an infinite amount of something.
Is there really any wrong to having infinite equipment, but limited uses per outposts?
All it does is remove the tedious of purchasing them for vets, and allows newbies more freedom with grenades.
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@Dreamnomad said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3424017#Comment_3424017
They basically don't cost anything once you've been playing for any length of time. There needs to be some kind of resource sink otherwise the resources themselves start to lose all meaning. They really need a better cell resource sink as is. Once you've unlocked everything about the only thing to even use cells on is the suit and trap advisors. The suit advisor is super cheap too. Only 50 cells for 5 hours of info on raiding? What an absolute steal. Maybe equipment should be purchasable with either cells or parts? Maybe there should be some kind of way to purchase resources using other resources? I'd gladly buy 100 synthite for 250 cells for instance.
That's kind of the issue.
Long term players have so much parts that its practically infinite, but still don't use equipment because of consummable fear.
New players don't spend parts because they're worried about future item costs so they raid without equipment.
Moe has over 300+ equipment, and probably enough explosive to engage in a nuclear war. ( That's not good, we're trying to save the world ): not destroy it more. )
The same rule kinda applies to Buffs,
If you're rich, you spend money to get money, which you're already overflowing of so it's infinitely meaningless *Except for the radar buff*
If you're poor, no buffs cuz they last like 20 minutes at low level and cost as much as a new trap. ( Not exactly, but it's the feeling I had when i looked at the price when i was a newbie )
I'd love to see currency used for new blocks, new decals, armors cosmetics instead of whatever weird cycle of infinity we're going through.
Edit ; In terms of sink tho ; outpost resources overdrives (mark it in the command center to get more players attracted), active traps boosts ( faster deployment, deploys multiple times )
Boost your builds for raiders to get more rewards, and for you to get more kills.
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@shpawen said:
What's so great to make challenging game more casual and less emotionally rewarding? Both things like Cube's exploit and rank penalties worked just fine to bring more tension to the game, more challenge and more fun in the end.
Cube exploit was just a cheap copy-cat trap cope for free kills, it turned most builders lazy.
Rank penalties would punish you for winning. I got out of bases, 0 death, 3 minutes clearing traps and got -24 points
People would actively leave after 1 death because the map wasn't a free win.
Brutal maps were actively avoided by the playerbase because Normal and dangerous offered easier ranks, which pushed long term players into bullying new players in normal with cube exploits to get points.
I spent an entire month in brutal and I was stuck in silver, I then wasted 4 hours in normal and ranked to gold 4. So much for challenge.
Now you can actually challenge the maps without leaving or using alt-f4 exploits to keep rank.
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Legit think equipment shouldn't cost a thing.
So many times I see raiders not use their grenades or shields in a situation they absolutely would benefit from them, simply because of consumable fear?
It's like that thing in mmorpg where you stockpile 2500 health potions and never use them.
Dropping parts from a tomb is the worst feeling to me cx
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@Dreamnomad said:
"De-activating and re-activating your Outpost will no longer affect your Outpost’s Matchmaking priority."
This was from update today. Looks like this particular trick won't work anymore.
You got there before me cx
Glad this isn't a thing anymore though. What an annoying mecanic it would be to maintain an average of visits.
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@MadMoeZel said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/375032/the-state-of-melee
the game is a "bring the correct tools to the task to make your job easier" scenario. some things are suited for melee, guard fights for example. BAM BAM armor break, dead instant. or rushing halls, SWING SWING SWING SWING just spam lunging. but plasma and fire are a weak point. but since co-ops and solos play the same game and single/double fire traps only reset on TPK and co-ops have limitless revives, multi-fire traps like plasma and incinerators are currently meta to prevent outposts from being trivialized. it is your choice to take the hard route and refuse to use the free equipment swap offered at every respawn. it is also you choice to continue doing an outpost that your equipment is not well suited too. you can always back out of it and come back once you have more gear or practice. i've seen dual sword builds tear through some of my hardest content, i've seen it done with two guns, a gun and shield, a sword and shield. everything is possible. but dual sword was deffinately the HARDEST way to take it on, but still possible.
perhaps the bad melee spot you feel is actually a desire to have melee be all around good when this is a pick the right tool for the task style game.
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3423178#Comment_3423178
the extended range can be rough to deal with i normally see it handled by sword users with either a grenade, or patiently timed grapples to take down piston blockades and then as it powers down they grapple it and lunge before it can activate.
can you elaborate on the compass issue? sounds like you may have located a bug.
for the lunge thing that has to do with where you target, look at the edge of the block next to it to prevent the lunge, but it's treating you as having "targeted" the trap for a lunge, so it goes to that.
There have been lots of reports of input eating, on swords, shields, and guns, push button, might hear a sound or see the animation even, could even give it a cool down/reload, but won't actually go off.
Touching on the lunge and compass issues ;
Compass ; there are 3, Danger compass appearing from previously detonated bombs, so you walk in on an empty space and there's a danger mark warning you even though there's nothing.
Yellow warnings killing you, there's not exactly a good visual distance ratio, I apparently carried a chaos bomb ejector shuffling it near my feets over 15 blocks in distance, always yellow even though it was under my feets. (That was the longest bomb shuffle of my life I swear to god.)
And there's also a lot of times when a red bomb indicator, with the bomb visually exploding 0.2 blocks from my face, ending up not killing me.
As for the lunge in the corner swipe ( without looking directly at the trap ) I've found that it's extremely inconsistent, with more than 40% rates of failure if you're walking forward as you swipe. Had a lot of raids where I just swipe my way in only to later realize I missed like 4 or 5 traps, even though there's a huge Gray swipe line on all of the traps.
Backward walking on the swing seems to work just fine, sideway walking is so/so mostly smashing the wall instead of the trap.
So I end up accidentally looking at the trap trying to guarantee a kill, and I get teleported straight in the middle of a working flamethrower
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Thanks for finding out where that issue was coming from, I spent 30 minutes shredding my base block by block and never figured out why he stood there.
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As a double melee user, my only gripes so far are ;
The Extended Range flamethrowers mod in a hallway.
The danger compass for cannonback and bomb traps being awfully wrong,
The lunge on sledgesword teleporting me inside activated traps even if my intention is to hit the side of it with the wide swing, or even worst, the wide swing not registering a very clear hit on the trap even though it left a clean swipe decal on it.
And the worst of all. Fake trigger registration which results in fake melee swings with no damage, essentially killing you instantly if you tried to time your hit on a guard before he shot.
But the rest is do-able, hard, but do-able.
Mind you, playing crossbow/shield is worst, and that's a choice you made with your available equipment.
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The abandon exp punishment is getting fixed next update to, well, allow you as the raider to leave unpunished if you see something that you don't like.
It's hard to prevent builders from making toxic traps like these which can only be exitted with a shield weapon.
But it's even harder to actually "Fix" this, since you'd have to restrict creativity due to forcing players to have an open path, which would inevitably just result in player base leaving because everything they make gets removed.
Consider this a blocked tomb, don't give accolades and simply leave ( After the update obviously )
edit ; You can grapple through a lava block and survive, in case you didn't know. Side ways works the best.
However if the lava is at the very top of a tower, don't grapple down, because there's no walls to grapple up to, essentially locking you in permanently.
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I didn't experience this, however I'd like to know, have you re-cycled the genmat multiple time without prestige?
You mentioned not getting raiders so I imagine you might have reached some sort of dumb Refill cap.
Just considering this an option, I really have no other ideas of what could cause it.
edit ; Auto-correct was high af. i had a stroke re-reading myself.
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Ohh, that's why so many thumbnails are rainbow glitter fests, corrupted bedrock, makes sense.
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@Dreamnomad said:
He legitimately is a hazard. He's almost gotten me killed a number of times.
Harvey got me killed more often than hornets. i don't know if that speaks volume about Hornets, or if Harvey is just all-powerful
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@Amaroq64 said:
Both.
You occasionally get a raider who just quickly and casually strolls through your outpost and handles everything perfectly, even though they've never seen it before.
- Nobody is that good at this game.
- Nobody is that good at this game and still doesn't know what a Tomb is.
- Nobody is that good at this game and doesn't possess basic pattern recognition. (You put the same decal next to the first two tombs and they have no idea what it means when you put it by the hallway that leads to the third tomb.)
9 times out of 10 it's PC players who are "suspiciously good" like that. But every once in a while you do get a Playstation player who is really good too.
I'm inclined to disagree with that one though.
I casually stroll through outposts just because, i mean, it's a linear path it's hard to not hold "W" and bypass the traps by just jumping around in lots of normal/dangerous, you kinda very loudly hear the type of trap and the general direction so it's fairly possible to do what you described.
As for the tombs, I ignore them if they're not instantly visible, just because I'm too lazy to slow down and look at the pit.
I know you put the decals, I know i can smash it for loot, I won't tho. Unless I really feel like it.
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Say less. That's all i needed to hear
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To a certain extent that would kill artistics accolades and brutal maps.
If theres a timer I'm less inclined to explore for tombs or look at the way people made their beautiful traps.
speedrunners will speedrun regardless of timer or not, so we're kinda just punishing people who like to go slowly.
And those people are just gonna go "No way im getting the bonus with that huge base, im gonna try something else"
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@Seraphor said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3419547#Comment_3419547
If you can destroy a trap with a melee attack, with a solid block in between, then yeah, I'd consider that an exploit too.
There are a lot of ways traps can be destroyed 'indirectly', and you can clip the corner of traps from a diagonally adjacent tile even though it's not entirely within your LoS, only a thin sliver of the edge of the trap, which I'd say probably isn't an exploit, but with no part of it in sight at all? That probably is an exploit.
I was struggling to think of a set up that could allow this, but I realised I came across an outpost that had completely blocked off it's Forgotten Tomb, completely surrounded by blocks, and I was actually able to clip the edge of it with a melee attack and break it for the exp, though the contents remained trapped forever.
That's the one, clipping between the two diagonal blocks and hitting the trap hitbox with the wide sledge attack, essentially as long as the game thinks you have line of sight on your cursor and the trap, it just triggers the 8 meter lunge and destroys it.
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@Seraphor said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3419271#Comment_3419271
You could edit your first post to include your request and make it clearer, in order to avoid the misconception that I already stated I had about it. Rather than reading as a "kind" request to not discuss anything (on a discussion board), it reads as a challenge TO debate your position.
I was willing to concede that I was equally at fault for misunderstanding you to begin with, but screaming at people on a public forum that "NOBODY CARES WHAT YOU THINK" when you're actively trying to gather opinions, is entirely unreasonable.
Opinions do not exist in a vacuum, and I already explained how my vote would have been different without the rationale behind it. That should highlight the folly of asking for votes without context.
This pool is kinda redundant anyway, you voted builders, which is totally understandable with the exploits known to the community abused by builders.
But if I were to tell you, there's a way for the raiders ( Its a coop lag thing ) to destroy traps placed inside, from outside the outpost with the sledge melee, you'd consider this an exploit as well, hopefully, which basically just makes this pool impossible to tally through a fair count.
edit ; don't forget the alt-f4 exploit which doesnt count your death on outposts.
This is just Moe doing Moe things and being angry at people who use the word exploit on the forum.
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Hey, i might be wrong but, from the way this is phrased, "after starting, If you don't like how an outpost looks you can leave without losing ranks"
This means, to me, "I can leave at 0 death without rank loss because I saw someone block off a tomb" not "I can leave after 20 deaths with no consequences"
I think this update is meant to not punish you for leaving if you notice clear and obvious things you don't like, example, Harvey died and it's a 4 floor mazes with no traps.
No deaths, no punishment.
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@MadMoeZel said:
TL;DR - ITT - OP "Killboxes are boring and unfun, don't say get good"
*spongebob narrator* "Fourty Levels Later"
OP - "Nevermind, this isn't an issue, I got good."
<3 love to see it
Wrong quote, don't put words in my mouth <3
I learned to deal with grapples trap and got better at the game, but my points still stand.
Infinite ammo traps are causing issues to a certain extent, especially in brutal where you can spam 15 of them together like a braindead monkey, but if they're here to stay, you can always just leave garbo-land and reroll it and do something more to your tastes.
By "I learned to deal with that" I meant and it's written just one line below; I found out that you can leave garbage and reroll it. My entire brutal feed is no longer filled with boxes and i can actually play now.
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@not_requested49 said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3405000#Comment_3405000
i really dont understand, if they dont do this how else are they going to get kills? i dont even think its a strong "exploit" either because they can just go to the side very easily where the fire cannot hit them
good players can easily beat an outpost that has traps set up "normally"
I'm reading this reply, sort of, maybe a tiny bit sarcastically so my bad if I didn't pick up on the right intention ;
Good builders can also ingeniously beat a raider without the use of permanent exploited traps and glitches.
And while it's not exactly broken strong in hallways, it's annoying to stick to walls for the entire brutal raid while dodging warmongers and cannonbacks underneath the assault of AoE sentries.
and if you put it on the side, during a staircase hallways at the very top, 4 blocks away to prevent bolt retrieval, that leads to a kill room it's possible to forcefully take two bolts from a raider permanently or deny door camping which forces the raider to jump into the box for a free kill. (Well it's not entirely fool proof, you can place yourself just right to not get burnt, but you can fix that by simply adding another wedge glitch flamethrower in the back of that staircase and now you cover like 60% of the liveable space on that door block. )
you get the point, it's just not a trap that should exist.
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Who can exploit ; Both
who should exploit ; Neither (:
Raiders can melee and destroy traps that were meant to activate a whole hallway later through floors and walls if certain conditions are met.
Builders can soft lock raiders using specific cube placements.
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Consider that you may have accidentally split up the path in two while building, or put a wall on the main path and now harvey is telling you ;"Yo there's a wall in my way"
Try to quickly walk the entire path from 0 to a 100 and see if you accidentally put a wedge in the wrong direction or deleted a block that was crucial for the pathing.
Harvey's little red trail doesnt tell you where the mistake is, it simply shows what he's previously tried to walk through before the path was changed or failed.
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@MadMoeZel said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3415225#Comment_3415225
DAMN ALL YOU PEOPLE WHO BUILT WELLS THAT SOMEONE WITHOUT A LADDER MIGHT POSSIBLY FALL INTO!!!!!!! how about don't go in the hole? like get caught in the trap once, then don't again. i'm so so very tired of hearing everyone cry "exploit" it's always ALWAYS pointed at builders. i made a joke post daring to say shooting guards from outside the map was an exploit and raiders defend it's an intended mechanic to be able to shoot a mobile enemy with a clear line of sight thats running into an invisible wall. if thats not a double standard i don't know what is. both sides are using the tools given to them and if you can't recognize a one way door after seeing it having been caught in it before, you're an idiot.
TL;DR stop blaming builders because raiders are stupid and forgetful. you do everything in your power to win too.
One way door -> Tomb -> Intended goal -> Soft lock.
There's no defending that exploit and you know it. I don't want to repeat myself, but JUST BECAUSE YOU HAVE COMMON SENSE AND USE IT FAIRLY, DOESN'T MAKE IT A FAIR TRAP.
The analogy doesn't work neither because you essentially told the raider to jump down the well and grab a shiny coin, promising as the builder that you will provide a ladder to go back if they try hard enough, and as soon as they jumped to get the shiny coin, you shut the lid on them and locked them in forever.
Now you might be tempted to say ; "I never softlock my raiders", I make sure they can't fall for it", to which my answer remains the same : "You're not the other 99% of the players using this exploit"
This is a game with a rank.
You can get your cheeky kills with smart traps, but anything that forces your raider to press the menu button to come back is an exploit, even if you swear up and down that raiders are supposed to be smart and know the way of the world through the knowledge of the old gods, they're not.
Use your tools however you want. Don't use exploits.
Edit ; Now, mind you, my discontent isn't from you using the trap, but rather it being available in ranked playlist. This is something that belongs in Social for fun, One way doors are an interesting thing to play with, but they're also a very dangerous thing to give to people with the building skills of a 2 years old, because we all expect builders to be like you, and not to be like garbage that enjoy soft locking people.
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@MadMoeZel said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3406035#Comment_3406035
i intentionally build all my 1 way doors on those as no entry, not no exit. trapping a player in a box is bad form and doesn't generate kills, or content. i receive no genmat for trapping a raider so i have no incentive to do so.
As much as I respect your building attitude, using good traps and ideology, I dare say, you're not 99% of the other users who purposedly build their trap like that.
Trapping their tombs behind a one way wall, making it extremely tedious on 4 floors worth wedge flamethrower traps which forces you to walk on the sides, and then blowing up the entire hallway with warmongers essentially forcing you to disable the exploited trap and losing resources and bolts, which are intended by the game to be retrievable to some extent/risk.
Just because you use it fairly, doesn't make it 100% fair. If the trap forces you to press the Menu option to get unstuck from a soft lock, then it's obviously not a fair trap.
And if you, as a builder, intend to use a trap that can cause a soft lock, despite all of your efforts in trying to hide or prevent it, then I can only look in shame as all of your efforts and respect is denied by that one ######### trap you used.
TL;DR Don't use exploits, that's how you get blacklisted.
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Love watching the replay and screaming to myself "YES! You dodged that trap that everyone died to"
Or "Noo, you saw my sneaky impaler, nice job"
+1
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Makes a fun outpost -> Raider gets lost on a singular path because of his own incompetence -> Negative accolade -> Outpost was Large, now impossible to prestige -> Try not to cry -> Cry a lot.
Kindly leave the outpost, reroll it into something different, go get your fun into a different raid.
No need for negative accolades on a game that's based around making you hilariously frustrated.
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Well, 2 quick things to consider you might have gotten wrong.
1. Second wave cubes are "Bedrock" they're not "Solid holocubes", so Harvey does indeed find a path on bedrock, however he still needs a Main path thats not connected through trap blocks.
This makes it possible to make a fake path out of Second wave corrosive cubes and holocubes and trick harvey into walking a fake "Main" path, but the proper path still exists somewhere so Harvey can still come back to the dropship
2. Masquerade are not solid blocks, they're blocks that prevent entities from physically touching them until they disappear.
From memory, It stops patrols, cancel falling patrols from even working, and obviously does not allow Harvey to walk on it, because it's not a solid block, it's a Patrol blocker.
Essentially, Harvey treats trap cubes as trap cubes, unless they turn into Bedrock through 2nd wave.
edit ; The reason harvey doesn't walk through holocube is because he would just trigger all of them and make all holocubes on his path redundant, essentially wasting capacity on a trap that could've killed.
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Wait doesn't the game pick up every dropped currency and give it to you when you return to the lobby?
I know building modes does it, so i just stopped caring about both drops and my currency is just kinda rising on its own.
Honest question, I'm totally not paying attention to drops anymore
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I dont know how far back it goes but ; Replay feature "My raids on other outposts"or whatever it's called.
it saves the thumbnail and your replay on other outposts, even social ones
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As Sera said above, there's some blocks and props unique to owning Dead by daylight.
Quite powerfuls one when you consider the cage block being the same colors as traps and the motor making lots of noise and hiding guard grunts.
Edit ; Look in "Props" if you own DBD
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@Dreamnomad said:
Who are these buzz kills arguing in favor of limited revives? Coop players surely aren't in favor of this. Why would they be? So that only leaves Base Builders. So I guess there are two category of base builders here. Those that like their bases to get lots of kills and those that want raiders to beat their base "fair". I would argue that unlimited revives are "fair". I would also argue that any artificial limit on deaths can be gamed. Raiders can just take turn being the risk taker. I would also argue that being a raider that has run out of revives forced to sit around and watch their buddy do the raid solo is no fun and only one raider getting the gen mat is also garbage and no fun.
Cumulative team deaths.
So your deaths also counts for your teammate, and at the limit it just prompts a restart like any other solo raid.
i think the amount was 2 to 5 revives before restart? something along those lines
And there's two categories of coop raiders.
The jump around and die silly
And the sit behind and wait to revive.
You've been on the forum, you saw both.
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@cubanchris said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3409638#Comment_3409638
lmfao. that seems more fun to me. seeing a group be silly and dying a bunch to dumb stuff. I think you value your base k/d more if you're listing inflation as a concern
Did we read the same survey?
Bases are supposed to give rank.
Kills/accolades/exploits all of those matters.
70 kills is a huge inflation to the rank of a base. You were complaining about ranks being broken and unfun/unfair, and here we are again ignoring more broken stuff that affect ranks.
Hell, your very own OPENING THREAD is about making rank K/D based and about dying because you feel impatient in killboxes, are we trying to balance and give feedback or are we just throwing a ball to whatever pleases us at the moment because I pointed out those things using your thread as a base and you changed your mind and went "Yeah but that's boring ):"
The replay feature, isn't necessarily meant for your sadistic viewing pleasure (Although that's a welcome bonus) it's to track your traps, and make better ones by using the raiders bad habits against them.
Again. It sure is fun to watch someone die 10 time to the same trap by spending no efforts in even trying to dodge it, or even to watch as someone revives his best bud in front of an active flamethrower 4 time in a row (s/), doesn't make it healthy for the game with a ranking system based primarily on that exact same thing. (I'd love to see how many ranks they lost from that flamethrower revive tho.)
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@Seraphor said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3409398#Comment_3409398
cuz I get the crumbles of a biscuit in the back as my teammate speed runs through outposts triggering 90% of the traps while I sit behind him and revive.
Sounds like a problem with your teammate.
That said, a limit to revives before a forced reset, maybe 3 would be fine.
Sounds like a problem inherent to the game's core mecanic.
About 90% of the coop replays I've watched share the exact same problem, someone triggers all the traps and dies to them, while his exploring teammate comes back to revive him, experiencing absolutely nothing of the thrill. And then they both die. And the exact same thing happens, the coop teammate tries to progress with no knowledges of the trap, but his friend, who knows the path, triggers everything again until he dies to RNG.
We currently don't have any true coop mecanics, levers, doors, separate coop paths. All we have is infinite revives, which enforces that type of play style. The "I don't care about traps, my buddy here can revive me".
Now, i imagine getting 70 kills to two stubborn guys can be very thrilling to some builders, but lets be real, you guys wouldn't get 70 kills if it wasn't for that broken playstyle. You didn't design those traps for 70 kills, this is just your monkey brain going wild on pretty numbers for KD ratio.
This is just raw inflation. "Oh this outpost has 765 kills, must be very brutal" "Nope, just luckily had a lot of coop players killing themselves" The true average is 5 deaths.
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"Infinite revives are fun for coop"
Must be nice being the coop leader...
cuz I get the crumbles of a biscuit in the back as my teammate speed runs through outposts triggering 90% of the traps while I sit behind him and revive.
Coop isn't fun as it is right now and, as subjective as "Fun" is, you can't tell me that it's genuinely entertaining at the same level for the both of you when outposts are so heavily balanced towards Solo objective and singular paths.
Coop needs balancing, just as much as exploits needs fixing.
"Learning through dying is fun" Yea. That's the entire game right there. You die, you retry. And in some case the outposts changes after death through mods.
The rest is pretty correct tho.
Rank sucks, rewards are totally unknown, apparently there's rewards?
Exploits needs fixing and need communication from the devs.
Syntite is fine, prestige needs a rework. Too costly, not rewarding and then base disappears forever, which creates a lump of bad copy-cat bases instead of having good spread out community builds.
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@Killa_KIA_Clown said:
Thanks for taking the time. Killboxes are not for everyone. Personally I love them. Building and dismantling them alike. I also understand why you would blacklist the lava cube hiding the traps as, apparently its a bugged exploit. I can only say from my experience its always been this way for me and when I was first made aware of MyM before beta it was also mentioned to be this way. Again personal opinion is it should be a norm wave one or two but I know its a hot topic.
For me the most fun to build and watch is Wadesboro with the genmat being free to take and the tomb in the dome. Social it works well. Offical you have to bug Harvey. Maybe they will implement something in the future that will allow more creativity in this regard. Or maybe its best confined to social.
Either way ty.
I'd like to see others offering up some socials.
For the lava cube thing, i can actually respect Brutal and Dangerous using it as an ingenious trap. I've seen outpost which were actually extremely fun with the second wave cube.
But it's just not a trap meant for normal, these guys have bare bone knowledge of those features/exploit and you didn't exactly try to teach them with a grapple decal for example.
it just looks like an unforgiving new player farm, and as you've seen in the forum, it's extremely frustating to fight if you don't understand it because the first thing they teach new players with the game mecanics is "Traps stop working after 1 burst" in normal.
Anyway, it was fun trying your bases, i hope to see more cheeky interesting stuff like the ones I mentioned above.
Side note, Plugging myself ;
Ps Network ; XxDarkyanxX
Got 2 bases up in Dangerous. Hope you like them.
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Ellington -> I had nothing but praises at the start, looked pretty with the light, first tomb trap had a very good and simple distraction, dead man warmongers on slopes was also extremely good, you had my accolades until I made it to the killbox warmonger spam in the hallway, died to controller drift on the lava cube and quit this one. The lead-up to retry to room is just too far, not worth it, and after that I'm sure I won't find any more ingenious traps along the way so my Fun/perseverence meter is at an all time low.
You get no accolades, 1 kill from this one if this was ranked.
Cleveland heights -> I shielded the last lava block, I see what you tried to do, but it was just a few 4 or 6 blocks too short. Very Ingenious use of the secondary paths since Harvey will walk on second wave lava blocks, but could've been better. You can see the lava in the thumbnail. The actual path was pretty bare bone, traps looked like they were just shoved there randomly for numbers.
You'd get 1 Ingenious, no kills. (More kill if the lava path actually guaranteed a cheeky kill and you forced me through the main path for real), then I would maybe add a fun accolades for switching it up.
Blytheville -> Impaler above a wedge, below the grenade trap was good. The other traps before the killbox were kinda confusing, I couldnt see the intent with those, especially the claw above the pitfall.
The shortened killbox was okay, I'm sure you got some kills out of it, and it wasn't an extremely long time sink. The piston flamies hallway was good, died once, then just bypassed it through lava.
This one would get an artistic for the thumbnail and maybe a fun, I honestly felt like there was only 1 well-thought trap in this entire place, the rest were pretty much copy/paste of other meta outposts.
Big rapids -> That simply does not belong in normal. Opaque blocks hiding lava cubes pitfalls behind infinite flamethrower. it's one thing if you remove the pitfalls and allow new players to learn about grapple through lava, but other than that, this just felt like another Piston flamethrower trap meant to bully uninformed new players.
fun and artistic if you put it in Dangerous/Brutal.
Nothing and probably a blacklist if you put it in normal.
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WadesBoro -> I can't believe you reversed the genmat and the tomb I was so confused
Navarre Beach -> For a normal, that was totally ok, died a couple time to controller drift above the lava cubes tho, totally my fault, good trap to teach newbies.
Mclean -> Very good bloodlust use on the entrance, I hate warmonger spam in close quarter though, I can't say anything about the trap placement themselves since I only died to warmongers clogging up all three hallways.
Gardendale -> very poor pitfall traps in the box, you had a huge opportunity to make it count in the first hallway, but the combination of a wedge and the trap above a harmless pitfall just basically warned me about the next 5 pitfalls. ( Was there a secondary path to the genmat? I didnt see it ) Oh and the killbox... the claw actually saved me? All the grenades self destructed the entire room while I was just hanging in the ceiling, not sure you intended that. I didn't really try to avoid any traps, the map just kinda cleared itself.
This text is getting long Part 2 after I finish the other ones
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@Dreamnomad said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3408181#Comment_3408181
I've never noticed guards patrolling increase the difficulty rating before. I have normal difficulty bases with lots of guards patrolling too. I have noticed that the difficulty rating thing is pretty finnicky though. I would prefer it if there was a very clear marker like a progress meter on the side of your screen depicting how close you are to increasing difficulty.
I absolutely wish the same.
I think it increases the difficulty because I increase the amount of blocks his "Visions" touches as i patrol.
In the spot he is now his vision only covers the semi block in front of him, and 2 open space behind him.
But on patrol, he suddenly gets access to a 3 path wide hallway which is on Harvey's path, essentially covering around 9 extra blocks just from taking 2 steps back.
I think I need to activate the setting that lets your show trap active range, maybe I can control it more that way.
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There's time where I get 1 raid per day, then the next day after a prestige it goes to 7 people in the morning.
And then today I got 2, eventually, like any other outpost I get a spike of people at around prestige 4-5, maybe 20 in a day.
Ratio of around 90% double accolade votes so I imagine it's a decent outpost.
But yeah, the curve is abysmal at time.
Spent a little over 4 hours designing it to be fun, and so far I think I got a little over 25-30 visits total after 4 days.
Just got 6 more days to go before all that work is void, hope I hit the spike tomorrow and have some fun stuff to watch
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Raiders keep in memory your last updated outposts in their folder.
So if your "Dangerous" outpost turns into "Brutal" while you're updating, it doesn't matter because the raiders that rolled your outpost keep your "Dangerous" version until it cycles.
Essentially, your 20 deaths were from your old outpost version, possibly even some tags stuck in the wall or resources falling off the map if you made any structural changes
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@Seraphor said:
It should be impossible to skip now that you need to HOLD the X button to submit accolades, but apparently some still don't realise that they're submitting without selecting any. So yes, it needs to be made more clear or changed, because I'm still receiving virtually no accolades despite giving them every raid.
This needs to be included in the tutorial as well, in addition to Forgotten Tombs, I still see in the vast majority of my replays, raiders completely ignoring Tombs even when they're right in front of them. It makes it seem pointless to build around them and signpost the with decals etc.
I even have one outpost where I have two entrances, one for the main path to the genmat and one to the two Tombs. I had one raider who went in the second entrance, walked right up to the tombs, smacked every wall except the tombs, and ragequit because they couldn't find their way to the genmat.
I just witnessed someone walk to my 3 tombs, stare at them, confused about the noise, and then walk back to find their way to the GenMat.
If I had nails, I'd be bitting them right now in pure anxiety.
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That increases the difficulty rating to brutal though ):
I can't patrol my very last guard without it updating to brutal, so he's just facing a wall in the corner now, being bait for bolts which triggers another trap ( that thing somehow has a 80% unintended kill rate so far.
So... good for him, I guess his life, sitting in one spot forever, isn't worthless after all.
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Someone else reported dropping over 6500 points in one raid abandon
Needless to say, the ranking system is effin' bad and broken.
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I'll throw myself at the outpost full speed for the first death, then explore the possibilities, throw myself at it a different way and then finally do it for real carefully on the third try.
If I encounter any frustating bs after that like 15 warmongers rushing at me in a 1x10 hallway with grenadiers and pistons or a blocked tomb, i'll leave then.
My average is around 6 Death before leaving/completing the outpost.
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I play coop with a friend once in a while.
It makes for a very casual experience, but at the same time the hallways are so small and compact, 80% of my raids end up with me staying at the back with my sword because the second I swing it I team kill him, and I don't want to make him leave the game.
Coop is very.... sad. I never played a multiplayer game that has so little to offer.
Its nice for builders that gets deaths
Its nice for raiders that turn something hard into something casual
It sucks for the coop partner most of the time.
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@magic1236 said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3406619#Comment_3406619
Why do you say melee dose not work?
From my testing, with the big sword at least, it appears that a guards have a 4 block wide "Movement input" detection, so if you're touch your movement key at any moment between those 4 blocks the guard will trigger "Alerted" and bloodlust will alert everyone around.
Its possible to sneak up on a guard by just spamming grapple ( Because grapple isnt a movement key ) and slash them, but that's extremely un-fun.
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Started an entire artistic building in poobrown before noticing I was gonna use Red props. Had to change the entire thing back xd
+1 Need more color decals and ability to change original block colors from a palette
If I want red, green and blue containers, I shouldn't need to paint every single blue container cubes with red decals.
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I see "Sharon" by mas-punk
But no Willard