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Darkyan

Darkyan

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Darkyan
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  • Equipment and resources are two very good choices.

    Agility?

    Jump height increase

    speed boost on "Close call" ( thats an actual exp thing when you dodge by small margin. )

    Increased max grapple length

    Otherwise armor?

    deflects a single hit from the front, vulnerable from the back ( Levels would dictate what you can brush off ) grunt projectile /bolt /explosive

    some shield/perfect shield shenanigan and others.

  • @magic1236 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3402864#Comment_3402864

    Don’t worry about if it will end up being a “good” or “bad” outpost. As I feel you are going for a more fun sort of approach to this then a trying to turkey prevent players from stealing the genmat.

    something you can try doing is make it where the patrolling and such dose not begin till a bit deep in the base. That way the players would have to go a long distance to get to the entrance. Can’t really give advice on the bunching up though.

    if you really wanting make it very stealth like have moments where the player could sneak up and back stab the guards. You can even try being a bit more creative and have moments where the guards stop and “talk” to each other having conversations.

    could also just trying making this concept without the blood lust perk other then for the alarm phase.

    the other thing is, you can just try going for a social raid build. Make it where you don’t have to be restricted by the HRV path. Though if you do end up making this base I’d really like to know the name and difficulty so I could keep an eye out for it if you make it active and If you make it social then to be able to search it in social

    Name's Prineville

    -Dangerous Difficulty

    Weapon advisor Genmat

    Prestige 1

    Large base, 3 tombs all accessible and very obnoxiously loud during testing.

    It's in active rotation.

    Hope you get it, I'm looking forward to the replay.

    also also, shoutout to Kirtan Stark (Crystal City) for the building inspiration

    Edit ; Bring a gun, melee doesn't work ):

  • I have come to the very , very painful realization that Guards don't have "Line of sight" detection, but rather they have a 4 block wide detection radius active at all time.

    Which makes any hopes of building an indoor stealth outpost a failure to me as Guards will find you even if you tippy-toe at 1m/hour from 4 blocks away in their back, which in turn triggers blood lust and ruins the entire experience.

    Which dev dared to not put LoS on humanoid enemies ):

  • @Dreamnomad said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3405269#Comment_3405269

    It actually doesn't make "pick up range" worthless on ranged custodian. You would have to have a melee weapon equipped to make use of it. Whereas ranged custodian typically wants to use both ranged weapons. Therefore the visual indicator on spent bolts still has value.

    Maybe the ranged skill giving movespeed could be problematic. So something that gives a bonus to melee when using ranged. For example: Whenever you destroy a trap or guardian with a ranged weapon this ability activates. The next time you destroy a trap or guardian with a melee attack gain invulnerability for 1/1.5/2 seconds. Cooldown 4 seconds.

    As far as your equipment custodian goes, the idea holds promise but the execution would be a problem. 4 phoenix equipment base plus an additional 30% chance to not consume on use is pretty broken. Alternatively, the range bonus is pretty lackluster. The only thing it actually effects is grenades and it is very rare for range to be an issue with them.

    I do agree with Phoenix going busted to some extent, but I disagree with the range.

    Having the ability to throw shields at the traps creates a safe zone, and destroys the traps.

    Throwing your phoenix across the traps to a safe zone you've created with your weapons and using it as a "Teleport" if you die in the kill box sounds amazing to me and changes the perspective of always using Phoenix as a checkpoint behind you. (Don't forget that coop has infinite revives, 4 phoenix is no different, and prevents frustation while still providing kills to the builder.)

    Grenades obviously benefits from that.

    The only equipment that doesnt get a bonus is the stim.

  • Yeah there's definitely an ammo bug somewhere, some people reported having Level 3 bolts with only 2 shots.

  • @Seraphor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3406002#Comment_3406002

    Unless it's specifically stated as an exploit and a bannable offense, do not report them for it. You're only congesting the system with spurious reports, which itself can get you punished.

    Although this is in bad spirit, it is only using the tools that the game provides you with, so it's not punishable.

    It's also not exclusively in used bad spirit either. Someone could design a 'maze' type outpost, and use this configuration simply to make a 'one-way' door, with the intention of committing the raider to one option with that option being entirely valid.

    Although I haven't used this (yet), I have used second-wave corrosive cubes to remove the primary path to the genmat to force the raider through the second part of my outpost. The sad thing is, by watching the replays, a good portion of raiders will attempt to bypass this and speedrun back through the corrosive cubes as they're transitioning, then have a tantrum and smack them before leaving, presumably assuming I've tried to 'checkmate' them into certain death, despite the fact that they've just ignored over 75% of my outpost and missed the very well signposted lost tomb.

    Corrosive blocks are an omitted bug/feature which don't make the outpost impossible to complete, more often than not, there's a playable space between** the cube and the trap.

    One way doors forces you to leave the game and lose ranking on purpose just by existing.

    There aren't any punishable exploits mentionned by the devs as of right now.

    But we should definitely report exploits which are literally game breaking.

  • I honestly think that social raids are completely redundant as they are right now.

    I wish Prestige 10 bases would automatically be available to Social WITHOUT having to type an username or outpost.

    There should be a list of highly accoladed outposts ready to raid for those seeking specifics challenges.

    If I want to raid a Brutal 400 accolades, I shouldn't have to RNG my way into Ranked outposts until I find something similar.

    And on the other side, if I want to see user-made artistic bases to get ideas for my own, I should be able to.

    And lets not forget the huge potential of Social bases, where Harvey doesnt need a path, where you can make parkour maps, mazes and other crazy stuff.

    Social are severely under-used, and should definitely reward genmat/exp upon 1st time completion, just not disrupt Rankings.

    Now, issues with that are ; Exp farm, genmat farm copy-cats. I imagine theres gonna be a folder of lazy people trying to get free accolades through giving out free genmats and exploding traps on their own.

    But I totally want to see more social.

  • If you see 2 downward wedge above a hole with a trap behind it, consider leaving the outpost, report the user for Wedge exploit in the game using the report feature, and block the user so you never have to deal with that builder again.

    People don't accidentally make a wedge flamethrower glitch on their paths, it's intentional and completely against the spirit of the game.

  • @magic1236 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3402864#Comment_3402864

    Don’t worry about if it will end up being a “good” or “bad” outpost. As I feel you are going for a more fun sort of approach to this then a trying to turkey prevent players from stealing the genmat.

    something you can try doing is make it where the patrolling and such dose not begin till a bit deep in the base. That way the players would have to go a long distance to get to the entrance. Can’t really give advice on the bunching up though.

    if you really wanting make it very stealth like have moments where the player could sneak up and back stab the guards. You can even try being a bit more creative and have moments where the guards stop and “talk” to each other having conversations.

    could also just trying making this concept without the blood lust perk other then for the alarm phase.

    the other thing is, you can just try going for a social raid build. Make it where you don’t have to be restricted by the HRV path. Though if you do end up making this base I’d really like to know the name and difficulty so I could keep an eye out for it if you make it active and If you make it social then to be able to search it in social

    Plan is to make it through prestige raids, cuz I need as much capacity as possible to explore the outcomes of what I can do for fun.

    So harvey will definitely be there doesn't bother me since it's meant to be fun and probably 0 death as well, my main worry is to teach the player that its a Stealth raid, I can't think of a way to "Tutorial" them into being sneaky.

  • I had the same issue, it was one of the first augment I bought because I intended to use a tracking bolt trap to land into a cube behind the player as they flee, so that the fire would block their way backward and then force them to fight the second salvo of bolts head on, but... bolt doesnt trigger it?

    Guards triggers it, but it's so inconsistent I can't make it work.

    Player triggers it, but i can't see a moment where a player would shoot through a cube from point blank, unless I put a very obvious guard "Ready to be killed" right behind one?

    If so, that an extremely situational mod, and I hate every bit of it.

  • Override melee and Ranged "Destroy trap" mods and get a 60% speed boost, alongside the stim.

    Goodness me, I wouldnt even need to dodge anymore

    edit ; You can put max level mods on other custodian, so your 1st and 3rd are basically copies of the melee. ( Unless I'm getting the wrong vibe from "Lunge speed", which i now realize is probably the speed of the lunge itself and not the attack speed )

    also 2nd (melee gives ammo back) makes "Pick up range" worthless on the ranged custo


    edit ; I counter your hybrid offer with ;

    An Equipment custodian.

    -Increase equipment carry capacity by 1/2/3

    -Chance to not use equipment on deployment by 10/20/30%

    -increase max deployment range of equipment by 20/35/50%

  • All hail sticky grenades. Cant wait to use that on a group of 10 dead man warmonger

    Edit ; I'm tired of accidentally bouncing grenades back at myself by clipping stupid ledges so i stopped using them.

  • @ASpookyWraith said:

    Interesting. I have this kind of thing on an outpost of mine with four guards (the intention was to give them a bit more cover and be harder to hit) and via testing I could actually get in, in between the triangles and pick up my lancer stakes, so I assumed it was safe. (Sounds like I should fix this.)

    Maybe the hitboxes could be slightly fixed to allow the passage of the player a little easier?

    I'm wondering if it has anything to do with the corrosive cube being there. I mean obviously that makes it way harder to test because you don't have all the time in the world to get in there, vs. my setup where it's just empty space beneath that block, so you have time to figure out how to get in.

    Two downward wedge with a hole underneath the middle ( Lava cube counts as a hole )

    it lets you go in, but not go out unless you pull some shenanigan.

    Usually forcing people to leave the game if there's a lava cube since it's a pure lock

  • Flamethrower wedge glitch is a common exploit known to players yea.

    Don't even bother playing those as soon as you see two downward wedges like that. Those players don't deserve your time.

    Edit ; you can actually trick the hitbox and pass through with a good grapple, but a stupid counter to that is to simply put a lava block underneath so that you can't grapple at an angle that would let you pass.

  • You made him die 14 times and forced him to resort to equipment, I think it's safe to assume you already got rewarded for your trouble.

    Nevermind the fact that we're supposed to use equipment to begin with, so being rewarded for the norm sounds kinda redundant to me.

  • I'll make harvey walk in circle around the base for 5 minutes with just blocks and wedges and get it killed by irregular piston at the end don't tempt me.

    jkjk, I'm not that evil.

    but I do kill harvey because I make pitfalls on small maps and harvey just makes them redundant since they're directly at the entrance. And it's super obvious if harvey takes a hard right turn at the beginning, that something shady is going on.

  • @wydyadoit said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/372583/how-i-give-accolades-after-a-raid

    i don't give out accolades because my brain forgets that X button applies them and A button continues on to the next screen.

    and it wouldn't be fair to give to others what i forgot to give to one. so now i dont give them out at all unless a base really wows me.

    at the level i'm at i've seen pretty much everything there is to see.

    though i think the community will like my next base. it's going to be different from everything that i keep seeing.

    Same with Square and X for playstation

    I actively hover on "Artistic" press X, and I drown in regrets as my screen turns Black and I just lie to myself "Yeahh, maybe it wasn't that great of a base after all." ):

  • @wydyadoit said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/372577/anyone-tried-stealth-based-outpost-yet

    it's not that great of a base. the issue is how easy it is to force the guards outside or down a narrow tunnel. warmongers tend to bunch up and die at the entrance due to the enforcers shooting them in the back.

    you can do a pretty decent version with hornets, but they're going to spot the raider 99% of the time. the base has to be open and they have to be on patrol with armor. (actually this is what i'm building currently. just need prestige for the 20 cap with armor)

    it still does poorly simply because the crossbow with 15 shots exists.

    Noted, tho I was thinking about running it inside with multiple paths, maybe trick the warmonger path finding so that they dont all bunch up.

    Definitely not using the hornets, the detection range of like 7 blocks kinda defeat the purpose ):

    Appreciate the warning though, hope I get to play yours soon

  • @MMMiracles said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3402575#Comment_3402575

    I've seen bases where people purposefully lead you to a side route only to show the tombs encased in glass. There are people intentionally doing this and I'm honestly not sure why past just being a knob.

    Oh yeah, no I didn't mean to say there's no baddies. seen my fair share.

    But second post was someone flaming a builder in private playstation chat because of a blocked tomb.

    Just wanted to give a second point of view.

  • Guys, I don't want to pop your bubble, but tombs aren't explained in the tutorial properly.

    I thought having my tombs raided meant I'd lose resources on the first week of playing.

    Especially when you break them and see loot fall out of it, so I blocked them with lava blocks and regular walls.

    I only figured out it wasn't the case after seeing my second map tomb being raided with no downside on the replay feature.

    Lets not call everyone toxic over missing info on the tutorial, shall we.

  • I made a brutal Prestige 4 base with no traps on the tomb path. prestiging off of accolades lel.

    Brutal aint a good way to gauge difficulty

    Gg tho, 20 seconds is a good time.

  • @magic1236 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/372321/my-unlisted-maps-are-getting-played

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3400831#Comment_3400831

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3400925#Comment_3400925

    Ya as mentioned here, I have seen replays of my map being played at prestige level 5 when right now it is at 8/9. So I think it is where the base just isn’t refreshed or updated for them.

    also though I have noticed that bases refresh a lot for me without me refreshing them. If you don’t play them do they aromatic refresh and or if the game “crashes” (lost power while raiding a base) dose that raid get removed from the pool? Is there a way to lock down bases you want to try since at times there are many bases I want to do but can only choice one.

    Base remains in the pool until you get done with it yourself or Refresh manually.

    I don't think there's an automatic refresh.

  • Trust me, there's no amount of rewards that would give you enough exp to rack up the 500 credits 4 time in a row.

    Its more likely you got 4 tributes rewards with a glitched reward screen.

    Those give around 75 red credits.

  • It's hard to enforce "Tombs being blocked" truthfully, because there's many ways to make a tomb inaccessible while its not exactly blocked off.

    And tombs, themselves are actually already supposed to be used as traps. So it's very anti-purpose to have a fake trap amongst the things that are supposed to pull the player's attention

    I only go for tombs knowing that they give reward for my trouble. If I have to start dealing with fake tombs just for an extra 25 yellow synthetite I'd rather just skip them and grind GenMat.

    Edit ; Dont forget that we shoot traps with guns, this would mostly punish melee users while your run-off the mill gun runner would change their play style to simply shoot 1 cube away from tombs

  • Either, I did your outpost, or got hit by the exact same thing.

    A warmonger on 2 triangle wedges, which activates two warmongers behind me in a shady fake wall room.

    And I must say, +1 I love it, I used it right away in my own maps, it makes warmonger so silent, and it skips the "Detection" animation of turning on their blades. Really good trap which you could've avoided by simply exploring.

    Edit ; Bonus point if you hide the noise of their footsteps with Pistons/engine blocks or an active flamethrower.

  • @MythicMikeneto said:

    "Please nerf rock; Paper is fine. Sincerly, Scissors"

    I hear ya tho.

    Had a guy 0 death my small/nornal build by blocking everything with the shield. Didnt feel good; That same build caught 1 guy 7 times (eventually he git the gen mat and escaped; felt great!

    Until every player is 0 deathing my build with shield in hand, I dont find a 'major' isssue here.

    Raids would be near impossible if traps triggered even faster. Sure, use a shield, then multiple armored guards become the new meta. The use a shield and a sword, long range traps like fire, darts, plasma, become the new meta. Rock, paper, scissors...shoot.

    When it comes down to it, become a better builder. Try new things. If you have no inspiration. Raid for a while. Learn from other builders.

    I have much respect for my fellow builders ehen I run into a setup that I actually have to think about how to beat it. I see how they did it, then try to use the concept in my next build.

    For context: I dont have any other weapons yet. Only the 3 bolt upgrade on the heavy bolt gun.

    3 bolts, 3 grenades, a trusty knife. A grapple hook, a double jump, and my own varying level of caution; bring it on!

    I hope to enjoy your builds (and likely die in them)!

    I love that first quote, just had to tell ya.

    On the subject tho ; There's traps combos made for speed runners, and traps made for slow runners.

    Just like how you learn how to trap slow people who play with just a sword and a bolt launcher, you need to work out ways to force a shield use and trap a runner, it's part of the game.

    I found that keeping my outposts below 1760 capacity makes it "Dangerous" and mostly raided by slow runners, so I make traps for these kind of guys.

  • Same on Ps5, Armored Warmongers have gotten at least 5 kills out of me for that.

    Does make me panic a little bit in my tiny heart every time it happens... which is quite often.

  • I think something similar was reported if you ; Crash, Close the app, Alt f4 or Block someone.

    could be any honestly.

  • Had a loot tomb filled with Natural bedrock, I saw at least 7 people shooting and melee'ing the same bedrock twice Just to be safe.

    I didn't out any traps in there because I wanted them to get the loot. Still funny to me.

  • @Seraphor said:

    I wonder if it's because your map was loaded into a players pool when it was active, but they didn't play it until after it was depleted.

    Most likely been that.

    Someone played but didn't finish or had it in his pool, and after a week or so decided to play it.

    The replay probably shows old traps as well.

  • As Wyd said above, Customer support aren't devs, they're usually a team of 3rd party people paid to simply fix very basic inquiries like "I can't login to my account" or "Yellow credits was charged for Prestiging my outpost, but my outpost remains unavailable"

    This is why we keep saying "Leave the outpost and block the user, don't spam reports and complain to support over things that are VERY subjective."

    Corrosive Second wave blocks are a feature, until they are not. Learn to play with them, or leave them until you get word from the Devs in 2 months.

  • Heads up ; You can grapple through a lava block without any shield to go destroy most of those traps. It takes about 1 full second for lava to register a kill, so as long as you're out of that specific lava cube before then you won't die to it.

    That screenshot of yours especially looks like a very simple grapple kill to me.

    Sure there will be some A-hole putting lavacube above lavacube below lavacubes, but that's when you just leave and block.

    Note worthy ; you can't put a trap inside a lava cube, so there will always be a space between the Second wave cube and the trap. ( which might be trapped by an impaler or more flamethrower... Be wary of that at least. )

  • There are trap combos meant to deal with speed runners, and trap combos for slow and steady raiders.

    Decreasing the trap activation timer just makes it more obnoxious for anyone with less than optimal reaction time and it wont stop speed runners from holding forward.

    It would also make multiple trap stacked together very obnoxious to deal with for everyone.

  • @chezpizza said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3400523#Comment_3400523

    Upon review, I edited the original post so the user name is not listed as you are right is not fair nor the issue: I was trying to submit a report of bug/exploit but the submit button was not become active unless I perform an additional action.

    Thank you for keeping the forum a civil place (:

    It definitely makes the bug report more clear as well, I initially thought you meant "I want to report this person, but I don't want to leave their outpost"

    Failure to use the report system as intended is indeed a pretty significant bug and I hope it gives the dev some insight as to what may cause it.

  • Prestige doesn't forcefully turn a dangerous base into a brutal base.

    It's affected by how many traps and mods Harvey the little Harvester robot has to go through.

    In general, if you keep it around 1750 USED capacity you'll be at dangerous

    Anything above 1800 goes Brutal

    Or was it 2750?... Nah it's definitely 1750

    Agree with the Multi-base cost being way too high though. I can't keep more than 1 base prestige a day without going broke.

  • It's a feature until it's not.

    There's some fun traps to be made with that, and since you're aware that Second wave lava is suspicious you should know to be wary of traps behind newly appeared lava blocks.

    Feel free to leave and block users that make un-fun base like spamming rooms and hallways of bullshit. There's always gonna be some terrible outposts

    But spamming reports because someone made ingenious use of a lava combo is just counter productive for the report team.

    I can't wait until you meet the Dead Man grunt trap or flamethrower wedge trap if that ticks you off that much.

    Edit : can we take a moment to realize that maybe the lava blocks actually intended to have detection through the first wave but only works on the second wave by accident? In which case, your argument is inversed, why does it work on 2nd, but not 1st? Maybe 1st wave is bugged out. You don't know that.

  • Can we all agree to not use the Forum as a way to make reports.

    Also, would be a good time to pull out the good old "Name and shaming" forum rule set.

    Also also, -> Replay feature, My raids, Check user profile -> Block/report user.

    And the corrosive cube is a feature until it's not.

    Nothing game breaking about that unlike the Pyramid Wedge invisible wall glich that forces you to quit the game and come back. It's just looked down upon

  • I keep them until we convince the dev to allow us to refill Rank 10 outposts. Many want the same feature so hopefully they allow it.

    Other than that, Social visits for fun, that's it.

  • I do that, it cost me 50 capacity, and it leads to one trap that's 5 block away from the beginning.

    I include 2 main ways to the GenMat.

    Regardless of how you want it, I'll find a way to kill harvey to trap you once on a stupid pitfall <3 Because creative pitfalls are funny.

    If you see a maze, leave and block the user, that's all I'll say.

  • Healing time won't matter because shield consumable are a thing, and traps don't move so as you said "Trigger and revive" won't be affected by that.

    I thought about 3 Limited deaths before the map restarts, but there's some very not amazing glitches that kills you 3 or 4 times in a row upon revives so I don't know if that's viable.

  • Coming back to this thread after a solid 40 account levels later ;

    I learned how to deal with most of that.

    I also learned you can Reroll outposts if you saw that they were flat out bad killboxes, so you can just leave and try something else.

    Shield and sword is very fun.

    I stand by what I said ; 7/10 builders have the creativity level of a 2 years old, the 3 others are cool.

    Dead man guard spam and flamethrower wedge glitch users are still garbage.

    All in all, as many suggested above ; Learn to leave if something is bad.

    You don't need to torture yourself or complete the garbage. Just reroll it (:


    /thread End.

  • @wydyadoit said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3398486#Comment_3398486

    you don't get anything if you kill someone more than a couple times. there's a system in place to stop players from "feeding" currency, xp, and death counts. because it wouldn't be fair to the rest of the community if a player just made 2 accounts and only played bases he or she owned. giving him or herself several hundred deaths.

    there's also a level gap deficiency curve to prevent low levels from feeding high levels. you have to beat up the people you're meant to prey on.

    maybe that's why so many players (builders and raiders) are complaining about currency and prestige. new players think they have plot armor and high level players aren't doing high level bases 🤷🏻‍♂️.

    Oh no I'm aware of that, I was just implying that it would be silly to think that someone would erase their kill box after seeing that it killed 30+ people.

    It's satisfying to know that your garbage pissed off a lot of players and you have the number to prove it on the stat screen.

    And as you said, game is fairly new, people don't know how everything works so they just copy what they died to and die to the most basic stuff

    kill boxes are here to stay, sadly.

  • @RaidenHusky said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3398488#Comment_3398488

    The harvester still needs to be able to leave though, and as with all burials sites, you run through, you die again and again until you learn more on each death and learn which are holo cubes and which arent

    While I understand your point, I stand by what I said, traps are fun because it's obvious that they're trap.

    The addition of this would mean that now every single 2500 capacity worth of blocks you own can be a transparent block dropping you in a pit of lava or hidding a flamethrower/grapple.

    I'm sure you yourself shot a set of 3 real bedrock just to verify they weren't fake because you weren't 100% sure and you didn't want to die, now imagine doing that with every single 1x1 cube you see in the game.

    Or worst, you shoot a grunt, his body falls backward into a normal looking block, turns out it was an invisible block you could have never seen, your arrow falls into a pit of lava 3 block deep, you lose your arrow forever.

    I'll stick to this : Traps are fun because you recognize that they are trap.

    If I have to play battleship with every single blocks in the game just to see what is real, I'd rather not play

  • @Oh_Bob_Saget_86 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3399613#Comment_3399613

    ""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.

    https://forums.bhvr.com/Meet-Your-Maker/discussion/372174/deleted-outpost-shuffling

    ""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%. 🙄 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 😑

    ""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.

    I saw the same post afterward so that's my bad, totally not noticeable feature.

    I'm not flat-out disagreeing and saying that choices and set-backs are bad, but with the current core gameplay, letting the raider chose to hide harvey is a mistake.

    I would run Harvey Off at all time and just speed-run small Brutal outpost, get 3750 Genmat multiple time in a matter of minute, and then skip on long and tedious outposts.

    Because that's the reward I'm looking for. a huge money increase for doing the bare minimum like any other players, instead of walking in circle inside a maze for 30 minutes or spending 20 minutes clearing a flamethrower spam only to notice it was wrong all along. ( Traps gives garbage resources and no Genmat exp, i'd rather spam the tribute exp from completing genmat and get 500 of each every 10 minutes)

    There's some outposts out there with lovely creativity, some that kill Harvey but still take only about 7 minutes to complete.

    And then there's the garbage.

    I think, on the opposite, the BUILDERS should have the ability to disable harvey, since they're considerably more likely to offer choices and creativity and they already do.

    There's just no extra rewards for it.

    Fix that ^, don't put it in the hands of the raiders because it'll rewards the lazy and punish the perseverent

    Edit : I still think mazes are unfun and a waste of time and I still don't look forward to seeing an increase in mazes if harvey disappears.

  • Killbox users

    Tombs blockers

    Flamethrower and Guard spammers

    And lazy outpost or outpost with unintended lava holes that lead to the Genmat

    Those don't get any accolades, just big No-No motions for a solid minute before I leave with their resources

  • I'd have to say no to anything that changes audio or activation/detection time.


    Other than that, Helmet and explosive bolts are lovely.

  • You refill the same way you prestige, go into build and into the prestige tab.

    It refills the genmat at a cost and allows raiders to raid again so that you can earn prestige points

    You get more visitors if you have more accolades, but keep in mind Brutal usually gets less visitors and less accolades because its filled with speed runners and killboxes so people tend to avoid it or just run and go.

    (Recent pool showed a lot more Normal and Dangerous players active)

    I stick to building Dangerous and get around 7 to 9 people a day with around 30 deaths

    The system is a bit trash in that regard, but you get passive income from just owning an outpost while its active.

    Edit ; Consider filling this under Bug if "Refilling" doesn't work despite fufilling the requirement.

  • @magic1236 said:

    Something cool I have seen people do is “block” the tombs with second wave holocubes. I say this is a smart utilization of the tombs. They make them be something to get after you get the genmat so you are risking dying to get the extra loot.

    It is indeed cool and ingenious, but the majority of people don't know you can grapple through lava block and survive, so it's also a huge bummer when you hear the tomb sealed off by a second wave and just kind of forget about it. Not worth the extra death and restarting the entire level to try again.


    edit : Forsaken tomb should drop loot for the builder if destroyed.

    Would be a huge incentive to either guide raiders, or use them as traps to get kills and loot.

  • "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

  • Would love a decal for each "Normal type block" that would incorporate all side of the block by pressing the "Switch form" button, just like how we go from cube to wedge. Do that with decals i'd be satisfied.

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