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Dreamnomad

Dreamnomad

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Dreamnomad
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  • Remote Control Car - Harvey died and you're sad? Drop a single use remote control car that automatically follows HRV path. Triggers traps and guards. Explodes on death.

  • So it's been a few days now and I've consistently had the same results. Raid activity on an outpost for exactly one hour and then absolutely nothing. Now I'm experimenting trying to figure out how much time you need to have the outpost inactive before you can get one hour of activity again. I haven't dialed that in yet, but I do know that a certain amount of downtime will trigger that active raid time again. I think it's either 24 or 48 hours. If this turns out to be true then the optimal strategy to have active raids is to have tons of outposts then you can rotate them out after an hour or so then wait the required downtime before activating again.

  • Just keep adding stuff to your outpost until it reaches the next difficulty and then delete the last thing added. There is no point in having anything less than the maximum amount of defense possible. Normal outposts should be one trap away from difficult and difficult outposts should be one trap away from brutal.

  • @MadMoeZel said:

    so let me get this straight, they remove a system of matchmaking that rewards active players who clean their maps up every 2-3 hours. then you suggest they impliment a system that makes how many raids you get directly related to how much time you spend in the game raiding, when building takes hours and raids take minutes? do you have to successfully get out with genmat for that raid to count? or can i just use the new no penalty for leaving system to go in and quit to get my base raided more?

    is it based on quantity of raids? if so that leads to normal spamming, is it based of difficulty? maybe that could get more brutal activity POSSIBLY but i doubt it.

    i think the players who are online at a given time should have priority for raids received.

    Well by my suggestion it would be based on the difficulty of the raid you successfully finished. If you spam normal raids then that will only get your normal difficulty outposts raids. By having players do raids to earn raiders it is like a fire that fuels itself.

  • @Nahasno said:

    Maybe there is a way to implement something like that but it would have to be more a reward system for sucessfull retrieve of genmat. Maybe a feature that lets the outpost owner set an amount of genmat/synth he is willing to grant for sucessfull clear. Syth would starve the economy even more, genmat - could be possible economy wise but the amount can't be to high.

    Btw. if you raid an overdrive outpost - the owner loses the genmat already - but get's the raider that amount more or does it go into nirvana like the outpost prestige after rank 10? Because that would be exactly that. But on the other side i can't really see if an outpost is in overdrive when i select a raid, or does the suit buff give that info to and i didn't see it?

    Overdrive gen mat loss is just gone. The raider doesn't get it. Pretty sure the raider doesn't even have a way to know that the outpost was in overdrive.

  • @TragicSolitude said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3424961#Comment_3424961

    haha the same thing happened to me! My friend had the game open, the patch went live. I was reading the patch notes out loud, and just before I got to the part about the increase in hardware prices he closed the game and started updating it. Had he been patient a second or two longer we could've stockpiled. I mean, I already have a pretty decent stockpile, but I'm almost maxed on Parts so it would've been a perfect time to buy more.

    Is there a cap on resources you can have? I'm sitting around mid 30,000's on cells and parts.

  • From my experience, the higher the difficulty, the fewer the raiders. I would love to build really cool brutal maps but they just don't get enough action. So I would recommend sticking to normal and difficult (at least until prestige 5). I'm also an advocate of putting a lot of guards in a map. They are what players consider "fair" so they are less likely to abandon your missions and give you good accolades but still give reasonable amount of kills. Also, don't be lazy and just slap your guards down. Give them patrols even if it's just walking side to side a few feet. Pay attention to the things that you find difficult but fun when raiding other outposts and incorporate those ideas into your own outposts.

  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3424456#Comment_3424456

    can we fix the bug where raiders can pull bolts through solid walls?

    All bugs should be removed. How is this hard to understand?

  • Okay, well, I'm not a fan of the new system at all. It's like you get one hour of active raids and then you will get zero raids afterwards. It's like you seriously might as well just prestige your outpost after it's been online for 2 hours because you aren't getting any raids afterwards. At least that way you get the bonus 15% gen mat. How hard is it to make a system where once you get a raid you go to the bottom of the queue and then your outpost waits to climb back up the queue until you get a raid again?

  • @MadMoeZel said:

    i'm not really attached to any particular outpost. *shrug*

    I've seen a handful of truly amazing outposts. Even if I'm not the one who built them, I feel it is a shame that only a limited number of players will ever come across them before they are retired to obscurity (assuming the creator even put them on social raid). Besides, what gamer doesn't dream of achieving immortality by creating something that becomes part of the game they love?

  • @momolepro48 said:

    Bug or not its good for creativity and diversité in outposts

    This is a game that has built in unlimited diversity. If you feel that you don't have enough options for building an outpost then you lack creativity. As long as this game is supported then those options will only continue to grow.

  • No thoughts on this? I think it's one of my better ideas.

  • @Darkyan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3424154#Comment_3424154

    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.

    Part of being a good gamer is learning to adapt. If your fear of running out of equipment is holding you back then that sounds like something to improve yourself on. It's not the games fault you hoard items without using them. If the game didn't provide you with adequate resources to purchase equipment then that would be the games fault.

  • "If you want edit the gameplay pls add new traps not delete interesting mecanics.."

    When you say "mechanics" you actually mean bugs. They shouldn't leave bugs in just because a small group of players like them. Hell, they shouldn't leave bugs in even if the vast majority like them.

  • @MadMoeZel said:

    *casually looks at my stockpile of 300+ of everything.*

    Lol, same. I stopped buying after 300 or so of each. If I were to buy all those now then I'd have to pay 6000 more parts. (300 x 4 = 1200. 1200 x 5 = 6000)

  • @Darkyan said:

    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

    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.

  • @Darkyan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3424010#Comment_3424010

    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.

    Yeah, honestly I'm glad about this change. Now if they would just make it so you could do all your activating/deactivating outposts from the command console then managing bases would be great.

  • "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.

  • @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. 

    The cube exploit was a bug that got fixed. Whether you liked the bug or not is irrelevant. The rank penalties didn't add anything to the game. It didn't really effect me since I easily got to master even with penalties, but no penalties encourages players to actually attempt higher difficulty outposts.

  • @Seraphor said:

    Today's changes to ranking may be enough to incentivise Brutals again.

    You're no longer penalised for abandoning or dying multiple times, and Brutals give you more rank points. This should get the rank-grinders to leave the comfort of quick Normal raids and be free to tackle the challenges of Brutal.

    And with second wave corrosive cubes no longer allowing trap detection, killboxes should be a lot less punishing as well.

    Maybe. I would like to build brutal outposts but I'm sick of them getting barely any raids.

  • @worldnamer said:

    Why would you disable your outposts? Why not just let them run?

    Because night time has hardly any raiders. I'd rather have them active during the day when players are actually playing. It also makes synthite management easier. If you have a 9000 gen outpost (the only kind you should buy) then that means you have 24 hours of active outpost time. So you can effectively keep an outpost active for 2 days instead of one if you deactivate during the night. Which also means you need to earn less synthite to keep outposts online if you only need to prestige every other day.

  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/374851/how-would-you-feel-about-deathslingers-rifle-being-added

    how do we handle reel when it hits a corpse vs a wall, does it reel you towards target, reel your bolt back. what is the speed of reel, do you have to stand still while you reel, if no is your movement speed affected by reel. what happens if you choose to NOT reel back in.

    also it seems counter intuitive to have to reel in a guard to melee them when you've already shot them in a game that has one hit death from any source.

    If it hits a corpse then the game should handle it as if it hits any inanimate object. The player should be able to move and jump while reeling but at a reduced rate. Player doesn't get a choice of whether to reel or not. It's automatic. I hear you about the counterintuitive part of non lethal bolt, but that is part of the balance. If you get a hybrid melee range weapon with essentially unlimited ammo then there has to be significant drawbacks. The drawbacks being limited range, melee weaker than other options, longer time to reload than other range weapons, and vulnerability while reeling. There will be outposts where you are better off with other options, but there will be times when this is superior.

  • You make it sound like such a small thing to do. That is actually a massive commitment to your time. Even if you are relatively quick, that's like 10 minutes out of each hour.

  • 430? wow. That would tend to imply there is no cap.

  • I haven't seen too many things I would consider an exploit. I did encounter a tomb trap once that was literally impossible to get out of though. There was a drop down to the tomb, but there were two pyramid blocks lined up in such a way that it was completely impossible to get out of. you either had to suicide into the acid cube or abandon the mission. I consider than an exploit. There should never be a way to force a raider into that choice.

  • He legitimately is a hazard. He's almost gotten me killed a number of times.

  • Can we just lock this thread already? It clearly isn't serving it's purpose anymore.

  • Okay, it's been a little time now and I've had some time to reflect on these advisor buffs. The only two buffs I use are the suit (mission info) and traps (synthite) advisors. Suit advisor is a no brainer. If you aren't regularly using this buff then you are playing the game wrong. The traps advisor is a little bit more of a late game thing. But once you've maxxed out most your unlocks then the cells and parts you have quickly accumulate and there really isn't much to do with them other than spend them this buff or stock piling equipment.

    I've come to the conclusion that the hardware (gen mat) and weapons (parts) boost are intended to be strictly for the raiders only crowd. These buffs both require a rather large amount of synthite which base builders will simply not have an excess of. I don't think there is anyone playing this game for any length of time that is short on parts, but I do find it unfortunate that the gen mat boost requires synthite. That would be a nice resource sink. I still stand by everything I said already about guards (prestige) boost. That one needs a serious overhaul.

    One thing I've learned recently is that advisors have a level cap of 100 which adds up to 5 hours boost. Which I'm fine with honestly. If there was no level cap then in a couple years the boosts would be ridiculous if they last multiple days. I still think excess prestige once a base retires should give a synthite bonus and that the guards boost needs to go by a different standard. Unlike all the other boosts, this one strictly effects outposts so the bonus should cap out at like 12 hours or something.

  • I would also challenge the statement "only ones giving votes rigth now are noobie people". I don't consider myself a noob and I still give accolades. I'm fairly generous with them too. If I complete a raid and didn't die then I'll typically give 2 accolades just to help the dungeon builder get enough prestige points.

  • @Chordyceps said:

    I'm fine with the idea of a base not producing any more genmat at tier 10, it makes sense to encourage players to try things. What makes me disappointed is that they are completely useless after a tier 10 depletion. I'd honestly like it if they were able to stay up but only give you parts and synthite from the raiders they killed. That way people who prefer building to raiding still have a way to go with their preferred playstyle.

    Problem with that is it takes away raiders from other outposts.

  • @AMOGUS said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3414180#Comment_3414180

    It's funny how you focused on the one response where I decided to not waste time on entitled reasoning. And not the other ones where I elaborated. And that's also completely false, their reply isn't reasonable, Dreamnomad actually said they want Builders to spend a fuckton of resources trying to kill Harvey and that they should, basically, "have the chance to defend Harvey even then".

    Because Raiders have "places to be", and "their time is valuable" (Why are you playing a game then?), according to this community, so therefore they shouldn't be expected to use their eyes to find an entrance and should have a "get out of a trap free" card available.

    Your username says more btw, you tried to step in and clean up for OP and failed. lmao

    What's up with the hostility? You need to just relax dude. I'm over the whole harvester thing. Kill it. Don't kill it. No skin off my back. I just abandon maps with pistons killing harvester now.

  • That was far better than I ever would have expected it to be. Subscribed. Keep them coming.

  • I think of it a little different. I get far more raids during the day. Who cares if I lose out on potential raids in the middle of the night when no one is raiding anyway? I'd gladly lose some of those midnight raider hours for double gen mat on kills during the day.

  • @MadMoeZel said:

    auto-retractor. throw it at a wall, interact with it to connect, the next time a red danger sign comes up, it reels you in automatically like a chain hook (can not be repositioned)

    edit - wall, floor, ceiling, whatever!

    Similar concept to the teleporter I suggested. Only this is very limited in application and runs the risk of pulling you through acid cube. I think the player should be shielded while being reeled back and I also think the carry capacity should be high and cost to buy should be very cheap considering all the drawbacks. Could be useful in clearing certain rooms though.

  • Drone - Want to quickly scout an outpost? Flying equipment that doesn't trigger traps. Unlimited use/duration. Has option to explode. Capacity of one.

  • I think they are looking into options for max rank bases. I see the wisdom in bases having limited life spans. This forces players to innovate and not just keep re-activating the same 5 bases forever. The game would get stale if that were the case. I would like it if max rank bases could be reactivated like once a month. In the meantime you can at least put your max rank bases on social.

  • @TragicSolitude said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3414292#Comment_3414292

    Well, it sounds like BHVR agrees that the HRV's death should be the Raider's choice/fault:

    Q: Will anything be done about players killing the Harvester on spawn with the Death Piston trap? 

    A: There are ultimately two categories of “killing the Harvester”. What is considered fair game and what is considered unfair. Ideally, we want to prevent any situation where the Harvester is killed without the Raider having any chances to prevent it from happening. As an example, we are looking into fixing traps that are placed directly where the Harvester spawns.  

    However, it is a dangerous world out there and poor Harvey will still succumb to devious Builder contraption if Raiders are not careful. 

    From today's AMA, for anyone who missed it: https://www.reddit.com/r/MeetYourMakerGame/comments/1327rv3/qa_with_the_dev_team_april_2023/

    I still think it'd be nice to have a tagging system where "maze" or "multi-path" is an option and Outposts with that tag can choose not to spawn the HRV in at the beginning, so Builders can still do that and any Raider who goes to one of those Outposts wants to be there. That's my own personal feeling on the matter, though.

    I actually like your idea. If it was information that was available before hand then it's fine. Though, I do think the raiders should have the option to abandon that mission without playing in case they are trying to work towards a particular advisor buff and the option they want is blocked by maze map. Though if you build a maze and that information is available before hand then you might as well plan on having close to zero raiders enter your base.

  • I play almost exclusively brutal bases. The key I've found is always having the suit advisor buff level 3 active when raiding. Knowing exactly how long the harvester path is, the 2 most common traps, the exact number of traps and guards is huge! The thing I'm usually looking for is a base that isn't too long (preferably 150 meters or less), most common trap type being either impaler or bolt, and lots of guards. I also look at the total number of traps. Preferably 80 or less. I also pay attention to the thumbnail of the base. If I see paint marks showing paths to tombs or a lot of effort put into the aesthetics then those are good signs too.

    I've also found that if there isn't anything you like then you can just enter/exit build on one of your own bases and it will reset the dungeons. Clearing dungeons using this method usually doesn't take too long. If I manage to enter a dungeon that obviously isn't worth the effort then I'll take the -30 hit to rank and abandon. Clearing a dungeon with no deaths on brutal is like +160 rank at gold. I can abandon 5 raids if I need to and still be profitable. Though honestly, using the info from suit advisor really lowers the amount of times I need to abandon a raid. Play however you want to of course, but I've found this to work quite well.

  • I'll second this idea. I've watched a few replays where I've actively been cheering the player on. Sometimes they really struggle on something that I honestly didn't intend to be super hard and felt bad. It would be nice to give them some positive feedback. Though, I suppose they will have to be careful how it is implemented. A "good job" accolade when they really struggled might come off as condescending.

  • @AMOGUS said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3413097#Comment_3413097

    Nah, you can try playing without a guide + meat shield instead of getting your hand held for a change.

    9 times out of 10, I kill the Harvester myself. He's almost gotten me killed a few times where I trigger a trap and try to back up out of the way only to bump into him. But that is my choice. If a base builder auto-kills Harvey then you generally know you are in for a bad time. Not because of difficulty. Just about every maze map I've run into wasn't especially hard since they generally spread their traps out. It just turns into a huge time suck that isn't worth it. So you know what? I'm going to do a 180 on this issue. Go ahead and kill Harvey. That way I know to immediately abandon that mission and get on with a mission that is worth my time.

  • The way I was thinking is if killing a raider gives 100 gen mat then doubling it would mean 3 kills = 600 gen mat and if they take 300 of yours then you break even with 3 kills right? So 4 kills is a little profit. Though you have to factor in that losing gen mat also decreases the active time of the outpost. How much more gen mat would you get if your outpost was active longer? But then you have to factor in the people who die a lot and then quit which is pure profit.

  • @Nahasno said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/372752/piston-killing-the-harvester-at-the-start-of-the-match-shouldnt-be-a-thing

    What's the problem? I can build you an entrance where the traps kill harv for sure even if the player survives. Unless the raiders wait with entering the outpost until harv is deeper in the outpost. The outcome is the same, and i limited your choice - you have to wait with starting, for harv to survive. Flamer Bombdispenser combo and a rampdown with an u-turn at the end does the trick nicely. I followed all the rules and still can be almost 100 sure that you have to play the outpost without harv. The means are different but both get the raider stranded in an outpost without guide. The only way except for waiting til the danger is over is to try to shield the hary with a consumable... which would be ideal from my( the builders) point of view.

    Honestly, I'm far more accepting of all the options you mentioned. If you want to spend a bunch of resources pathing a deadman's trap guard to try and kill it then cool, go for it. I at the very least have the opportunity to defend the harvester that way. All of those options you mentioned also cost substantial more resources than a single piston.

  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412678#Comment_3412678

    stay hostile buddy. i gave you another data point since you quoted one.

    Let me ask you a question. If they raise the daily synth bonus to 1000 is that somehow going to negatively impact your play experience?

  • There should never be anything that enforces negative behavior. Don't like an outpost? Abandon it and move on with your life. Don't like the outpost? Don't give it accolades.

  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3411684#Comment_3411684

    i'm still not 100 on all my advisors, i run 5 bases daily, all my maps but one are 4500 base capacity. i have 16000 synthite, every guard and trap fully unlocked including addons. i do not hunt treats.

    edit - the only thing i CAN spend synthite on is bases now, so it just accumulates. when you're unlocking it goes fast and is hard to keep. but if you know what traps and guards you want, you can easily stick to a single base format without unlocking everything for a while and grind synthite out easily by keeping your bases active and productive. i go in and collect my kills on my outposts at about 20-30 deaths, i come out with about 100-200 synthite each time i do this from raider death. i do it probably once every 2-3 hours on each map. so about 150synthie an hour passively per dungeon if i had to guess conservatively. my presteige costs 1000 synthite, which on average the dungeon will earn me in 10-12 hours. and it has a genmat pool of 9000 meaning it's on for 24 hours. i also run these bases in overdrive, doubling the genmat they collect from kills. these kills also generate exp for me and each level up gives me a chunk of synthite, sometimes i log in from sleep and i've gained 3 level up rewards.

    Snaps for you. You are clearly a god and we all bow to your superiority. But for the rest of us mere mortals, this is clearly an issue.

  • Congrats. I think the class mastery things will become more and more relevant when new custodians are available. Currently it is necessary for me since my ranged custodian is bugged. I have to use the melee suit for both.

  • I haven't come across that yet. Pretty funny though. There has got to be a better way to do this though. Like a series of bombs that drop down to blow up a bunch of traps and the bombs are positioned above ramps making it easy to run past and trigger without any danger to the raider. I know for a fact that you get backfire exp for those. Another super easy exp thing to do would be to place a bunch of guardians in an easy to shoot position with their backs turned to raiders as soon as you log in. Then you can get the sniper and headshot bonuses.

  • I'll look around for it. Thanks for the tip.

  • @AMOGUS said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3403808#Comment_3403808

    I love it when people deliberately being smart is somehow a "glitch", really shows that the DBD crowd is coming to MYM with their mindsets. Something tells me you all would hate games like Mario Maker.

    And finding the entrance takes under a minute, if it's not at the start of the base. Harvey's route logic is a thing, just search a base with the pathing in mind and you'll find it quickly.

    Just to be clear, I'm not searching jack. If the outpost builder wants to kill Harvey then I'm abandoning that raid and going elsewhere. If they want to lose out on kills then so be it I guess.

  • I'll have to pay more attention to it, but I've never had issues cutting the chains before. Maybe I'm always just batting them out of the air before they connect.

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