Karst
Karst
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- Karst
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I have also experienced this issue.
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I do a fair bit of both raiding and building. I came a bit late but have ~20 outposts and am top 500 raider right now.
1. Bases expiring.
2. Lack of base selection options for raiders.
3. Poor trap and weapon balance that lead to many bases feeling oppressive instead of enjoyable.
4. Not much to do in the game or reason to play besides inherent enjoyment.
5. Enormous number of bugs - not a single feature in the game works consistently.
The game is poorly designed top to bottom, but the gameplay is fun and filled with possibilities. Unless the team does a major 180 on their design philosophies and tightens up their code, I don't see the game being salvageable at this point.
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Does that make better sense or did I make it worse?
I think this will happen, but it will mostly be builders improving their bases. If, as a builder, my base is doing very well, I am not sure why I would strongly reorganize it to make it worse. I also do not think that's necessarily a problem. Prestige won't always reflect "high quality" - you could just have 100 Sentinel Cubes where a handful of players died a hundred times, for example. There will be a correlation, but it won't be a causal relationship, if that makes sense.
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What if a base lasting 3+ days per Prestige level becomes too long?
It could be, but I do not think that is the case. I hit Master rank this week, and was rank 2800. So there are at least that many "hardcore" raiders out there grinding hard like I am. When my most recent base hit Prestige 10, it had a total of 50 raiders visit it. 50 out of how many thousands (who knows)? I think we're far and away from having this issue at this point.
How can the system prevent Prestige inflation and ensure that high Prestige values are a true representation of the base's quality?
I would need you to elaborate on the exact concern here - it's not clear to me right now.
How do you think such a system could ensure that the Prestige system accurately represents the quality and innovation of bases to maintain fairness and competitiveness among builders?
I think the current Prestige Point system is pretty reasonable - you get kills or accolades, so there are two different ways to express yourself as a raider if the base is good (lol). There could be other methods, too - do you have an idea there?
How can the system address concerns about favoritism and maintain a diverse selection of bases for players to explore?
My philosophy is that the game's systems should exist for the player's enjoyment, and not the other way around. In that spirit, I am in favor of giving players full control of base-searching through a series of filters. Tired of holocubes? Set Holocube Count = 0 and filter those bases out entirely.
That might sound like it would hurt the bases that are using holocubes, but I think the bigger picture is that happy raiders will raid more, and that is more valuable to the game's economy than giving equal representation to bases. Because there will be other people who want to avoid other kinds of things, or want to find particular kinds of things, in their searches. Mazes, for example, are very unpopular. If there was a filter for Harvey Path 1000, there could develop a community of people specifically looking for Mazes. That would make the builders and raiders happy, because they are finding each other now. It's kind of like a dating service in my mind. Would you really be happier on a dating site if the site insisted you had to go on dates with random people?
How are bases retired? Is there a specific criteria or timescale that determines when a base is considered retired, such as being in the top 10 highest Prestige bases for over a month? Is the retirement process automatic, or does the builder have control over retiring their base?
In my mind, the process is manually controlled by the player. Once you're ready for the base to move on to retirement, you hold a button, go through a confirmation screen, and now it's in retirement. There would then be a filter for Retirement = Yes so speedrunners can search these maps out.
How can the system ensure a fair and balanced Speedrun leaderboard for retired bases, considering the potential for future exploits or imbalances in new features added and not being able to make changes to deal with these new exploits since they are retired?
I'm not sure there is a way to deal with this. It's a fair concern, though!
How are rewards determined for social raids? Will the rewards be similar to those in the normal game mode, or will there be specific rewards tailored to the social raid experience? How can the system ensure fairness and balance in rewarding both players and builders to encourage engagement?
I think normal raid rewards are fine. There is a concern about "base farming" becoming an issue, where players search for farm bases and loot them repeatedly. That said, my personal philosophy is again that the economy should exist for the player, and not the player for the economy. The main incentive to raid should be fun, so if players want to avoid being challenged I don't think anything can be done about that. It's not possible to prevent "freebie" bases anyway.
Thank you so much for the lengthy reply. :)