Lastpenfighter
Lastpenfighter
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- Lastpenfighter
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I abandoned a base for the exact reason yesterday and lost 35000 points. Haha. Thankfully it was a visual bug and my points were given back to me when I loaded up my sanctuary. That's awful your points did not return!
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Same for me! This happens about 2 to 3 times a day across my bases. Look at how many deaths I missed out on! Absolutely insane that people can die loads of times in a base and we builders get absolutely nothing for it. Two of my bases aren't prestige 5+ yet so they are struggling to get raided enough to prestige them. Yesterday and the day before both of them had two long raids that never counted. Based on what I've seen on reddit and other places, more and more raiders are purposefully ALT+F4ing to avoid losing rank after dying a bunch. This is an exploit or a bug and has to be dealt with soon.
Note that sometimes the replay will show a death total but the stats of your base do not, its not always blanked out like this.
Add this to the cheating problem (I have videos with undeniable proof of blatant cheaters) and its becoming increasingly problematic to play as a builder.
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Resource exchange would definitely be clutch. They probably just need to set threshold milestones for bases. For example, reach a certain number of kills or accolades, get bonus Synthite. Something like that.
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@magic1236 said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/371874/progression-bottleneck-and-imbalance
Stupid question and sorry for asking but are you going for forbidden tombs? I have found I am not struggling with the yellow currency. Then again I do only have one outpost active and a lot of plots bought but not built upon as I am trying to hold off on building till I have more options in the sense of upgrades for traps and guards
I do indeed hunt for forbidden tombs. That does help some with synthite but not nearly enough.
You are on to something with waiting to build. I think for now, while the balance of resources is so lopsided toward raiding, that is the best option. Make a base or two and raid with almost all of your gaming time. That's reality for now I just hope that it changes so that building is just as viable for progression in the near future.
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This needs to be said more: Just Leave.
I came across a killbox where the walls were literally just plasma shooters. It would have taken forever to destroy piece by piece so I just went next. The builder got nothing out of me and the game tracks that. I'll also just leave and go next when people make it so if you shoot a bad guy they fall down into corrosive cubes and you cannot retrieve your ammo. Low effort bases get the "go next" strategy too. I really don't care about losing 30 pointless ranked points for leaving a base and neither should anyone else.
As a result, all the bases I've been raiding have been really fun and creative. :)
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This is an interesting concept. Unrelenting really is a useless mod for the Impaler that won't see use, making it a waste of progression resources.
The detection range aspect is interesting, but it'd be a risk to run. Slower, more methodical players will set it off from further away and potentially before it's even at risk of being lethal. I'm not a personal believer that we should try to balance traps around speed runners as that is a design issue on the side of the Custodian, not the devs of the game.
Perhaps for the Impaler the solution is to give it a "+1 Armor" mod so it can take a hit and keep working, meaning you have to hit it twice in order to full disable it? Haven't really thought that through but hey, this is the place for discussion after all! Haha.
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I, for one, have been clearing out some of the games in my backlog and am preparing to completely obsess over this game.
As far as other people, well some have mentioned the term "sleeper hit" and I feel that applies here. A lot of smaller, independent titles that I've played recently have done extremely well on little more than word of mouth and community engagement. Satisfactory, Valheim, Hardspace: Shipbreaker, and Deep Rock Galactic are some games that show a solid community can do wonders toward financial success.
That in mind, BHVR has created a fun, satisfying gameplay loop around two distinct roles and thus has wide appeal for different kinds of gamers. If the devs engage well with the community and keep balancing the game well I think the player base will steadily grow as more people create content, talk about it on social media, and of course encourage their friends to play with them.
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I won't agree to disagree, because speedrunning is not a problem in this game.
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@clownkrieger said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3350954#Comment_3350954
Sigh.
Its NOT the issue that i wouldnt know how to do that (even without "killboxes" or piston stuff). Its the issue that stuff like that has - in my opinion - no place in, say for example a "normal" rated base that is tailored for a newbie experience. And that still would be "plagued" by speedrunners (and was in beta).
Maybe get down from the high horse and dont assume "skill issues" everytime someone mentions something that doesnt fit in your view of things?
Question: Its ok if raiders block bases of builders that they didnt like (be that just low effort, trollbase or toxic base) to not get the bases of that builder again? Why exactly is the opposite not ok?
Still no answer to my question btw, but thx for belitteling me :)
I didn't belittle you at any point in my post. Its unfortunate you are taking discourse about a video game so personally. There is nothing I can do about how you take my words so I suppose that is what it is.
To address the topic at hand, "Normal" bases are most likely going to be easier to blast through simply because of the nature of the game's balance. It happens and from a builder's perspective (which is my main role) it doesn't effect you at all. My normal bases got ran a LOT by my experienced players but it was all good because almost all of them left me accolades so I got materials and such anyway and was able to prestige.
THAT is the difference between blocking an annoying base and a raider. An annoying base disrupts that player's ability to farm gen mats, whereas being "rushed" by raiders in a speed running mood doesn't really have a demonstrable effect on a builder. Which brings us to the question you posited. This discussion is taking place because blocking raiders doesn't need to be a thing.
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@Rookie1978 said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3348971#Comment_3348971
So you want to block raiders for getting through your base quickly? AKA just playing raider? What the hell are you on about?
If people can speedrun your base, it's BADLY DESIGNED. You need to be a better builder and learn how to deal with these types of raiders instead of caring about your 'statistics' this much. If you aren't interested in building things to slow down raiders, don't cry when they get through your outpost quickly. This is an indirect PVP game and you should treat it like one.
If you make a shoddy base design, you will get good raiders that can run through it regardless of how many you block. Blocking people for getting through your outpost quickly is the wimpiest thing I've ever seen suggested by a MYM player and we aren't even on release day yet.
You aren't wrong at all here. As much as many don't wish to admit it, if speed runners are a problem for a builder, it's that builder's fault.
To Clownkrieger and others on this board who are blocking people for being speed runners, I respectfully disagree with that being justified behavior. The raiders who can blast through a map aren't exploiting anything unfairly or being toxic. It just means you built an ineffective base. And no, you don't have to build a final kill room with trap spam like so many content creators did. There are many ways to slow down speed runners, you just need to learn them. :)
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While I understand where a lot of this feedback is coming from, I was well on my way with my own bases to showing you don't have to build with a lot of "cheese" in order to give raiders a challenge. I also have some topics of conversation concerning cheese builds and player behavior overall.
- Bases that are super easy to speed run or exploit by raiders isn't a fault of the overall game design and/or base construction options. It's a creativity problem. It took me a few bases to learn it, but then I fell back on my learned experiences from shooters like Quake, Doom, and the first Halo. In those games, some of the most memorable levels and moments came from places that had choke points with multiple actions needed to pass through. You don't need "cheese" to create those points, you just need to use clever combinations that make use of the space you've created. In fact, if you can make a tough spot without needing cheese, then the raider has to use game mechanics to overcome it and that's, simply put, fun for everyone. If you resort to using cheese to kill raiders then they have to try and use cheese to overcome the obstacles. This is a lose-lose for everyone.
- Second, I was already noticing that raiders were beginning to just leave my cheese base. I created a cheesy, next to impossible base and a challenging, classic shooter inspired base on the final day of the beta. The former had very few players attempt to finish it compared to the other, where people stubbornly continued to battle through. I think that will part of the game balance upon release. Your cheese maps just won't produce for you like one that is fun and exciting. Remember, if you build for the express purpose of making it impossible instead of merely challenging then you'll just end up blocked by everyone who doesn't want that.
Basically, the community needs more time with the tools before we start truly judging whether the ones we have are good or not. For example, I see a lot of builders that seem to be upset with the speed running dynamic and are asking for changes in order to stop that. I argue that with 100% certainty, it is entirely possible to build something that is very difficult to speed through using the current offered building options and gameplay techniques. It's also possible to achieve that without spamming the same build you saw that youtuber make that was a slice of cheese pizza.
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I second this! THIS is the game I'd like to play in 2023. I mean, all year and beyond. I got hooked on DBD for about three years and really sunk myself into that community. I feel that happening here as well. I came here to the forums hoping there was some kind of extended or closed beta for the addicts like us but unfortunately I see nothing of the sort.
I have no idea if devs are actively perusing these boards, but there are literally no hoops I wouldn't jump through in order to keep playing this game instead of waiting 2 months. Especially since I'm largely stuck at home with little to do as I'm in tons of physical pain. I'm a disabled veteran and often I resort to gaming as a distraction from my untreatable conditions. I'm sure I can find something else to distract me with, but if I had a choice I'd give BHVR any dollar amount they asked for if it meant I could keep playing.
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You know, fun and brutal aren't mutually exclusive in this game. It's all subjective, for starters, but I don't think building for anti-speed running HAS to ruin the fun. For example, my final base was built with lots of ramps, tight corridors, clusters of guards, and so forth that made it impossible to just rush through. You HAVE to pause at various choke points and deal with things to make it to the objective.
Before the beta ended (MY HEART IS BROKEN) I watched a guy spend 49 minutes and 26 deaths working his way through the base. He had a blast running it and it was so awesome watching him come up with solutions to the problems I presented.
For example, I had a long hall with a ramp incline that was only one block tall and wide. Above it were corrosive cubes and there was a hook trap at the top the ramp on an angled block, pointing down toward the player. A myriad of guards existed in a small room at the top as well as some other traps, including hooks. Finally, a few spike traps existed on the walls of the incline. It's all quite simple but each trap had to be dealt with in a specific sequence all while fending off the guards. It was fun for me to test and fun for this guy to fail at over and over until he had it down to a science.
My point? I don't think the speedrunner versus fun issue will remain for long in the game. We will all improve the quality of our builds as time goes and learn how to create fun, interesting bases that are more than just cheese. When we improve, the game as a whole become healthier. :)
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To add to this conversation, in my experience there are two approaches to raiding. The first is to methodically pick your way through, destroying traps and guards as you master the puzzle that is the base. The other is try and rush through. It's definitely the latter that makes it seem like traps are slow or ineffective.
That said, I do not believe the traps should activate more quickly. That would make it even more difficult for the slower, methodical raiders. Instead, the onus is on the builders to create something that can't be speed ran. For example, I learned that using lots of turns, corners, ramps, and cramped corridors with grabby hooks and guards and obvious traps that are subsequently trapped worked perfectly to stop speed runners.
At that point, the speed runner will either quit or become a more methodical raider. I feel like at least half of the speed runners I watched only tried it once or twice before switching tactics. :)
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I ran into some TOUGH outposts right away and you know what, I viewed it as a "baptism by fire" concept. I learned what would and would not work via trial and error that wouldn't have been necessary in easier dungeons. It made me a better raider and I fed the first couple builders a lot of mats, so its a win win! Haha. I say it doesn't need a lot of change. The bases in this game are unforgiving and instead of making it easier on newer players, we should just increase their rewards and make the early grind a little less expensive to compensate.

