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MadMoeZel

MadMoeZel

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MadMoeZel
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  • i do agree the type of bonus reward should be selected not randomized. that said, i normally want parts. i can only use about 5000 synth a day, but i can easily burn 8000+ parts

  • @Leonardo1ita said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3482886#Comment_3482886

    I do think it's the bonus Synthite, because some Brutals are kinda easy, so in the same time it's more convenient to do a Brutal than a Normal, or if it takes too long just abandon it.

    it's always been more efficient to do brutals. for rank, for resources, for leveling, for gaining new skills. normals are the slowest way because they reward the least.


    edit - additionally the synthite boost affects all difficulties, so why would people not running brutals before change difficulty if they're also getting bonus synth in lower difficulties?

  • @Leonardo1ita said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3482895#Comment_3482895

    You have a point, I will agree and change idea, still imo 75 Synthite is too low, I think it should be 100/125. Not as much as the event, but still much more.

    You're right that if someone builds correctly speedrunning doesn't or shouldn't work, the problem is that currently the Arc Barrier with Nautillius is so overpowered that it just encourages speedrunning everything. Unless you spam 20 guards in 1 room, which encourages samy and copy pasta death boxes.

    you are correct, buffing the shield was the wrong decision in my opinion. it was already the strongest option by far.

    i'm hoping that we get a larger capacity maximum in the future too so people can afford to actually build grand bases with content throughout rather than having to cram it in rooms to get their lethality and having to connect rooms with empty halls constantly. i abhor empty space in this game. i want to see grand art filling every meter of map and have all the rooms actually be a fun challenge. enough capacity that you're just looking to get a kill in one of the rooms out of them all rather than picking a spot and making that your lethal location. we need more guards and traps to increase variety. our limited arsenal has clear strong players that are picked over others, but the real threat in traps and guards comes from the combinations of mechanics you chuck at a raider, so when we have more options we'll see more creative combos and less brute force defenses.

  • this is a half-joke

    this entire concept just feels like someone tripped over their own feet while barefoot, but decided to ban shoelaces because they're the problem.

  • @Leonardo1ita said:

    @MadMoeZel

    https://steamcommunity.com/app/1194810/eventcomments/3811784380788207846/?tscn=1689363196

    Like, look under the discussions of this thread how many people want this Synthite buff! It just feels SOOOOOOOOOO good! I do understand that being able to activate 5 bases so quicklymay be too much, but you should be able to activate 1 base very quickly from the Synthite you gained from your 5 bases activated kills, 2 after 2 Brutal bases matches, 3 with 4/5 Brutal bases matches, 4 with 9/10 Brutal bases matches, 5 with 14/15 brutal bases matches; not considering chamption outposts. So like on a proportional level, so raiders still have to keep raiding but aren't completely gutted if they have no time to play a lot.

    feeling good and being good for the game aren't the same. it comes down to saturation if you have 5 bases, and you want each base to see 5 raids, you personally have to soak up 25 raids. if you aren't raiding 25 bases a day, you aren't giving the same as you expect to get in this situation. if you have 1000 players all with 5 maps up, the community has to raid 25,000 maps a day between 1000 people just to give everyone 5 on each map to be fair.

    a map flood will lead to a ton of uninspired copycat bases and we honestly don't want to see that. i'd like to see them raise the cost of hosting maps, and make accolades extend their lifespan, that would allow killboxes that people don't like seeing to fall out at normal speed and cost more to put up repeatedly, and allow maps players like to stay live longer reducing the cost to maintain them.

    this would reward good builders by more or less keeping their maps live always because of their accolade intake.

    But overall i think the love of synthite is because everyone wants to have everything and they want it now. they want to unlock everything, they want to have 5 bases, but they don't want to have to work to do it. they just see "oh 5 slots, i must be meant to fill this at all times" when it's "for those who work hard, here is space to do your work." what if each player could host 10 maps on live but without changing the cost? would everyone still be striving to keep 10 maps live at all times? i don't know. but i do think SOME people would say they want more synthite because they don't have 10 active at all times. we've already had the increase PRICES on consumables twice because parts were stockpiling much too quickly, they changed prestige cost and synthite then did the same thing, so they lowered the rewards and redistributed them to be on completion.

    @Leonardo1ita said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3482756#Comment_3482756

    You have a more than valid point @MadMoeZel (thank you for raiding my base today, I'm trying to experiment if it's possible to create an ACTUALLY impossible base to beat without Phoenix Pod), the problem is that searching the tombs waste so much time and it's very boring imo, especially if someone blocks them just to be evil.

    I have everything unlocked, I'm level 82 and previous season I reached master (doesn't mean much, but still), and getting to 1000 Synthite is such a pain in the butt even with the Synthite 15% boost.

    The Synthite economy is still too low imo, it should be higher. Not like this event, but AT LEAST a bit more for gosh's sake! Especially the Brutal Chamption outposts, those should give much more for how nasty they can be to complete! Maybe not 2 hours, but I swear that not grinding for hours just to pack all the Synthite possible makes the Synthite so frustrating to get!

    Maybe it's just me, but thinking about the Synthite so much makes me not enjoy the game anymore, especially because I DON'T have the time to grind so much, like 95% of the people likely. I do retain myself a veteran of the game and, modestly, enough strong, but this should not correlate to the amount of grind you shall do every day.

    You didn't mention a negative point consequence of my idea imo, which is that this high Synthite encourages speedrunning bases, instead of a variety of playstyles.

    "You didn't mention a negative point consequence of my idea imo, which is that this high Synthite encourages speedrunning bases, instead of a variety of playstyles."


    why would high synthite encourage speedrunning? getting through the outpost as efficently as possible is always my goal regardless of what it awards me. that just seems to be the logical way to guage my abilities. spend less time, fire less shots, die less, make it out alive.

  • it's not the bonus synthite. it's the fact the game is now 4 months old. the players are finally getting skilled enough to handle the brutals and are venturing in. there are hundreds of brutal raids each day just among a small handful of players. but it's nice to see the rest of the pack moving into them.

  • @Chordyceps said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3481656#Comment_3481656

    Well, there's not exactly a next time for the tombs if they get destroyed by the traps.

    And quite frankly I don't think the mindset of being "entitled to loot" applies here. The raiders are trying to earn the loot of a trapped tomb in this scenario. If they manage to figure out how to deal with the traps, even if it takes a few deaths, it makes sense that they would be rewarded for it. And a death doesnt mean they were lazy, it just means the traps killed them. It could have killed them for any number of reasons. Additionally, them getting the loot from the tomb doesn't take anything away from the builder so I'm not sure why you're so vehemently opposed to the idea. Matter of facts more deaths to tomb traps actually benefits the builder in this scenario.

    if they triggered a trap, that they could not evade, kill before it activated, or have some form of defensive to handle or a phoenix pod, thats 4 opportunites to not die and get the loot. all 4 failed. the tombs are bonus loot. something you get for going above and beyond, does dying at the bonus loot sound like above and beyond to you?

  • image.png

    1 - you are not entitled to 5 bases up, that is reserved for active players who farm to maintain 5 bases, not casuals

    2 - your synthite piles up once you've finished your unlocks, there is nothing wrong with the rate. i routinely run 5.

    3 - parts drop more because raiders use them throughout the entire day, 250 grenades is all it takes to hit 5000 parts. and thats the cheapest hardware. those using flash barrier or phoenix pod are burning parts even faster. cells only pile up once unlocks are done because there is no real way to spend them.

    4 - you shouldn't be using the boosts while you're still unlocking things. if you don't raid for at least 2 hours or more at a time the boosts cost about as much as you pay to activate them.

    5 - if you REALLY need resources, tomb hunt. the game removed all penalties for leaving. search normal maps that are large, and go break exposed tombs then leave, minimal risk, maximum reward for time spent.

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    another batch of 6. reminder, i'm only posting when it's ALL of them, many times this is 4 of them, or 3 of them.

    • I think it would be a healthy change to the game to make it so that tombs cannot be destroyed by traps. Tombs can be a good way to lure players into traps, but it shouldn't go so far as to rob them of those resources if the trap that kills them also destroys the tomb. That's essentially just kicking a player while they're down, which doesn't create a positive gameplay experience for anyone.

    i have quite the positive gameplay experience by trapping a tomb in a way that it breaks and kills the raider.

    this notion that raiders are entitled to loot and that they should be allowed to just fumble around aimlessly and die and still get rewarded is astonishing. if you don't have the presience to clear the tomb before going for it, you don't deserve the loot. oh no you lost one tomb because you didn't clear it, maybe you should be a tad more careful next time?

    are you also the kind of person who doesn't like when builders put acid under the tomb? even though the game has a shield that allows you to recover it?


    we're given options to avoid those deaths, like phoenix pod respawns so you don't lose your loot.

    making tombs immune to traps will continue this trend of encouraging lazy gameplay and entitlement. it needs to stop. people need to take pride in what they do. if you care so much about the loot, take the time to get it safely.


  • @NullzeroJP said:

    I think by hiding a base's danger/threat level from builders, you guys (BHVR) are just shooting yourselves in the foot.

    Good builders already have a general idea for how to position/stack their base traps so that they minimize threat level. But new builders have no idea. They simply see that they went from Normal to Dangerous or Dangerous to Brutal at some random point, for no explicable reason. This makes an already complicated part of the game even MORE complicated and opaque, causing players to become more confused. Bad for players, bad for the game, so bad for BHVR.

    Also, up until Sector 1, base calculations were WAY OFF. Imagine if we, as builders, could have given concrete evidence for where, when and how traps were placed to give inflated or deflated numbers? That kind of information is vital for hunting, reporting and fixing bugs promptly... instead of the 3 months it took for Sector 1. Case in point, Guard LOS calculations are still super buggy. I wish I could figure out why... but I have no idea what to report, because all I see on my end is Normal->Dangerous, and it becomes a chore to debug.

    Lastly, good builders can deflate their numbers to make Normal bases feel like Dangerous or even Brutal bases. That's not fair for new raiders, is it? I've watched countless new players slam their heads against some of my bases... it has to be frustrating for them. Should the upper limit for Normal bases be lowered? By how much? What about not changing the limit, but instead changing the cost calculations for overlapping traps? Maybe just certain traps need to have their threat costs adjusted? Do you see what I mean? Balance decisions become a headache without proper information. I would love to give feedback on balance, but as a builder, I don't have the data. I would love to be able to say "Flame trap needs an extra base 20 threat" or "Ravager patrols on HRV path need at least 50 more threat" or what have you. But I can't give you that kind of feedback, or really, any feedback... because all I know is, Normal->Dangerous->Brutal.

    I would even argue, humbly, that you guys are not equipped to balance the game without the help of the community. This is not meant as an insult, mind you! It's just a matter of numbers. How many people on the MYM team have 500+ hours making/playing maps and watching replays? Even if it was everybody, that's not nearly as many as there are players who have that kind of insight and experience.

    Sharing a threat number is such a tiny thing to implement, but such a huge step in the right direction. My request, split into three tiers, based on difficulty to implement:

    1) Easy - In addition to N/D/B text, show a number next to it or above it or somewhere convenient.

    2) Medium - In addition to Easy, open the mod menu for a trap/guard to see that trap's individual threat/danger number

    3) Hard - In addition to Easy/Medium above, implement a cycle through range overlay, where the volume of the range overlay is color coded to show where it is getting a threat level boost from. ie, if a Bolt trap at range 2 crosses HRV path, square 2 would turn from green to Yellow. A Spike trap range indicator would be green for no overlap, yellow for some overlap, red for multiple overlap, etc. I leave the details to you guys.

    Thank you. That's all. Please subscribe to my newsletter.

    • Good builders already have a general idea for how to position/stack their base traps so that they minimize threat level. But new builders have no idea.

    danger is affected by, distance from the HRV path, line of sight on the HRV path, number of threats in close proximity, number of threats that share line of sight, type of defense. this information is acessible though i'm not sure where probably in the codex but there aren't any real static numbers because they use MULTIPLIERS when there are tons of things sharing, that is why plasma sentinels nuke difficulty so fast, spherical targeting.


    • Guard LOS calculations are still super buggy. I wish I could figure out why... but I have no idea what to report, because all I see on my end is Normal->Dangerous, and it becomes a chore to debug.

    guard los calculations are based on their entire patrol path, to keep this from interfering, face guards away from the path and use bloodlust with a trigger guard to activate them so their designated routes don't look at the path until triggered.


    • Lastly, good builders can deflate their numbers to make Normal bases feel like Dangerous or even Brutal bases. That's not fair for new raiders, is it?

    perhaps those normals that feel like dangerous or brutal are the ACTUAL normal, and every other outpost you've seen to date just isn't up to what the developers thought people were capable of. perhaps builders just aren't that good and as a result you think that outposts are easier than they actually are. is it fair to new players? yes. the point of this game is that one hit kills you, and you're supposed to learn, memorize, and improve as you go. if you want a more casual experiences, pick a normal map with a massive HRV path using the suit advisor boost. long path + low difficulty = low trap density


    • I've watched countless new players slam their heads against some of my bases... it has to be frustrating for them.

    yeah, strong bases can be frustrating, but playing them until you beat them makes you a stronger player. if you don't want to be stronger, you use the system that BHVR put in place to leave with no punishment and pick another map.


    the numbers you want made public aren't as cut and dry as you would think. consider a guard patrol that fluxuates it's patrol. at one moment the camera glimpses the path for about .25 seconds on a 3 minute patrol route, how do you grade that difficulty? as i understand it, currently it takes the highest point of threat and uses that. so it's calculating the distance from the path for every guard you put on patrol and giving a slightly different difficulty based on if other guards are there, if there are traps that share line of sight etc.

    you are likely looking at an extremely complex equation, and in the era of machine learning you may be looking at a neural networks that's just guessing.

  • @eyedeeoneohtee said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3479988#Comment_3479988

    In this particular case I don't blame it on the players, the game just has two mechanics that pull in opposite directions. Allowing builders to add optional challenges to an outpost is a fine idea on its own, and forcing builders to strategize by limiting their resources is a fine idea on its own, but when both systems are active at the same time, builders are naturally going to ask: Why would I put my best defenses where most players won't see them? Why would I put any defenses where most players won't see them?

    the mechanics in place that promote this are to balme on behavior, but the players making the choice to build free maps, and the players hunting them most definitely are to blame. no matter if you trap the tomb path or not, incorporate it or not, players still overwhelmingly select "free" "loot" or "xp" maps. the entitled mentality those maps create leads to a population of players who actively abuse the system put in place by behavior to get themselves a ton of resources on a map, and then quit anything they even slightly disagree with while having absolutely no penalty. then to make the game feel even worse, since BHVR removed the rank loss for quitting, literally ANYONE can be a master if they spend enough time. and a bad player with 18 hours can beat the best player who only has 3 when it comes to rank climb even if that strong player does every raid perfectly in the highest difficulty, the one who has 18 hours can just bungle their way through "Free" maps in NORMAL to outpace them, leaving every other map that isn't free with no penalty.

  • @eyedeeoneohtee said:

    The problem isn't that raiders are entitled, it's that builders don't want to spend capacity on optional side areas. Every trap on a tomb is one less trap on the harvester path.

    then you put that effort in and raiders skip all the side areas and go straight to genmat. then even if you do incorporate it and someone goes after it but they don't find it, they assume you blocked it in because they didn't have the wit to find it.


    thats why i just put 2nd wave holos on mine. you want the loot? beat the level. loot is earned, not given for free. i've built challenge maps, art maps, and "xp" maps, by far XP maps see the most traffic because again, entitlement. people who think they should just be given resources to unlocked every single thing and have 5 bases active at all times without ever having to run a raid.

  • @Gruffers said:

    I don't really think it should be possible to reach Masters by doing Normal outposts, but that's the easiest way to grind rank I think.

    grinding normals is the most inefficent way to get to masters.

  • i'd be inclined to agree with you had they not removed the rank penalty for quitting raids and masters had any minimum skill required to reach. but as it is just a grind that can be done in 7 hours if you're a strong player it's inconsequential to get it in 3 months. the top 10 masters should get something spiffy, the rest can have what exists in my opinion (i wasn't top 10 in season 0)

  • @Hodderfodder said:

    What circumstances do raiders just run into burning pistons?

    Double down for bolts. Definitely the "meh" at first. But players have trained themselves to step out, wait for the arrows, then charge down the hallway and then die.

    i run face first into them all the time. i move fast enough that a piston can trigger out of my audio range, and i run around the corner and into it before it's had another run, so it just smashes me because i never knew it was there as i rounded a corner at mach 5

  • i'm of the opinion that tombs given freely hurt the game in the long run by encouraging entitled behaviors. this game needs people who want challenge in order to thrive, and having these free maps that just hand people things. if the game was going to be designed to have things handed to you, we wouldn't have to unlock things.


    lazy players who don't want to put in effort then unlock a ton of stuff with no effort and make lazy bases with no effort and it bogs the game down with garbage.

  • farming exp maps is a known feature. leaving them and reloading them after hitting the 1 mark is common.

  • Ahh, the mighty Beflap. i've been looking to meet you. i've reun several of your maps. good builds.


    the current system counts kills compared to attempts and disregards if the raid was successful or not. that is what it's displaying.

  • @Chordyceps said:

    I love the lazer, but Im having a hard time utilizing it effectively. It has an incredibly long charge-up time. Even with the mod that makes it lock on faster its charge-up time is the longest in the game by a large margin.

    So far I've only been killed by one once too. Solid trap idea, would love it if it were more reliable though.

    the mod doesn't make it lock on faster, it makes it follow faster. counter intuitively it makes it take longer to fire.


    also get in touch with me and i'll show you some useful laser setups i've found.

  • to translate

    "why are my inactive outposts getting raids"

  • the backfire is a necessary balance feature because of the bouncing combined with instant death.

    they need to give us the ability to color guards, traps, and their projectiles.

  • Not a bug, this is a feedback post.

  • they thought prestige would be reward enough, and it isn't.

  • i'd like the ability to go into a sentry like a guard patrol, set a specific firing angle, and have it not move.

  • you have them in the form of suits. none of the suits have a unique ability. by mastering all of the abilities each suit provides you can create a saved loadout. swapping suits will then change your loadout.



    edit - not sure if it changes weapons and hardware, i don't think so.

  • @Hodderfodder said:

    [quote]if you find 2nd wave to be less desirable, don't use it?[/quote]

    That argument can be used against Anything that anyone says is weak or underpowered. The point is to not have things that are weak and not used, you want everything to be balanced.

    second wave isn't weak, you just haven't found it's value yet. you can't force a trap or mod to do what you want it to, you have to work around what it does

  • @2leggedmachine said:

    How do you get Master rank so fast?

    my average run in brutal is under 3 minutes.

  • @Amaroq64 said:

    It seems like people on this forum are only here to bombard the developers with their ungratefulness until the devs get demoralized and quit.

    This game is amazing. The only things wrong with it are:

    1. Lazy builders putting a room of death with a ton of bs piled into it.
    2. The raiders drying up 1-2 hours after you activate your map.

    And you can at least do something about the former.

    The only thing I'd ask from the new DLC is, if you're gonna give us the new trap/guard/suit/weapon for free, at least charge me an increment of 5. My synthite is going to be an increment of 5 minus 1 forever now, lol, and I'm gonna be OCD about it every time I look at it.

    "This game is amazing. The only things wrong with it are:

    1. Lazy builders putting a room of death with a ton of bs piled into it.
    2. The raiders drying up 1-2 hours after you activate your map."

    counter offer

    1 - lazy raiders who don't want to learn how to beat rooms with more than 5-7 threats in them.

    2 - no, you right on the money here.

  • @WraithReaper74 said:

    When the sentry beam activates, it's aiming at the raiders feet, shins at best. It should be aiming at the waist/torso. Because of this, it makes very little sense to place the beam at ground level facing the raiders. When in an elevated position, this really doesn't negatively impact it much.

    i've found solid value from at-level placements. mostly when the player enters or exits up one block and comes down into the laser

  • @Hodderfodder said:

    Because 2nd Wave is a trap mod, it reduces all traps to only 1 other mod. That already makes them weaker than a 1st wave trap which can have 2 mods. In addition to taking a mod slot, it also takes up capacity to set a trap as 2nd wave. Finally, traps in 2nd wave take 4 seconds to pwoer up---players have estimated the first 10 blocks can be avoided if the raider speedruns out of there.

    All these factors turn 2nd wave into a less desirable option. There's more incentive to use all your effort on 1st wave. But doing so leaves an outpost empty to walk back through, a rather boring experience.

    To alleviate this situation, the option to make a trap 2nd wave should be separated from trap mods. Instead it could be a free option to set which wave you want the trap to be active.

    it's much farther than 10 blocks. i can get a good 20 using grapples properly. the delay is in place to allow that run time, to prevent instantly turning the room into a hellish nightmare. if you find 2nd wave to be less desirable, don't use it? i have bases that use it heavily, bases that don't use it at all. i normally have a small handful of surprises on the way out. 2nd wave holo blocks also act as armor since they're solid until 2nd wave fully activates. protecting other more expensive traps from early demolition. each type of building has it's trade offs. the fact that you want the cost removed so you can use it for free still says it's useful enough you want it. tradeoffs are huge part of the game, if a raider shoots a specific target and risks losing ammo, if they run a specific build that is sub-optimal for their challenge. a trap popping up that wasn't there before is one of those trade offs and builders pay in capacity.

  • @luvcraft said:

    Trying out the free weekend. My first raid on another player's base, right when I got to the exit with the thingy the game crashed. Reloaded, tried the same base again, and it crashed again before I even got to the entrance. I don't think I'll try playing any more.

    Not a great first impression.

    maybe try a different base? maybe that particular base is bugged? but yes. it does tend to crash regularly. make sure your system requirements are met and you aren't running background processes.

  • whoever is fighitng with me for rank 1, please introduce yourself <3 i love you.

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    and again. this is a HUGE problem that needs priority.

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    2nd time today. and i'm ONLY posting when ALL FIVE show 0. so often 2,3,or 4 all have 0 shown

  • 20230627162006_1.jpg 20230627162007_1.jpg 20230627162007_2.jpg 20230627162008_1.jpg 20230627162008_2.jpg

    again, ALL FIVE show 0 meters.

    distance is the MOST IMPORTANT factor to me when raiding. are we getting some kind of compensation for this 3 month long bug? or are we just gonna get told to suck it up?

  • i for one do not want my content locked behind mandatory maps. i'm quite happy that i was able to log in and unlock it all.

    the color palate of the blocks doesn't concern me i'm more concerned about our limited shapes and lack of rotation ability, free placement, our inability to point traps at certain angles, or put them on certain surfaces due to them not being a full square. we should have ramp shaped acid available that can be placed against a ramp of a regular block to let them form a single cube of half walkable space and half acid.


    suits have always been skins, once the skills are mastered you can wear any suit with any loadout, no suit has an inherent ability.

    personally i think they do have a game, i think you just care less about gameplay and more about lore and cosmetics. i care about neither so i enjoy the game quite a lot.

  • as of today's dreadshore patch STILL A BUG.

  • @Hodderfodder said:

    Probably same as the grapple hook. Which works well, since I see this as the "reverse grapple hook".

    could be fun, would love to see a "spiked" guard mod that would kill the raider if they reel one that has it all the way in or grapple all the way to it.

  • sounds fun, whats max range?

  • addendum, why not just suggest making tombs be unbreakable by traps and guards so that only the raider can control when they drop their resources? that way you only lose your resources in operator error.

  • Then what incentive is there to go into danger to collect the loot? risk and reward. if the loot is so important to you bring a shield to dive into acid, bring phoenix pods so you don't lose the loot if you die in the process. you have tools to prevent this already. You're denying the builder a legitimate chance to earn THEIR resources by discouraging loot collection by EITHER making it ammo range or on exit. builders need resources too.

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