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MadMoeZel

MadMoeZel

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MadMoeZel
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  • a deployed pod will be destroyed by touching genmat, the pod isn't deployed. that's not a bug, it's interacting with the shield and the wall as intended. maybe it hovering for the full duration wasn't the intent but it isn't a bug. it isn't supposed to pass through the shield, or the wall, or deploy in mid-air. it's supposed to deploy on the ground.

  • @WraithReaper74 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3461651#Comment_3461651

    There are times it will stick with the bow and times that it will not. All on the Sentinel with second wave. It's hit or miss when it happens.

    from what i've discovered while testing. any naturally occuring bedrock will cause it to stick, player placed block or 2nd wave will cause bounce.

  • i never prestige early.

  • not a bug. thats a function of the light bow. it's shots can bounce off walls.


    not positive on exactly how it works but i've seen it used to shoot guards around corners off glass.

  • there is a bedrock square above a ramp. thats your break

  • the spot at 13 seconds is invalid

  • your issue comes from how valid path is calculated. it's a one time calculation. HRV needs a valid path at ALL times, but will ALWAYS walk the shortest route he is able. so you can get him to walk over a route on the way in that is very difficulty to go back through after genmat is touched but there still needs to always be a valid 2nd route. the poster wants that route to ONLY be valid during 2nd wave by puting a holo block on it in 2nd stage so that the raider can't go through the back of the base and negate the challenge. but you can't block that route with a holo cube or it's considered invalid, meaning that you have to leave the back door open.

  • if you hire a lawyer for an hour and you talk for 40 minutes, you still pay the hour.

    would it bother me if it paused, no. but if you don't have the time, maybe don't buy the boost?

  • in·gen·ious

    adjective

    adjective: ingenious

    (of a person) clever, original, and inventive.


    "Creative would be how the builder is using the traps and tricks"


    ingenious seems accurate.

  • @georhan369 said:

    So, most of my maps are 9,000 genmat maps although I'm finding that I'll get three invaders early on, then nothing, yeah it's active longer but it doesn't feel like it, I don't know what to improve on the map and it feels like a waste of time to improve anything if nobody is going to play it for 20 hours out of the 24, I should just pick the high capacity low genmat uptime maps from now on and I suggest people do the same.

    i'm going to guess that you are doing one of 3 things. you're making a brutal map that isn't yet P5 which means it won't get many raids. you're making a normal map and it doesn't say "LOOT" or "XP" on the front, so you won't get many raids. or You're making a maze/killbox that people are looking at with suit boost and saying no because of the path length or trap/guard setup.


    make your map a normal that says "XP" or "LOOT" in big letters even if it isn't true and you'll get more raids. get your map to P5 like that and it'll become a champion which gives it a visibility boost. don't make it brutal if it isn't P5 is my advice.

  • biggest issue, entitled players who only run free XP or loot maps because they don't want to actually play the game and just want things handed to them.

    second issue, accolades are worthless.

    third issue, arm shield needs a rework, too strong.

    fourth issue, not enough geometric shapes in build mode to create unique situations

    fifth issue, traps are locked to grid and can not be rotated to change their angles limiting threats to specific directions.


    raider and builder. 700+ hours, top 100.

  • @TheJerseyKid392 said:

    I am a PS5 user, I just read that on PlayStation less than 200 people are playing a day. Steam users have dropped as well but I don't know an exact figure. The game was made with far too little content as are most games made now. As soon as the game drops there is already a dlc right behind it waiting to get more money. I am glad that I got the game for free because the game isn't worth $70, $55 or $24.99. Not that the game isn't good because it is, if the ship can get corrected it will be a success. They need to make dreadshore free to get fans back on board with the game. The devs also need another roadmap after dreadshore and need to explain how long support for the game will continue. Dreadshore and the base game are the equivalent of what it should have been at launch. They may want to let modders help for PS5 and PC if that's what it takes to get people playing the game. Make more cosmetics and deco packs at $8.99, not $14.99- I laughed when I seen that for the one deco pack they have. I've put 115 hours into the game and I wouldn't pay that still. I can only imagine the dlc will be $45 lol. Just my thoughts.

    "The first DLC should be free and here is why."


    "I am glad that I got the game for free"

    "They need to make dreadshore free"

    so you didn't pay for the game, and you don't want to pay for the dlc. then don't pay. you aren't required to buy anything. people did work to make the content you're playing and deserve to be rewarded for it.


    "i got the game free, the next part should be free"


    free players on ps5 quit, why do you think that giving them dlc for free would be any different? we don't need people who want free things, we need players who want to play the game, put in work, get good at the game, and complete challenging content. people who want stuff handed to them, need not apply.

  • Yes, holo blocks don't have trap collision, and pistons don't need to target a player to trigger. thats how they work. i doubt it's intended but they do work as described.

  • @MadameExotine said:

    Played on a random normal difficulty outpost (not social), noticed HRV isn't moving at all. Luckily builder had marked the way. Played through. Noticed HRV only starts moving AFTER genmat is collected.

    Donnu if this is a bug or exploit. Here is the video of full play-through. Have no idea what causes HRV to just stand there, sleeping on the job.

    https://www.youtube.com/watch?v=KPkD14Oqn5M&ab_channel=MadameExotine

    left builder's name out of video for anonymity (nice outpost tho if you're reading this 💕)

    https://forums.bhvr.com/Meet-Your-Maker/discussion/374864/repeatable-and-arguably-game-breaking-bug-that-freezes-hrv-pathing-at-spawn

  • the wireframe globe means cross-platform. it is any platform not your own.

  • @JosephRobboMW said:

    As its a lot easier to add new mods rather than new traps, I think you could maybe add something that allows traps to trigger faster, or possibly even slower. I think this could change up gameplay a lot and be very good for the game.

    faster trap activation is something they can't afford to add. i origonally wanted it too, but after watching mountains of replays and watching streamers play live. i realize that opinion was based off my stupid good reaction times.

  • @eyedeeoneohtee said:

    For speedrunners, how about adding the Eagle Eye mod to the impaler? Increase the activation range from a single block to a 1-2 block radius, so if a raider tries to rush through the trap it will activate while they're approaching and kill them if they don't slow down.

    dear god please eagle eye spikes <3

  • @Devildog269r said:

    Now holocubes set for second phase are still see through for traps causing traps to fire into the cube then after genmat is stolen you can see spears suspended in mud air when holocubes disappear.

    was patched today.

  • @Marc_123 said:

    Am i missing something?

    Got a base - Mercer - with a Claw Trap at the end of a tunnel. (Three around the corner.)

    BUT there was a Dragons Breath Fire Trap somewhere behind the Claw Trap which always got me.

    I could not destroy it. The Claw Trap was destroyed but the Fire still worked.

    Is this a bug or exploit or is there a way to destroy this?

    got pictures? they patched a fire bug today but this may be a new one.

  • @Oh_Bob_Saget_86 said:

    Indestructible Mod for "Some" traps:

    Ok, hear me out. The trap can be made so it cannot be destroyed, but rather, needs to be navigated around. However, there could be a spacing/proximity limitation when placing so the entire length of floor/walls/ceiling cannot be a constant trap.

    I think we can admit that the "Death Piston" is rather useless, but has great potential to be used as a puzzle/agility/strategy trap device.

    indestructable pistons should not be a thing. they permit fire to pass and a hallway of randomized pistons with that mod with fire at the end would be more or less impossible to consistently clear.

  • @rootisonfire said:

    What if the idea is to have HRV consistently select the untriggered alternative route unless it exceeds a maximum distance? In that case, HRV would choose the fastest route starting from the nearest quantum projector. So, if a raider speedruns and triggers all projectors before HRV reaches them, and the distance to the genmat is greater than a maximum distance set, HRV would carve through the first triggered projector, making it the new route.

    i must not understand the suggested quantum mod then. becuase i genuinely have no idea what you're saying.


    "Call it "Quantum Projection". This modification would cause the holograph to appear invisible until when approached and then displaying a static block, effectively blocking the raider's path to go a different way."

    this makes it sound like the raider can't break quantum projection, only HRV can. but HRV will only go to this block if it's the shortest route, meaning that if HRV stays alive he reveals a shorter path.


    "However, the purpose of this modification goes beyond that. It allows builders to create mazes, bait-and-switch traps, and dynamic environments by combining it with standard holograms. Builders can give the illusion of doors closing and opening, forcing raiders to make strategic decisions. Additionally, it can be used in conjunction with other traps, such as boltshots or plasma sentinels, to create challenging scenarios."

    i don't understand how it would be bait and switch (i think i JUST NOW figured it out, it's a block that only shows up when you get close to make people think an empty hole is a door but it's actually a wall?) i don't understand how it'd work in conjunction with other traps in a way that just having the hole there wouldn't?

  • @eyedeeoneohtee said:

    I think the HRV system isn't in a bad place but it might be good to have some augments that give it a few more movement options, subject to a few restrictions for balance purposes:

    -Harvey should always be less mobile than the raiders, since Harvey doesn't have to deal with traps or guards

    -Harvey augments should have a substantial difficulty multiplier, to keep parkour mazes out of normal difficulty

    -Harvey augments should add obvious cosmetic changes to Harvey on any outpost that uses them, so raiders always know what to expect

    That being said, I think the following augments would be reasonable unlocks:

    Climbing Hooks: Harvey can climb vertically up or down walls, if a walkable space exists at the top and bottom of the wall. Harvey cannot move horizontally along walls or ceilings

    Pneumatic Legs: Harvey can jump up to five blocks horizontally and up to two blocks vertically, if a walkable space exists at the start and end point, and if the path between them is unobstructed

    Asbestos Jacket: Harvey can pass through corrosive cubes, if the corrosive cube has no mods and is not adjacent to any other corrosive cubes. Although Harvey can walk through corrosive cubes, they are not counted as a walkable space for the purpose of any other augments.

    i like the suggested augments.

  • impaler 15

    acid 5

    holo 5

    plasma 70

    boltshot 30

    bombs 50

    incinerator 60

    grapple 20

    warmonger 25

    enforcer 25

    hornet 30

    cannonback 50


    edit - also raise the guard limit from 20 to 35

  • @RaidenHusky said:

    +1 Same

    @Dreïn said:

    +1

    I do close it from steam, but it take 5min to precess

    use the "vote up" function on the posts in this thread, it'll add a count to the display in the main forum that people are reacting and want it fixed. i THINK it'll raise the priority.

  • i go to task manager to close mine. i have to hold down alt and press tab without releasing alt so i can look at the miniature window, figure out which row is MYM, then i select task manager and press the down arrow until i'm in the correct row and hit "Delete" on my keyboard. that force closes the game. a friend of mine suggested using the create new desktop hotkey if you don't have 2 monitors to access task manager.

  • i had a lot of fun running firebugs super high octane

  • my theory is the game was populated largely by players who got the game for free. those players felt they deserved free loot and easy bases. they also play on controler, this game is SIGNIFIGANTLY harder on controller i feel. the game was only really sold to the DBD community, who we know from experience are toxic and get malding just because a specific ability got used (imagine if a builder blocked a raider because they use shields), that kind of "behavior" pun intended.

    They then gave the ability to those players to block one another. BUT, these people likely didn't read that when they block a builder, that builder also can't raid their bases. So players ended up in difficult outposts, or content they don't like (i don't like mazes) and instead of just leaving and abandoning they would block the builder, reducing the number of people that were able to raid them. this lowered the raid count for a lot of people leading to editing matchmaking which caused bugs that led to ZERO raids for many players, more than once this has happened.

    there was little advertising done for the game that i saw. the only time i encountered an ad for MYM, was on twitch, while in MYM streams. I really think we should be trying to get this game in front of the eyes of the darksouls, sekiro, and D&D communities. Mindsets like that are what will push the game forward. more "free" will just lead to a childlike reduction in difficulty.

  • personally i'd like to see custom naming as one of the perks of a mastered map.

  • my maps have begun to get raids again.


    edit - clarification

    all 4 of the maps that got 0 raids now have at least 8 each after prestige and posting again

  • @PotatoPotahto said:

    If you want an outpost that would provide you with suffering I can deliver one.

    suffering or challenge, but i want it in live. i want peoples expectations of content in live to be raised.

  • @Seraphor said:

    I'm sorry. I generally make fairly easy outposts, intentionally, because I like building concepts, not death machines. But they invariably end up in Brutal, because the difficulty calculator is #########.

    Not that you would have raided any of mine, because they have NO RAIDS.

    Game is dead.

    I've raided plenty of brutals of faces i know and faces i don't. you just don't show up in my list.

  • simply put there is no reason to talk to the raider. i have nothing i wish to tell them. when i'm raiding, i really don't care what the builder has to say. i'm not in their base for them. they're not in my base for them.

  • @Warlord1981NL said:

    Rather than tagging, I would like to be able to leave a comment on an outpost. One that can be seen before playing.

    so all the raiders can come write racist slurs about your base?

  • @Seraphor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3435131#Comment_3435131

    Well, I'm gonna stick by my word. I'm done with this game. It only took three days.

    Two days in a row, absolutely ZERO raids on my outposts, because no one is raiding anymore.

    I have a P6 outpost with a grand total of 14 raids, and a P7 with a grand total of 16. But with two days with no raids, that was effectively the count at P4 and P5 respectively. What's the point?

    The difficulty calculator is out of whack so even the easiest of outposts end up in Brutal, and now Synthite gains are so high there's no point in raiding.

    you're not getting raids due to a bug likely, they patched matchmaking AGAIN i have a post in bug reports on it. even the XP maps aren't getting raids, and my data says they should all be seeing minimum 14 a day.

  • @rootisonfire said:

    @MadMoeZel I understand your concern that the Quantum Projection modification might only serve to shorten the path if HRV is alive but not if HRV is dead. However, the purpose of this modification goes beyond that. It allows builders to create mazes, bait-and-switch traps, and dynamic environments by combining it with standard holograms. Builders can give the illusion of doors closing and opening, forcing raiders to make strategic decisions. Additionally, it can be used in conjunction with other traps, such as boltshots or plasma sentinels, to create challenging scenarios. The primary focus is on providing raiders with alternate routes and introducing elements of surprise, strategy, and decision-making. HRV's ability to remove the Quantum Projection ensures that builders can modify HRV's route without breaking the level, while still offering raiders viable paths to progress

    yes but the way you described it the quantam can't be broken except by HRV, meaning without HRV it's literally just a 10 point wall. and with HRV it make the outpost shorter for the raider? i don't mind that being part of the game but i don't see myself using it like that.

  • @rootisonfire said:

    Looks like all that would need to be done to fix this is for the web designer who has access to the CSS to update the background color as it currently exists here: from #f5f5f6; to something like: #35353B

    .Item .Poll .PollOption {
      margin: 12px 0;
      position: relative;
      padding: 6px 50px 6px 12px;
      min-height: 32px;
      background-color: #f5f5f6;
      border-radius: 6px;
      overflow: hidden
    }
    

    thanks for doing the legwork to help them out root <3

  • @rootisonfire said:

    The alternate route is required for the raiders’ sake to ensure there is a complete path. When using this mod or trap in the path of HRV, it would show two different colored paths when in the build mode. Green as the primary shortest path, and yellow as the secondary path. When using the Quantum Projector in the path of HRV. It requires the path have two complete paths. And yellow cannot be obstructed at all. If this works, then dev could consider allowing more quantum projectors and then if builders put another quantum projector on the yellow path it creates another colored path like a red one. And thats to indicate that the builder cannot obstruct the red.

    And to balance it, if its its own trap perhaps its very subtle in its appearance but you can destroy it before it projects a solid wall if you shoot it from far enough away. But if you dont notice it, the wall appears to block you. Either move on or wait for HRV (if thats the path HRV is on).

    i'm still not understanding. it seems like the sole purpose of the quantam mod would be to shorten the path if HRV is alive. but not if HRV is dead?

  • @rootisonfire said:

    How about a bonus that gives raiders double ammunition in exchange reducing the cost of mods by 50%. This would make adding significant more mods to traps or more traps in conjunction to the map possible, so the added ammunition would be for destroying more stuff.

    How about a bonus that gives raiders a free revive at the start in exchange for a 10% cost for all traps and mods. This would give the builder a 10% increase in capacity, so a 3k capacity base now has 3300. And as they prestige this value would grow with it. So 3200 would then be 3520. Etc.

    How about a bonus that gives raiders permanent speed stim boost and 50% longer arc shield duration in exchange for the base builder getting 2 free of each type of trap. After which capacity would be consumed. Thats the normal amount of traps plus about 18 traps, phew, but he raiders get a permanent speed boost and shield duration would could make speed runs even more exciting.

    How about a bonus that gives raiders explosive bolts (think mini grenades firing) that slowly regenerate instead of collecting them and a faster sword and sledgesword swing rate, and in exchange reducing the cost of guards by 50% so that base builders can build larger maps with more carnage and run and gun excitement.

    Just throwing some ideas out there.

    thanks for the ideas. i think the increases to capacity would balance easier as static increases. allowing them to stack without a need for applying math beyond addition to the outpost, should be easier to code also since there wouldn't be variance in the capacity provided.

  • @CcPicci said:

    New day, new suggestion/Ideas. In another thread we discussed about some lore breaking solution that maybe doesn't fit very well ingame. Traps are basically based on Blades, Arrows or plasma. So here we go. This time I suggest destructible traps always on (or indestructible via mod) that requires some timing for raiders.

    I

    Spinning Blades in a column. They cover 360°, 2 or 3 rotating blades, 1 Square range length. Blades are mounted higher than HRV so he can't be killed by.

    II

    Swinging Blade aka Pendulum. It covers a 3 or 4 blocks line. Giant Blade, slow but deadly.

    III

    Saw Blade. Rotating Saw Blade. It covers maximum 5 blocks in line. Can be placed on ceiling, floor or Wall. HRV can avoid the Saw Blade walking slowly as usual.

    i doubt very much they'd give us an indestructable trap that can't be shot THROUGH. if they did that would be the only trap in the outpost more or less. it would completely counter weapons. though i very much like traps that have moving parts. many a piston has been saved by retracting at just the right moment, and many a flame trap has been spared by the reverse.

  • @Nahasno said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3435359#Comment_3435359

    There is a possibility at the moment to build a switch in the game a "hidden bolthrower hits holocube" combo but it's usage is very limited and in most cases maybe a waste of cap-points. Maybe if the holocubes would not be destroyed when a player bolt hits them but just pass through it would get more functionality but. Then there is the problem of balance. Would it affect the balance to much if the cubes would only get destroyed by activation and in any other case just let the player projectiles pass?

    the issue with the triggered cube is that if they pop the trap that activates it, it renders it mostly useless. i don't think there would be a balance issue with bolts not breaking the holo's fascade. the potential problems are mitigated by the fact the trap still disarms at close proximity. but if player bolts don't break it, it would be safe to assume that boltshot wouldn't either? gets a little fuzzy there.

  • @Diamondchampion said:

    Maybe one of the challenges is to play the map using certain weapons...

    that would be a difficulty increase the raider can self impose, i'm looking for things that make the base 'easier' to handle while giving more content to blast through.

  • @TragicSolitude said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3435212#Comment_3435212

    Turns out, an Outpost does not have to be a Champion Outpost to show up under multiple GenMat types. So, even before P5 it might be unwise to theme according to GenMat type, as you have no guarantee under which category your base is appearing.

    https://us.v-cdn.net/6030815/uploads/YHO14CKLDMRP/meet-your-maker-20230523181637.jpg

    https://us.v-cdn.net/6030815/uploads/DKVHI4G703WI/meet-your-maker-20230523212150.jpg

    The above Outpost, Waubay, was listed as both Suits and Guards. It was Prestige level 3, so no chance of being a Champion Outpost. Recorded as being P3 here: https://www.youtube.com/watch?v=46C-ie_yXWA

    Not a fluke. Also saw it happen with another base.

    https://us.v-cdn.net/6030815/uploads/UA6Z9R5IATYE/meet-your-maker-20230523183921.jpg

    https://us.v-cdn.net/6030815/uploads/YUZ6OZ0SNW14/meet-your-maker-20230523212252.jpg

    Steptoe showed up as both Guards and Traps. Documented as being P2 here: https://www.youtube.com/watch?v=6Wg9-N8om4U

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3435393#Comment_3435393

    I discovered today that an Outpost does not have to be a Champion Outpost to be listed under multiple GenMat types. See above for screencaps.

    My guess is that it's done to ensure Outposts get equal treatment. This makes sense, considering how many players have said they don't look at any Outpost that isn't Suits.

    i wonder if genmat type is only important to the builder in what they harevst and that raiders are rewarded random genmat types for each map?

  • @rootisonfire said:

    He’d still have to have an alternative route he can take that is complete so there should be another way. This would just be to confuse raiders perhaps give them the impression the route is short and genmat just in reach, only for the door to seal. If its the shortest route HRV will go through it and remove it if it has a path to it. Else HRV will take the next shortest path.

    this sounds like HRV will break this to expose a shorter route, if you keep him alive? not sure i'm understanding.

  • @Bombzaway8222 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3428478#Comment_3428478

    I second this opinion players want a challenge it's part of the fun of learning new strategies and learning from your mistakes, if the game keeps removing options and making defense weaker then how do we protect the Gen mat like we're supposed to if raiders don't lose the advantages they have.

    raiders won't ever lose their edge, we want to avoid truly impossible outposts, but i don't think we should sacrifice a higher skill ceiling in favor of a lower skill floor.

  • @Dreamnomad said:

    So the Warmonger recently got the first unique guard augment Firewalker. Wouldn't it be nice if all the guards had a unique augment? Here are a couple suggestions.

    Enforcer - Rapid Fire 2. Does the exact same thing as rapid fire but stacks.

    Cannonback - Napalm Bombs. Leaves patch of fire where bomb goes off.

    Hornet - Stealth. "Predator" like invisible until it becomes aggressive.

    What do you think? What unique augments would you prefer?

    i like the cannonback one. i think rapid fire 2 would get out of hand quickly. stealth i don't mind but don't see much use in myself specifically on the hornet.

  • how do we handle HRV dying before getting to said quantum projection?

  • @rootisonfire said:

    To summarize your ideas, here's what I've gathered:

    1. Raids: Make raids more interactive and offer retaliation options.
    2. Kill boxes: Increase raider tools for tackling difficult areas.
    3. Harvey: Improve Harvey's mobility with new traversal abilities.
    4. Emotes: Introduce basic emotes for player expressions.
    5. Replays: Enable player conversations during replays.
    6. Deco packs: Add more themed decorative packs.
    7. Traps: Enhance trap camouflage and introduce new types.
    8. Guards: Introduce stronger guards and boss enemies.
    9. Multiplayer: Include a multiplayer versus mode.
    10. Building: Expand building options and activation controls.
    11. Legacy map mode: Create a dedicated mode for high-level bases.

    Please let me know if these summaries accurately capture your brainstorming ideas! Great ideas.

    thank you kindly for the list

    1-no real objection

    2-most of the time the answer to the killbox is skip the room, it's a skill people need to learn. people are too focused on making THIS ONE BUILD work for EVERYTHING. if they just swap out their tools and bring the correct equipment, it's easily handled.

    3-I like the way HRV walks, but he does need better ROUTING options, a limited count decal that allows HRV walking would be nice so it can't be spammed on every surface, or maybe some kind of mechanism HRV locks himself into and gets lifted up to a place and set down again.

    4- i'd rather not have a raider flex-dancing in replays for 10 minutes and have to skip through it to find information on the run.

    5- interaction in general needs to be increased, not just in replays. there needs to be some kind of message board at the outpost spawn where you can leave notes or something.

    6- need more yes, more to come with dreadshore, probably more after that, also need better ways to color things.

    7- yes, need better ways to hide traps, need the ability to freely rotate a block to i can choose an unusual angle to shoot at. also camo traps please yes. tired of everything being glaringly obviously unless you used DBD metal/spam decor.

    8- i don't see them doing this but i would like new guard types, maybe something slower that has an attack pattern it does as it advances that can deflect projectiles leaving a limited firing window, i'd love to see a boss enemy but it'd have to be limited to 1 or 2 at most and have them take no more than 2-3 shots each to flesh for them to die in order to be fair i think, i'd also make them larger and need 2x2 spaces to maneuver. i'd say make them grenade vulnerable however so they have a clear counter.

    9- would love some real time pvp, have several ideas jotted down on it.

    10- need more building options for sure, agree.

    11- social kind of is a legacy mode, the search function is just bad. your map can sit on social forever more or less and if your name is known, so too will be your map. i kind of enjoy the fact that maps being played on social is related to your reputation and how much you promote it. i regularly come back to replays on social maps because people suggest them to others. it's a very warm fuzzy feeling.


    edit - i accidentally hit send on #8

  • @rootisonfire said:

    @MadMoeZel

    Thank you for sharing your thoughts and concerns. I appreciate your insightful feedback. After carefully considering your points, I would like to address each of them and share my thoughts on potential solutions:

    1. Regarding the console that allows raiders to peek through before entering the portal, I understand the potential issue of raiders just being completely risk free using the console to view and assess danger. To mitigate this risk, we could introduce a limited usage system. Raiders would only have one opportunity to look through the console, and there would be a 5-second countdown timer before an alarm goes off, alerting guards and potentially triggering their response. Once the alarm goes off, raiders would be locked out of the console and unable to use it again until they die and restart.
    2. In terms of defensive responses and mods for the portal, I agree that balance is crucial. One mod could prevent items from being thrown through the portal, ensuring raiders cannot freely attack from a safe distance. Another mod could allow traps and guards on the other side of the portal to fire through it, creating a two-way threat where raiders must be cautious even when using the portal. Lastly, a mod could generate a defensive measure upon either approaching or instead entering the portal, such a charge up that releases a plasma cloud that fills the blocks on both sides, attempting to harm the raider. These mods would add strategic elements and potential risks to using the portal.

    Now, after considering these points, I would like to introduce an alternative concept that challenges our current perspective. Perhaps I have been looking at teleportation mechanics in the wrong way. Instead of standalone teleporters, what if we focus on doors as a primary element?

    Imagine if we introduced doors that can open and close as raiders approach them, and we allow builders to modify these doors in various ways (these doors wouldn't be destructible with weapons so to speak), but we could have a mod called "Portal" that activates when there is another door with the same mod on the map. We'd limit them to two mods per map, and in order to use it you would have to have two else it would be a waste of building resources. This mod would be expensive but would convert existing doors into portal windows. Raiders could then see through the door to another location on the map. This concept offers a unique twist where doors become portals, providing a visual connection to different areas. While this idea takes us in a different direction, I believe it could introduce new strategies and possibilities for raiders and builders alike.

    I would love to hear your thoughts on these ideas. Do you find the modifications and alternative concept intriguing? Are there any concerns or suggestions you would like to share? Your input is invaluable in shaping these concepts and creating an engaging and balanced gameplay experience.

    Thank you for your continued collaboration and feedback.

    Best regards,

    i very much like the door method and the "portal" door is something highly explored in games. though i'm not sure if that functionality would have any legal stipulation around it. i like the door a lot actually. having one on the map also allows the potential for one VERY sneaky trap setup that fires through a portal from another room elsewhere that may, or may not be a shortcut.

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