MadMoeZel
MadMoeZel
About
- Username
- MadMoeZel
- Joined
- Visits
- 355
- Last Active
Comments
-
@Bombzaway8222 said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/372635/suggested-trap-quality-of-life-changes
Also traps activation being cut in half seems like a good idea but we may have to settle for a mod on that. Trip wires would be extremely useful. And trap linking would be cool.
Not sure what you meant by bomb drop chutes, like a tunnel for bombs to go down and the trap itself being out of sight?
Not sure what you meant by bomb drop chutes, like a tunnel for bombs to go down and the trap itself being out of sight?
a bomb trap that ejects it's bombs down a tunnel of ramps either from above or the side being activated from a location out of line of sight.
after playing a bit longer, trap activation reduced by half is something i no longer support. i realize that it was based off a biased reaction time after having seen many replays and livestreams. at most i'd reduce the delay on trap activation 20% and i think 10% would be sufficient.
-
how do people who quit measure into the calculation?
how heavily do old stats affect it's placement, will editing the outpost reset the difficulty, if so what stops people from just changing a single block constantly to difficulty juggle?
how do we tell if people who quit did so because of difficulty or bias against something like the builder using deadmans switch to kill the HRV or someone who is just hunting tombs for loot?
do co-op players killing one another count towards difficulty changes?
----
the issue of readability is real but it comes from the allowed variance in difficulty levels. i can make a dungeon say Brutal at less than 1500 capacity, but my Brutal can go to about 6300. that variance created a huge problem when trying to find consistent play. in the lower difficulties that variance is much smaller. for example you won't see a normal that has over 2000 capacity in traps. so that means from 1-2000 could potentially be normal, compared to the 4800 that could be from the bottom to top of brutal and you get a lot of confusion on what outpost should be how hard. we really need to add 2 more difficulty tiers. in addition to that i've been talking for a while about how it would be nice for builders to have some kind of way to flag their creation so people can find specific types of maps. i've suggested doing this via the accolade system where a builder selects the type of accolades they wish their outpost to earn based on their build, so a killbox would be after probably brutal, fun, ingenious, so they would mark that. then a raider would say i'm looking for a brutal difficulty map with brutal fun intentions. and that map would be more likely to come up. then the raiders accolades given over time could shift the map to another search category if the builder trolled/lied and say put a killbox in the "artistic" section when it's just a brick of death. this would allow people who played the map to help regulate it to the proper section of play while also allowing the builder to declare intention and find their target audience.
-
@Tishus said:
Tombs farms are the way to go now. 3 tombs in 30 secs is better than to waist 15m to 20m on a brutal base.
- yeah removing penalty is bad and yeah it will screw the reading in bases too-
Also they increase the exp in accolite witch is another bad system nobody use. It only make toxic the game and crybabys use them to try to change how we need to build, like builders need accolite to prestige lol with kills is enouf hahaha.
Blocking people is another bad system, its only help to kill the game more fast.
blocking a singular map should have been how blocking worked. instead they made it prevent ALL OTHER MAPS TYPES that person made become unplayable to that player AND stops that builder from being able to raid them, lowering their own raids. that heavy of a block is reserved for the kind of game with real time interaction or when people message and harass after the fact.
i'm just farming resources to cap my currencies and try to find a limit on how many consumables i can have.
-
@worldnamer said:
Honestly most of these ideas are a no from me but I'd love to get an impact grenade. The current grenade is great but many room designs exploit the way they have a delayed explosion. Impact grenade solves that issue. (This is similar to the "sticky" grenade above.)
If I had a second item to add to the game, it would be a set of infinite use goggles that let you see the HRV path. I don't think it would be an incredible item but I think some people would use it and it gives BHVR a lot of latitude to ignore scripted HRV deaths. After that, I'd say a flash bang that dazes all guards in line of sight.
I think there should be a lot of upgrades for stuff that doesn't currently have upgrades - increasing the duration your grappling hook can grab, the speed at which it reels you in, adding fire or acid resistance to your suit (which you would have to swap out). There's a few really interesting possible angles.
But all that has to come with a decent number of new threats for builders. I have a feeling this new laser trap won't shift the meta much. Builders need switch activated traps, time delayed traps, more types of effective traps, and frankly, more block types before you can get too wild with equipment. But the future is very bright for the extensibility of the game.
If I had a second item to add to the game, it would be a set of infinite use goggles that let you see the HRV path. I don't think it would be an incredible item but I think some people would use it and it gives BHVR a lot of latitude to ignore scripted HRV deaths. After that, I'd say a flash bang that dazes all guards in line of sight.
- i again need to point out that HRV works for the builder, why do your goggles give you the ability to see where an enemy unit is going to go in the future? there needs to be some form of interaction like needing to touch the HRV to hack the path from it before these goggles have the data they need
-
@MythicMikeneto said:
I find this list to be highly accurate. Well done.
Also not 100% my personal preferences.
Differences for me:
"Mark tomb and dont trap them":
Trap away on the tombs; just try to make sure it doesnt pop the tomb or prevent acquiring the loot.
"Dont use duplicates traps in a room"
Dont spam traps (specifically plasma sentinels)
"Keep traps/guards to 6 or less"
If you make a kill box, make sure it has at least one solution (by testing it). If you can find it, somebody else can too.
One I would add would be:
Being able to see/reach the gen mat. If the outpost is a constant, die/start over slog, and 10 minutes in and I havent even caught sight of the gen mat, a lot of motivation goes out the window, along with accolades.
"Keep traps/guards to 6 or less"
If you make a kill box, make sure it has at least one solution (by testing it). If you can find it, somebody else can too.
i said 6 or less because at 7 people start calling it a killbox almost always seem to call it a killbox. (my personal breakpoint for a killbox is 15 targeting things with line of sight in the same 3x3x3 space)
-
Hi bombz, ambitious is on Xbox
-
@Dreamnomad said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3425941#Comment_3425941
Good one. Find out our kryptonite that way and start being more vigilant towards it.
thats the idea. i'd love to know where i need to practice, because i avoid things based on how much fun i have playing against them, not on how hard they are. i don't like slow play so i tend to avoid pistons.
-
@Dreamnomad said:
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.
how does the car get the HRV path if the HRV works for the outpost builder?
-
@Dreamnomad said:
Feels like that takes the same design space as the acid cubes but from one direction only. Which I don't hate btw. The advantage is it's instant death whereas acid cubes you have time to jump or whatever after touching but the downside is it would be much more expensive. Impalers already cost twice as much as cubes already. The mod could be priced at 5 and still be pricey by comparison. I'd be fine with them adding this to the game. There are times where this would see play. Good suggestion.
acid is over time, spike tips are instant.
-
@Seraphor said:
If you want the 'Master Rank' to mean more, then you remove all tangible rewards from it, otherwise players are pressured to grind it out for content.
It's not a true ranking system anyway, it's only a measure of how much you grind, and that was the case before they removed negative rank points. DBD has the same system with it's Grades, you can lose pips, but it's still not a true ranking system. The fact that you can game the system by abandoning, or rerunning raids makes the entire 'ranking' part of it absolutely meaningless.
Ranking systems only work in games that have a defined "win condition", so that you can accurately gauge performance between players. This game will never have that, because it's not a true competitive game, any more than you can say The Sims is competitive if you decided to rank players based on Simoleons acquired. 'Good' Sims players would be able to acquire more Simoleons faster than 'bad' Sims players, but everyone could do it eventually.
@Tsulan said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3426730#Comment_3426730
Its just grind, not skill. Even IF it was a reflection of skill, you can´t see the other persons rank. You can´t see that the person who died 20 times on your outpost was Bronce rank 2.
What really could be motivating though, would be building up on the tournaments they held. Like sure, the tournaments were just random streamers. But it was interesting to watch. I could imagine having an actual monthly tournament. With some kind of unique reward.
if you play 100 brutals and clear them all at 200 rank gained and your average brutal run is 3 minutes you get 20,000 rank in 5 hours barring load times. if you play 300 normals and clear them all at (i think it's 63 rank for normal??) with an average runtime of 60 seconds (which i don't think people are doing regularly i honestly think it's closer to 2.5 minutes for normal clears for most people.) you get 18900 rank over 5 hours barring load time.
brutal raider has harder content, takes longer, takes more skill, and leaves them higher rank.
dying once in normal nukes the rank to i think 13? in brutal its about 120 for one death. so even one death destroys your ability to grind rank in normals.
if you leave that normal, you have no punishment now, if you had left that normal before you'd have -30. if you consistently leave normals, you don't climb rank because you don't have the skill to complete normals. if you consistently leave every map, you don't have the skill to identify your skill level. if you consistently gain rank then you consistently choose challenges that are in your skill range, complete them without quitting and climb the rank. and the higher skilled player will complete higher difficulty outposts and get a higher rank for the same time investment.
how is there no skill in having higher rank when compared to someone of equal time?
"You can´t see that the person who died 20 times on your outpost was Bronce rank 2."
Well, HOW ABOUT WE ADD IT!!!!
just because you don't interact with others doesn't mean the rest of us are isolationists. i know many other players in the game both in and out of master bracket, we compare our runs, run the same maps, challenge one another. and we do still use rank as a way to know if the person playing the map is a good metric. so i would not say a map that was easy for Master rank 2000 is going to be easy for silver 2. why, BECAUSE MASTER ACTUALLY HAS A SKILL RELATED TO IT. is there some cracked silver 2? yes of course there is. but if i had a map easy for a silver 2, i wouldn't expect it to stop 90% of people who are gold+ because, RANK HAS A SKILL ASSOCIATED. skill is very often related to experience gained by doing things, experience gained by doing things is often increased over time, and rank largely gained by time spent in game. when being killed repeatedly, and leaving had a penalty, quitters and REALLY bad people would never reach master because they kept getting set back, there was a skill floor. thats gone now. so ANYONE can be master which means anyone under the top 1700ish right now probably came in without penalties and their skill is in question as a result of the ability to crawl forward with no punishment for cherry picking via spam leaving. but people in the top 1000 are probably experienced players who many not know everything there is, but can get through just about any problem put in front of them quickly, calmly, and efficently.
-
@Tsulan said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3426540#Comment_3426540
A grace period would just pressure slow players and benefit fast players (that finish a raid in less than 60 seconds).
I´d like to have a bigger variety of consumables. Like sticky grenades, bait that triggers traps/guards, magazines that reload your ammo if you run out, etc. With more versatility, there would be more incentive to use consumables.
Hell, they could even add spray paint for raiders as a consumable, to leave a mark (like the feng ming decal) when raiding. Just as a "XXX was here" or "XXX beat this base in 60 seconds" and stuff like that.
then shorten the timer to 20-30 seconds so everyone is on a tighter timer. i'm all for equality in available assets
players already complain if we take ammo away in any way, why do they need ANOTHER ammo cartridge when their 3 bolts are more or less capable of destroying an entire outpost 100%? as for bait i have a hardware suggested called hologram for that in the new equipment thread please take a look and upvote it if you like it. sticky grenades could be nice depending on implementation i guess. and what do you mean more incentive to use consumables? it's in the name "CONSUME"able how much incentive do you need and why do you need to be incentivized to use a tool you have?
i really prefer not to have raiders tagging up my base thanks, they have access to tons of decal and the build menu just like me. my base is for my expression.
-
@MadMoeZel said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3415284#Comment_3415284
GPS - Smack HRV with a GPS token that allows you to track him through walls.
Hijacked Flameshield - Equip HRV with a fireproof shield salvaged from a vanquished warmonger.
edit - our first in-raid collectable? get loot from an enemy guard?
-
@MadMoeZel said:
The "HRV<3" a single use object that protects HRV from 3 fatal damage events.
GPS - Smack HRV with a GPS token that allows you to track him through walls.
-
@hastarkis said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3426176#Comment_3426176
Every properly ended raid gives you this, correct. And MadMoeZel doesn't get this but get much much more for tomb hunting. That's what I meant. Normal raiding is less profitable than tomb hunting. Or maybe not less but also not enough to choose it.
Like, you say that traps and guards give you synth but do they with all corrosive ammo traps? I get my ammo back easily but all my loot is buried under acid and I get nothing. I legitimately remember outposts where all my synth was from tombs (smth like 20-30) and that's it despite several deaths and destroyed traps. Yes, I got genmat to get level reward later but I bet I'd got same genmat and spent less time if I abandoned this one after tombs and finished another outpost with no pits rather than this one.
That's sad too but apparently I, as a builder, need to think this through and avoid some fair trap builds just because raiders don't feel rewarded enough for beating them.
Every five properly raided outposts give me 250 synth from leveling. Tomb hunting gives more in less time. But boring af :/
@MadMoeZel my game is also in ssd and my loading time isn't much better than hdd :/ well, with this setup... Meh. Just meh.
it's really unfortunate that the game has incentivized this kind of play. we need to be giving people truck tons of rewards for completion and less for trivial crap.
-
@Tsulan said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3426517#Comment_3426517
Its a pve game. The rank system, in any form, isn´t a reflection of actual skill.
Previous version was just frustrating instead of rewarding. Beating a tough challenge can be rewarding, IF the player feels motivated in trying. Motivation is the key word. In my eyes, the game isn´t exactly motivating for new players. Which explains why it has such a small retention rate.
the skill is in consistently going up at a steady pace having penalties for quitting and failing meant that you can only climb if you consistently win, and leaving sets you back. that makes rank related to skill. so yeah, with no loss, rank isn't a reflection of skill. but i prefer when it is, so i'm for increasing penalties for quitting. you don't have to agree, thats fine. it may be PvE, but the total number of rank when compared to someone with equal time IS a comparison of skill in many cases. 5 hours of normals compared to 5 hours of brutals, the brutal player probably has higher rank. especially when extrapolated to 500 hours because as you run harder content your skill grows consistently, the same can not be said for spam running normals
-
@Seraphor said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3426553#Comment_3426553
As long as they dont force you to ######### for it, sure. I've used one-ways as alternate routes.
much as people don't think being able to get into a space you can't get out of isn't intended, i don't think being able to pick something up or resuscitate someone you can't touch is intended.
-
P.S. - I am treating the game much like a treat a corporation. we the builders are like employees, until we say we won't stand for it anymore, things won't change for us. that means raiders pulling ammo through walls, reviving through walls, kiting guards to the edge of map to shoot from out of range, tomb hunting. all this is on us the builder to stop the raider from doing cause nobody else cares. raiders don't respect us enough to not do things like this to us, but behavior patches out what raiders don't like. so until we give behavior a reason to change things, they won't. and builders won't kick up a storm because we're already not getting raids and don't want to risk getting less, but until the builders get fed up and demand change nothing will change and we will continue to be disrespected by anyone going into our content. Builders will get fed up and demand that change faster the more they see it, and the methods i describe are efficient and easy. I share the information to make the behavior (no pun intended) commonplace, forcing the builders to adapt and speak up to get the changes we need. a builder shouldn't have to multi-layer walls to stop through-solid-object interactions, they shouldn't exist in the first place. allowing players to come in, ignore the outpost entirely, and leave with loot giving no rewards to the builder isn't healthy for the game but it's what behavior did. so i'm exposing that sickness in hopes they fix it.
-
@MythicMikeneto said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3426522#Comment_3426522
I hope people decide to raid over blocking too.
I dont have enoigb faith in people to reasonably beleive that will happen. Would be nice tho.
I would say 'tomb hunting' is the result of the 'build only' mentality.
I raid for an hour or two a day and have plenty of synthite to maintain bases and get enoigh raids to take them to p10. (Openly sharing that I dont build large or brutal outposts.)
If all builders would just get some laps in on raids, their outposts could be maintained and the raider pool would be larger too.
I turned out 70 normals the other night in under two hours, gave 2 accolades to most builds (practicing to get better at speed running), to make up for the low death counts.
Tonight I raided 30 or so in dangerous and brutal to climb the LB, again 2 accolades to most builds.
Sitting on 5k synth after prestiging/reactivating 3 bases.
Gonna build a new outpost tomorrow and do some more raiding for an hour or two.
Its not really that bad to be a fully contributing member of this game community as a radier and a builder; You just have to want to do so, instead of looking for ways around it. Skirting the raids seems to take just about as much effort, But you do you.
Block me if you ever feel the need. My name here matches the one in game. I don't think I will be presented with a need to block you.
Wishing you the best in your tomb hunting/raids/builds.
i also grind out the raids. i enjoy overcoming challenges. but we aren't seeing hard content in live we're seeing tedious content. single door rooms with a mountain of stall where 90% of the raid is spent going in and out of a single door. as a result people stopped playing in brutal so all the actually good hard builds didn't get played, so we stopped putting them in live and took them to social instead. i also think blocking over a base is the wrong way to handle things especially when given the option to remove it from your list in other ways. i had bases that were self sufficient, didn't need to raid but i do because as you said, it helps with health of game, i do co-ops to help people struggling, to show them that anything can be done, i put in my time trying to clear the hardest bases because they're normally on overdrive i'd assume and my completion of them removes the harder maps from the queue for players who may not have as easy a time with it but want to try the bracket (this is where the comment about stall rooms comes from)
skirting the raids takes less effort than checking corners in a base, and rewards supplies at a faster rate at the cost of genmat progression. but once you've capped out on things that really isn't a draw. it becomes about efficiency of time.
this may not be the gameplay i want, but it's the gameplay promoted by the current setup, easy, low risk, time efficient resource farming that rewards me. the game doesn't care that this will hurt the builder because it makes the raider happy. i straight don't build art builds anymore for normal because they don't get played. all my efforts now go to making troll XP maps that are designed to be as unpleasant as i can to encourage people to play actual maps instead. i holo block my tombs to prevent tomb hunting, i have for ages because i've already seen this behavior BEFORE the penalty was removed. and guess what, you still get abandoned and blocked for that.
-
@Dreamnomad said:
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.
i'd be fine with that being the case. please do keep us updated. i've noticed higher raids right after i prestige a base
-
@Solemm said:
https://www.xbox.com/play/media/FK4WG64PUN
https://www.xbox.com/play/media/K7SMVVACCS
Splatter is currently unable to work with Boltshots. Boltshots will trigger splatter (as seen by the damage warning) however the splatter orbs will never fall, as if they were destroyed before hitting the ground by the boltshots.
Hardened Cubes that use splatters are extremely inconsistent and will randomly stop working with the splatter mod, and if a hardened cc is shot from their top the splatter orb generated will endlessly be stuck in its falling phase.
i already have a post about this, please contribute to existing posts rather than creating new ones on the same topic.
-
@Seraphor said:
I think it's more likely that there simply isn't a line of sight qualifier for reviving (and the same for magnetic link). It may be an oversight, because they thought the distance wasn't enough to be an issue, or it may even be intentional.
If it's intentional, then it's something to work around as a builder, if raiders can get behind something, build it up so they can't get close enough to draw in ammo or revive.
maybe one way doors are intentional and something to work around as a raider, if raiders can't get behind something i won't have to build it up.
-
@TragicSolitude said:
I'm tired of dying to this issue in co-op. This doesn't happen in single player mode. The grapple will suddenly release and I'll find myself not dropping but just immediately on the ground. I grapple to a wall and the moment I reach it I'm then on the ground, I don't even have the opportunity to bring up my shield if it drops me in a Corrosive Cube.
It happens to both me and my friend who's the host.
I just died to this in a spot where I couldn't even be revived so my frustration is super high at the moment.
Platform: PS4
affects pc co-op also
-
@Cyba_Zero said:
I've actually noticed a whole spate in the last week or two of people leaving after 1 death in various bases (even one who didn't make it in the front door); at first I thought it was to do with ranking but it's still happening occasionally since the change, plus a few days ago I got crashed out on the loadscreen after my first death raiding a base (which I wanted to carry on trying, but it had gone from my options once I got back in), so I wonder if there might be a bug going on here as well.
removing the penality also removed the incenctive to try more. the penalty before hit max at 3 deaths which meant quitting at 1 was giving up 2 opportunities to lessen the damage to your rank. with no damage risk they just leave instead. i told everyone it would happen. your replays will probably be full of either 0 death completions, 1 death quits/completions, and 2 death quits. with the rare one every say 25 raids that stays for 5+ deaths
-
@Tsulan said:
Ranks should be simply removed. Just let it run through this season, so everyone can get the reward they want and then remove the ranks.
Before the rewards were officially announced, people speculated that it could be this or that and i warned them, that it could be something completely useless, meaningless. Thats simply not worth the effort. People instead went on and started to alt-f4 to prevent losing rank points. Which just defeats the purpose of the game. To learn and adapt.
Ranks hurt builders and raiders. Builders, because getting a couple of 0 kill raids could really tear down the rank points, which resulted in unmotivated builders. Raiders, because they were not allowed to die anymore after reaching gold.
Removing the penalty was a good thing, now remove the rest and watch how people slowly change their behavior.
i'm on the other end, grace period to quit in the first 60 seconds of a raid, after that penalty for quitting is HARSH because you made a choice to stay, getting genmat and getting out would completely negate that penalty and maybe come with a small reward for beating the challenge, i've floated the idea of tenacity rewards for completing things with high death counts or time spent in the raid (with a cutoff to prevent farming with it) but there are no consequences for anything in this game for raiders, because they don't every have to use a consumable, don't ever have to buy a base but builders have the consequences that they have to pay resources constantly for their bases, and that if a base gets no raids it stagnates. there is no accountability for the raider whatsoever right now.
-
@Ophanon said:
There is a couple of ways to approach this but first the issue im having with it. I like to build on small plots and generally try to build in normal or dangerous, however on several occasions after making a normal base i come back hours later to see its progress, only to find out that it has been bumped up to dangerous. Same with dangerous getting bumped to brutal. Also trying to build normal bases makes the increased blocks from prestige basically useless.
To combat this there are a couple of solutions ive thought of. 1 you could separate block limit and trap block limit and/or set the difficulty of the base when entering to build, limiting the traps from the start and giving a clear indication of how much you can spend on traps for the given difficulty. 2 you could directly connect the plot sizes to the difficulty of the base so if you wanted to make a brutal you would have to buy a large plot giving more blocks and so on. Or 3 some combination of both and maybe other stuff i havent thought of.
Its just not fun when you place all your traps and you are in the category you want, then go to do cosmetics with some blocks, and the base randomly jumps in difficulty. Side note if validation runs were required we would see a lot less 2nd wave kill boxes.
before exiting a map but after placing your last guard or trap. remove and replace 1 regular block, wait for re-calculation.
behavior has gone on record that builder validation will not be added, and you don't want to have to run your entire base every time you edit one patrol route, or one block either, so stop asking EVERY OTHER PLAYER to do that, we already spend hours building and testing angles.
Do you make a habit of posting maps that you can't beat?
-
@Seraphor said:
While proximity to other traps does have a difficulty multiplier, proximity to other traps of the same type doesn't increase that.
I'm not too bothered with the Plasma Sentinel. For 70 is provides area denial, much the same as an Incinerator.
it's 70 for fire denial at range 4 linear vs 70 for fire denial at 5.5 blocks spherical
-
@worldnamer said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3426027#Comment_3426027
Incinerators are also a little bit more overpowered than I'd like, but despite that, Plasma Sentinels are just better than flamethrowers. They have full directional range and cover a radial area that's larger than the linear area of a flamethrower. Plasma Sentinels have projectiles that go through magnetic shields and have more range. This isn't to say that incinerators aren't also great, but if you're going pound for pound, the Plasma Sentinel is the winner.
I think it's worth noting that Plasma Sentinels without the AoE modifier aren't NEARLY as bad, and are absolutely 50 point traps. The issue is this specific mod. I would hazard that the vast majority of Sentinels are using it. And I think the trap (and even the mod) is doing something interesting in the game, I just think they need balancing to reduce low-effort "just throw a bunch of second-wave Sentinels in a room and call it a day" bases.
But even if you think the Sentinel is just fine as it is, my larger point is that the more copies you have of a single trap in the same area, the more likely there's a game balance issue. I've seen broken rooms that are just 20 Enforcers with armor in a large flat room, and that was just as busted.
the main thing with rooms stacked with a specific mechanic, is that the mechanic has a counter. mixing the types of traps gets more kills because you can increase the number of mechanics they are reacting to. the more of one trap or guard you deal with, they less complicated the work you need to do to beat it. i actually have a weapon suggestion in the feedback area called Lash Blade that would make a great counter to the 20 monger stack, i'd love if you wanted to take a look at it.
i also agree the base sentinel isn't as toxic towards fun as plasma cloud, and i don't even have an issue with plasma cloud in open spaces or when there are choices. but we almost exclusively see it in use on single entrance rooms with few exceptions. i even think the current prices WOULD be fine, if we had another 8-10 traps that gave us much wider variety. but plasma + cloud has the highest bang for buck with highest potential to cuck a raider.
-
@Ophanon said:
while this could be nice for soloing brutals, if you are referring to it switching to the next utility while raiding i think it gives too much utility to a raider, especially once youve played a bit and have the extra money to buy a lot of consumables. Too many people are only playing easy bases atm and making it even easier for them does not sound nice. Imagine a raider hucking all 3 nades around, bubble threw the rest, getting a phoenix spawn, and spike running out of your base... doesnt seem fair. At that point there is no need to shoot or hit any of the traps
the OP means that when you use 3 grenades, if you have stim in the 2nd slot, it will automatically swap stim to slot 1 when your grenade count hits 0. which is why i suggested the option to turn it off or on so people don't try to throw multiple grenades and accidentally start using stims or shields
-
@hastarkis said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3425656#Comment_3425656
Less frustration, yeah. And then all your bases will be raided like that, too. But I got you. I saw your comments about master and numbers go brrrr but your argument about no negatives makes sense. I guess, there still can be only one 1st master but it's understandble if you aren't interested anymore.
And, I guess, you just really like to exploit system's weaknesses for max profit :) You'd be a good game balance tester. At least bug with corrosives was fun and challenging for you (and you think it's healthy for the game) but are you really going to use this method even though it's boring af and hurts other builders? If yes then why? For numbers? For devs attention? It's just your favorite playstyle? Is this healthy?
Like, for instance, don't you think it's more profitable to actually get genmat and get additional synth from levels? In my experience you farm more parts than synth from tombs anyway, it's ridiculous and doesn't worth a time of loading. If I'd try to farm synth i'd find an easy outposts with tons of traps and no corrosive floors and clear it as many times as possible before debuffs. Isn't it more profitable to clear one base 10-15 times than jump into 10-15 bases with tombs rng? Especially when it's pretty hard to find big normal maps, pretty all of them are small or medium.
i do indeed do balance testing for many things. i break game economies as well. a few friends and i have a support ticket filed currently to removed a bug that lets flames go through solid objects, multiple floors/walls. i will give no further detail as i don't want this becoming common knowledge, it's game breaking with 0 counter play. i care a lot about fairness but i also care a lot more about rewarding people who put in effort and i've seen this game as a die to learn situation. i don't think that preforming poorly should be punished, but i think that once you made a conscious decision to be somewhere that quitting shouldn't be free. you could die once and quit, die five times and quit, or die 3 times and get genmat and get out, and it's all the same reward as far as rank is concerned. so theres no ranking reward to pushing yourself. this promoted a situation of people quitting which doesn't reward builders, doesn't help raiders grow. sure it may feel good to be able to just go in and quit, but we were given an extremely inexpensive boost from the suit advisor to gather information BEFORE we go in. so we can get information, go in, and then still decide not to play with no consequences. it feels like being treated like a child. do we really need bumpers on our bowling lane?
there are tons of large maps in normal, including mine. i have the game on SSD so my load times are minimal. and i scout maps with open bedrock on the picture. in and out in about 90 seconds. average of 100(80-120) of both parts and synthite each time for all 3 tombs, down to about 70 if you get 2. the thing about this is that it has minimal risk, and minimal frustration. it's like going mining for ore in the mountains and getting mosquitos after you compared to going into the den of 3-4 bears to do it.
i'd have to go into the den 25 times to level chimera and get 250 synthite going into normals. some of the maps i scout also have open genmat or a exposed fight map, i take it in that situation on the way out. but why waste the time going into an outpost and checking every angle or risking death or consumables? there is literally nothing to keep you in the map once you have that loot, trap loot is minimal, trap exp isn't important.
@MythicMikeneto said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3425656#Comment_3425656
Lol. So going in and abandoning is still 1 death for the builder. With lowered prestige requimentsenoigh of those could carry an outpost to p10.
If you are alt+f4-ing it, builders can just block you. It right there in the screen under 'view profile' for the raider.
Perhaps just blocking these 'builder only, tomb hunter, alt +f4' players may be the way to go. It will shrink their radier pool for thier builds (the are so single mindedly dedicated too) and their build pool (for tomb hunting).
Soon these specific types of 'build only, tomb hunter, alt+ f4" player could be tomb hunting each. other and know what it is like to have a raider not give a care about the outpost you spent time and effort to create. Lol.
Most fitting, I think.
I recommend trying not be a selfish 'builder only' and give out a few legit raids daily. In my opinion it is very hypocritical and elitist to be like 'Legit raid my oupost, but I will never legit raid yours'
Sad that it may come to blocking people for this behavior. I usually disagree with 'cancel' culture; this game seems to have it ingrained into it though.
feel free to block me. that's your loss. i'm one of the people actually raiding the brutal bases. I also make some of the harder content, but if challenges scare you i understand. the conversation isn't about prestige, it's about the fact that it costs synthite to keep the map alive and 1 death won't give you enough to do it. so i've taught others how who don't get enough deaths in their outpost because of the lack of punishment for quitting how to go get synthite at minimal risk. the tomb only hunters are countered by 2nd wave holo blocks on the tombs for 45 points on large maps, don't wanna get hunted, cover them up with completion required, be warned if you do that people are gonna block you for not giving them free tombs so enjoy having YOUR raider and outpost pool reduced for denying it. what you fail to understand is that the majority of the players in normal are these people. i've got the metrics. in the last several days including before the matchmaking update i've consistently seen 80%+ of all raids that i receive ignore art or challenge builds in favor of XP maps. raiders never cared about builders, they said that builders were all exploiters wile pulling ammo through solid objects, dragging guards to the map edge and killing them from outside their allowed pathing, reviving players through walls, grenading traps through walls.
the tomb hunting is a direct result of low raid count, and removal of punishment for quitting. there is no incentive to do the outpost because you keep your loot on quit. getting the genmat will almost always take longer and give you less resource for time spent given the current setup.
Hopefully, builders seeing this in replays will holo block the tombs as meta so people stop loot hunting and start running outposts.
-
new data -
slept for 10 hours, woke up to 20 raids across 5 maps, 2 maps were completely ignored, all 20 raids went to 3 maps in normal tagged XP on the picture. dragon art build in normal ignored, brutal champion ignored.
-
@Tsulan said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3425923#Comment_3425923
Its not the same thing. You are still required to raid. Just with less effort.
People asked for builders to beat their own maps, in order to prevent kill boxes. But this wouldn´t work, because some people are good raiders and others are good builders. Game was announced as being able to play one side without the other one. Which is only possible for the raider. Yes, you can farm mats by doing that. BUT some people simply don´t like to raid at all. They just prefer to build their bases and are amazing in doing so.
There is no shame in only wanting to play one side. Just as raiders shouldn´t be forced to build bases in order to progress, builders shouldn´t be forced to raid to progress. If someone wants to do both things, than great! But if one doesn´t, the game shouldn´t punish for that.
I´ve seen some amazing maps, where i thought i should have 3 accolades to award. Because the map was simply beautiful. I´ve also seen lazy maps that were probably build in 5 minutes by someone who doesn´t like to build at all. No one should be forced to play a role he doesn´t like.
Ranks are meaningless. They were meaningless before the patch and now even more. Its one thing i´d remove from the game without hesitation.
you'd remove it, i wouldn't. i wanted to make the climb take longer, i wanted a grace period of 45-60 seconds for you to decide if you wanted to do an outpost or leave for free, but then after that, you made the choice to stay, i wanted the penalty for quitting after that to be double. i wanted to raise the minimum rank for master. that would have made master rank mean more because quitters wouldn't be able to climb. normals wouldn't provide enough to climb fast enough to do anything but barely climb in at the end of the season for the cosmetics.
both in the previous setup and the current setup, they still treat someone who struggled through a challenge dying multiple times identically to someone who quit without even trying or trying only one time. they get +0
someone who beat a hard challenge, and a quitter, are equal in the eyes of behavior. until they reward you in some way for completion regardless of death, the casual players won't branch into harder content. They have no inscentive to do so, they DO NOT WANT TO GET STRONGER. they want to just roll through whatever is easiest to them.
-
@Viktoriusiii said:
Its almost like a system that only rewards one special thing breeds exploiters that hunt only that special thing.
WEIRD. And totally not forseeable...
this post is so ambiguous i have no idea to whom you are speaking or about what.
-
@UmbrellaWeapon said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3425604#Comment_3425604
Lol I said gaining nothing is as bad as losing rank if you die an amount of times and spent more than 10 minutes
you can't lose rank no matter how much you die.
-
as of patch, masquerade is still not stopping guards from falling through it and will not permit guards to walk on top of it during a patrol.
-
i want to know what killed me how many times.
-
@Seraphor said:
Considering that replacing the holocube/corrosive cube with a regular block then makes the path invalid, I'm pretty sure the valid pathing is the bug, technically.
Although I would love for those low ceilings above slanted floors to be valid pathing to begin with. If the custodian can fit through then so should Harvey.
i know that putting the regular block makes the path invalid, but a holo block isn't solid, and neither is acid, so they may be inteded to have different behavior as a result, which may be while the path for holo block read valid before and why corrosive reads it valid now, maybe they fixed it not allowing harvey to pass for corrosive, but haven't figured out how to fix the freeze yet. alternatively they may have changed the 2nd wave function on corrosive to copy the holoblock 2nd wave since it wasn't allowing targeting and that would have caused a duplication in function, in which case the pathing being considered valid is probably part of the bug not an intended mechanic that isn't working atm.
i agree that harvey clearly fits, and should. i think it's dumb that a pyramid block upside down with it's tip in the back corner blocks harvey.
-
@worldnamer said:
I believe that it would be really healthy to limit the number of copies of a single trap within a certain distance. While I know this would somewhat limit player creativity, it would also greatly reduce the number of low-effort bases that simply place as many plasma sentinels as they can.
Alternatively, greatly increase the threat of a trap once more than a specific number within a given range exist. (This may prove challenging, as I know that the threat calculation function is already running pretty long.)
Alternatively, greatly increase the threat of the Plasma Cloud mod. A flat increase that doubles their threat with this mod seems completely justified.
Alternatively, increase the cost of the Plasma Cloud mod. All high-end bases are using it excessively and that very much indicates a balance issue.
"Alternatively, greatly increase the threat of a trap once more than a specific number within a given range exist. (This may prove challenging, as I know that the threat calculation function is already running pretty long.)"
- this is already in the game
"Alternatively, increase the cost of the Plasma Cloud mod. All high-end bases are using it excessively and that very much indicates a balance issue."
- the mod cost honestly is fine. the base cost is what we need to adjust. it's not a 50 point trap. it has 5.5 block SPHERICAL range base. it has the ability to become area denial for 20 additional points. the other go to area denial trap is incinerators which are base 70 cost for 4 block range in a LINE, it's not a fair balance of their cost to ability to deny areas. i have a post regarding raisng the base cost of plasma if you're interested in looking at it and giving it some traction. but i think that 20 points for a mod is good, 25 would be the absolute highest i'd want to see.
-
@Nahasno said:
That was what i thought from the begining that social will have a tendency to grab players out of the rotation because those maps are "proofed" and can be discussed and enjoyed without this progress hickhack.
I have two maps big brutal /small dangerous under my name in social, there will be all my ranked up maps after rotation a third(medium brutal) will join them today. They are just getting dusty atm. because i not very active in twich or else and have no reach, so maybe somebody wants to give them a try? Constructive feedback is always welcome. :)
we're raiding socials because the brutals in live are cakewalk easy because all the hard maps are punished by the main player base. socials are the only place people stop hitting the brakes.
-
@Nahasno said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3425744#Comment_3425744
But that's not on the casuals, thats lazy progress players who want to join this kind of sorry, crappy outpost.
Casuals - are players who play seldom or not in the ladder (by the wider definition).
I think we are generally the same opinion but nitpicking the details...
there are more lazy players than casuals then.
-
@Tsulan said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3425777#Comment_3425777
In the release stream, they said that people can play how they want. If they want to raid only, then thats possible, just as building only.
Builders got the short side of the stick.
The argument that we need far more raiders than builders also doesn´t hold up, when most raiders speed run bases. Hell, i´ve seen bases getting raided in 41 seconds. A raider can finish dozens of raids in an hour.
they took away the punishment for quitting. just go loot open tombs and quit for no penalty. there you go, building with minimal raiding required. you can make 2000-3000 synthite an hour doing that if you focus large normal maps that aren't giant boxes/mazes. going into any of your outposts then leaving it again resets the list so you can keep hunting. remember to abandon after you quit a base.
-
@Nahasno said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3424944#Comment_3424944
Where did i say that i had the same opinion as the majority - if you read exactly what i wrote - i never gave an opinion to anything but the framing issue i had with those postings. Because I see good arguments on both sides and there are some nice tries to find a compromise from both sides.
And yes you are of course right - the same goes for argumentation in any direction. As i stated there will never be a majority for anything in a playerbase because there are as many opinions as players in the base.
To be clear my personal point of view is:
It 's was not intended to function that way, but it's used in that way - remove it because it's an exploit doesn't matter if it makes sense or not. Simply out of principle. If maps where not player generated but by the system or dev's i would do the same. It's not to personally curb someone or get a advantage over someone. Bend the rules as much as you can yes - but using an exploit is more like using a already broken rule as a base for meta outpostdesign.
Also because as everything s.o. uses excessively it get's boring fast.
I think that perhaps they should get a modified version of said trapcombos in the game, because yes it's stupid that raiders can see and shoot through the cubes but traps just sit there like ducks and don't see the player. Maybe make it possible with some kind of number restriction or only a type of trap that can detect through them. And maybe we will get something like that in the future. I mean they seem to at least try to listen to complains however we as players may personally feel about those.
"Just stop framing you point of view (which may or maybe not "good") as the opinion of the majority"
he never said his opinion was the majority either, but you treated it as if he did. he spoke as part of the community. i did the same thing you did when addressing them. fair?
-
@Dreamnomad said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3425649#Comment_3425649
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.
you said equal or lower, meaning i could run brutals and my normal gets bumped. do i get to pick which of my outposts gets the boost? do i have to turn off all but one to control that?
"it would be based on the difficulty of the raid you successfully finished." so this means that a builder who is better at building than raiding can't get priority attention on their brutal bases if they aren't good enough to clear one made by someone else. i doubt the devs would back that. it also means that only the good raiders will have brutal bases eventually, it leads to a feedback loop where your brutal only gets raided if you complete brutals, meaning only the top raiders brutal bases will regularly get raids, and that isn't in any way based off the quality of the outpost they built, that won't in any way feel good to the builders in the long term, and will lead to an increasing skill floor in difficulty that the game seems to be trying to avoid based on the last patch.
-
@Tsulan said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3425018#Comment_3425018
I agree. Not only did the raiders leave in fear of the second wave exploit, the builders that were just using lava cubes got no raids for one reason or another and also left.
The whole rank system was a mistake. It got partly sorted with the last patch, but never should have been a part of the game. It hammered "dying to often lets you lose ranks" into peoples minds and hitting alt-f4 whenever something isn´t rewarding became like a natural move to some people. Which is totally contrary to what the trailers always suggested.
On top, the economy is build to favor raiders over builders. Someone who spams grenades during a raid, will never spend as much in grenades as he gains in parts during the raid. Someone who tries to keep a base running without raiding will hit a wall after a short amount of time. Since no base, doesn´t matter how successful it is, will be self sufficient. Which partly led to the flood of kill boxes, since builders felt forced to get as many kills in the hope to keep a base running, which then led to the alt-f4 behavior at the release of the game.
Raiders going for free XP maps could also simply be a result of the synth starved playerbase. Which is sadly the thing that didn´t get fixed with the patch (instead, consumables were made more expensive).
At release i build some (i think) nice maps, that looked good and appealing. Spend hours on them. They lasted a little over a week. While i understand that there always needs to be a influx of new maps, having a map that cost you hours and hours just become useless feels... kinda frustrating. Maybe there should be another accolade or something for amazing maps. That would allow maps to continue their live circle beyond lvl 10, if enough people give that map a upvote. It would certainly motivate builders.
bases could be self sufficent in the previous matchmaking setup but i question that in the current one. i was actively generatinvg about 1000 synthite a day, doing MAYBE 4 raids for a good week and a half. the trick was using bases that had overdrive to generate additional genmat to get the resource rewards for leveling up chimera.
-
i still get at least 75% of my raids on XP maps, my art maps are seeing slightly higher activity since i've introduced negative stimuli XP maps, brutal champions are still pretty low but i expect that and don't mind it cause the people who actually do them are wonderful to watch.
but yes, total raid count for me has gone down significantly i'm down to around 20-30 a day from 70-90
edit - even the builder mains like myself raid a bunch, the issue is that we do most of it in social. we're all in the twitch community hopping from stream to stream and sharing our maps, playing eachothers. we are out of the live rosters because they aren't as enjoyable as interacting with the makers and runners in real time. most of my live raiding is in co-op helping a newer player.
-
the ability to offer a bait bounty as a builder would be nice, or to have an entrance fee that contributes to a jackpot and first person to beat it claims the bounty or the collected jackpot.
-
@Nahasno said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3425604#Comment_3425604
Sry for the wall of text but it is an exensive thematic:
Casuals like me are not even at master rank, btw.
I'm still on my way to silver 1 but i don't play for ladder progression. I did that for years in other games and came to the conclusion that i personally have more fun and relaxation if i don't play progress or perhaps i should say i progress at a differnt pace.
So now we have a devalued rankingsystem and a level system which does nothing to the gameplay for both players and outposts?
Because well a Rank 10 doesn't seem to have really more value than an Rank 5 both are in the champion bracket, since nobody can see the rank of the outpost before joining that outpost.
So even the different cap sizes are irrelevant because they are just not there as a criteria for selection. So you don't know if that small outpost which seem to have many blocks build in their design, has many traps or just a few because of the different capsizes between the rank.
Why is it that every game producer thinks the grind is THE way to get people to stay in games? I mean I don't like repetetive tasks even if i get payed for them in real life with real money - i do them because i need the money but not because i like the tasks. The grind in rpg or other mmo's makes sense because you get better gameplay value from them - here it's just cosmetics. There isn't even a hitpoint pool which can get bigger and rise the surviability of a character. Games should make fun and relax not be an collection of repetetive tasks with no relative meaning.
It's essentially a shooter with rpg elements smashed in and then to complicate everything s.o. though it a good idea 4 currencys from which exactly one stears the whole economy. Then there are the diffrent expectations at the two "roles" raider and builder.
The raider just has to raid - hopfully fast and with as less death as possible.
The builder has to build an "good" outpost, but there is the problem from building perspctive you have to kill as many as often as you can. Your goal is essentially to guard your genetic materials - if you don't you get processed into the sucessful raiders outpost, thats the story.
But what is a "good" Outpost. Most seem to prefer easy fast paced outpost because time/value, when raiding.
So it seems that most think it's on the builder to get people to raid their outpost, but from a lore perspective that is simply not what a builder should do - he should want to hold on to all the genmat he doesn't want sucessful raids, he doesn't want to get his genmat extracted. He wants raids and kills for outpost progression.
Lorewise the raider is the one who should be chomping at the bit to get raiding, because he has to gain the genmat for his own outpost/chimera in anyway possible - which is building outposts to mine genmat from the dead and raiding other outposts and killing their inhabitants. Not nitpicking every outpost for time/value - just raid and go on.
What most don't seem to get is that this is not a raiders against builders or faction vs. faction scenario - it's essentially an everybody against everybody free for all royal rumble.
There is no "we" in this game except in coop, everything else is I have to do this or that if I want to do something.
It's not we raiders and it's not we builders because everybody is a raider and a builder for the gamemechanics. There is no way to build without raiding which is intended - because many build only players and no raid only players can't support that game economy.
And for raid only players there is not much incentive to stay longtime in the game atm. So we all have to do both because else the system won't run properly. Oh... wait.. maybe... it doesn't atm.
Which we cannot really gauge because we don't even know why some outposts get traffic while others doesn't. Because we can't see how many players got the option to chose that outpost in the first place. Was the outpost not chosen deliberatly because well it wasn't attractive enough or because not enough got it in their raidselection as an option? That's the first question that is to solve than you can really determine if an outpost is sucessful or if it just got more visibility and so more had the option to chose this outpost than another outpost.
make a base that is normal, has a single tunnel to the genmat, then write XP on it. watch how many raids it gets compared to everything else you post.
-
@Nahasno said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3425656#Comment_3425656
Oh... this is a very misleading post. Since i read a lot here in the forum i know that you are not a pure raider on the contrary you seem to like building as much as raiding. So it's very sarcastic and ironic - i get you but some will not understand it the way it is intended.
Because if they really do follow that advice they shoot them selfs in the foot because there are no pure raiders in this game at least not long time, because well there are no incentives to hold them in game after they maxed out their equipment there would be only cosmetics for them.
That's one of the big problems of this game, that many don't get that they can't do only the one thing (build only) without hurting the experience of anybody else that plays the game as intended.
love to build, love to conquer challenges. this update feels bad for both.
-
@UmbrellaWeapon said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3425298#Comment_3425298
Glad to see someone. I guess what I’m trying to say is, I can raid 3 normals or 5 normals faster than a brutal, just 2 alone got me more than a brutal with super less time.
yes there is more to shoot, and it builds character experience. But character levels don’t have an impact on anything, they are just there. My character level is 60+ but no rewards for a level. So in my perspective, the more to shoot, the more time it takes. Yes the traps and guards drop resources, but it ain’t all the time, and ain’t that much.
unknown tombs and genmat is what really matters. Anything else is purely on the player for whatever reason.
I never was a speed runner, till I figured all this out. It really depends how much time your willing to spend to get what you need… sure a brutal will grant me what I need in 1 run… but if I can do 2-3 normals in under 15 minutes, or 5 minutes… then I got what I need with less frustrating tasks as I said before.
you clear brutals faster as you do more of them. you figure out what you can and can't skip. rule of thumb, if the room has 20+ traps, normally all it takes to skip is a grenade in a hallway, and a dome shield to buy time while you clear out any surprises in the hall/room beyond. my average brutal run is about 2 minutes. plasma is scary in bulk to look at but once you realize that if you get them to all fire at the same time, their recharge is soooooooo long and you can basically walk past them.
-
@Chordyceps said:
I just think it would be a nice quality of life thing, where once you've used all of one hardware slot during a raid, your other hardware was automatically swapped to the equipped slot. I've played other games that do this and it really is nice. That and I keep expecting this game to do that because of those other games, and it's ended up getting me killed cause the hardware in my equipped slot was all used up.
counter - a setting toggle to enable/disable this function.
-
@hastarkis said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3425641#Comment_3425641
Master the 1st is awaiting along with all opportunities to learn new things and you are going to spend your time loading, jumping around bedrocks and loading again. Interesting.
Master 1 means nothing with no rank penalties. with 0 setback, literally anyone can climb. there is no longer a skill requirement for master 1 as there is no way to go backwards.
yeah, i'm gonna spend my time stockpiling a crap ton of low effort resources while i'm able to profit off this poor decision. because it's again, profitable. i can now farm synthite at a rate of over 3000 an hour doing this. so i'm gonna hit the currency cap.
you know what, yeah. i'm fine with this. builders no longer have to raid, they can just farm tombs and leave for no penalty. they made it so i don't have to raid anymore i can focus on my building. wonderful!
HEY BUILDERS, you don't actually have to beat bases anymore to build, just take tombs on the big maps and quit any that are blocked since there is no rank penalty, leave after getting tombs, don't do outpost. saves time, better profit per hour, less frustration, and you can go back to focusing on what you actually wanted to do. POWER TO THE BUILDERS!!!! BUILDER TO MASTER!!!