hastarkis
hastarkis
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Sometimes there is a pretty big delay so you can find this replay later.
Could be block, ofc, but I think it's more likely that it is some sort of a bug. The replay station is full of them.
Also, people have different view on what's fair/unfair, on blocked tombs, bug usage, meta playstyles and tons other aspects. If someone doesn't like your base that much they don't want to face your creations ever again it doesn't mean that someone is not clever enough.
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"Readington" by gurika55
Decorated with love indeed. It was a pleasure to raid it.
Also highly recommend outposts by Kharel (several socials are also available). It's a rare case when I truly feel brutal base as a puzle I need to solve. They are hard (at least for me) but created with a way to deal with it in mind.
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@magic1236 said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3399494#Comment_3399494
In the community creations section I made a post for people to share the names of outposts and the creators of outposts that they found to be unique or very fun. Maybe you can post some of the ones you enjoyed the most
Oh great! I'll do that
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Oh THAT what was happening... I got 16 minutes raid with zero deaths and no genmat, and I was super surprised to see at least ten deaths. No resources, no tags, nothing for me from this raid :/
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Sometimes I'm so frustrated by my own deaths I don't give accolades for objectively good bases xDD But I do that with thoughts that I died so many times I granted enough prestige points anyway and it's not a big deal xD
I don't give accolades for blocked tombs and cheese tactics. Sometimes I don't even finish the level to not feed them with my deaths either. If that's the case or if I see people clearly and intentionally exploiting bugs (like second wave corrosives now) sometimes I even block them to not meet those builders/raiders ever again.
But if I see super creative outside/inside decoration I sometimes die on purpose to tip the builder. I let them know I like it by nodding. Recently I tipped 4(?) deaths for not that deadly but SUPER cool dragon-like outpost *0*
Also I like secret paths or backdoors that reward exploring. And I'm trying to keep links/names of those creators to check their social (p10) outposts later.
In general, I give accolades almost always, especially if I didn't die at all but like the base.
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@ErrorUserIsDead said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3399189#Comment_3399189
Yeah the cost goes down with proximity to the path with little to no affect after 2 cubes. Traps have cost yes, overlapping I haven't found to be much of a factor.
What do you mean "they can't search for opens"? That's exactly what I'm suggesting. Why do you assume that cannot be done through some kind of either player validation or an addition to the algorithm?
The point is - the difficulty rating is nearly useless in the current form. The system should be improved by the developers because it seems more like a placeholder system than anything else. Just because something isn't explicitly said (the "difficulty cost" per trap) doesn't mean it's extremely complex. The image clearly shows that it's not even a good metric to use for trap density - which is currently it's only purpose.
>>What do you mean "they can't search for opens"?
I gave an example there. Yes, I guess, maybe they can search for valid path for player (not hrv), but I definitely DON'T want normal bases with brutal setups and hidden hole near the genmat. Technically, you can grab genmat and avoid every trap but in practice nobody will be searching for several hours trying to find this damn gap. You can add several restrictions here, then I can find ways to exploit them, then you can add even more restrictions until the system becomes too complicated and kinda pointless again.
Easy brutals are ok for almost everyone (except for builder who learn and don't get kills, that's natural) but extremely hard normals exploiting rank system? It would be a nightmare for beginners. And current system kinda prevents those. Maybe that's its only purpose, actually?
That's why I said they can't do that.
But I do agree that current system looks like a placeholder and don't give us any valuable information about the base outside of normal section. I just think that this specific suggestion won't work as you think and/or will backfire in a really bad way.
And no, I don't have any better suggestion here, unfortunately. At least for now.
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@magic1236 said:
sadly the difficulty rating is only taking into account the path HRV can take. As it’s expected they will take that path and not the fact that the path is not needed to reach the genmat
It's not... that easy? Wrong word, I guess, but it's needed to be mentioned here: traps have their cost no matter what, and the closer they (and their activation range??) are to the path, the higher their cost. Plus, overlapping does its work too. In result, you pretty can reach brutal difficulty with outpost as empty as the desert: you need to place armored guys in cube full of traps with no entrance and exit. Technically, rating is a potential danger and should be called like that. The only thing rating really says is "with this [danger] capacity of traps and guards this base might be SUPER HARD but actually I don't know if it's really hard, we'll see, I hope you did everything right, my friend".
Like, yeah, maybe the difficulty rating needs to be reworked but how exactly?.. They can't search for "opens" for you and rate your nightmare base normal just because there is a hidded hole right near genmat. They can't determine poor and good (more like deadly and not deadly) placements to adjust the system, it's too complicated for devs and will be hard for players to understand. 20 holocubes - it's laughable, yes, but how can you program the real border line? How many possible combinations are here and how they are dangerous or not? How many will be year later? No surprise they just count pure value, without analysing diversity.
Magic1236 says right thing: it’s expected raiders will take that path. It's also expected you placed traps well and covered the path to force players there. With that in mind the base (possibly) is brutal.
I'm afraid the only real way to "improve the system" is to keep improving your own understanding of bulding and use full potential of traps. THEN brutal maps will be brutal indeed, just like rating says.
Or just rename it as potential danger, would be less confusing.
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It's hard to find a big map in normal/dangerous :/
I need synth so three tombs and tons of traps I can destroy are super important for me. If I can find dangerous map with 20 boltshots/impalers I sometimes go there and die on purpose to destroy everything couple times. But in most cases tgere are only brutals with 3 tombs for me.
Sometimes I see super pretty appearance and can't resist, tho xD
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Isn't the whole point to "protect your genmatt" ??You don't loose your extracted genmat (gamewise) but you do get more genmat from corpses of other chimeras' clones (raiders). So actually your point isn't to save your genmat. It's to bait others to bring their
bodiesgenmat to you and take as much as possible from them (i.e. get them raiding your base and keep them dying there as long as possible) (: -
I guess, for now it's only safe to buy 9k maps because 12 (and 7 lol) hours is unreasonably low uptime imo. Especially for brutal maps with their low traffic.
And then have nice and catchy appearance.
Plus, you can add couple anti-rush techniques here and there. You can search for guides or join community discord for tips and ready unti-rush setups. Just to be sure.
But that's my recipe, I don't know, as for now I have enough raiders everytime. Maybe I'm just lucky.
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@Seraphor said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397925#Comment_3397925
This is a good point. Maybe the accolate statistics that are shown to prospective raiders could be presented as an average scaled according to prestige level or number of raids or something like that.
E.g. if you've been raided 10 times and received 5 Fun accolades, that's a 50% Fun rating.
New base still has nothing. New base with one unfortunate crashed raid has zero/negatives and dramatically lower chances to get new raids. New base with raider standing afk for 5 minutes just to leave without anything has same problem (I got those, I guess they got called for dinner during loading screen lol). And I can imagine people who do exactly that just for screwing someone's stats.
I don't say we don't need new statistics but there are problems and exploits with this particular solution.
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@Seraphor said:
Raiding needs to be encouraged over building. This game has a serious imbalance towards building.
I don't understand how you can have one outpost that has 2000+ kills, I'm lucky if any of my outposts get more than 3 raids in a 24hr active session.
I think each outpost should require you to raid at least 5 others to maintain. All 5 outposts active? 25 raids per day minimum.
You should not be able to get by as a 'builder main'. The game will die that way.
And I don't understand how can't those bases pay for themselves. First one gave me 500-600 synth MAX per prestige while I needed 900. Like, yes, we aren't supposed to be builders-only but main-builders? Why not? I still need to buy new traps, I still need synth for my bases, I still need synth for new sites, I still RAID A LOT. I'd be happy to have to raid five outposts per my base. But five outposts in most cases aren't enough to prestige one p8 outpost. I get 10-200 synth per raid, I need at least seven outposts and it depends on RNG that they have smth I CAN destroy and not only speedrun the killbox with 10 synth in the end (with synth boost and unlycky tombs full of parts). Sometimes I get more from chimera leveling than from raiding itself.
I guess I raid even more than raider-mains have to. Not only I need basic upgrades for me as raider to be faster and better in farming, but also I need new traps and prestige taxes as builder because somehow 200 deaths per prestige (from different people, no nerfs included) aren't enough :/
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Don't you think people will avoid new outposts with low prestige and low accolades then?
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Good points here.
>I don’t really see the goal of the overdrive.
If your base has high kill ratio you get WAY more genmat than you loose on overdrive. But you have to exchange it for active time because "stealing" means that your outpost will be active for shorter time. If you loose 200 genmat every successful run (I don't remember current numbers but it was 200 during tests, I believe), you instantly loose like 30 minutes of possible active time.
It was useful during alpha/beta bc outposts lived longer and reactivation took prestige points only, no synth. So you just speedrun your deadly (but fun, to keep raiders invested) outposts from 1 to 10 with huge boost in genmat gaining. But now when your outpost can be depleted faster than you earn synth for reactivation... It doesn't make any sense for me. Especially with lower genmat capacity :/
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@magic1236 said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397266#Comment_3397266
Gotcha. Thanks for the explanation. Though I’ll admit I do like the idea that certain traps could possibly go through corrosive cubes. This would be an argument on the cube though. Something along the lines of, X trap can see through cube but prevents the use of the obscure argument and maybe even makes the cube a bit easier to see through and only works with one cube. If there is two cubes with the argument the trap will not have LOS . Really only trap I can think of that will be fair with this is the claw, since you can use a sword to swipe and break the claw even after it grabs you.
I only like this idea cause then makes it where you can pair with the splatter argument really well. Don’t have sword, well only option is shoot through the cube to destroy the trap, but now have to deal with the spill over.
Oh bugged splatters with claw are horrible xD I met a base with hunter boltshots and splatters. Can't see the trap, don't have room for maneuver, acid splatters are everywhere... I can't imagine deflecting several claws grabbing me at the same time here. Shield was only option to survive and would be only option with claws.
The biggest problem: you don't have an option to pre-fire traps. I wasn't able to outrun the setup so I had to deal with four traps activating at me at the same time because all 4 free seconds of activation corrosive cubes were activating too and therefore they were solid and impossible to shoot through :))) without the bug this map would be useless. But here I am with 5 deaths including first one when I didn't even had my shield equipped. Meh.
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>>With everything you described it dose not sound like exploits to me. If it’s possible could you explain how some of the things you mentioned are exploits? @magic1236
Second wave corrosive cubes let traps trigger through them (although traps shouldn't trigger without clear LOS and they work so with normal corrosive cubes). It is a bug that makes outposts much harder and people use this bug making whole maps around it.
I don't think it's punishable (BHVR usually has special list of forbidden exploits and new bugs aren't in this category) but it's a bug exploiting.
As for HRV, devs said they don't want to make his death impossible, they stated they like mazes being a thing, if builder wants to create one - builder can.
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You block the tombs I block you. You get 1 fewer raider for future bases. [2]
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An addition to comment of magic1236:
1) unlock a phoenix pod and try to drop it right after genmat. You need to learn how to drop it carefully but then you trigger all traps, die and revive in safe room with all one-attack traps being already disarmed. You also can throw a bomb into a corner and then take genmat: bomb will explode right after that and destroy fresh second wave traps in that corner creating a safe space (almost).
1.5) some of those setups could be really hard with slow approach but fast running and good reaction (and understanding of timings) sometimes let you just speedrun the base with no real threat. Some specific game knowledge (like you can safely grapple through one corrosive cube and smth like that) can make your time easier.
2) you can lower the difficulty. Those kill boxes you are talking about impossible without being brutal. Raid dangerous bases for now as they have more diversity on average.
3) if you really want to raid brutal ones you can use boost of suit advisor that shows you number of traps and their type (2 or 3 level). With little practice you will learn to recognise and avoid killboxes that impossible for you. I avoid everything with tons of incinerators. Meh.
4) "gitgud" sounds bad but practice is your best friend indeed. Those boxes aren't literally impossible, people from alpha and beta (i.e. with dozens hours of experience) deal with them daily and even enjoy doing so.
Gl with that. Don't let those builds frustrate you.
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If they abandon your outpost, you are awarded with one additional death and resources from this death.
As for algorithms, nobody knows how they works (yet?), there's no proofs you get less raids because of those who abandoned your outpost. At least, it's possible to get an empty cycle without abandoning. Maybe you're just unlucky or people use boosts and see smth scary in your base, like long HRV's path or 88 traps with 25 of them being incinerators. There are plenty of reasons.
I wish outposts live longer, tho.
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Refilling one base over and over would be bad for game in a long run, unfortunately. Every base should gone sooner or later :c
You can put your outpost on social, tho, and share it on media so people.
And next time you can buy the cheapest (smallest) site with 9k genmat, spend 10 minutes to put just right amount of traps on the open route to reach minimal defence (but be sure no one will ever die there) and then you'll be able to reset it over and over again with just 600 synth or so, without fear of needing to rebuild it anytime sooner :) no deaths and accolades - no prestige - no problems.
It's a joke of course but... well, only part of it.
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I've raided a base today where builder was totally aware of the bug and used it with opaque acid cubes. Wasn't too hard but was gross indeed. Such inconsistency should be fixed.
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@chezpizza said:
I have started to quit bases that have clearly and purposely covered the tombs without trying to incorporate them.
I give them a try because sometimes there are secret paths inside bases that covered with corrosive/second wave cubes and other creative stuff. I love this and have several second wave tombs myself, they look blocked at first glance but reward those who understand game mechanics and take time to explore.
But if tombs are clearly blocked or surrounded by robbing setups - no accolades from me then. I also shake my camera in front of those setups to give the builder a clue I don't like it xD
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@Seraphor said:
So, I'm a little confused about the death/currency mechanics here.
- If you die, you lose everything you picked up?
- If you abandon a raid, you keep your currencies, but lose any genmat you collected.
So when you find an outpost that has the vaults out in the open, is there any reason not to just grab the loot and abandon? Then jump back in and complete it, without the risk of losing your currency gains.
Yes you lose some rank progress, but I don't see any reason to care about that right now. You gain about 150 for a win and lose about 10-15 for abandoning.
You don't loose any currency except genmat. You can safely search for tombs first, grab them and then raid normally without abandoning. Moreover, if you need synth more than rank, you can clear base, die somehow and clear it again just for resources (but over time the game will nerf your incomes on this base). You keep everything.
You loose all unpicked resources. Like if you open tomb and die before you pick up resources then you won't be able to get them anymore. Resources just dissappear due to base reset, and tombs don't reset themselves after opening.
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@wydyadoit said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3396325#Comment_3396325
i meant to erase that part. i was tired and jumbled up my words when i wrote it. basically what i meant was you have a better chance of killing a greedy player trying to go for a tomb.
more tombs mean more currency for raiders. if you cover it up the. raiders will just go for the genmat and run away. or if you don't defend your vaults then youre essentially missing out on potential kills.
each tomb drops 50-100 (in my experience) mixed currency.
so we're talking a possible 250 currency just from tombs. that's practically an entire chimera level in synthite or parts.
but anyway - point i was making is builders want currency too. so use greed to make players give you currency by dying going for tombs.
Ahhh, now it makes sense, thanks. I was right about to go and test this to be sure xD
Everything else is true. I wish they advertise tombs more. A lot of people who raid my bases skip tombs even though couple of them are free on the route. People look at them and don't even bother to click the mouse. So I guess they just don't know what's that and why they need it :c
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@wydyadoit said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3396319#Comment_3396319
raids give more genetic material anyway.
Yes. So your "math" is kinda incorrect. In dbd killer/survivor ratio should be 1:4 and it's not a "grossly outweigh" situation because you need one killer and four survivors to create one game.
Same here. If we assume that all players have five active outposts then all of them raid more than five outposts every day (on average). If they don't then they can't have 5 active outposts. If all players have 5 outposts and raid at least 5 outposts there's no outweight because mathematically all outposts get raids at this point 🤷♂️
And in real game, 1, you need more than one raid per base every day to have enough synth, and 2, there are "free" raids from raid-only players (and you can't be build-only player). So all players who can afford 5 outposts make at least 10-15 raids per day. And plus raid-only players, it effectively can be 5:1 ratio raids/bases and more, not 1:5.
All those raids could land on one base and make another one with zero but that's different problem.
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>>you want currency too right? if a vault gets opened, but not picked up then that loot becomes your loot.
Are you sure about that? Because this insensitivises pretty cheesy setups with huge acid pit under it to prevent players from picking up dropped resources and/or some traps that can destroy tomb before player can reach it. It's already here to piss raiders off, that's enough.
If players die they don't get those resources, yes, but neither the builder. And now you say I can easily farm my own tombs with self-destructing traps? I don't think it's possible...
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@Seraphor said:
I just wanna know how you get the golden clockface and the egyptian tomb deco packs. Haven't seen this mentioned anywhere.
It's deluxe edition content.
I guess you should be able to buy scorched necropolis deco pack separately but I'm not sure.
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@wydyadoit said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3394895#Comment_3394895
Builders grossly outweigh raiders. Should be obvious from the math.
1 raider can have 5 active bases.
so a 1:5 ratio.
assuming a player hates raiding because “too hard” or “unfun” then that player effectively makes their portion of the ratio 0:5.
🤷🏻♂️
factor in the pre-built maps made by devs to kickstart the actual game’s multiplayer (because you have to raid to build a base so who does the first player raid? Or what happens if all bases end up decaying at the same time) and you end up with even less raiders to bases.
If player hates raiding then the player doesn't build because doesn't have enough resources for that. Building isn't cheap and you need more than 5 raids per day to maintain your five bases 🤷♀️
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You can't :) it's a name from dev pool of real city names, the game chooses one randomly for each site.
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@Havoc5015 said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3395102#Comment_3395102
I understand everything you said. It doesn't conflict with what I said, but you're wrong on one part. If you don't have enough to prestige, you don't demolish your base, you can just refill the genmat by spending the 600ish resources. It resets the genmat back to max and also resets your prestige progress, which is what I'm talking about. If only one person raids your base and you don't get enough kills/accolades to prestige, then everything resets to zero. But I don't control who raids my base, so I have no control over my prestiges. Whatever progress I make is sometimes reset before the genmat timer runs dry.
Oh, so you say you can pay synth (that you pay anyway to prestige your bases), you refill your base but whole number of prestiges you earned so far becomes zero and you start over? Now it makes sense for me.
Good to know. It wasn't like that during tests (and was a problem people complained about), I wasn't aware they've changed it and I've been lucky enough to not be able to test it myself yet. I was sure you can't reset your base once it depleted. It's good that you aren't forced to deal with useless site. Thanks for clarification!
Then carrying over progress isn't good solution in my opinion because then p10 is just a matter of time and not a real base performance. But I really like last one solution and that one with longer life of outpost.
There is another problem: you can't force people to play your base :/ All those solutions can't protect you from not being raided, unfortunately.
Hope, they'll twist algorithms a little to help. It sucks when you just don't have enough raiders to even try to earn points.
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@TigBatFiddies said:
"If you don't get enough prestige points you can't prestige you base, and deleting it is your only option (at least as far as I know). Then you have to buy and build new outpost."
This is the only part you got wrong afaik. You really have no need to delete the base, unless you've somehow managed to meet your burial site capacity. You are able to set the base into social mode so yourself and other players are still able to run the raid. Doing so will not produce GenMat for you, nor will it give you prestige points. Raiders also will not receive rewards for completing your raid. So while there is no REAL benefit to putting your base in social mode, there's also no much benefit from deleting. Archive your bases and use them as reference in the future. See what worked, what didn't work, get better.
Well, I didn't say you have to delete your base, you just can't get any value (resources, not knowledge) out of it with no prestige points. Of course you can put it on social but so you can with any other base including p10 ones.
Since there's no real way to find social bases other than post or search for them yourself on social media... It's kinda pointless in game, you need to go out and specifically ask people to run it and give feedback. In most cases I'd prefer to delete such base because I have plenty of sites and I really don't need depleted site on my list. That why I said it like this.
But it's a good addition, you know. My take was too... pragmatic, I guess. And social mode doesn't have good advertising and explanation in game, I should've mentioned it.
So for OP, in addition to TigBatFiddies: Social feature is good for testing your stuff in real conditions (you can search for your own social bases and run them fair, with no "build-mode" respawns) or for training special skills using your or social community maps. So, I guess, it is good to have a useless-for-other-purposes space to build some social stuff or testing new things. In that case, yeah, it's better to keep the base and use it without feeling you miss potential genmat or anything.
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@SnapReflex said:
To clarify, it's not available on "My Outposts" either, but is listed as "Owned" in the available Burial Sites to purchase. I have no access to it and I cannot repurchase it.
It's not a bug. You bought this site in the shop so you can't purchase it again. You have limited options and can re-buy things. And you destroyed your outpost so you don't have it available anymore. You aren't the first who thinks "del" option will clear base and they definitely should give additional warning about it, but now it is as it is :c
To clear your base you should use options in build menu. You can delete blocks of one specific type, delete blocks/decals of a whole specific pack or clear all blocks there.
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I'd be happy to spend my parts here instead of synth (so - yes), but I don't think it's possible. I think, they want us to be in need of synth so we raid and raid and raid again. Without this we won't be in THAT need and won't raid enough to secure traffic.
I'm not sure it's true, of course, but that's my understanding of their thoughs behind current synth economic :/
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>>If your base doesn't get enough prestige points by the time the genmat runs out, you have to reset the genmat to bring it back to the full amount, but doing so resets your prestige points too.
>>let some prestige progress carry over each time you reset, so less is needed to prestige each time you reset.
If you don't get enough points to prestige, what do you want to carry over?..
Like, I think you missunderstand the system. You earn prestige points for kills and accolades. If you earn enough points, you have an option to refill your base and give it another life as a reward. And you don't loose your points. You spend them to prestige and keep the rest for further prestiges. You can see them somewhere top right: your points and points needed to prestige next time. And if you have enough points you can see diamond icon.
If you don't get enough prestige points you can't prestige you base, and deleting it is your only option (at least as far as I know). Then you have to buy and build new outpost.
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@chezpizza said:
I'm starting to get to that point of needing to constantly prestige and I threw one of my bases to social raid cause even though it gives me no progress I don't want it just sitting there.
Read that once a base hits level 10, it can't be prestige, which prevents reactivation for progress. So that's got me concerned. I can still put it in social raiding but gain no progress. Speak of, is there a way to explore social raids without needing a creators/bases name?
Same here with prestiging :/ and yes, p10 bases get 💫mastered💫 label and then just sit there with no usage.
As for social - asaik there's no way. But you can join mym discord (not official), people share their social outposts there. Not great but still an option.
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You can survive falling/grappling through corrosive cubes as long as you do that fast enough. One cube is safe to grapple/normally fall through.
Being fast enough (falling from a great height) you can pass block of 3 corrosive cubes but you won't be able to come back, ofc. If falling through one cube, you can die if you slow yourself down by jumping, panicking or bumping into a corner. I guess that's top 3 reasons :D and also if the cube is on floor level you need to _jump_ before falling or you make contact with cube much earlier than fall and therefore die.
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@nightylion said:
That's what i call "invul(nerability) tool". There was no way to outrun the wave, but i didn't think about grappling through lava, that could work.
Oh. Now I get it, I understood this word wrong, sorry. Thanks.
Grappling could be tricky because builder can place 2 corrosive cubes(?) to prevent grappling or place tons of traps to protect this free space. But it requires even more capacity and most builders just invest everything in DMS. So worth a try. It saved me couple times.
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@Seraphor said:
Well I've just discovered that outposts delete themselves when they expire and now I'm thinking what's the point in this game?
If your creative efforts are wasted there's no reason to build anything other than a mindless killbox, which means all outposts will eventually end up being mindless killboxes.
At least 'retire' an outposts so that the 'active' status is simply unavailable, and include 'social' outposts in a pool for random raiding even if you don't gain anything from deaths on it.
Wdym they delete themselves?.. Or do you mean depleted status?
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@nightylion said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3393446#Comment_3393446
I saw level which is impossible to beat without those "invul" tools. basically genmat is at the end of really long corridor. Everything above - hidden corrosive blocks with guards upgraded with detonator somewhere above. Once you get genmat they fall through lava blocks, die and eplode whole corridor. Impossible to speedrun it with grappling hook and speed consumable.
I don't know how guards can be placed on top of lavablocks, maybe somebody could explain. Pistons? Don't have them to test.
It's easy beatable with shield or phoenix pod.
Also in most cases you can grapple through those acid cubes because guards need free space to be placed, you can use it too. Also BHVR added couple seconds of activation on second wave cubes/acid too, so you have several seconds to think, be prepared (and put down phoenix pod) and maybe even outrun the wave.
As for "how": you need holocubes/acid with second wave. You can place guards on normal cubes and lead them onto holocubes/acid. Here they stay until genmat is taken and then cubes become "soft" so guards drop through acid and die.
It requires special tools, yes, but so do other setups. I avoided all guard-spam bases until unlocked anti-guard crossbow. And avoided all DMS bases until unlocked phoenix pod. Now it is not a big deal. Especially if you can see this coming.
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@TragicSolitude said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3394097#Comment_3394097
Ah, thank you. Unfortunately, that feature is getting defeated by the bug that's not spawning in all the material that gets dropped, because I'm going in and finding new material even though there have been no new raids since the previous time I went in.
Yeah, I got it too. The most annoying thing is I get it every time I don't expect. Like I know about another bug that makes all resources cost 1 (you need to restart the game to fix it), and I restart the game before collecting resources just in case, then collect them, exit outpost to see how many I got, then I go back to prestige aaaand OF COURSE there are MORE resources and OF COURSE all of them are 1 :/
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@CotePathos said:
Sadly it's kind of necessary to keep the pool of bases flowing. Right now there are so many bases compared to the amount of Raiders that most of my bases are barely being raided.
Creative appearance is always valuable, since more people will click your base. Community tab and base sharing is the "endgame" so to speak since it doesn't grant progression.
One of my bases got 27 raids, another one - 700+. Both in normal category. I don't think it's "bases vs raiders" question. More like matchmaking and luck. And it's more likely they are afraid of raiders to not have enough bases to raid, lol.
Like, there is limitation for active outposts. It's five per player, players can't keep more than 5 active, and all those players supposed to raid because they can't progress purely with building. And all of them pretty can raid more than five outposts per day (on average). Your bases won't suffer from lack of raiders if your thumbnails are interesting enough. It's mathematically impossible as long as your base lives long enough. Like if there is a bag with hundred balls and one person takes one ball out every 3 seconds, then the person will get your ball guaranteed after 5 minutes max (you can't raid same map twice so the map won't be offered again, at least until prestiged). But what if every 20 seconds the bag is refilled with new balls? And every time the person has 100 fresh balls to choose randomly?
Shorter base life -> more new bases every day -> less chances to get your bases offered (and chosen) to raid. Longer base life -> less options for raides over time -> more chances your map will be raided.
During alpha and beta (despite pretty low number of players and pretty low number of raids per base) most people still were able to prestige their bases. Some of them wasn't, yes, but was it lack of players that affected it? Idk. And I had time to raid freely with no pressure of necessity. My outposts lasted slightly longer than now and I had free time to raid for progress and unlocks, and I had enough leftover resources after that to pay for prestiges. I kept 5 outposts with no problems.
Now I have problems with 3. Despite 700 attempts and 1400 kills on one, 27 attempts and 120 kills on another, and 235 attempts and 470 kills on third. 200 deaths base cannot pay for itself, I barely get 300 synth while I need 900 to prestige it, and I don't have enough time to earn synth for all bases AND progress myself.
Now I'm just questioning myself whether building worth it at all. They could limit bases to 3 instead of 5 but make them longer if that's the problem. Or make outposts pay for themselves to make maintaining them profitable. 200 deaths per prestige isn't enough how is it possible?.. Maybe it is a bug (although I know about resources bug and restart the game every time I want to collect them). So as for now it's just a sink for resources. That's it.
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Exiting your outpost will autocollect everything.
It's not obvious (and they should highlight it better) but it's here.
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@Flowart said:
yeah same here. It only shows like 4 or 5 raids at a time for me. And some do that weird loop
in the beta i was able to scroll and see every raid thats happened for a while. I get excited when a base gets 40 kills, only to see that the replay isnt even there to watch
True. Now it is much better but still some replays are bugged and grouped together in a weird way. I found interesting death tag and wanted to watch the replay but wasn't able to find it because of this :c
During alpha and beta it was much easier due to less players (raid attempts) and now I have several hundreds I can't scroll through :/
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Could it be those players tried your map earlier and gave up? Then they keep your base in their list forever(?) until they finish or delete it. And ofc the game keeps the base as it was during their first attempt. So it seems possible to get replays of the older version.
But could be bug ofc.
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@Densest said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3343646#Comment_3343646
ohh i didnt know this, thank you. still, if all of these 5 are large maps it could be a little opressive to have to collect everytthing everytime.
Anyway, you don't need to. Exiting from outpost collects everything automatically.
They should advertise this feature more, tho. Lack of really useful tips and tutorials is obvious.
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>>imagine if players build 5, 10, 20 and more sites at the same and they would have to go through all of them
You can own and build 200 but only 5 can be active at the same time.
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@Viktoriusiii said:
Every map NEEDS a better preview page.
There are a view things it needs:
- Completionrate - simple. The more players play it to the end the more fun and "doable" it is. I quit every guard/trapspam map with no accolades... so they don't get at most 1-2 deaths out of me
- Descriptions. Basename, A description as well as earned accolades and a customizable Mappreviewpicture (If the main thing is a fun main room, why show how bad it looks from the front?)
- Give us a way to give negative accolades. "Chore" "too long" "unimaginative" "exploity" to combat bad mapdesign.
Also it needs to reward good maps more. You only gain prestige from accolades... I don't need that, if kills can give me that AND ressources.
I'd even go as far as to say let good maps give the red ressource. It is really rare and you need it for everything. So a good base can help you upgrade your stuff faster.
While I am on topic: WHY do I have to raid to get better traps? You have 3 ressources... yet I need the same ressources for traps/guards and for suits/weapons/tools (blue is for the latter, but still).
I am not a big raider (especially in todays meta), so let me earn better traps by building better maps.
Also let me block maps. The same stupid map (that i quit every time) showed up like 5 times before I remembered the picture and didnt even bother.
Have you abandoned that map?
After you quit the map, it stays in the list for you in case you want a revenge. If you don't want that you need to abandon it while on world map ("C" key by default). Then you won't get it again.
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IDK about weekly challenges. Like I have 5 slots for active sites and I have 5 active sites, they all good and work giving me genmat and stuff, they all have 1+ day of genmat and 10 prestiges max (1-7 prestiges to go as for now). So 10-20 days of active time for each base in total. Plus everyday I check site offerings and buy new sites with good properties (capacity/genmat pool/genmattype) to create new bases in advance so I don't waste time later after base's retirement and just activate new outpost instead.
And to complete these weekly things I need to buy a site (I won't use those I've bought already to not waste their time), create smth specially for the challenge, deactivate my current well builded outpost, activate this one (probably isn't that good for kills and acolades bc of restrictions) and wait to complete the challenge. Why to do so? And after completing challenge I have a base I can't really keep active bc it makes less resources than my normal bases and I either keep it inactive untill next challenge or completely rebuild it "in advance". It's easier to don't bother with those challenges and just build in advance as I do now.
I agree they need more rewards for builders tho, especially this genmat multiplicator sounds good. And moreover I think they need a little higher prestige cost plus make acolades impact much bigger. To make fun and creative bases more profitable than boring death chambers.
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@Delightful_I_Am said:
I've been wanting a proper pyramid piece since the alpha. Great suggestion
Yeah. Still can't build a proper tower, no shapes for spire unless you want to invest 4 cubes into that. Meh.
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I'd add here an option to leave replay page before it loads. Several times I got to replay station and regretted instantly because I had to stare at loading of the list for couple minutes without ability to leave (ESC does nothing during loading). It's kinda frustrating.
And management options for outposts should be accessible more easy. It's ridiculous we need to go into build mode and back waiting the whole loading both times just to deactivate outpost and then repeat that again to activate different one. This shouldn't take this much time.




