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magic1236

magic1236

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magic1236
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  • @TragicSolitude said:

    This has been suggested a lot, and a dev addressed it in a Reddit AMA: https://www.reddit.com/r/gaming/comments/12cszga/comment/jf39myf/?utm_source=reddit&utm_medium=web2x&context=3

    The dev is correct: you don't have to beat the base. You can leave without collecting the GenMat and then after having attempted the base even just once you can Abandon the base from your Command Center.

    Builders don't need to be able to beat their own Outpost, but Raiders shouldn't be punished if they can't beat it, either. What the devs need to do is make it so players don't lose Rank points, because as is dying a few times and/or abandoning a raid absolutely punishes Raiders when it comes to their Rank. Going backwards in Rank is not okay in a game like this.

    I get not punishing raiders for persisting but on abandoning raids that should be slightly punished. Now if the person died a lot or took a lot of time before they abandoned then the punishment is less severe.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3399692#Comment_3399692

    50/125 Prestige Level. It literally says it on the right side of the screen, the icon is even half filled to indicate that it's not enough to Prestige.

    So Im not sure what you are looking at for it to "look like from the time that picture is taken you do have enough to refill it" when it already expired and cannot be refilled? Im actually confused on that.

    Oh well isn’t refilling and Prestiging different?

    you have enough money to refill the dungeon. You just can’t upgrade and refill it witch is what perstiging dose. Or am I wrong in this?

  • You are getting 17 hours worth of genmat. And it looks like from the time that picture is taken you do have enough to refill it.

    i have come to the conclusion that the reason one can have so many bases built is so that, during the times they can’t refill one base they can have others active then as they raid they can have enough money to refil the basses and activate them later while the others are depleted and unable to be refilled.

    It is a shame that it only got raided once. It looks cool. I know if I see it I’ll definitely give it a try.

  • @LordRaidenCR said:

    So is it like a random drop? Would I need to complete the Raid? Or I can go farm some guards and traps and leave?

    It is a random drop. And you don’t need to complete the raid. Once you have it you can just leave but it is a small drop. Like 5,10 20, in drops amount if I am correct. The best thing to do is complete the raid Becuse leveling up the chimera also gives a large amount of that currency. Also there are things that guarantee rewarding it but you have to complete the raid. For example the progression bar at the bottom of the raid screen

    also the more you farm a place the less it gives. And it will hurt your rank.

  • @Seraphor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3399608#Comment_3399608

    I tried this. I had two obvious entrances, the main one that Harvey walks into, and a second one absolutely covered in flashy decals to say "Tombs are obviously in here" but with a second wave holocube blocking the entrance.

    Nobody used it. Even raiders who would check it out first, smack it with their sword, and then enter the main route, would just rush out and instantly leave.

    (was it a giant pyramid by any chance? it might have been mine, if so you must have been the only one to do so)

    No it wasn’t a giant pyramid. Though what they did was have the tombs be on the same path that the raiders had to take. I have it listed in the community creation posts I made cause it was an awsome raid. They had two entrances but they had it where one was the “main” entrance but HRV dose not take that entrance. But then during secound way you can’t leave it so you have to take the path HRV takes

    but ya I feel people haven’t realized you can do this so the think the tomb is complete entombed. I have only just realized one can do this because I noticed how you can place holocubs on them. And then realized “well if the tomb is covered by a bedrock it has to be a second way holocube”

  • Something cool I have seen people do is “block” the tombs with second wave holocubes. I say this is a smart utilization of the tombs. They make them be something to get after you get the genmat so you are risking dying to get the extra loot.

  • These are quite cool. Though third wave seems a bit pointless as some may ignore the tombs or go for them after already done with the raid.

    and also dang you beat me to the punch on making a form to do suggestions for mods. Here are some of my own. Ideas. The sadly not as specific as yours will edit as more come to mind

    —————————————————————————————

    speed trap. - if player is grappling past the trap it instantly triggers. But if a player just walks by it it dose it’s normal activation time or even a slower then normal one .

    Egal eye able to be used on iron claws

    see though - for Corrosive cubes certain traps like iron claw have line of sigh through a single acid cube. The cube is more transparent, and mods like opaque can’t be used on it. If the acid cube has another acid cube directly touching it that second acid cube would block the line of sight even if it ask had the mod

    secret door - HRV can walk through Holocube but at random intervals the holocube will greatly flicker reveling what’s behind it. Traps and guards won’t have line if sight when it flickers. Can’t use picture perfect mod when this is equipped

    time delay - trap is invisible till player walks past its trigger area in witch case it takes about 2-5 seconds before it becomes “active”. However will have the same long arming time as a second wave trap and makes a loud noise after it is revealed.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3399220#Comment_3399220

    They usually have multiple stacked and/or have a large Surface area covered; which makes knocking the bodies away often pointless.

    The only counters Ive seen are killing Harvy with "Melee Kills increased Movement Speed" perk (rip Harvy though) OR using Arc Barrier with a perfectly block to wait out/run through the explosions; OR some mix of the two.

    There is a huge reason why the Melee Suit + Arc Barrier + Melee weapon are used a lot (especially in Brutal Rating bases)... because it deals with BS base design, exploitation (e.g. Second Wave Corrosive Cube exploitation, DMS exploitation), killboxes, and/or trap/guard spam; it basically covers everything.

    I am so disappointed that apparently this is so common. And is considered the “meta” in a sense. As I decided using the shield cause I find it fun to put myself in risky situations with it. I get a bit more reckless and I like the trying to time things. Even though my approach is going slow and trying to dismantle all the traps and not just speed run though.

    And I use the sword Because, well I am more likely to screw myself using the gun and not having ammo since the shield can’t kill.

    So I do the build cause I thought it would be a fun approach and not cause of it being a “meta” build, and kinda disappointed though it is a meta build. :/

    can’t lie I really hope the suit coming out in June is defensive weapon focused.

  • @LancerEcho said:

    The number of raids on my base has never been lower than the past couple of days, including beta. It's a little concerning as I can only see that situation worsening. It takes a disproportionate amount of time to build a (good) base, but if no-ones raiding them there's little point in making something interesting, nice looking, or fun. Fixing it by increasing the synth needed to keep bases online is not a good option as gathering resources is already time-consuming for how little time a map stays online.

    Annoyingly, co-op makes this problem even worse. Two people raiding together raid less bases than two people raiding separately.

    It could be the fact that in some places for people in school or universities it is finals month

  • @hastarkis said:

    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.

    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

  • @_Demidrol said:

    Once the outpost is empty for the 11th time, it can no longer be refilled? What's the point, I thought at 10 prestige you can replenish it endlessly.

    But no, it's useless now.

    For what? I created such a good outpost, normal, 216 raiders, 973 kills, not a killbox but an interesting one. now delete it? it is very sad

    Place it in social and edit your post to show the name of the outpost here so we can try looking it up and raiding it for fun

  • I will say the thing I like the most about this MYM way of handling being raided is that there is no punishment for losing. People don’t steal your resources. You won’t have To feel like you need to focus on killing more then being able to be creative and such cause your focus is not to get punished for someone beating your raid.

    that's why I like that one can do the normal active or overdrive.

  • I believe so yes. If you notice when you raid there is a certain advisor that gets progressed. Quiet sure it’s the genmat they builder is getting

  • You have to raid. The currency sometimes drops from destroyed traps and guards. As well as forsaken tombs

  • 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

  • @Doguma said:

    At the moment, the gameplay is in my opinion split to very distinct categories that are intended for different kinds of players. You can raid other people's bases or build your own (although you do need to raid bases to build your own) and I feel like they appeal to very different kinds of players. I think it would be nice to bridge the gap by letting creators raid their own bases and have a leaderboard for least deaths/shortest clear time for each base. To make this work, you would have to be able to replay a base as well as play your own bases. I think this would give most people something more to aspire towards than just "numbers go up". Mirror's edge 2 had a feature like this, where you could set a course for other people to compete against your best time. I think it would be nice to make a base, run it once to get the top leaderboard by default and watch other people try to beat my record, then as I prestige the base and set new records, do it again. This would add some depth to raiding and creating bases.

    I feel this would just encourage a lot more of a speed runner sort of play style and discourage the people who like taking their time dismantling a base. And while I know speed running is a skill/style of play in the game I know it sort of saddens me watching a replay where the person just skips through everything. Not really appreciating the build. Though I am fine with people deciding to skip through stuff if it feels like the only or easiest/enjoyable thing to do after trying to take a more slow approach and that not working out.

    but ya I feel if it will more encourage people to speed run bases it may lead to people trying to make more “impossible” bases focused on killing raiders more then being creative or fun/enjoyable/interesting experience.

    maybe the leaderboard thing can be more about points that happen from doing certain things. Traps destroyed, time taken, deaths. Ect. Not just “beat level fast” or that the speed/time based leaderboard can be added to social raids. And it has a small type of reward or something so people feel a bit more encouraged to do social raids. Or it could be a different type of social raid category or something

    as for builders having to test out their own base I have seen a lot of debate on this. And I do believe it’s best not to add that hassle. Though they could do a “beating your own base before making it active gives you an extra % bonus of prestige or materials” that way it may encourage people to beat there own level but won’t make it a requirement

  • @wydyadoit said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/372074/what-to-do-about-parts

    parts will be used for new weapons, new gadgets, and new suits assuming they add any.

    Oh I know they are. In thier roadmap they already have planned that new mods/augments will be added in the coming months and in June they will be releasing a new trap, suit, and weapon. I need to check if a new gadget.

    but let’s be honest. Players will still have an overwhelming amount of parts/more then enough needed to get those new things when they come out most likely.

  • @hastarkis said:

    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 bodies genmat 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) (:

    Well you do lose Gemma’s if you overdrive. But in that case if you get enough kills you don’t lose any and gain more then if you where not in overdrive

  • Just reminding those that like this idea to vote it up. I think in theory the more up votes a post has the more likely the devs may see about making it happen. In theory

  • @Seraphor said:

    It's strange how Brutal is winning this poll, and yet my Brutal outposts invariably receive less than a tenth of the traffic my Dangerous outposts do.

    If you think about it. Normal and dangerous raids are mostly quick and easy to complete, in theory. While brutal take a lot longer, in theory. So one can assume that the time it takes a person to do a brutal map, others could have done 2-6 normal or dangerous raids. This means those that do brutal might do less brutal raids than those that do normal and dangerous and how many times they get to raid. There is also the case of maybe there are those like me. Where my favorite difficulty to raid is brutal. But to keep myself from burning out I developed a method to also at times do the other difficulties.

  • @TragicSolitude said:

    Every time I try going past Normal, I die a lot and my rank goes down. I don't have much for weapons or hardware options, and I don't have cat-like reflexes, so the types of Outposts I can handle are pretty limited. I can't aim quickly and grappling is rather awkward even when I'm not rushed, so I go down rather easy to mobs. I'd like to branch out and attempt higher difficulties, challenge myself, but being punished for the effort and long-ass time spent mastering harder Outposts sucks.

    I just realized something. What you can try doing is go to social raids. Hit search and then any brutal outposts that come up or dangerous ones you can then try and practice on them without harming your rank.

  • So at the beginning I exclusively did brutal, cause I like the challenge. But ya after a time of dealing with those that take an hour or so to master, I decided to diversify.

    what I do now is I focus on getting all my advisers ready for processing so I can process them at the same time. By doing this I simply choose the easiest difficulty I can do to level up an adviser. This helps make it a bit random on what difficulty I get. Sometimes they only need a normal run, another dangerous or most of the time brutal. I always do champion outposts on brutal.

  • @drsoontm said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397681#Comment_3397681

    Why you bothered to dignify that kind of post with a reply is beyond me.

    As for the OP : the gain for an outpost is relatively constant for a category. A kill room (among others) has a very poor time/reward ratio so a skip is often more efficient. I was already bored with the game after 30 or so raids so after a point all I was interested was the resources I would get. Fun wasn't a factor anymore and I wouldn't mind dropping inefficient runs immediately. (Speaking in the past as I've stopped playing the game after 12 hours)

    Cause I am a bit of a fool. Will admit this is my first time really being active on forms so I am a newbie in that sense XD.

    It is a shame you stopped playing the game. Think you are fully done with it or might come back to it after some time?

  • @Seraphor said:

    I agree, but... why would a high kill ratio indicate a killbox when people tend to (or at least should) abandon the moment they spot the killbox?

    A good outpost should have a higher kill ratio, because players are sticking around longer and therefore have a higher chance of dying multiple times before ultimately completing it.

    A better indicator would be a 'successful raid ratio'. How many raiders escaped with the genmat? If the ratio is less than 0.5, it's probably a killbox.

    Because as annoying of a build style it is, it is a legit strategy. People shouldn’t abandon if they see a kill box, They can if they want.

    there is stubborn people like me that feel abandoning a raid is a bigger win for the builder then dying multiple times and getting their gmat.

    Economically and such ya maybe it’s a better win for them. Though for me, it’s not about the money it’s about sending a message. They won’t get the satisfaction me quitting on their base and not taking that gmat. There was an outpost I died like 53 times to before I beat it. I am finish an outpost and the only thing getting me out of it is outside forces or me escaping with the loot.

    but I get your point on trying to discourage the build style by abandoning it.

    I think the idea suggested in this this thread is smart. Let people be able to better assess or guess if a place is a kill box or not and then tackle it or avoid it, instead if going in then just suffering in it abandoning if it was an unwanted challenge.

  • @Hugo said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3353717#Comment_3353717

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3353227#Comment_3353227

    I have uploaded two videos to try out the concept I was thinking of:

    https://youtu.be/9ti_VNyAPmk

    https://youtu.be/aQGD6udI8_M

    Well next up I will cover the chimeric war, it will be a three-part series although I am not sure if I should start with:

    1. The chimeric war itself
    2. The Chimera Project
    3. The Chimera

    2 then 3 then 1 or whatever came chonogicly first.

  • @TehoKone said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397647#Comment_3397647

    In short, this guy is a newbie. Most newbies are afraid to adapt.

    Please don't be a newbie and..

    Git Gud.

    I don’t see how me explaining to the person what a “kill box room” is makes me a newbie. There has yet to be a level I haven’t beat. Only one I have failed to beat was one where a storm took out my power in the middle of raiding the outpost.

    this game is going to thrive depending the community. Do try not being rude/toxic/talk down to others especially those that are new as it’s best not to drive people away Because they feel the community it toxic. That could lead to the downfall of this game real quick. And if this is bait well good on you it was well placed. I fear the baits you leave in your outpost XD.

  • @Dreamnomad said:

    I'm new to this particular game. What do you mean by "kill box rooms"?

    These are just rooms that overwhelmed by traps and or guards. So the moment you go inside of them you have to constantly be moving to try and avoid getting killed or you have to move extremely slow and somehow slowly take them out. But it’s where it’s so many traps that you can only take out a few with your gun before having to retrieve ammo.

  • @Lastpenfighter said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397549#Comment_3397549

    I do indeed hunt for forbidden tombs. That does help some with synthite but not nearly enough.

    You are on to something with waiting to build. I think for now, while the balance of resources is so lopsided toward raiding, that is the best option. Make a base or two and raid with almost all of your gaming time. That's reality for now I just hope that it changes so that building is just as viable for progression in the near future.

    Ya it’s killing me a bit. I want to go all out on building but I don’t like feeling like “I want to do this idea, oh wait I don’t have the thing unlocked to be able to do said thing” so ya hence the waiting.

    maybe they can make it so that when people die in the outpost they only drop sythite and not parts. Or maybe they can add a sort of resource exchange to make it where you can trade parts into a special type of sythites that can only be used on buildings and such not upgrades.

  • @Lastpenfighter said:

    Let's talk about what many are finding to be one of the biggest problems with Meet Your Maker: Progression. Take a look at this screenshot of my Loadout screen and then I'll explain.

    https://us.v-cdn.net/6030815/uploads/JGG52F56LCMH/20230410171433-1.jpg

    You'll see I've got plenty of the Parts and Cells but my synthite is low. Really low. I am currently stuck with the choice of either not buying upgrades or not reactivating my bases. There is a massive bottleneck around synthite for me as a builder main and it's getting extremely frustrating to manage.

    I have one base at 2,600+ kills, two at 800+, one at 500+, and a newer one at 231 kills. I have tons of accolades (one of my bases has 76 "Fun" ratings on 153 raid attempts, for example) and my bases are prestige 10, 8, 8, 6, and 3. Based on what I've seen around the community, these are pretty solid numbers. Yet I've spent over 80% of my time raiding for synthite instead of tweaking my bases, building new ones, and overall playing the game as I'd like to. Also, despite spending all of that time raiding, I only have a few upgrades to my gear and character to help with tougher bases. I'd have to completely forgo building for a while and just use synthite on upgrades to fix that.

    Let's break it down in simple terms. Generally, with all 5 bases up, I can collect up enough synthite to prestige 1 base (sometimes a second) and have a little leftover. Then its time to spam raids until I get the other 4 bases prestiged and reactivated. Now I am out of playing time and can't keep raiding for more synthite and thus, I'm unable to purchase upgrades for my character or my traps and enemies.

    I don't think anything sums up the bottleneck more than the fact that my player level is 57 and yet I have basic upgrades for a few minions and traps and only the first couple of basic upgrades for my loadout. Raiders I've been watching live on stream with player levels like 23 or 31 have all gear unlocked and are spending synthite on upgrades for traps and such just to use the resource even though they don't intend to build. This is a huge imbalance that makes it seem like BHVR doesn't want there to be builder mains.

    Hopefully this bottleneck around Sythite can be addressed soon because it really is putting a massive damper on what otherwise is my favorite video game release in a long time. I'd really like to spend most of my time making and fiddling with my bases or maybe even practice an even split. As it is right now that's just not possible. Anyway, sorry for the long read but there we have it. If you need me I'll be raiding so I can activate my three depleted bases. Sigh.

    Stupid question and sorry for asking but are you going for forbidden tombs? I have found I am not struggling with the yellow currency. Then again I do only have one outpost active and a lot of plots bought but not built upon as I am trying to hold off on building till I have more options in the sense of upgrades for traps and guards

  • @chezpizza said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397519#Comment_3397519

    I think accolades could/should be used in the same way liked levels are used in Mario maker and that's allows the player to easily search and replay those levels.

    I wouldnt be surprised if these levels are then used to build a sort of filter to help players search for outposts with specific fun or ingenious ratings. If BHVR had a search function like this then folks would probably be using the accolade options more so.

    Ya this too should be implemented by itself. didn’t think about that

  • @chezpizza said:

    As a builder I am disappointed when I don't get rated however I can see if you are soley focused on grinding then voting the accolades does not mean as much to you especially if this is your 50th outpost today. Also Fun is subjective and different to everyone.

    No, I think the devs should consider a different method to the sustaining an outpost mechanic, perhaps the outpost goes on cooldown for 12 hours when exhausted. Why? Well if you have multiple outpost you need to acquire lots of synth to bring back an exhausted one online which means more kill box cheese builds. With a small population of players this probably wasn't an issue but with more players joining MyM and more outposts entering the pool the likely hood of your design not being played is high.

    As i said I do like the thought behind the idea it's just not the problem imo.

    Thanks for the feedback. But ya this idea isn’t about addressing a problem and such in the game. I just think it may make things a bit more interesting having small bonuses other than just points.

    for the entire outpost lifespan issue, I feel I know why they don’t do the cooldown thing and force outposts into retirement. They do this so that one outpost isn’t going to always be there, it forces builders to make new outpost for people to raid and keep the verity fresh in a sense. Now though maybe they could do something where if you got enough accolades or something then you could move your outpost to be a cooldown situation but I still see it as a small slippery slope where it will just lead to outposts always being there in the mix and never retiring.

    they could do a sort of extra vote thing. Where if an outpost is a pertiage 10, people who do that outpost could have the option to vote on if it should go into retirement or not when the time runs out. Like get enough votes it means people think others should get to play it so you can perstige it again over the max. Don’t get it well retirement it goes. I get not wanting to make an outpost that has so many hours simply just go to social. But if outpost never retire then there won’t be fresh ones to do

  • i Like the idea that certain boosts could be where it’s about raid amounts over time.

    maybe they could do where you use parts to do a time boost to make it a gamble that you barely lose anything while the boost that are based on fades and such will be with the red currency

  • I think it's fine that accolades don’t give a bit of rewards to raiders because they are ment to be feedback for builders. If they gave insensitive for raiders to vote then they would be voting just for that small XP instead of with a bit of meaning.

    but I do think they should change the buttons on choosing them or make it where if you didn’t vote you could possibly give it a vote after rewatching your run on the outpost or have a setting where on the rewatch station you can open up the results screen of that run you did and vote. I have had it at least two times where I skip voting by accident.

    something though they can do that would be interesting is some accolades for raiders. Where after viewing a replay the builder can vote on some accolades on the raider such as

    persistent

    clever

    speed runner

    planner

  • @hastarkis said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397276#Comment_3397276

    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.

    Oof ya that sounds rough. But ya that’s why I am staring, as a bug it should definitely be fixed but then could be incorporated later as a augment that is balanced so that only certain traps work and well it can’t use obscured and such. But ya I see that even then with that set ip it would be rough. Then again possibly would be less dealt as they would lack the capacity. Who knows.

  • @Seraphor said:

    There's definitely some kind of xp drop off. I start getting 20xp per trap destroyed, then after a while I joticed it dropped to about 4xp per trap destroyed.

    It's back to 20 now, so maybe it resets each day.

    From my understanding this only happens when you are dying to many times in a raid and it resets per raid. No?

  • I think if one is to be able reskin the holocubes it would have to be a mod/argumentation.

    in one way ya they are easier to sus out but if you try to Incorporate the bedrock that is there then those areas are where you really want to use the holo cubes and they really shine in being hard to sus out.

    I think the stage 2/second wave traps looking like bedrock is a bit fine for two reasons. 1. Can use them to make non secound wave holocubes look natural as those other traps will seem like natural bedrock. And 2 makes it where raiders could sus out the possibly of the location of secound wave traps while they are going in. Or in my case not really think about them as I just think they are natural bedrock.

    I do fully understand and can relate on this though hurting the ascetics of the base though.

  • @noicherry said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397228#Comment_3397228

    After our first mission, he earned around 2000 xp and I only got 300 xp

    Did he destroy more traps than you? That could be it. XP isn’t shared with certain actions. So if he was the one destroying traps making them backfire or destroying the forbidden tomb then that XP went to him and not shared with you.

    I don’t know though if this is the case though

  • @chezpizza said:

    I don't think this will work the way your are envisioning it will. I can see this end up like the "all shapes fit in the square" video and won't encourage/enforce build variety.

    haha, thats fair.

  • @CotePathos said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3395459#Comment_3395459

    If this was the cause you'd see it in twitch streams as well, but people there are getting 10x attempts with bases that look similar to mine

    It could be that people are raiding the streamers base through social. People knowing the streamers username or something and then searching them up in social to try out their base. That could be a reason.

  • @hastarkis said:

    >>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.

    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.

  • It really depends. At first I went for only brutal Becuse I enjoy the challenge. Now I go off what will level up my advisor. that way I don’t burn out from well the dredging brutal ones that can take hours just to get past the entrance/5% of the base. I always do the brutal champions

    the best approach is make your base look appealing. If I am deciding what advisor to level up in a certain difficulty and have more then one possible choice. I like choosing the more creative or interesting looking raid in the picture.

    also try making the outpost fun, where it can get a few kills but isn’t a frustration. It’s a hard balance to find.

  • Can’t lie I feel like this is a satirical post XD but also know it may not be. I do find the justification a bit funny thought so nice spin on it.

    but ya I can’t support it, but can’t discourage it eIther. The tombs are optional. The builder can incorporate them or not. I feel the fuss is that these are resources that really reward raiders, gives one a dopamine hit. Makes the raids a bit more enjoyable. And there is no negative effect on the builder for it getting destroyed. So it just feels like a trolling move to keep it away intentionally. The cake is a lie and all that.

    But well the devs even said in a live stream there is both wrong with blocking them out so its completely fine doing so. But being able to incorporate them in a creative way just make the outpost feel much more creative. Idk like I really just feel a sort of respect for the creator of an outpost when they incorporated the tomb in a very creative way or using it to be able to get more kills out of raiders. It’s a fun side challenge or some little gift given.

    Again nothing truly wrong with blocking them. They are there for builders to use, ignore or well block.

  • @RigbyGaming said:

    The game has been out mere days and already doing raids has become a tedious, frustrating, aggravating experience.

    I’m almost, universally coming across the exact same 2 build strategies over & over again now, requiring me to abandon raid after raid after raid because they’re quite simply impossible, especially if one has run out of grenades.

    1) rooms are created with massive amounts of space, and one tiny entry point, littered with traps directed towards that tiny entry point, with a lot of projectile emitting guards from a high vantage point also shooting towards said entry point. The player is FORCED to use the tiny amount of ammo they have to eliminate some of these threats, but everything else is too far away to use your blade. You attempt to try to retrieve your ammo BUT those high vantage points are ALSO littered with traps. So you just die trying to retrieve your ammo, or die abandoning your ammo.

    or I’m seeing this exploitative rubbish.

    2) genmat will be in a tiny room, or narrow corridor. Again, only one point of entry. Once genmat is collected, almost every single surface turns into a trap that releases bouncing bombs, and flames EVERYWHERE in EVERY direction. They’re is literally NOWHERE to go. It’s impossible to destroy enough traps fast enough to remain safe, and NOWHERE to use the grapple to avoid the traps fast enough.

    I hope this kind of exploitation of “congesting” spaces with far too many traps and guards where a raider has NOTHING at their disposal to do anything about it is dealt with soon. It’s not clever. It’s not ingenious. It’s just an oversight being exploited. It’s not fun to deal with at all. And eventually this game will simply be a build simulator where no one wants to play the role of Raider/Custodian ever again.

    Sadly not exploits but ya I feel your frustration. Some of these rooms just take time to figure out how to deal with.

    Ignore the “get gud” comments. This is a game and in a way it is suppose to be something you can enjoy and have fun with and these sort of build are a bit counterproductive to that.

    though here is a bit of tips on how you maybe able to better handle the rooms.

    1. for builds like this I have discovered that if you learn how to do controlled panicked grappling, you have a chance to be able to retrieve your ammo and make it back out. (Don’t stop moving and try zig zagging) Also try seeing what traps are around. Is there any you can use to trigger that cuase them to backfire on other traps. A lot of people like placing impaler traps under guards. If quick enough could move there to trigger the trap and move out, causing it to kill the guards. Don’t frappe directy to guards try being at the side in a way. If you are moving directly to them they are less likely to miss. If you managed to unlock the defensive weapon, try using it in this situation to cause traps to trigger and waste themselves. It’s hard to master but very effective. Intentionally get killed at a high level in the room so that you can look around and take not of all the traps to plan out your neck approach.
    2. for these builds. Take a moment to look around to room, to try and guess where the secound way traps are going to be. Try also not panicking after picking up the gmat panicking and moving all around will just trigger more traps. As people said could try using the shield consumable if you don’t have the weapon. Also secound way traps have a “long” arming time. They have to first become active, (this is when they are flashing yellow) then they actually have to trigger. Take this time to destroy only the necessary traps. Or if you die, once more take that moment of death as an opportunity to look around and see they layout of the traps, find a safe zone or a place where you can easily make a safe zone.

    if possible there is also co op. It can make these frustrating parts quite fun at times. Making funny moments.

    I hope these tips may help. Sadly these builds aren’t exploits and they are legal and part of Greg game and we have to learn to adapt to them. But try not letting them discourage you. From what I have seen the kill box rooms are for the most part discouraged and frowned upon. But it just how some people like building things. And ya also perfectly fine to abandon the raid and not vote anything.

  • I don’t believe Harvey respawns. as the the exploit situation. 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?


    as the HRV/Harvey well while it’s cruel to kill him at the beginning I don’t see it as an exploit and in fact think it is a smart move to do so for ONLY maze builds. Like it’s the only way to really make an effective maze build is to not have Harvey. You can get more creative. And not feel forced to build traps on the path only since there is the chance raiders will go out exploring and fall for traps off the path. Or using traps as misdirection making one think they are going the right way but aren’t.

    while it will be frustrating for some being lost it can also be seen and taken as a fun challenge and something different compare to having to deal with just constant dying or kill rooms and such and more of a mind games situation.

  • @Darkyan said:

    What really bothers me about the decay is that it deactivates my outpost.

    I couldn't care less about the 6000 resources I can farm daily, but seeing all of my hard work, prestige 10 usually accoladed as "Fun to do" outpost being deactivated for the public to enjoy, simply because I have work on the week is extremely unsatisfying.

    And in order to share my content with others, I need to farm 900 yellows from Basic Killboxes abusing guards and flamethrower and blocking their nodes.

    My point being ; How are we gonna have fun "Certified/Accoladed" outpost in the community if all we have on the daily is people farming money with killboxes to restock their outpost.

    Sorry if I maybe wrong on this. But there is always the option to active your outpost in a social sense. If the outpost was acolatted as fun to do, make it a social outpost once it has reached max presage or during the times you know you won’t be able to reactivated it for a few days and such. That way the outpost is still playable, it just won’t be gaining any resources for the builder or raider. It’s made for the fun of raiding and building and such.

  • Another thing is. If you want to make really cool levels that are park core challenges and such, there is the option to simply make it a social level. Ya no gain in resources and such but can just be a fun level to play and try out. Especially for people who maybe don’t need the resources and want to try fun levels


    as someone mentioned earlier I think it would be cool if they added a way to upgrade Harvey to where he could do jumps, frappe hook or climbing vertical walls. To open up more interesting level designs.

  • I have to admit I always go searching for these the very moment I begin the map, since I know people either don’t bother incorporating them or don’t know about them. Or they just give them free witch is nice. I definitely think it’s awesome when they use them creatively. I say it’s fine if they are ignored, just given to for free/ free path to them, or in operated or used to kill. Only thing one shouldn’t do Is block them off to be trolls and such.

    I will say I have decided to make it a signature style of mine, to use the necropolis deco pack around the forbidden tombs due to their names. Make it like an ancient tomb or ruin was in this burial site before the outpost was built and such in a sense.

    Only down side to this is makes it where I only have 4 option deco packs to choose from instead of five

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