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Bombzaway8222

Bombzaway8222

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Bombzaway8222
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  • Thanks for making it a fun experience

    💣

  • Also the tomb marker needs adjustments because I don't always see it clearly.

  • @Dreamnomad said:

    https://forums.bhvr.com/meet-your-maker/discussion/comment/3555140#Comment_3555140

    Nothing is stopping them from leaving. That still counts as a raid. If your base isn't compelling enough for the raider to stick around then that is a builder issue. There isn't going to be an issue with not getting raiders. The system feeds itself. When you earn a raid credit, you have effectively been the raid credit for someone else. No one else is missing out on their raids either. That's why there is a minimum number of raids needed to complete before earning credits. If the math on that doesn't work out then the minimum number could be increased.

    Your proposals are completely contradictory.

    You want only 5 raids to count towards master rank, but you also want a minimum number of raids to count towards raid credits.

    Your also offering $12 per hour for McDonald's $8 per hour for a skilled welder position and $4 per hour for being a doctor. Which proffesion will people prefer?

    It just makes no sense. If you want to make a reward make it reflect the skill needed.

  • I think the arrows should be a bit brighter too

  • @MadMoeZel said:

    https://forums.bhvr.com/meet-your-maker/discussion/comment/3555266#Comment_3555266

    "Nothing is stopping them from leaving. That still counts as a raid. If your base isn't compelling enough for the raider to stick around then that is a builder issue."

    blaming the builder? or the raider is a coward with no skill who is afraid of a challenge.

    "There isn't going to be an issue with not getting raiders. The system feeds itself."

    if there isn't an issue with not getting raiders then we don't need a system that adds more raids

    "When you earn a raid credit, you have effectively been the raid credit for someone else."

    no you haven't, you've been raiding like normal, regardless of if the map you raided had a credit or not.

    "No one else is missing out on their raids either."

    except the person who's map got bumped out of the way for your raid credit who now has less chance at getting his map a normal number of raids because it was taken away for yours.

    "That's why there is a minimum number of raids needed to complete before earning credits. If the math on that doesn't work out then the minimum number could be increased."

    no, this system just needs to not be implemented and something better needs to be thought of.

    Agreed 100%

  • I also believe your credit system is ass backwards anyway, why reward people more for playing the easiest difficulty, that economy is already collapsed upon itself. Brutal Outposts get less raids and you want to make raiding brutals even less with people's efforts, why? Players should strive to become batter at the game not be rewarded for being mediocre.

  • "

    @Dreamnomad said:

    Sorry for wall of text but it's complicated proposal. There is TLDR at end. Ranking up to master doesn't need any change. It works fine as is. But once you hit master is where the problem starts. First of all, what does your ranking actually mean? Currently, I would argue that the ranking system doesn't actually rank skill. It is simply a measurement of how active a player is combined with how efficient they are at clearing outposts.

    Fortunately, the devs just released the solution to this problem with the sector 2 release. The difficulty rating system. Instead of just determining rank increase by a combination of normal, difficult, brutal and by number of deaths it should be determined by the difficulty rating of an outpost and its average clear time.

    The exact numbers are subject to debate but I would recommend something like the following. Take the average clear time and add 1 point for each 3 seconds (20 pts per minute). For each half skull in the difficulty rating add 10 points. This determines the total number of rank points that can be earned by clearing the outpost. This information is displayed in the command center so raiders will be able to make an informed decision. So a 5 skull rating, with an average clear time for 4minutes 21 seconds would be worth 187 points.

    Then for each death the raider loses 10 points and for each 3 seconds longer it takes the raider to clear the outpost than average the raider loses 1 point. Using our previous example, if the raider were to die 3 times and take 4 minutes 30 seconds to clear the outpost they would earn 154 points. This can not result in negative points. Abandoning an outpost does not lose points either.

    But ultimately, this isn't much different from the old system you say? The most active players still will be at the top. This is the biggest difference. Only the top 5 scores per 24 hours will effect the rank! That changes everything. Now picking the outposts with the highest potential score and performing well will be the key. Raiding huge amounts isn't necessary to be competitive. The top rankings would be an actual reflection on player skill.

    What about players that reach master first, wouldn't they have a huge advantage over everyone else in this system? True, that is why I would recommend having a delay period after rank reset before ranking goes live. Something like 30 days to get to master. So that most players who are interested in rank have the same starting line.

    That addresses a more fair and accurate ranking system but you also need to address the rewards for ranking. Right now it means next to nothing. What is the point of being rank 1 if no one knows you are rank 1? They should add a menu somewhere in the game for ranking that shows everyone's rank. Or at the very least the top 100 as well as +/- 5 to the player's rank being displayed if they are outside the top 100.

    They should also add a player history somewhere in the game. This would display the players current rank, their average rank throughout the seasons, as well as various stats such as attempted raids, successful raids, total deaths, average success rate when raiding, average deaths per raid, how often the player has been killed by various traps/guards, etc. This should also display builder stats as well. How many outposts have been built, how many have reached prestige 10, how many builder kills, average kill per raid across all outposts, how many kills per trap/guard, etc.

    TLDR- Raids should be tuned to provide rank points based on difficulty rating and average clear time. Only top 5 raids per 24 hours should be calculated into rank. Add leader board to game.

    "They should add a menu somewhere in the game for ranking that shows everyone's rank. Or at the very least the top 100 as well as +/- 5 to the player's rank being displayed if they are outside the top 100.


    They should also add a player history somewhere in the game. This would display the players current rank, their average rank throughout the seasons, as well as various stats such as attempted raids, successful raids, total deaths, average success rate when raiding, average deaths per raid, how often the player has been killed by various traps/guards, etc. This should also display builder stats as well. How many outposts have been built, how many have reached prestige 10, how many builder kills, average kill per raid across all outposts, how many kills per trap/guard, etc."

    This was the only thing you said that actually made any sense in all of your posts.

    "Master rank" is named that because you have to work for it. If anything there should be more given to players who successfully run multiple flawless outposts in a certain amount of time to incentivise players to keep raiding and spend more time playing and getting better at the game, of course you have to consider skill and time spent to a point, but you can't push out an entire category of players just because you don't like the play style.

    Behavior would be smart to consider giving bonuses to players with higher skill and quicker run times. As well as a smaller bonus for hours played and outposts raided. I don't have an exact number to put on it but you get the point.

    The whole idea of player retention is encouraging people to become better at your game and be more competitive with the community.

  • Adding to this post since it's been a month now and still pending with no other replies. I am aware now I am not the only one experiencing this issue. In order to see the maps I need to organize by category, and now that I have many social bases I'm having the same issue where I can't see all of them. PLEASE BEHAVIOR LOOK INTO THIS ISSUE.

  • Personally I enjoyed finding a way to counter the acid block targeting, the only thing I've found annoying is pistons clipping through solid blocks, but I'm sure there is a counter for that as well.

  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3436741#Comment_3436741

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

    As time and experience move forward players will seek out the harder challenge, I agree on avoiding impossible bases, but currently I've been seeing many bases that don't impress me very much. I think it may be the fact that many builders copy what others are doing, and I do take inspiration from other players but I do my best to make it just different enough that it's not an exact copy. Anyway back to the point, if a raider can have a way to counter something we build then we should be able to improve upon our build to counter that, and if we have nothing left to counter with then at least it's enough of a challenge that it would players would have to consider their choices while raiding.

  • I'll try that and see if I have any luck

  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3427998#Comment_3427998

    you have misunderstood my post. i'm saying i'd like a mode in social only that brings things like 2nd wave acid targeting, and other bugs that have/will be removed. it would allow the hardcore players to make insane challenges for one another that wouldn't affect the live game.

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

  • My strategy is to make a base at least dangerous until 5th prestige, and then fill in gaps where I can.

  • Player 2 has pretty much always been the one left behind

  • I also want to finish my achievements but that's good to know

  • Also wanted this to be an open thread for othe players seeking help

  • I have him added I messaged him he hasn't responded yet that I know of but had to try to put my child to bed so I couldn't wait around.

  • @MadMoeZel said:

    https://us.v-cdn.net/6030815/uploads/EFW5ED5K1WYR/image.png

    i agree on the part thing. i'm currently trying to find out if there is a limit on consumables stockpiled

    I'm not sure if there's a limit but the devs did mention something about monitoring the economy to find a better balance of giving out more or less of any given currency in game

  • Just gonna put my username in this thread incase I put up more social bases, I currently only have 1

    Bombzaway8222

  • Delete this message somebody I didn't realize who I was responding to.

  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/374816/corrosive-cube-resources

    if you can file a review on the base can the builder file a review on the raider?

    also really? "imo it's an exploit that needs to be resolved" putting a block in front of a optional objective that can be countered by a weapon that's offered to every raider. that's an exploit to you? oh good lord.

    Corrosive cubes are cheap on build cost and personally I have seen people exploit the crap out of them to make acid parcour maps or lava pits on second wave that are nearly impossible to escape.

    Following up on this because I went back over what you were saying now I understand where I messed up.

    The only argument I have is that I allow people to grab the optional objects just because it gives people incentive to come into my base.

  • @MadMoeZel said:

    In the current state of the game it is possible for a raider to move forward without stopping and pass through a trap before it's activation timer can expire.

    I don't think it should be IMPOSSIBLE to pass a trap before it triggers but with speed stims, the melee suit's speed increases, and the grappling hook being base kit. i think it should be fair that someone using NONE of these speed increases shouldn't be able to just WALK through traps like they don't exist. i believe they should have enough time to step in, notice it's active, and step back.

    My suggestion is to halve the delay on activation after triggering a trap, if not as base kit as a mod.

    additionally there is no real element of surprise to traps with all the warning sounds and lights that are given to a raider. It would add a lot of suspense to have a silent mod that removes the sound and red warning (yes i understand how strong this is, i think it would be a good idea to start it at costing the same capacity as the trap it's being applied to and see where to move it from there)

    The elephant in the room - Corrosive Cube

    OPAQUE SHOULD NOT ALLOW TAGETING

    i'm fine with 2nd wave acid allowing targeting, i think 1st wave acid should allow targeting also for consistency, but it's a TRANSLUCENT fluid, you do not have clear line of sight, nerf targeting range if it goes through acid. reduce the range by a percentage down to minimum 3 (the block behind the acid the trap is in, the acid, and the block you're in to trigger it) and it will make it a real tradeoff to use acid in that manner.

    Pressure plates

    Trip wires

    This is rather self-explanatory. we need things that allow us to activate a trap BEFORE a player sees it.

    Trap-linking

    Very simple Trap A is activated or destroyed, Trap B activated regardless of raider location, either as a base mechanic, or a mod. PLEASE

    we really want bomb drop chutes <3

    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?

  • In my opinion there was some reason they made 2nd wave for all of the traps, and if you play the game long enough you know that acid cubes holo cubes and sentinels all look like bedrock blocks, and if you have a sense that the bedrock seems out of place, most likely if you go back that way it will be one of those traps. Also they made it pretty clear that 2nd wave traps are not meant to be seen until Gen mat is picked up and many builders utilize this for element of surprise.