Avatar

ErrorUserIsDead

ErrorUserIsDead

About

Username
ErrorUserIsDead
Joined
Visits
19
Last Active

Comments

  • They got a lot of feedback after the beta and still released the game with the same bugs. They need to just be upfront and say "This is what is being worked on - well have a fix soon". It's really not that hard to give minimal communication

  • I don't understand why this wasn't just patched immediately. Likely something just got unhooked while adjusting second wave to stop the DMS from being as fast.

  • @DuskTheViking said:

    2 IQ death boxes are being used to kill new players, now no one wants to play brutal.

    It's not the game, it just general terrible base design at larger levels, players just are not interested in boring AF bases

    It's absolutely the game, yes. Gamers will always take what is the most efficient route in a lot of cases. Considering how slow traps activate, the arbitrary difficulty system, the limited pathing options, the cost of base upkeep, and the laziness of players not interested in making a fun base but just a passive currency income - you get a million traps crammed in one room. That is a problem with design, not the playerbase. You can't allow players to take the easy way out or they almost always will (consciously or subconsciously)

  • @chezpizza said:

    It should be New outposts should get the title of new at least for 12 hours or until 5 raids.

    Then difficulty can be determined by kill ratio. If KR is 5 or lower then it probably normal. If it's 10 or more then it's probably brutal.

    Your difficulty rating will change as your KR changes.

    Yeah it should be something determined (or at least affected) by people playing it not some arbitrary trap limit.

  • @hastarkis said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3399221#Comment_3399221

    >>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.

    No no I wouldn't want a brutal base to be considered normal because of one block missing, I am just saying that it should be a factor in how dangerous a base is. I think a difficulty rating should be something that is iterated on over the lifespan of the base anyways since you can make changes to your base whenever you want.

  • @hastarkis said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3399111#Comment_3399111

    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.

    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.

  • @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

    Difficulty should probably be based on how hard the raiders find it? or at least take that into account