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MiniWall

MiniWall

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MiniWall
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  • Well beside "'longth HVR path" maps or "high amount of block" maps (which may result in high loading times for low specs pc) I do not see any other reason one would want to dodge a map.

    But I agree it would not works if we don't have way to ensure maze map are put out of the pools.

    As for the "visual" aspect of the map, I think it's the opposite, bad looking map will get minimum amount of raid, while good looking map will get more.

  • I would prefer something along the line of a minimum raid attempt count before an outpost get depleted.

    That would ensure a minimum amount of fairness.

    If your outpost got depleted in that minimum amount of attempt, then it means your map did not get enough kill (deadly) or accolade(fun).

  • We've yet to see any impossible map outside of bug and glitch.

    I repeat, we've yet to see any impossible map....so why? why do you guys want to force people to clear their own map? is that some childish attempts to get back at them for killing you? I do not understand.

    Using the HVR as a way to free the constraint of clearing the maps and number or placement of guard and traps is the MAIN improvement of this game over the gender.

    Enforcing clearing base is just a lazy way for devs around balancing content. And in other game, let's say, the mighty quest for epic loot for instance, when it was done, meta got even worse and a lot more of copy-pasted outpost were seen.


    The game is already heavily in favours of raiders. As a builder, you can not progress in game, only barely sustaining your own bases, and that's only if you get high raid attempts or kda... Asking for builder to have less fun with their build by forcing them to clear them is just wrong.

    As a builder you're already forced to raid to prestige your outpost or even buy them, and by raiding I do not mean regular raid, I mean subpar experience of raiding while looking for forsaken ruins. Let me be clear, we do not mind raiding, we will raid in order to see what's done outside our own works, and in some case we may even want to take a break from building. Being forced to raid 2h with a subpar harder challenge (forsaken ruins) just to continue building? THAT right here is something not fun, heck, I wish my only issues were about seeing one or two bases I don't like while playing....

    I do still understand we need way to push people away from building so other builder can get more raid attempts...and I don't have a solution for that.

    Back to the main point, the issue is not about difficulty of base, if you can't clear one, its a player skill issue period.

    The issue is about people not enjoying the "average" brutal base, w/e that mean for you. I think brutal should be an hardcore challenge, and not a way to speed run progress, that should be the dangerous difficulty but that's another debate.

    Asking for a clear from builder will never be the solution to that.

    What need to be done is anti-maze feature, anti-auto HVR kill feature and balancing the game around one fact:

    A trap/guard that you notice earlier should never be more deadly than one you did not see. This will probably be the case when we get some weapons that could penetrate more mobs, let's call it javelin for instance...

  • Yes you could abandon a map while on the commander center once you had exited the map.

  • On one hand duo usually give lot of death, but on the other hand they can steal your genmat more easily so it counter overdrive quit a bit.