RicSimane
RicSimane
About
- Username
- RicSimane
- Joined
- Visits
- 115
- Last Active
Comments
-
Great job on summarising the most important issues the game has. It's really hard to add anything to this. Fixing even a single point from this list would be a huge improvement to the game. I really hope we will see any answer to this, although knowing BHVR reputation I doubt it.
Only thing I can add is that at this point I wouldn't really advertise the game xD Unless they would just made the game an Early Access title and fully admit that the game is still far from a complete product.
-
Yeah, "K", "Y", "R" and "8" were the hardest to design. I was trying to limit myself only to those 4 carpet symbols although there are some diagonal symbols in the game that could probably help here.
Now when I think about it, "Y" could be done similar to how "K" is done just mirrored and without the bottom part.
Anyway thank You :D
-
Since I created the thread I learned a few things:
- Apparently you can destroy the trap hidden behind those triangles with a sword.
- It's possible to somehow squeeze through triangles if we spam leaning left and right but it's hard
I still believe that devs should allow players to normally squeeze through it
-
Well the devs have recently confirmed on twitter that this is indeed a bug and will be fixed soon.
-
My goal is to have a base that is hard but entertaining. With each death they should learn something and progress further. Between 5-10 is perfect.
Although I had a non-killbox outpost that had 200 visits and scored over 2000 deaths with a 12 average kill ratio. My best base so far :3 Although now players have more experience and better gear so it's actually harder to get that many deaths.
-
I also can't find use for it. Sometimes I take it if I use corrosive cubes as an entrance to a room, but it's more of an annoyance than anything that has ever killed someone.
I would change this to actually splash acid in all directions.
-
This could just be optional for any builder who wants it.
But keep in mind that compared to Mario Maker this is a 3D game. Nothing stops builder from creating a killbox and then creating a hidden secret entrance that only the builder knows about just to beat the level super fast and skip the killbox.
-
I already have at least 40 hours of raiding practise. It's just pure colour theory. Materials with similar hue, saturation or color will blend more. Yes, you can spot them, but there is a huge difference between spotting a trap on a high contrast surface and spotting a trap that clearly resembles the background.
Every time someone builds an outpost using high-contrast blocks they just put themselves at disadvantage. This is the exact reason we are seeing so many DbD outposts. People know this and people are going to abuse this.
Also this depends on one's eye-sight, room light, screen quality etc. Maybe You play in a perfect environment and Your vision is flawless but not everyone has such privilege.
-
Yeah, the corrosive cube leaves no space for grappling at the right angle and no time for error
-
Another example here. Coop players showing at my base. Replay says they died 0 times in 4 minutes, without successfully escaping
Actually they died 8 times
No new deaths recorded, no accolades, no nothing
It's my 4th attempt to prestige this outpost and I will never be able to do this if this bug keeps happening. I'm really sorry for those who have lost way more kills than just 8.
I wish I could contact those people and ask them if they exit the outpost normally or maybe they alt+f4 or closed the game any other way.
-
Oh nice, this has some potential :3
-
I'm not sure I get it. That would mean that an outpost would either need to be build with Harvey in mind or without him. You can't have an outpost that can be switched between "harvey mode" and "no harvey mode" for obvious reasons.
Just to get it clear, there is currently a way to build complex mazes for forbidden tombs. It's not the same as genmat, doesn't have a second wave etc but it's something.
We also need to remember that Harvey is not only a hindrance on creativity but a legit way to prevent complex boring mazes. Last thing I want in this game is getting lost in 4500 point maze with multiple dead ends. We need a system that shows us a direct way to the GenMat. You could only do this if we give Harvey the ability to fly or crawl walls xD
-
Yeah, watching replays is the best thing. I recently stopped watching youtube when eating and instead I just turn on replays xD
This and seeing the trail of gravestones that go though your whole outpost. You know an outpost works if your base looks like this :D
(this outpost in in Social right now if anyone wants to check)
-
If not a requirement than it could be an optional requirement. Like some text that informs that it's not encouraged to seal forgotten tombs.
To be honest blocking it with cubes is not bad. You can grapple hook without dying through one cube and with that defensive shield weapon you can even through multiple cubes. Plus each cube costs 15 while a block is only 1.
-
OK. Honestly I would be happy even with some kind of website account were that we could connect with our Steam/Whatever and just see the bare stats of our outpost and raid history.
-
What is "fun" is very subjective. Killboxes surely have their audience. As everyone says: you can just leave with no penalty.
Also there is nothing bad in placing guards over corrosive cubes. I build my bases so that a raider has to adapt their playstyle to it. Placing guards over a corrosive cubes forces players who would just like to snipe everything from a safe position to come closer to melee range.
-
Hmmm true, new outposts would be at a slight disadvanatage. I kinda assumed that it's rather obvious that if an outpost has a low prestige level then you can't expect to see many accolades given.
Maybe it could be shown only once an outpost reaches more than 10 accolades? Or only after it reaches Prestige 4? Maybe as Seraphor said this could be shown as a percantage chart but probably not exactly compared to number of raids because some people just don't give accolades.
I just hope some devs read this and will discuss our ideas with the gameplay designers.
-
Nice! I guess You must be a good speedrunner. Killboxes are usually deadly against careful players who like to raid outposts slowly. But I have also seen killboxes that try to slow down speedrunners and those are the most deadly.
-
I'm not assuming anything. I just think that the ratings people give are indicative of what they think of the level they have just completed. If more people are giving Fun to an outpost it probably means more people find this type of outpost enjoyable. It doesn't mean other outpost are not fun it just mean that on average you have a better chance of having fun beating such outpost.
I don't even mind killboxes. I find them challenging and I like finding a way to beat every one of them. What I really hate are long mazes with easy to avoid traps that only waste my time traversing though them xD
I think people will only make more than 20 attempts in 2 situations. Either they are really desperate and want to prove to themselves that they can beat anything. Or an Outpost is designed in a way that makes them feel that they are slowly learning the outpost design and making progress with every next attempt.
Yeah, I also don't see why we are allowed to choose only 2 out of 4 scores. Some outposts truly deserved all 4. Also some outposts really deserved some king of fifth "Awful" rating. Especially those that block access to forbidden tombs >.<
-
Yes, all of this, please. Watching replays is one of of the best things in the game but somehow it's even more broken than it was in beta. It's super clunky and it really seems like the least fleshed out feature.
-
@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.
Not just the kill ratio alone but combined with the rating especially Fun and Brital. I base it mostly on my own experience. I have 2 brutal outposts. One is a killbox I did in the beta will kill ratio 18. I'm not proud of it, but at least it's my own non-meta design. Second one is a complex design with kill ratio 13 full of small rooms and short corridors where there is never more than 600 points spent in one single place (except the last room) so a Raider never should feel overwhelmed with traps and guards.
The killbox has scored around 60 Brutal and only 20 Fun. The second Outpost has around 50 Fun, 50 Brutal and 40 Ingenious. I can even show the screenshots later.
To be honest there is no reason we should only have 3 statistics. I would love to have a "succesful raid ratio" and other ones as well. Anything that tells us more about the outpost both for Raiders and Builders.
-
I've also noticed it yesterday. It's super weird. I think it's some weird restriction to prevent players from collecting and having to much synthite and that other blue stuff. Which is strangely punishing for someone who created a hard outpost.
Like I'm pretty sure that when I was collecting resources from fallen players I noticed that I'm getting only 1 material from each block. I stopped, spent synthite to prestige Outpost and it was back to giving me 5/10/20



