chezpizza
chezpizza
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Personally I feel the best way to improve the beams change 2 things:
1. Increase the detection range (not the angle) by at least 1 or 1.5 blocks as this would help with the trigger delay of the trap. Thos traps radius of detection is slight better the plasma sentinel, by like half a block however it does take longer than plasma sentiel. As a raider I can comfortably shoot a beam before it even detects me.
2. Remove the Innate bounce and leave it as a trap enhancement. This may help with reduce the about of backfires.
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@Hodderfodder said:
Because 2nd Wave is a trap mod, it reduces all traps to only 1 other mod. That already makes them weaker than a 1st wave trap which can have 2 mods. In addition to taking a mod slot, it also takes up capacity to set a trap as 2nd wave. Finally, traps in 2nd wave take 4 seconds to pwoer up---players have estimated the first 10 blocks can be avoided if the raider speedruns out of there.
All these factors turn 2nd wave into a less desirable option. There's more incentive to use all your effort on 1st wave. But doing so leaves an outpost empty to walk back through, a rather boring experience.
To alleviate this situation, the option to make a trap 2nd wave should be separated from trap mods. Instead it could be a free option to set which wave you want the trap to be active.
You not wrong but It was probably designed this way intentionally: Imagine having to deal with the same kill boxes design twice.
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So it's been a couple of weeks since I last played. Why? Well I have been playing since the beta and I feel burnt out.
Raiding in mym was fun. Lot of creativity out there but user-generated content games regardless of difficulty kinda feel samey after awhile i.e. Mario maker, spore galactic adventures, or xbox's short-lived "project spark". So unless you are a dedicated builder, you will probably just get bored. This is just my experience with these types of games.
I believe once the devs allow folks to search for outposts it would help keep retention up as well as adding things for the raiders to do other than raiding, like more weapon crafting, base upgrades, etc.
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@MadMoeZel said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3419682#Comment_3419682
great work! always feels amazing to conquer a tough challenge and get that skill up :) keep crushing it like a boss, that dungeon won't be a problem for you in the future.
Yea, I nearly abandon the outpost. It actually took about 2 days only cause I left the post, did other things, bought more consumables and upgrades then came back...also I only lost like 30 (maybe, 40?) points in ranking.
I kept at it because I figured, 1 - the builder did not use any cheats or exploits (I quit and report those in a heart beat, regardless of how fun they start off) and 2 - if I build killboxes it is only fair that I play them too. I can probably learn something and honestly after playing lots of the them I have learned the following:
- there are KBs that require you to learn the timing. these ones are the kinds of KBs you have to speedrun through and feel like it's all up to luck, especially if you are playing solo. Many of these feel thrown together.
- there are KBs that force strategy. These are few and far between. You may still need to speedrun the box but it does force some strategic grenade throws and trap destructions. The above outpost used the warmongers as a wall to block chokepoints and forced me back into a barrage of grenades or flames.
- lastly there are some killboxes that rely on a couple of traps. They look hard but once you shoot down these traps the KB is harmless. Other times you can simply just walk, not zipline, past everything.
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I mean currently its just builders have the tools to exploit the game. Haven't come a cross a situation or bug that allows me as a raider to cheat an outpost.
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This outpost was brutal! The killbox insane but after the 50th death (I think?), I realize this killbox wanted you to rush it. It didnt have pistons just plasmas, hornets and bombers from hell. That said though, after playing for a bit, a well designed killbox is brutal but a KB that is thrown to together is actually pretty easy to figure out or rush through even with pistons.
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@MadMoeZel said:
https://www.reddit.com/user/MeetYourMaker_Dev/
they're busy talking on reddit instead.
why are we not seeing this kind of staff activity on the website they pay to host, dedicated to the content?
I thought the same but then realize it's more marketing and promotion since it's the game's first year. We may see more dev activity here on these forums once the game's base audience has been developed... unless of course they fired thier web staff then 😒
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I'd say the fan should just be on, like the pistons, and not trigger.
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Why is killing harvey for maze outpost a bad thing? Plain and simple, many people are bad level designers and having too many of them may turn folks off the game.
A lot of the maze outpost I have played are not good. Ill give outposts that use the harvey death trick a try but ill quit if it drags on.
A problem i see is these maze builders have all thier hallways looking the same and give no frame of reference for the player. So you end up with the raiders just aimless wandering around the outpost until they quit. This is the biggest reason why the glitch needs to be fixed.
So to all those maze builders, please use the cosmetics or different blocks to give the raider either hints or at least a frame of reference. Something the raider can use to learn your base, "ok, not the red hallway perhaps it's the blue corridor." I do enjoy a well designed maze every now and then.
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So one annoying thing about this exploit is the Opaque mod sometimes looks like it also has the soild mod. This is the typical trap set up I normally get.
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I liked the idea of unlimited but timed revives I saw someone had. Basically you partner had like 30 seconds to revive you before they couldn't anymore.
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@Seraphor said:
No, and you can even see the boltshot in your screenshot. You could have shot that, and you could have retrieved your ammo, there's a space between the cubes.
They do need to come to a conclusion and implement some consistency, but I think the following should be true:
- All guards and traps should be able to see through corrosive cubes, both first and second wave.
- Corrosive cubes with the Opaque mod should not be seen through, whether in first or second wave.
I came down the ramp, you would not have been able to see the bolt trap until after it triggered, probably why they didn't bother with the opaque mod.
Regarless, this and other outposts have many setups like this with Corrosive backups. Meaning in there is another 2nd Corrosive cube/ trap combo, should I try and retrieve my bolt.
I would agree some consistency would be nice. Honestly if BHVR made shooting through corrosive traps part of the trap, i'd be fine with it, so long as splatter was on by default and is able to destory the trap or guard that struck it too.
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Not sure blocking people from exiting an outpost is a good solution.
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Its situational that for sure. I have seen this trap augment kill a raider in a duo raid when they both shoot through the augmented cube. Most times though I have seen it do nothing except cause panic in the raider and they trip another trap.
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My earlier outposts generally had a killratio of 2 to 5. In the beta, it was plenty but now after the game's launch these low killratio numbers means I'm not gathering enough resources and i wont be able to either prestige or reset the outpost. Low killratio numbers won't be a problem if the outpost would get more than 1 or 2 raids per activation cycle. So in order to up my kill ratio I built an outpost with a killbox, that base currently has a killratio of 10 and is kinda sustaining at least one of my lower KR outpost (typically until prestige 3).
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@TragicSolitude said:
I understand maze creators not wanting the HRV to completely negate their work. Some people enjoy mazes. (Me, I've learned if I don't want to spend 30+ minutes wandering lost, then I should just hug the wall because then at some point I have to arrive at the GenMat. Mazes without some sort of hint/puzzle are not my thing.)
The game needs a tagging system so Builders who create mazes or any type of multi-path layout can tag their bases as such and people who want to play on them can and people who don't want to can avoid them.
I can't even begin to understand why this isn't fixed yet.
Was killing HRV a big issue during the beta?
Harvey killing wasnt a big thing i saw in bases I played during the beta nor was the corresive block exploit.
I agree builders should have the ability to tag their base as a mazes perhaps even 2 player raids. Maybe depending on the tag hrv will react differently or not at all.
Personally mazes are frustrating simply because there is no payoff or reason for it. Some have created mazes that venture toward tombs but many other have not.
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^^ an example of how to search for levels in Mario maker. New levels are usually a bag of unknowns.
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@Seraphor said:
But still, how would new outposts be played? Would there be a fourth difficulty rating of 'unrated'? How would you get people playing unrated outposts? It would be sheer pot luck, you'd have to play these unrated outposts and they could be dead easy or virtually impossible and you wouldn't know.
Also as long as the system isn't accurately recording raids and kills, relying on such a system for anything of substance is a bad idea. I've counted 25 zero death no genmat replays so far, that's raids where players go in, die a bunch of times, and then either disconnect or the game crashes and the entire run is nullified. It gets counted as a raid, but you don't get any of the kills. This completely screws the kill ratio.
https://youtu.be/GcyF5jEZSus
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@Seraphor said:
How are you being punished? What game mechanics are influenced by kill ratio?
Perhaps if you made less irritating levels you'd get fewer ragequits. If I abandon an outpost, it's because the builder has created a completely uninspired killbox that I'm not equipped to deal with in the slightest, and the fewer deaths I can 'award' them for doing so the better.
the difficulty rating of a outpost should be based on the kill ratio
So... every outpost would start off Normal regardless of how difficult it actually is, and killboxes that everyone abandons would be Dangerous or even Normal difficulty? Because everyone abandons them instead of granting them multiple deaths.
The key to a high kill ratio is an outpost that looks easier than it is. This gives the raider the confidence to attempt it multiple times. You can do this by creating a 'progression' or 'narrative' to your outpost, that gives raiders multiple distinct 'challenges', rather than one overpowered easy to build gimmick. If I'm enjoying the outpost I'll happily feed it multiple deaths so that I can reach the end.
This guy is absolutely on point:
well, Kill Ratio is the only statistic that is not subjective. A high KR tells you how effective an outpost is doing. The more kills you can manage to get out of an outpost the more resources you'll probably obtain of it. That's the grind cycle isn't?
Accolades are fine metric but it's subjective. Some folks enjoy punishing designs, others tempo, and it could deeply depend on someone mood. Some people forgot or skip Accolades all together. I get it, after my 5th raid, even a well designed outpost might not grab my attention (though I put Accolades even if it was uninspiring). Accolades would be more useful if the mym allowed players to search for outposts based on thier ratings rather randomly assign folks 15 outposts 5 of each difficulty. This would allow players play the designs they want to play.
Also my idea would have outposts start off as either new or unrated. Perhaps giving additional resources for the first person who bests it and maybe extra resources to someone who beats with the least amount of deaths/time.
Nice tip about luring folks in with easy traps however it does not fix the problem. Some folks, speed runners I'm guessing when i watch the replays, dip after 3 tries some after 1.
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I feel like a lvl 10 outpost should just go on cooldown (24 hors) then the game lets you reactivate afterwards.
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@Darkyan said:
Can we all agree to not use the Forum as a way to make reports.
Also, would be a good time to pull out the good old "Name and shaming" forum rule set.
Also also, -> Replay feature, My raids, Check user profile -> Block/report user.
And the corrosive cube is a feature until it's not.
Nothing game breaking about that unlike the Pyramid Wedge invisible wall glich that forces you to quit the game and come back. It's just looked down upon
Upon review, I edited the original post so the user name is not listed as you are right is not fair nor the issue: I was trying to submit a report of bug/exploit but the submit button was not become active unless I perform an additional action.
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You only lose about 30 points of ranking even if you die 100 times.
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@Seraphor said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3400278#Comment_3400278
That's unlucky, I haven't seen any less than 1500 yet. Shoulda rerolled.
I tried to make it work. Couldn't get it prestiged. So had to delete it.
During the beta, 750 wasn't terrible because there wasn't many outposts so people played it and I was able to prestige quickly. Now though, I'm lucky if I'm able to get 1 or 2 per cycle which makes me feel like I need to create killbox levels in order to make it worth it anymore.
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@Seraphor said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3400260#Comment_3400260
Should be 1500, which is plenty.
2000 is where you start to become Brutal.
Nope. I bought a small outpost that had a capacity of 750.
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@CotePathos said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3399722#Comment_3399722
My small outposts are very profitable, you just need to think outside the box in how you build, no capacity upgrade necessary. And even if your particular idea does need the extra capacity, as long as it can get 1 kill in 24 hours you can prestige it.
How much capacity do you believe is in a p1 small outpost?
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I feel ya, without a social menu like Mario maker to see what new or highly rated outposts were published the outpost feels basically dead. Sure you can share it with friends, reddit or discord but the user traffic will be sparse in comparison to the standard raid.
Personally after p10 I think the outpost should go on a cooldown timer for 24 hours (maybe more depending on its difficulty) so they can be refilled or pay a high amount of resources (let's say 2k synth) to reactive it.
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Double down bolt shots
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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.
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Or instead of resetting prestige level (which encourages killbox building), Base goes on into cooldown for 12 hours. You can spend synth to skip the cooldown or reactivate after cooldown to be raided again, prestige also skips cooldown.
Outpost at p10, have a cooldown of 72 hours and cost lots of resources to reduce timer.
I hate the fact I have to retire my p10 outposts soon (my beta babies). I mean the game is just started and there is no way folks to discover these outposts in social raids unless I post them on discord.
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Yeah, the Reset button is a bit misleading. Sounds like I'm about to dump the prestige points I have recieved.
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Small outposts aren't worth it either unless you prestige enough to have at 1k capacity, unless you make a killbox build.
I feel like whether it is big map or small one they should have equal amount of build capacity. Maps are already restricted by thier size and the amount of bedrock is spawned in.
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I just realized something that makes the outpost statistics kinda pointless.
We are random given 15 outposts to choose from on the map. 5 for each difficulty and one for each advisor type; raider, traps, etc. We really don't have a choice.
If I see a brutal guard type but the outpost stats suggest something I don't like then I'll have to check the ones that provide less resources or complete a different type altogether, then hope my rng is better the next cycle.
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@hastarkis said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397712#Comment_3397712
https://us.v-cdn.net/6030815/uploads/1CVXCD8QMQMJ/image.png
https://us.v-cdn.net/6030815/uploads/MZ2N5H0YAPUH/image.png
https://us.v-cdn.net/6030815/uploads/A3C6BB8MIDBV/image.png
And I don't understand how can't those bases pay for themselves. First one gave me 500-600 synth MAX per prestige while I needed 900. Like, yes, we aren't supposed to be builders-only but main-builders? Why not? I still need to buy new traps, I still need synth for my bases, I still need synth for new sites, I still RAID A LOT. I'd be happy to have to raid five outposts per my base. But five outposts in most cases aren't enough to prestige one p8 outpost. I get 10-200 synth per raid, I need at least seven outposts and it depends on RNG that they have smth I CAN destroy and not only speedrun the killbox with 10 synth in the end (with synth boost and unlycky tombs full of parts). Sometimes I get more from chimera leveling than from raiding itself.
I guess I raid even more than raider-mains have to. Not only I need basic upgrades for me as raider to be faster and better in farming, but also I need new traps and prestige taxes as builder because somehow 200 deaths per prestige (from different people, no nerfs included) aren't enough :/
@BillSimmons said:
Trying to maintain five outposts is incredibly time consuming. Just keeping one/two active is more than enough for me. After the daily bonus + a Chimera level from the extracted genmat your outpost(s) provide, you're at 500 synthite, which isn't enough to prestige a single outpost. Raiding is necessary to keep your creations active.
Striving to max out your active outposts is only for the most dedicated bunch of players. Every outpost needs players to raid them and by pushing five of your own creations into the pool of active ones you'll need to work even harder to keep them all running.
All that being said I would appreciate getting an additional synthite award for reaching prestige level 10. Maybe adopt the outpost milestone rewards like others have suggested. I wouldn't want some basic exchange/conversion solution. While that works, it's the least interesting way to solve the issue of having thousands of parts to hundreds of synthite.
Having outposts go on cooldown instead being forced to prestige them help greatly reduce the raid grind but having an option to allow folks to skip the cooldown timer in order to reactive would then put the own-ness on the player. I discuss this idea below:
@chezpizza said:
The cost to prestige a base is pretty high, especially if you consider the fact they last about 12 hours and sometimes barely produce enough to sustain itself.
With the limited time I had in the beta, I didn't pay anything cause I only had a limited time to play before the game was taken offline. Now though, I'm noticing two things, the grind and the "disappoint".
First lets start with the "disappoint" is that once my base has been exhausted at prestige 10 it will needed to be retired and can only be posted in social raids. Sad really my Outpost did fine in the beta and not must retire with a game that's officially a week old.
Now the 2nd thing is the grind. So the cycle is gather syths either by raiding or kills in the outpost in order to prestige outposts. This is fine, every game needs a grind cycle however this particular cycle may encourage homogenized meta designs, i.e. the highly efficient but cheesey killboxes.
I propose that outposts go into cooldown when they are depleted; 12 to 72 hours depending on thier level. Once the cooldown is over a player may reactivate them. A player can pay resources to skip or reduce the cooldown. Prestiging an outpost also skips the timer all together along with adding capacity to it.
My hope is the outpost cooldown helps prevent player burnout. My friend, who also played during the beta, has already burn themselves trying to ensure they enough resources to prestige thier outpost when it was exhausted.
But what about repeating outposts - bhvr can implement setting that hide previously player outposts from your selection.
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Well just like the thumbs not existing on certain social platforms we got use the no vote to give awful ratings.
Wish they would give us 4 votes but instead having to put one of each we can put any number of votes under any accolade. Like if I thought your outpost was fun, I'll give you 2 fun votes and 1 brutal and 1 artistic or something.
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@Seraphor said:
Good for you that you're a speedrunner with a shield I guess?
I don't have the shield unlocked yet and I prefer to play slowly.
Definitely worth the investment even if you like playing slow.
As far as the OG post, not everyone enjoys killboxes regardless of how easy they may be to you.
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I should add that you only allow 2 votes and I have encountered outpost that I wish I was able to vote all the options.
I had given nightmare outposts, with kill boxes, non-brutal accolades because even though I died alot there outposts were super fun and well layout.
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@RicSimane said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397812#Comment_3397812
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.
You are assuming everyone's opinion of fun matches your own. Some folks love killboxes, I don't know why but some do.
How would determine the successful raid ratio? SR = fails per attempts... thats basically the kill ratio or SR = failures vs attempts, this metric would be misleading I feel like lots of folks will try and beat the level even if they died 40+ times especiallyif that is the challengethey are looking for, I have.
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@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.
Ok. 2nd time writing this. No more editing this forum cause it just deletes the comment.
From what I understand a kill ratio is determined by calculating kills per raid attempts. Players whose familiar with the game could deduce that an outpost with a high number KR is probably a hard base which is probably using the killbox meta.
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@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.
Just the kill ratio stat would indicate anything just that lots of folks died but kill ratio, harvey path length, most used traps/guards info (which Prosarmogi provides a T3) can give you better insight of what expect.
Now I'm not sure what the exact what numbers is the kill ratio calculating but I believe its kill per attempt. If the kill ratio is over 10 and the number of attempts is ... lets say under 100 then it is a difficult level. Now that does not translate to "there is a killbox here" specifically but as players become accustomed to the meta that deduce that there is a high probability that this player is using the killbox meta.
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@chezpizza said:
This poll is anonymous.
Simple yes or no.
The demo quickly showed a sort of meta level design that showed promise for lots of kills, which have been phrased as cheese builds. Many consider these builds to be very hard, if not impossible, to beat. As the game currently allows a builder to put as many traps in a single area, the question that many MyMer's ask is should builders have to beat thier own levels?
Here is a poll about the same thing.
So far more folks prefer not to have the builder beat their own levels.
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Agreed, especially the kill ratio.
Just the kill ratio alone and the tier 3 info that Prosarmogi provides would definitely give better insight of the type of experience I'm probably have playing an outpost.
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Bump... now that the game is release I feel folk should see this.
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Yep. The grind is real.
Personally I feel some of this could be addressed with outposts going on cooldown and players can decide to prestige to skip the timer or pay resources to reduce the time.
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@magic1236 said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397510#Comment_3397510
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 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.
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Edited the entire post caause the idea expanded.
Nothing will stop meta builds in a resource collection game however having casual friendly mechanics may reduce the number of them, maybe.
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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.
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Heads up. Lots of posts that say the same thing. A couple with polls intergrated in them too.
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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.
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@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.
Not an exploit, it's meta.
An exploit would be a builder publishing a nonsocial map that has harvey glitching through walls and blocks players ablitiy to get the genmat.
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@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.
These are not exploits, its the meta build. The game allows these types of builds.
An exploit would be a builder being able to publish a map on non-social raids without a legal path for harvey. For example the genmat is entirely blocked off with Corrosive or holo blocks somehow and harvey is glitching through it.

