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zuth10

zuth10

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zuth10
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  • I'll generally give one accolade in whatever appropriate category seems right unless they make something really killboxy or just poorly designed. And I'll give two for those that clearly put some effort, whether in the aesthetic sense or the trap design

  • @BillSimmons said:

    Another cool warmonger trick I've come to learn is by setting them on an elevated platform one tile above the player's path they'll jump swing down and then immediately attack for a second time after they land. Good mix-up if you can keep the player in their general attack vicinity.

    I literally just did this with some second wave holographic blocks and even gave them dead man's switch to really surprise the raider. Had to play around with it a bit, sometimes theyll leap and other times they just stood there awkwardly

  • I think this could work with a varied list of pre-made comments to choose from. Such as a list of trap names to choose from and then I list of phrases such as: bad placement, very good, too easy, genius!, etc.

    Something along those lines could work and then maybe have the option to allow custom typed comments in the settings if you'd like to deal with the possible toxicity.

  • @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:

    https://www.youtube.com/watch?v=HexU35LGibo

    Yes very much agree I've created a base that's quiet in the beginning, has a middle room full of danger, quiet room, then a trapped staircase to the Genmat

    After the genmat is taken the two previous quiet rooms be come full of traps and surprises. It gives the raider a chance to breathe in between encounters and make them keep taking the challenge on. No need for a single uninspired kill box.

  • Yeah I've has mixed results with different bases. One small normal one that really took off and a brutal one that got a few raiders.

    The ones that don't perform to well or my larger brutal ones I've decided to only activate on the weekends and for a short window during weekdays when I get home from work. (Extra good if you activate around when kids are getting home from school during the week!)

  • Yeah I've had a very successful small base at normal difficulty. I've recently prestiged it and added 2 traps and that brought it to dangerous level.

    It's still gets decently raided but not as much as before I did that