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First is as you mention, to force you into traversing a maze on your own without "help". Frankly I think this is a waste of time.
The other possible reason is that the real path goes elsewhere and what looks to be the entrance is a fake leading into a killbox (which is now cheaper in terms of difficulty calculation because Harveys path doesn't go through it) which either leads nowhere, or has a blind exit.
Of course, some just want to kill Harvey because they are wierd, but generally those 2 reasons are the main ones.
But you'll have no time to do your loadout, as the Piston waits for no-one.
The only option is to snipe Harvey yourself and put him out of his misery.
if you see harvey die right away you are free to block that person. You should really do.
there is nothing wrong with it :) pretty sure they will patch the area around him so he cant get killed with pistons right away.
Got the Genmat and blocked the player. After that I decided do leave and block player which kill Harvey on the start of the map.
If you look at the Story it would be stupid to kill Harvey, because the core of a base is to extract GenMat which is collected by the Harvester.
I think BHVR should implement a punishment in resources for such Outpost.
You are not getting kills when people are wondering around looking for a Gen Mat. I don't know why people want to announce their outpost is a maze by killing the HRV right away. You would think you would want them to not be aware of that at the very start.
I never follow the HRV to the Gen Mat because it's slow, it gets in the way and it will end up dying from me triggering traps. 100% of the time I lost track of the HRV or it dies and if you make it cramped enough I might just kill it myself.
I would assume that any branching path is going to lead me to a tomb. At that point I might be stick around to play the level just because I already put work into clearing some traps and playing the level. Also if the HRV is still alive it gives a person motivation to keep looking until they find it. If your maze is any good that won't be easy to do. I assume you are making maze levels because you think you are good at it.
Killing the HRV actually gives me the option of opting out because I don't want to waste time wondering around looking for a Gen Mat, you would think you want to trick me into the maze instead of letting me know it is an obvious maze. It just shows lack of awareness.
I'm actually fine with an outpost having some branching dead ends, but I am not interested in playing some elaborate maze especially when you killed the one thing I am motivated to find so I can find my way back out again. I like when some outpost have some branching paths that lead to dead ends but I am not interested in playing just some empty maze that is just boring.
I play every level I encounter sometimes to the point I died over 30 times. When I see the HRV dead I just leave, I will gladly take the -30 and give you the free kill hopefully you feel like that is mission accomplished.
Killing HRV at start with no counterplay is a gameplay exploit that needs to be patched.
I would like them if the game was about exploration, finding secrets, having a big evil baddy going through the maze you need to hide from, if there was story to find or if the maze was just part of a bigger design aspect (which needed the game to allow scripting level stages).
But it isnt.
The game is too simple to make mazes fun.
I rather prefer the guy who creates an artistically themed level that is dead easy over a guy creating a confusing map that isnt actually confusing but just timewasting.
I played your mazes guys, already 6 today, they arent hard, you arent as clever or creative as you think you are, i found the genmat directly without going the wrong direction, you just created a bad map.
Kill him early on if you like, i kill him all the time at the start, but stop creating wannabe mazes, that needs intelligence and creativity and 99% of the users here dont have enough of that to make mazes fun.
I don't remember the rest of the map being in any way interesting and just confusing, so I abandoned with one death.
That's how I try to deal with mazes, because I don't want to tank Elo abandoning maps repeatedly if I get a run of bad luck. If I die once, I'll just go ahead and abandon, but usually it's just a big time sink and I get out just fine.
Maze maps should be designed in a way that any route you take could be the correct route and appear that way to the raider. You can do this by placing traps and guards through the maze but if its just barren dead ends with no points of interest then its incredibly boring.
Check out Hugoton by Ghost in Social. Phenomenal short maze map and he leaves the Harvester for you in case you can't figure it out.