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Generally, challenging your opponent may lead to them going for the Tombs more often than being generous. People are here to play a game, and if they have to go through a bit of hell for the reward it not only will feel more rewarding, but it might actually pull them towards it.
I think you should not mark unless its very obvious that doggo would not be able to go where you are pointing towards.
Nope.
Will I probs go down the path anyway to see where it leads...most likely.
Though you'll still get a lot of people ignoring them when you do that.
As for me, I like using trails too (both the yellow brick and the blood one), and I've found people do like following those, but you still run into the problem of people not seeing them or ignoring them a lot.
- When that happens, I've found restructuring my base to make it less subtle tends to do the trick, basically my main advice is just use the Replay Mode a lot and see what people are looking at and ignoring or following.
To be fair, I don't recall the tutorial really directing the player to physically attack them. It would be a good change to add that to the tutorial, so people realize that the tombs are a bunch of free resources.
As for me personally, I don't give my tombs out for free. I don't block them off, but I will hide the path to them behind a holocube. The way my bases are, you aren't expected to find the holocube on your way into my base.
But when you begin to make your escape, I personally have a '2nd wave' boltshot that is intended to draw people to where ever the holocube is. Said trap will be a fair distance away, be triggered, and the player should walk to it to destroy it for experience. In doing so, they'll trigger the holocube I had there and the sound of the tomb should lead them the rest of the way.
Of course, I do have traps in there too lol. But its nothing incredibly unfair. Tombs are suppose to be guarded anyway right? As far as Real life is concerned