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Of course they make it difficult, but its also very tedious to clear a room full of them.
But having rooms with traps as a "killbox" is actually really fun to tackle
Edit: To your initial topic, I like the idea of having secret entrances and feed kills at the end, but then you can't build with second wind traps in mind
Let me correct the tiny bit of misinformation you've fallen for that makes your suggestion a bit redundant - the system is NOT built upon kills alone:
Accolades (the little post-game titles) award TWICE as much points for prestige EACH as a kill, so by giving two of those titles (as you can), you've put 4x as many points to that base prestiging compared to getting yourself killed once.
The difference is: If you get yourself killed, the builder will also get a token amount of materials on top of it. So, sure, a nice gesture to get yourself killed, but comparatively low effect compared to something else you dismissed (in regards to the prestige points to keep a base online).
yeah in my experience most killboxes are followed by a hallway spammed with armored mutants so it really kills my mood every time i see one i don't even want to try it...
For the second wind i think you can still be clever about it, put the secret exit in an indacted hallways that can only really been seen after coming back with the genmat andd at about half way in the base, maybe put a second wave acid box that can be easily passed through if you want the player to finish it, im sure there's ways
that's my bad, i didn't know accolades had such an impact, and ofc i always try to leave two on a base i love, i think the game does a good job at pushing players to do so but not explaining why besides the dopamine for the builder, thanks for the info ! i'll edit it a bit
I actually enjoy doing killboxes are they are fun to try and beat.. feels more rewarding.. and i do these with default gear and dieng like 5-10times. They're not that hard once you know how to play the game.
Seeing loads of deaths in your own killbox may be enjoyable but that isn't the only reason why they exist.. for me i built one to counter speed runners and co-op unlimited revives because they ruin the point of "creative maps" but i enjoy it when i see ppl beating my killbox and give a clap on the back for doing so.
(i do make creative maps ofc but nothing wrong making a killbox or 2)
The other thing that can also effect killbox is the cap limit.. ppl love traps and want more traps so they have to cut down normal blocks and creativeness to add more traps which tends to resort to a simple box.
Oh, and it does nothing against Speedrunners, sadly.
They're just lazy, i understand why they're made but it's still a hassle
Yeah it turns out that most people aren't game designers and don't know how to make good maps. That's not an insult or anything, that's just natural since this game's less than a week old. We can't expect good content right away. The real challenge will be if the game lives long enough for the builders to mature and grow their skillset or not.
You can't kill killboxes that's for sure, but i think it's equally if not more important to reward the people that go out of their ways to make more creative builds.
Killboxes can be a challenge but most of the time i'd say they are not worth the time they take to finish, knowing they're all built the same in a few minutes
Level designer is a real job for a reason,
But i do hope the game lives a long life, at leadt a medium one, i love this game and the premise is refreshing to see, the only thing holding it back for me isn't even the killboxes it's the random crashes that hopefully get fixed soon
Ayy i can respect that !
Not enough people put decals and lights to spice things up and give things, and if they see it it's almost a guaranteed ingenious or artistic accolade, at least from me