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I don't think Mario Maker effectively forced you to pick from a limited selection of maps, so you could sort through all the maps you wanted to try.
Anytime you jumped into a super difficult map, you knew what you were getting into thus less chance of toxicity, as you only have yourself to blame.
Casuals got to pick casual maps, speedrunners picked speedrunner maps, precise platformers picked precision maps, etc.
Oh that makes sense. Mario Maker let you tag your levels with all sorts of options and you could search for them. Plus the names really helped explain what the concept is. If you see something called 20 second speedrun and its tagged speedrun, you know its going to be a tight and precise speedrun course.
a certain map w/ a lava room, the only path is a piston bridge firing at random intervals, flame jets covering every step and a wall of guards sniping you comes to mind.
I saw that and left, such designs are not fun to raid in any way.
A Tagging feature would work wonders for the "social raids" aspect. atm it seems limited to the map name or player name for finding things.
Looks like a boomer shooter (Quake, etc.)
Sounds like Mario Maker
Markets like a hardcore challenge (Souls, etc.)
Sounds like asymmetrical PvP (especially coming from a dev that previously did one)
What I think is happening is that all these different groups are coming in with expectations that aren't quite fitting with the reality of the game. Most notably getting mad when they come across another player not conforming to their vision of how the game is 'supposed' to be played. Throw in some resource rewards depending on other players' behaviours and we've got mad stew.
(Maybe someone from the DBD community can fill in, because it also sounds like there's some holdover conflict pouring in from that community)
Right now the game only really caters to the flexible people, the one's in the middle of the Venn Diagram of Speedrunners and Surgeons and Puzzle-Solvers, because we don't currently have a good way to match people with the content they're looking for.
We need Tags, Titles and Recommendation Algorithms.
This difference is the quality. Mario Maker infamous levels are carefuly crafted and studied to be hard but ultimately reward skill.
MyM's started on the wrong foot with most 'superhard' levels being simple trap and guard spam with no creativity behind it. They do not aim to reward skill ultimately and are crafted to offer a challenge. They are crafted, often cheaply, to just throw stuff in a often unfair way to overwhelm players.
They get frustrating but not in a good way. A good frustration comes from you, the raider, thinking that your death was caused by you messing up or being outsmarted.
However these levels create a bad frustration, created by the feeling of unfairness (the 'this is bulls**t" feeling) for a lot of people.
Sadly even if a superhard but good level was to be put online, I can see most people leaving it on the first sight thinking it's yet just an other killbox.
These are also somewhat limited due to resource limitation but this could be adressed by a special "social raid only" build option with no resource limit.
Which means you'll definitely find Brutal maps that are trivial and Normal maps that will murderize everyone, all because you know how to combo your traps and design your bases for psychological warfare.