The Riftbreaker

The Riftbreaker

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kampfer91 Jan 19, 2024 @ 3:25pm
Need more clarifications on the off-map outpost attack .
I will be honest , i really don't take this news well , because it is quite vague and need more explanation .

Do all location that have outpost build will get attack ?

Will there be multiple attack on multiple outpost ?

Do the defensive building on those map actually matter or we need to rift jump there to actually enable those gun to fire ? Either way i can see an increasing needs in RAM memory just for this novelty of an idea .

What if i can't rift out while doing story like the fight against the Worm and then i receive an incoming attack alert ?

Do the dev even visit Steam forum to begin with ?

Some people here want a more peaceful experience in the game , there is a fine between chore and fun , there should be an option to disable off-map horde attack .
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Showing 1-13 of 13 comments
cswiger Jan 19, 2024 @ 5:05pm 
Originally posted by kampfer91:
Do all location that have outpost build will get attack ?
No. Some outpost locations are peaceful and will never face attacks. Most will, however.

Will there be multiple attack on multiple outpost ?
Not at the same time. You can only be in one place.

Do the defensive building on those map actually matter or we need to rift jump there to actually enable those gun to fire ?
Combat only happens when you visit a map. There are no remote battles.

Either way i can see an increasing needs in RAM memory just for this novelty of an idea .
How about you let the developers worry about that.

What if i can't rift out while doing story like the fight against the Worm and then i receive an incoming attack alert ?
The other attack will wait forever until you visit the region.

Do the dev even visit Steam forum to begin with ?
Sure.

Some people here want a more peaceful experience in the game , there is a fine between chore and fun , there should be an option to disable off-map horde attack .
There are difficulty options. Or you could play something else.
kampfer91 Jan 19, 2024 @ 5:06pm 
Hmm pretty sure you are not the dev . especially about that remote battle answer , cus then the game need to simulate and calculate what kind of result you will get and there are just way too many variations , and if anything i learn from auto-resolve , it dumb and usually make you lose more than it should be . I can go AFK in my base and not even lose a wall .

And the dev is using a simple model of how they calculate resources accumulation , like the case of not taking into consideration of how long the drone have to fly to collect plant .
Last edited by kampfer91; Jan 19, 2024 @ 5:13pm
cswiger Jan 19, 2024 @ 10:47pm 
Originally posted by kampfer91:
Hmm pretty sure you are not the dev .
I've never claimed to be the dev. I have completed the Riftbreaker and can answer obvious questions about the game as well as anyone who has played thru the endgame.

especially about that remote battle answer , cus then the game need to simulate and calculate what kind of result you will get and there are just way too many variations , and if anything i learn from auto-resolve , it dumb and usually make you lose more than it should be . I can go AFK in my base and not even lose a wall .
You've obviously failed to understand the answers you were given.
There is no auto-resolve. There are no remote battles.

Yes, you could travel to a safe outpost location, go AFK, and never lose a wall no matter how long you wait.
kampfer91 Jan 19, 2024 @ 11:15pm 
Dude...we are both already finished the game and because i see how they determine resources generate in an outpost which is much simplifier than when you actually in the outpost ( even freeze the day and night circle or no bad weather event ) which led me to questioning how they gonna simulate the battle if you choose NOT to rift jump to said outpost .

Also , this is planned stuffs for the future , we really can't use what we currently experience to determine the answer . Dev may even change the whole thing during the development , like the case of upcoming change to research tree .

But enough , it is clear that game dev rarely go to Steam , much less than willing to answer technical stuffs .
Last edited by kampfer91; Jan 19, 2024 @ 11:18pm
voidreaver  [developer] Jan 22, 2024 @ 5:54am 
The outpost attack feature is not final at all. It is only an idea at this point. We will need to design, prototype, test, decide whether it's good enough or not, then balance it... There is a long way from an idea to the final product. This is also why I can't answer all of your questions at the moment - we don't know yet.

I see why there is a lot of apprehension towards this feature, but I think that we can make it fun.

Long story short - don't worry. We won't make it a "GTA4 Roman Bowling Meme" situation.
Last edited by voidreaver; Jan 22, 2024 @ 5:55am
Stimpacker Jan 22, 2024 @ 12:01pm 
Hi voidreaver,
Thank you for the response. I'm not apprehensive about outpost attacks as I usually build mine up to defend itself (I'd imagine how things will happen if this is real). However, will the attacks include peaceful maps (e.g. Hazenite Concentration, Acidic Plains Recon)? OK if yes, just means I need to build defensively instead of farm nilly-willy.

Meanwhile, can you please look into these?

1) The proposal to nerf extreme quality weapons. I can barely handle red bio-anomalies even with fully modded extreme weapons on maps without a base, i.e. mech only battles. Extreme weapons aren't needed for base defense. So this proposal hits players who solo fight bio-anomalies a lot. I do agree they are OP for normal map clearing.

2) The final "this is it" battle when the rift back to Earth is opened does not scale with custom difficulty. I play Brutal 500% and this last battle is a let-down compared to the massive periodic HQ attacks.
arcadia171e Jan 22, 2024 @ 3:55pm 
Yeh i dislike this idea a lot. I i feel id spend more time watching loading screens outpost hoping for attacks than i would do anything else.
I also worry about this feature. As it is I've already "modified" the game rules to drive a need to jump between biomes/outposts repeatedly (only 1 Lab/Research/Armory per outpost/HQ). With only 200% construction time, I'm stuck there usually for 5-10 minutes, and often get attacked in that time since the construction won't continue if I leave the map (which keeps me exploring in single map, and returning to it multiple times).

But if I'm going to be required to jump to outposts to defend them while construction is paused at the place that I left, then I'm going to be forever trapped on loading screens. However that can be resolved by just building all the facilities in the HQ map, which I really don't want to do, but oh well.

--- Currently ---
Ideally I want to be in a location for about 10-20 minutes before needing to jump, and I think Construction Time at about 300% + 1 Major Facility per outpost accomplishes that. In that time I fend off waves, build stuff, and work on clearing the map. Usually each jump to a location clears about 25-40% of the map, so the next few times I need to return often finishes it (or dealing with other story-related goals, like collection the Uranium followed by a large attack).

It took a lot of restarts to finally find the "Difficulty" settings that made the game more enjoyable for me.

* 75% DMG taken, 500% Research Cost, 160% Resources, 250% Construction Cost, 250-350% Construction Time, 100% wave amount, Normal Strength, 150% time to prepare, 100% time between attacks
... and not allowed to use specific bioanomaly equipment until certain researches are completed. E.G. Dash (Fire/etc) requires Power Jump + Flame Wave tech, Sentry Turrets (Cryo/etc.) requires Sentry tech.

Though due to the way unlocking crosses between saves, I've been forced to disable Steam cloud saves and erase my entire profile between each attempt.

* The main reason I have it at 75% damage taken was that I was being killed too often by things I wasn't able to see (explosive plants inside a horde of enemies, view obstructed by overhead rock arches, getting stuck on the environment) or predict (invisible enemies while staring at build menu), and this with my "Hardcore" setting, has me reloading and watching the Loading Screen over and over again.

The main takeaway here is that I (and probably most people) don't want to be looking at a loading screen too often.
Last edited by Misanthropy Incarnate; Jan 23, 2024 @ 5:39am
BDK Jan 23, 2024 @ 5:12am 
I spent hours upon hours designing and building my outposts, an update that destroys even half of it, if I don't jump there straight away, would kill the game for me personally. I would rather spend resources to "send an army of drones" to defend or something in that nature. I've come to expect attacks happen in the biome your are in as well, so if an outpost is attacked, nothing is attacking the current biome? It makes no sense to me at all. Awful idea imho.
archelonian Jan 25, 2024 @ 7:08pm 
I think it is a great idea from a balance perspective. There should be a reason for us to build defenses in outposts and outposts producing a lot of resources should need to be well guarded. Currently there isn't really a need to build strong defenses on outposts that are built in low threat biomes (but these outposts can be easily setup to generate a massive amount of resources). Making outpost attacks scale heavily based on the resource output of the outpost would be a good way of encouraging the use of strong defenses on any serious outpost. Outpost attack frequency though should be notably lower than regular attacks so we don't have to be always teleporting away from our current task, and should probably have a limitation that they cannot occur during active mission timers (+make it so that you cannot initiate an active mission timer to cancel an ongoing attack).
Brenry Jan 26, 2024 @ 3:44am 
Originally posted by voidreaver:
The outpost attack feature is not final at all. It is only an idea at this point. We will need to design, prototype, test, decide whether it's good enough or not, then balance it...

On my first playthrough including the dlc's around 45 hour mark when I hit that 10 outpost cap I began to realize none of those matter anyway. I also felt overpowered with gear at that point and began to just plow through maps without constructing anything. Metal land was an absolute joke the final mission for it I just ran and ran and circles around the turrents as they died within seconds.

Around 60 hour mark I really started to care less and less about that stuff as I focused my attention for the materials for the space thing and when I had to revisit uranium or titanium zones I quickly sped to several mine locations dropped what I needed to and a some power on to next one and quickly warped out while nothing was being attacked feeling assured it was just a ticking number game.

I'm sitting at 73 hours now before I do anything to portal to earth (dunno if thats game over I didn't look at spoilers) trying to get through the caverns mission is such a boring drag feeling like god mode is enabled all the trash is useless. I just want it over with.

If all your interest is incorporating co-op for Survival Mode maps I wouldn't waste any time on going any further in regards to outpost attack. 45 hours is a good figure for when the honeymoon period starts to wear off with all the technology learned and weapons crafted it's pointless. You don't have a game like Oxygen Not Included that benefits from real time planetary events.
Judge Dread Feb 3, 2024 @ 3:57pm 
Originally posted by voidreaver:
The outpost attack feature is not final at all. It is only an idea at this point. We will need to design, prototype, test, decide whether it's good enough or not, then balance it... There is a long way from an idea to the final product. This is also why I can't answer all of your questions at the moment - we don't know yet.

I see why there is a lot of apprehension towards this feature, but I think that we can make it fun.

Long story short - don't worry. We won't make it a "GTA4 Roman Bowling Meme" situation.
I'd say most of the apprehension will stem from either.

A. Ensuring there's a toggle option alongside some customizable frequency adjustments, which is an easy fix in the grand scheme of things, throw it in as an option or something perhaps.

B. Most importantly, How are they going to function? It's a nice idea but it's going to very quickly become a tedious chore if there's no way to counter them. Having to constantly check up on the base despite the presence of extensive defensive infrastructure will turn the feature into more of a chore than a fun and dynamic mechanic. I for one will get very annoyed if I set up a ton of defenses that I can literally afk at and they'll repel anything, yet I still have to hop around to these outposts,

There should be some dynamic gameplay occurring more on the global map. The game becomes really trivial as soon as you unlock the ability to goto other locations.
The peaceful areas namely where you never get attacked and can just set up mega bases that aren't under horde threat like the main resource outposts or main base.
I'm rather against attacks while away as well, considering that it's already mildly annoying that I need to build the holdout boxes at the edge of the map eight times already each time, constantly needing to recheck to rebuild destroyed buildings seems rather annoying. Saving templates would be a lot more welcome and useful feature.
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Date Posted: Jan 19, 2024 @ 3:25pm
Posts: 13