The hidden traps you mentioned are tombs , each map comes with up to 3 of them , a lot of creator clearly mark theirs or trap theirs , but they are a huge resource grab when raiding . Also if you want more yellow currency , buy the boost from traps advisor before you raid OR pick up death materials from your base , ur my fav streamer btw
Posting this here, and likely other streamers to see if any Devs come across it. For a future skin pack for base building I propose "DND&D" Since wizard of the coast is cracking gotten on D&D copyright, they should release a "Definitely NOT Dungeons and Dragons" skin. It's based on well known traps and creatures, but parodied. I'm talking mustaches, monocles, top hats, and anything else for a good laugh I personally raid while drinking with friends, imagine dying due to laughing uncontrollably at the ridiculousness of the situation
I am under the belief that the map creators should have to complete the base themselves before being able to publish it for others to attempt it. I like finding 'impossible' bases myself but...fair is fair and actually impossible just isn't fun.
@@whiteraven550 No, I have come across a few maps that are impossible; just because there is a 'valid path' leading to the end doesn't mean it's doable. If I could show you what I mean, I would. I have beaten a lot of really hard maps but I have come across some that I honestly feel are impossible without a friend.
100% if you are going to have player made levels then you need to have them beat it themselves before posting. Regardless of whether a level is or is not impossible make a player beat their own content first.
I disagree with this. The model worked for TMQFEL, but this game has a much higher level of customization and it also has a much longer average run time per level. Making people run their own dungeon every time would lead to less maps being made overall, and less changes being made. It would be a slow death for the game as less and less people take the time to craft challenging maps
26:03 If you can walk through them without dying, then can you make your true path behind only one of a half dozen opaque ones, that you’ve got to grapple upwards through rather than fall downwards through? Of course, falling downwards through one (and only one) of them will also give you *a* path, but it won’t be the right one. The second level of shield allows you to grapple with it, if you need that. Better yet, put them on top of each other, so that on the way back out you’ve got to grapple while falling, to not fall back into them, and die.
Not gonna lie Ive been waiting for this video since the first one. Was hoping you'd show your outpost name and set it to social so we can check it out. Probably best to prestige 10 and master it first anyways though. Side note: I 100% agree about the whole difficult killbox thing. You literally get a box shaped plot of land to design something to kill others trying to raid. It literally is the objective. With that said I've come across a couple that are completely impossible without a second player. Ones that have no traps until the vial is grabbed then it just drops like 20 enemies on you surrounded by traps. Like spawning inside with nowhere to go. A solution would be to limed the number of traps inside a certain radius of the genmat that can be marked for second wave.
LVL up your gear, equip a shield and a sword, lvl those up for speed, and 99% of brutal bases are possible to complete. One can pretty much speed run through most traps with a shield lvled up, gives you a speed boost for destroying traps or mobs, and you can grapple with the shield still activated.
Killing so much with basically just spikes and bolts seems crazy, even if you litter a base with them. I can't say what i've built is super difficult so far but i'm trying to make it as hard as i can make with a twist: a backdoor that can bypass most of it only for the ones who think outside the box.
Your base looked really reasonable. Your kill box wasn't absolutely crazy. You didn't walk into 12 flame throwers, 16 shooters, 10 plasma orbs, and well you get the point. It wasn't overdone. I carry two ranged weapons to overcome bases like that. They're overkill.
I think my only issue with the game has been people abusing the Corrosive Cube Second Wave exploit; I do not mind kill-boxes so much, mainly since they are not really good at confirm a large amount of kills against players that have the gear to deal with them.
In my opinion, not all brutal bases are impossible, though I do wish there was a separate mob cap and one more shot available for the Volt Thrower. Your average brutal base takes creative tactics to beat. Case and point I had to use grenades to kill gunners atop a steep slope and move fast enough to outrun bombs on the way.
That's kinda the gameplay lip though lol. That being said, I know with the road map they have shown that they plan on adding more variety with new guards, weapons, traps, suits, etc Personally I'm looking forward to more aesthetics for base design
I see a need to make the base building speedy to pump out lots of content but unless they improve the base building currently I don’t know. Lots to improve on but I love this game
When they have no deaths and didn't collect the genmat, that's a bug. They likely did die several times, but the entire run was nullified. You got cheated out of deaths there.
I think it's not the fact that it's hard that is the issue it's the fact that it's lazy and boring to spam mobs in an open box. I don't mind either way but many people don't fall for normal traps too often and the easiest way to get kills is a huge kill box with trap/monster spams in 1 room which isn't that fun. If only you didn't have to cater to the pathing bot.
Hi, do you know, how the map calculate from normal to danger to brutal? I am bit confuse atm, couse i building Prestige 5 map, while i add 1 new Trap, it Change to danger but after i remove thst Trap, it stay at danger, only after i remove 2 more traps it Change Back to normal 😵
I think it has to do with the capacity used by traps/guards. When I was specifically building a Normal base, there is a point where adding any capacity above it (~900 I think) where it would change the difficulty to Brutal. One thing to be aware of though is that there’s a delay where the game recalculates the defense value when changing traps, so when removing a trap it doesn’t immediately return to Normal rating until after a few seconds.
@@Rhidian what i realize is this game is more of a puzzle when it comes to designing your base difficulty, I prefer to have normal difficulty bases , (since they get wayyyy more playtime than dangerous or brutal, but the trick here is to make it as ratchet as possible with as few traps/guards as possible. This is where the magic of this game lies, all of my maps are literally one trap-mod away from being dangerous, if you design your base this way, you are playing the game correctly. One hit, if you place a trap, hit the options button afterward(on console not sure pc) but it will instantly re-evaluate an re-rate your base. Just faster than sitting and waiting for it.
@@Rhidian now i am cofused.... Couse i Just reset the map now and rebuild the "Dungeon" it was about 1200-1300 the Change from normal to danger, now i reach the 1450 but still normal.... Not the same before reset, it is Just more "funel" effect, i use more acid cubes more
The point isn't to make the same single room full of every single trap in every position so it's impossible to complete unless you have the right set up with the right timing. It's not 'hard' having to speedrun those cookie-cutter levels 50 times until you hit the sweet spot, it's boring and it's a lazy build style.
hey Z the only 1, I made an Irish Pub in Meet you Maker , come over for a beer but be careful the locals arent verry nice to strangers ;) . Just look up GeneralMerten in the Social Raid. Beer is on me lad
The hidden traps you mentioned are tombs , each map comes with up to 3 of them , a lot of creator clearly mark theirs or trap theirs , but they are a huge resource grab when raiding . Also if you want more yellow currency , buy the boost from traps advisor before you raid OR pick up death materials from your base , ur my fav streamer btw
Posting this here, and likely other streamers to see if any Devs come across it.
For a future skin pack for base building I propose "DND&D"
Since wizard of the coast is cracking gotten on D&D copyright, they should release a "Definitely NOT Dungeons and Dragons" skin. It's based on well known traps and creatures, but parodied.
I'm talking mustaches, monocles, top hats, and anything else for a good laugh
I personally raid while drinking with friends, imagine dying due to laughing uncontrollably at the ridiculousness of the situation
That sound you kept saying is a trap built into the map by default isn’t not a trap it’s a bonus for raiders and grants a good amount of materials.
I am under the belief that the map creators should have to complete the base themselves before being able to publish it for others to attempt it. I like finding 'impossible' bases myself but...fair is fair and actually impossible just isn't fun.
Most maps labled "impossible" are probably just very hard. Since there always needs to be an actual path i don´t see how a build could be unbeatable.
@@whiteraven550 No, I have come across a few maps that are impossible; just because there is a 'valid path' leading to the end doesn't mean it's doable. If I could show you what I mean, I would. I have beaten a lot of really hard maps but I have come across some that I honestly feel are impossible without a friend.
100% if you are going to have player made levels then you need to have them beat it themselves before posting. Regardless of whether a level is or is not impossible make a player beat their own content first.
I disagree with this. The model worked for TMQFEL, but this game has a much higher level of customization and it also has a much longer average run time per level. Making people run their own dungeon every time would lead to less maps being made overall, and less changes being made. It would be a slow death for the game as less and less people take the time to craft challenging maps
@@vgjester3092 And more and more impossible maps won't cause the same to happen?
They're not Traps built in they're forsaken tombs and if you break them they give you a fair amount of Resources like Parts and Synthite.
26:03 If you can walk through them without dying, then can you make your true path behind only one of a half dozen opaque ones, that you’ve got to grapple upwards through rather than fall downwards through? Of course, falling downwards through one (and only one) of them will also give you *a* path, but it won’t be the right one.
The second level of shield allows you to grapple with it, if you need that. Better yet, put them on top of each other, so that on the way back out you’ve got to grapple while falling, to not fall back into them, and die.
Not gonna lie Ive been waiting for this video since the first one. Was hoping you'd show your outpost name and set it to social so we can check it out. Probably best to prestige 10 and master it first anyways though.
Side note: I 100% agree about the whole difficult killbox thing. You literally get a box shaped plot of land to design something to kill others trying to raid. It literally is the objective. With that said I've come across a couple that are completely impossible without a second player. Ones that have no traps until the vial is grabbed then it just drops like 20 enemies on you surrounded by traps. Like spawning inside with nowhere to go. A solution would be to limed the number of traps inside a certain radius of the genmat that can be marked for second wave.
As for the bases with all traps spawning in you can beat them instantly with arc barrier or flash barrier its really not that bad
@@byron7806 fair point but when the traps are accompanied by guards it can be pretty ridiculous.
LVL up your gear, equip a shield and a sword, lvl those up for speed, and 99% of brutal bases are possible to complete. One can pretty much speed run through most traps with a shield lvled up, gives you a speed boost for destroying traps or mobs, and you can grapple with the shield still activated.
Killing so much with basically just spikes and bolts seems crazy, even if you litter a base with them. I can't say what i've built is super difficult so far but i'm trying to make it as hard as i can make with a twist: a backdoor that can bypass most of it only for the ones who think outside the box.
When you shoot the traps with the corrosive cubes in front you can grapple on to get ammo back then double jump/grapple back off.
Your base looked really reasonable. Your kill box wasn't absolutely crazy. You didn't walk into 12 flame throwers, 16 shooters, 10 plasma orbs, and well you get the point. It wasn't overdone. I carry two ranged weapons to overcome bases like that. They're overkill.
I think my only issue with the game has been people abusing the Corrosive Cube Second Wave exploit; I do not mind kill-boxes so much, mainly since they are not really good at confirm a large amount of kills against players that have the gear to deal with them.
In my opinion, not all brutal bases are impossible, though I do wish there was a separate mob cap and one more shot available for the Volt Thrower.
Your average brutal base takes creative tactics to beat. Case and point I had to use grenades to kill gunners atop a steep slope and move fast enough to outrun bombs on the way.
This game is alright wish there was more beside raiding just feels empty to me
That's kinda the gameplay lip though lol. That being said, I know with the road map they have shown that they plan on adding more variety with new guards, weapons, traps, suits, etc
Personally I'm looking forward to more aesthetics for base design
I think the "killbox" problem is that levels can be tough but fun... There's nothing fun about a cube filled with every trap.
I see a need to make the base building speedy to pump out lots of content but unless they improve the base building currently I don’t know. Lots to improve on but I love this game
If he were fast, the delay in trap activation would make them untouchable. (Long hallways with arrows would probably help with the delay time.)
1:47 Amen.
There is a difference between "hardcore" and impossible.
When they have no deaths and didn't collect the genmat, that's a bug. They likely did die several times, but the entire run was nullified. You got cheated out of deaths there.
Will you ever continue your Raft adventure?
you can go just in and out of your base without needing to manually collect everything to get all items ^^ just needs that loading in
I built a brutal base. Wish we could post a unique ID for our bases so we could raid each other. The game is a blast.
You can make your base social and others can use your name To find it
My outpost name is Bonnieville and creator is Masklein if anyone wants to try it.
Yooo Iim gonna try it later
Your base is perfect atm by the way
grapple and grenades ....never fails me.....Z1 I'll run through it....
5:00 he wasn't even in the detection range of the trap.
Yeah I loaded into your raid 😊.. that is very hardcore.. Great design.
Reminds me of watching Kenworth play Fortnite Deathruns a minute ago..
Making me want this game... but playing games 'solo' is a painful time for me. XD Time to bug my friends to get it as well~
Game gets easier with certain mechanics, like ammo pick up, protectile deflection and barrier. Just need to research before you storm in.
Is there anyway to choose the map to play it
I usually give a base 5 deaths, unless it's alot of fun or actually a decent design, I'm out and on to the next.
Episode 2.. crisis moment. Is your episode 1 in my mind, or did i watch Drea play this..
did Drae play this? I'm gonna check right now!
@@johnchiz54 hmm nah i think i might have just watched episode 1 here.. i don't know anymore
You gotta keep in mind if the casuals think its hard the game will die and at Best won't grow that much.
I think it's not the fact that it's hard that is the issue it's the fact that it's lazy and boring to spam mobs in an open box. I don't mind either way but many people don't fall for normal traps too often and the easiest way to get kills is a huge kill box with trap/monster spams in 1 room which isn't that fun. If only you didn't have to cater to the pathing bot.
To be honest I think the pathing bot is preventing even worse versions of already tedious bases appearing.
Though I agree that Mob Spam sucks.
Hi, do you know, how the map calculate from normal to danger to brutal? I am bit confuse atm, couse i building Prestige 5 map, while i add 1 new Trap, it Change to danger but after i remove thst Trap, it stay at danger, only after i remove 2 more traps it Change Back to normal 😵
I think it has to do with the capacity used by traps/guards. When I was specifically building a Normal base, there is a point where adding any capacity above it (~900 I think) where it would change the difficulty to Brutal. One thing to be aware of though is that there’s a delay where the game recalculates the defense value when changing traps, so when removing a trap it doesn’t immediately return to Normal rating until after a few seconds.
@@Rhidian what i realize is this game is more of a puzzle when it comes to designing your base difficulty, I prefer to have normal difficulty bases , (since they get wayyyy more playtime than dangerous or brutal, but the trick here is to make it as ratchet as possible with as few traps/guards as possible. This is where the magic of this game lies, all of my maps are literally one trap-mod away from being dangerous, if you design your base this way, you are playing the game correctly. One hit, if you place a trap, hit the options button afterward(on console not sure pc) but it will instantly re-evaluate an re-rate your base. Just faster than sitting and waiting for it.
@@Rhidian now i am cofused.... Couse i Just reset the map now and rebuild the "Dungeon" it was about 1200-1300 the Change from normal to danger, now i reach the 1450 but still normal.... Not the same before reset, it is Just more "funel" effect, i use more acid cubes more
Lets go best game lol
More videos, more level reviews.
Subnautica
The point isn't to make the same single room full of every single trap in every position so it's impossible to complete unless you have the right set up with the right timing. It's not 'hard' having to speedrun those cookie-cutter levels 50 times until you hit the sweet spot, it's boring and it's a lazy build style.
imagine thinking thats hard
second ❤❤
First
hey Z the only 1, I made an Irish Pub in Meet you Maker , come over for a beer but be careful the locals arent verry nice to strangers ;) . Just look up GeneralMerten in the Social Raid. Beer is on me lad