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What has Changed Since Release?

I remember enjoying it a lot right after it was released, I got it during the free month it was on PSN. I then played until the dread shores expansion, but started to get bored by the same-ness of the bases and the lack of encouragement in creativity in making them, because of the danger people would abuse the tools, which I understand.

I tried to make my base easy or medium, using most of the traps to coral players towards what I thought was a fun path, but having to do that meant it looked hard, but it actually wasn't.

(For example, covering the floor you came in on with lava cubes that activate after the Genmat is grabbed to encourage them to keep moving forward and leave out a different way than they came in, standard level design for other games. But that meant it looked super hard from the level select screen when it actually wasn't. If anything, the path forward was too easy. Lots of players just chose to try to hookshot the way back that they came in. I covered that with more traps to discourage it, making the path forward even easier because I didn't have enough resources for it lol.)

I did loving watching people play my bases, even though I didn't have the time or skill to raid the more kill box levels.

So, any improvements since then?

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4 comments
  • I haven't played much since a little before then either, but I've been following the patch notes.

    It sounds like some interesting changes have been made, e.g. dynamic difficulty indicators reflecting how raiders do in outposts vs. the old system. Raid rewards have mostly been increased across the difficulty ranges.

    Outposts can be maintained indefinitely w/ synthite. Also, active outposts appear for social raids as well instead of either/or.

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    • Ooh, good stuff. Dynamic difficulty indicators sounds like it can be a great solution to the kind of base I'm talking about, where traps were added for level design reasons and not with the expectation they'll kill players.

      Increasing raid rewards can make the game less grindy which is good. But the fact that outposts can be maintained indefinitely is a huge game changer. I forgot that was another reason I left - the depressing realization that once I finally got the perfect outpost, after all the time and tweaking put into it, once I finally got enough max materials to make the version I want, it's about to be retired permanently.

      What do you mean by active raids appear for social? So you can set an outpost to social, and it'll still appear in the list of active raids for players?

      • So before the updates, you had to choose between setting your outpost Active for getting resources, *or* setting it to social (no GenMat/resources/exp gained from raiders).

        Now when you set it to Active for resources, it should also appear available for people to run social raids on it. They don't get anything from it other than hopefully a good time (& I guess practice runs?).

        I'm not super clear on it, but I think it's good for folks that want to raid with lower stakes involved.