![]() The main cost we want to add to this device is time. We create a new type of wall removal device (like c4 or raid drill) that can only be used inside your own base for a tiny fraction of the cost. This obviously isn’t feasible, but this leads us to a clue as to how to solve it. Locking walls in place after the grace period makes renovating your base a very expensive exercise, you would need to c4 your own base just to remove a few walls or doors. Blowing through a weak door or a strong wall will be a key decision in raiding a base. At this point doors and walls being significantly different in use, doors will likely become the weak points as a trade off for providing more accessibility. This will force good placement of doors, misdirection of pathways through fake doors, and maze structures to be key to building a secure base. ![]() The current prototype design is that construction pieces can only be removed during the grace period soon after they are placed to correct mistakes (say 5 mins). This has always been a hard thing to achieve while players are able to build themselves or their totems in with stacked walls and is definitely not how the systems were designed to be used.įor as long as players have the freedom to build and remove any wall as they please, doors become only useful for airlocks, the 50% cost of building and removing a wall isn’t nearly enough to compare to the security gains you achieve by building yourself in. Once I have the bugs under control the focus for the next content patch will revolve around making end game raid mechanics more balanced and interesting. I will hopefully have these issues sorted in a patch to go out before the wipe this Thursday, I don’t expect this to include a forced wipe. Player names being swapped / not being visible.Items not generating colliders and falling through the ground.Base walls not after respawn or connection.I’ve got some exciting things cooking for the next content patch, which focus on shaking up the raiding metagame but first things first I will be squashing the remaining bugs and gameplay issues that have come up over the last few weeks. I’ve been taking some much needed down time, disconnected from the world in a remote forest doing some real world survival, and am now recharged and ready for the next phase of Hurtworld. Happy new year to everyone, I hope you all had a Christmas / new year.
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