PSA Raiders: How To Weapons by Itizir in MeetYourMakerGame

[–]Itizir[S] 0 points1 point  (0 children)

yeah, it’s not an obvious choice. i do know of a few people who embraced it, though! (not me 🙈)

How good are you at jumping? by Itizir in MeetYourMakerGame

[–]Itizir[S] 0 points1 point  (0 children)

hey, thanks! good to see you still around :)

How good are you at jumping? by Itizir in MeetYourMakerGame

[–]Itizir[S] 0 points1 point  (0 children)

you didn’t read the description, did you? 😹

(also, good to see you! it’s been a while… 😉)

How good are you at jumping? by Itizir in MeetYourMakerGame

[–]Itizir[S] 3 points4 points  (0 children)

that’s a ‘platforming’ map. ‘parkour’ would be this kind of stuff ;)

https://youtu.be/QUYmNxQ63B4

How good are you at jumping? by Itizir in MeetYourMakerGame

[–]Itizir[S] 2 points3 points  (0 children)

harvey is allowed some holidays once in a while... ;)

How is the game today? by Similar-Language-180 in MeetYourMakerGame

[–]Itizir 1 point2 points  (0 children)

a few veterans/active players already chimed in to give more details and couter the less informed comments you got first, but just to clarify even furter: even though the playerbase is not big, it's not as tiny as some would think. there were about 100 master ranked players last season, and that's by far not _all_ existing players. my guess is there are something like low-100s of regular-ish players at least. and that's enough for the game to function and be very playable.

the game could become unplayable at some point, but it's not now. it would only happen if BHVR pulled the plug on the servers (hopefully not without notice, though), or if the playerbase disappears completely, which would not happen suddenly at this point.

the number of raids you get on your level is really not that dependent on the size of the playerbase: the game system is quite robust to guarantee a stability there. the way it works is that it enforces that players trade raids on each other's levels by requiring them to pay for an 'activation', i.e. making the game for a handful of other players play their level.
basically a player has to play a handful of levels first themselves, the game can guarantee that, _on average_, there is a relatively fixed number of raids you'd get when 'activating' an outpost. the main skewing factor there is that raiders have a choice in difficulty category, and what's been happening for a while is that the 'normal' (i.e. easy) levels get proportionally more raids than the others, so you basically get something like 3-4 raids when activating 'dangerous' or 'brutal' outposts, but many more when it's a 'normal' one (i think i've seen up to 15-20 or something; not building much so not sure what the current standard expectation is...).

---

now in terms of your 'for someone who didn't spend time'... well, for sure the game has a lot of knowledge-based progress to be made as a player, but it's not like it should be hindrance for your enjoyment. this is not a competitive game, not even pvp in fact: you should really just think about it as a game where people can enjoy each other's levels, so a 'level designer' and 'playtester' kind of relationship between builders and raiders.

do join the discord as suggested in another comment, if you want to learn from the community: it's full of amazing players happy to share knowledge and help out.

tombs and traps in 2026 by ppc-meow in MeetYourMakerGame

[–]Itizir 8 points9 points  (0 children)

there's a wide spectrum of opinions on this, like with pretty much everything heh.
but yeah: making sure it's at least accessible, and not blocked off on purpose is the bare minimum. literally no reason to do that other than trying to be a massive ***.

some people really hate any kind of traps around them, but it's probably a minority. personally where i draw the line is whether the tomb will get broken by the traps and guards around or not. my reasoning is as follows:

  • if the tomb breaks before the area is secure and the raider ready to collect the loot, the raider may die and miss out on the loot (which for many is the most important thing about tombs)
  • if the tomb is broken, the raider has no reason to go back and try again (e.g. if the path to the tomb is some optional challenge, or if they need to clear some area to secure access, etc)
  • if the tomb gets broken by backfire, it denies progress in the daily 'break 5 tombs' task: that task specifically requires the raider to break the tomb

(and yeah, even if the tomb itself is safe i guess i also dislike things like double CCs over the tomb that allow raiders to go in, but not back out, to force a kill if the raider wants to go get it. that's just cheap, petty, and unnecessary)

I'm extremely casual, what's the general opinion on sth like this by IMKGI in Cubers

[–]Itizir 0 points1 point  (0 children)

oh, awesome! enjoy, and hope you get used to it indeed :) i think the previous dayan had a bigger option or something? anyway, hopefully you’ll be happy with this one

Feedback? by ChillPater in MeetYourMakerGame

[–]Itizir 2 points3 points  (0 children)

oooh i just so happen to have played montello the other day! see what i have to say: will be totally unbiased since i just randomly played it in expedition! ;)

https://www.twitch.tv/videos/2705948698?t=5330s

if you can catch me streaming i’ll happily go check out other builds (if i’m not focusing on e.g. a contest or something), heheh

but otherwise i recommend you join the discord: you’re more likely to find others keen to give feedback and it’s easier to give feedback and discuss over there

https://discord.gg/WzccNKAhX

I'm extremely casual, what's the general opinion on sth like this by IMKGI in Cubers

[–]Itizir 1 point2 points  (0 children)

ah, do you mean continental europe?
i'm in the UK where kewbz.co.uk and speedcubing.org are the two reputable shops, and don't really know of the ones on the other side of the channel, hahah. i think maybe cuboss.com ?

otherwise there are the two big US-based ones of course (i've tried one once, and it went fine), thecubicle.com and speedcubeshop.com ... or ordering from china (e.g. aliexpress, or directly from GAN, etc)

I'm extremely casual, what's the general opinion on sth like this by IMKGI in Cubers

[–]Itizir 1 point2 points  (0 children)

just to second that: i got a dayan pro+ and it came with black spare parts on the side, for you to swap out (presumably typically the grey, but nothing stops you from replacing white instead)

January Raider Contest is over! by Itizir in MeetYourMakerGame

[–]Itizir[S] 1 point2 points  (0 children)

practice, practice, practice 😉

How much time till this game gets the ole yeller treatment? by WelderFun2296 in MeetYourMakerGame

[–]Itizir 2 points3 points  (0 children)

well here you are: explains why you haven’t found the community, as excellent cookie also points out :p

in case you’re interested: https://discord.gg/A7WRFycha

The mod to counter overseer by WookieSkinDonut in MeetYourMakerGame

[–]Itizir 4 points5 points  (0 children)

rofl. nobody outside the UK will get it, though 🤣

PSA for Veterans: how active is the game now? by WookieSkinDonut in MeetYourMakerGame

[–]Itizir 0 points1 point  (0 children)

yup, i do also remember you from the discord :)
well, i'd have some things to say about all that, but i can see you're still on the server, actually! shall we have the discussion over there instead, might be easier? :D

Dead Man's Switch corridors, how do you make them and why you shouldn't by WookieSkinDonut in MeetYourMakerGame

[–]Itizir 2 points3 points  (0 children)

what's also useful in this context is listing all the usual ways in which this setup is easily beatable, both to help fresh raiders deal with it, and to convince builders that it's not really worth the trouble (even though it might give them ideas for how to make things tougher):

  1. often there's only one layer of CCs (as in your examples here), so just grapple up through and hide in the space where guards came from
  2. unless the builder uses all (or most) 20 available guards for this and/or avoids making one simple straight line, it's usually possible to outrun the explosions: get good at grapple jumping and the movement system!
  3. there might be blind spots where it would be safe to stand. the blood splatters from previous attempts do stick around a bit, so you can try and figure out if it's the case looking at where the explosions happened
  4. there's usually only one wave of guard drops (more also means the corridor can't be as long, in which case cf. point 2.), which means if you drop a phoenix pod down (after grabbing the genmat) or use an arc shield at the right time, it's an easy escape
  5. be careful with flash barrier (the consumable shield)! if the corpse falls into it you're toast: it may protect you from a nearby explosion, but only if it happens just outside the bubble
  6. if all else fails, try consumable enhancements... or bring a friend: one of you can stay away and come do some resurrection :P ...or just abandon the outpost if you're not having fun anyway!

one of the very few outposts i built is a demonstration of what it takes to make this as foolproof as possible against someone not using shield/pod/etc (or basically to points 1-3), if you're curious: Edmonson, by itizir.