Here is the issue though. The old purge put any and all your base designs at risk because even if it couldn’t be reached, you were punished with teleporting attackers into your base. This new purge design limits your architecture skills in that you have o build it in a certain way for it to be triggered. This means that either you limit your building ideas or create another base that is purge friendly.

I don’t believe this was the intent of the new purge system. I think it was suppose to test your base designs and give PVE a little more spice than just the standard dungeon crawls. The player reactions to what was implemented is as far away from that goal as possible.

I would have it use the same mechanic as the old purge in that it finds a spawn area (and you can put a base in there) and then purge enemies come at you. If the path isn’t clear, then it teleports the attackers. You call the purge so you want a purge on your treehouse then expect it to pop into your treehouse.

2 Likes