General Discussion

  • So pumped for the new dlc, the sentry beam looks like a solid edition.
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  • Hi there, Custodians! My co-host and I over at Bork Yeah Games run a community showcase stream on Friday nights at 7:00 EDT till around midnight: https://www.youtube.com/live/tLaM0Toe4aQ?feature=share We are taking submissions(1/custodian, please!) through the unofficial MYM reddit right up until the start of the stream, and more details can be found there:
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  • TheJerseyKid392 Any feedback would be greatly appreciated. Levels are only moderately difficult. Easy enough for me to beat and I'm garbage. See you in the wastes my friend.
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  • Themes like crash bandicoot, sly cooper, minions, pokemon, saw.. search username Tipsutupsu. Maps are challenging but nothing too difficult. Pls tell me more interesting looking levels :)
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  • I could have sworn that when the game was announced, they said you could buy the block packs witout buying the weapon/custodian skins.
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  • I think the price of traps are wrong. Impaler should cost 5 as a basic. Cubes should be 5 or 10. Holocubes are almost better always. Boltshot should cost 30. Plasma is ultimately better for cost. Bolts are used as double kill to a trap already destroyed. Holocubes are fine. Plasma cubes should be 70. Bombs are good. Incinerators are good. Grapples should be 20. Warmongers should be
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  • So I've figured out how to effectively use pretty much every trap in the game at this point. One trap still eludes me in how to use it though, and that's the bomb ejector. Most uses I see of it in outposts it can be pretty easily avoided by running in the direction you came from. So I wanted to ask how you all would recommend using the bomb ejector. Is this a trap that should be used with the in
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  • Am i missing something? Got a base - Mercer - with a Claw Trap at the end of a tunnel. (Three around the corner.) BUT there was a Dragons Breath Fire Trap somewhere behind the Claw Trap which always got me. I could not destroy it. The Claw Trap was destroyed but the Fire still worked. Is this a bug or exploit or is there a way to destroy this?
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  • I would love to see my stats, how many hours ive played each custodian as well as how many traps ive destroyed and each One of it, how many warmongers etc etc ive killed, outposts ive Raided , whats my favorite trap playerd and so and so.
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  • The game is immensely frustrating. I understand that you can build cool bases in social and that fine but I want to reap the rewards of building a base. An I want people to actually play it for rewards too. The fact that you can't set a alternate hidden path for Harvey is a serious killer for me, there is not enough points to fully trap two paths for Harvey. I have such high hopes for this game,
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  • Okay, okay, before anyone loses their minds, the thread title is a little bit of click bait. I'm not talking about anything so crass as paying a monthly fee for a premium service that promotes your outposts. I think we can all agree that would be a disaster so let's not even talk about it. "But if you aren't going to buy raiders with money then what would you pay with?" Glad you asked. What
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  • When making a base, you often have to make it difficult, but not too difficult, otherwise people give up. I find that people often give up past a certain amount of time and/or deaths. On Dangerous/Normal, people give up past 6-7 deaths; for Brutal, people give up past 20+ deaths. I mean, I could calculate the actual average but based on the replays Ive
    12 comments 231 views last activity
  • Hey guys, i know its a bit late for this since i found out that outposts names are not unique, i think MYM team missed on a big opportunity for the future because i think if the outposts/burial sites names were unique (the outpost’s name is the only one around) and tradable/transferable its going to make people want to search for good outpost names thus resetting the outpost market screen thus n
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  • exactly what the post says. can someone post some clips/screen caps of actually challenging content on live?
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  • Passive Trap. At range detection a powerful white LED lights up blinding for a bunch of seconds the raider. Useful for combos. MODS: Red LED, Relight, Explosion when hit, electrification.
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  • https://forums.bhvr.com/Meet-Your-Maker/discussion/375577/new-trap-idea-mods-moving-wall Hello everyone! I wanted to kick off this discussion by sharing a previous forum conversation that got me thinking about the importance of diversifying trap mechanics, particularly those that affect movement. The link is embedded above for reference. While the idea of moving walls as
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  • For those who have the LowLevelFatalError constantly, try putting all settings to LOW as well putting your game into Window Fullscreen mode. Hopefully this should stop your crashing or reduce it by allot. The game still looks nice even in low settings which is good, as well as feeling more smoother.
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  • New day, new suggestion/Ideas. In another thread we discussed about some lore breaking solution that maybe doesn't fit very well ingame. Traps are basically based on Blades, Arrows or plasma. So here we go. This time I suggest destructible traps always on (or indestructible via mod) that requires some timing for raiders. I Spinning Blades in a column. They cover 360°, 2 or 3 rotating blades, 1
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  • So the Warmonger recently got the first unique guard augment Firewalker. Wouldn't it be nice if all the guards had a unique augment? Here are a couple suggestions. Enforcer - Run and Gun. Enforcer will continue to move while shooting. Rapid Fire 2. Does the exact same thing as rapid fire but stacks. Cannonback - Napalm Bombs. Leaves patch of fire where bomb goes off. Hornet - Stealth.
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  • Hey Folks, The day after MYM dropped as a PlayStaion freebie I went and bought it on Steam too. I knew this was a game I was going to Love and was going to be able to get lost in. What I should have looked into at the time and didn't was the now cross save element. I now have 140 odd hours on Steam and only a dozen on PS. I have to share my PS and PC with my kids and the ability to play on bo
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  • I don't know if those two addition can be implemented or not due to some reason, but It would be cool if HRV could use some platform to move on up and down, left or right. I Imagine this like a platform used only by HRV, maybe activated with a tool and a proper animation. The platform moves slowly, it connects multi level paths to follow, without breaking any level rule. I Imagine Teleport used
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  • So, we have bombs, incinerators, plasma...how about a machinegun, Cannon or Flamethrower turrets? 180° Wide angle, target tracker for machinegun, slow movement for Cannon and 3 blocks Flamethrowing for the Last One.
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  • I rebuild an Outpost on Prestige 4 because I didn't like it. After the rebuild I got not a single visitor into the Outpost. I reactivated it now the third time without any player. How am I supposed to prestige without raider?
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  • I want to open this thread to seek out other players on Xbox. I haven't found anyone to co-op with so anyone else needing help or who is willing to help me would be much appreciated.
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  • Hello all! I am a big fan of the game. I would love to see this game be as big as Minecraft one day. So I want to open this forum to generate ideas that will keep the player base going and thriving through the years. BHVR I could always use a good job in the think tank haha. I'm very excited for the new dlc coming out though, it's definitely some needed flavor for a dwindling fan and gamer base.
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  • Currently, we have a problem. There is a dearth of well designed bases active at any given time. This hurts raiders, because there is no fun content for them to raid, and it hurts builders because it results in a decreased player base leading to fewer raids on their outposts. I believe the devs designed a really good game here, but I don't think they put enough thought into player psychology w
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  • Lets be honest, there are a couple duds out there not worth using. The flame trap explosion augment is a good example. It is extremely rare to find these in the wild. About the only thing worth mentioning about this trap is that the audio cue can be disorienting to a raider. But the explosive range is laughably small and the delay before the explosion is really long. A raider has to basicall
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  • There's a desperate needs of them for our outposts! They'll be a very Cool addition for customization or... Hide a trap!
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  • post a screenshot of content, a room, an entire map, etc. then state what level of difficulty you feel that picture should be found in. i consider this dangerous appropriate content.
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  • Hardware can stack over 1000, so i guess that's good news.
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  • This is more or less a compilation of various threads I've started or ideas I've posted somewhere. Some of the ideas I've fleshed out a little more. Addressing the Issue of Too Few Raids Per Outpost: First thing I would address is the issue of too little peanut butter being spread over too much bread. (raiders are the peanut butter and outposts are the bread) I would take a two fold approac
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  • the Magnetic Attraction Mechanism M.A.M. creates a magnetic field that draws in projectiles until destroyed. it will apply a force to all projectiles causing them to curve towards the trap, once the trap is destroyed this effect stops. Having more than 1 M.A.M. within a single activation radius will cause all to power down until one remains, causing it to activate. mods second wave- cost
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  • Could be a good idea to add frost, poison and electrified cubes? They can add more solutions of gameplay and give more atmosphere with blue, green and electrified cubes. Aldo I think that a set of cold light props would fit very well with some blocks, giving a more scifi atmosphere.
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  • So I raided couple outposts after the update and gosh it's good. I got 600+ (!!!!) synth from one outposts after several deaths and 300 from another where I didn't die at all and just cleared all traps. No acid pits though so I'm not sure about those but, oh, it feels waaay more rewarding now. How do you feel? Is it good? Is it not enough for you? Maybe
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  • I've been thinking about this a lot lately. There is a fundamental problem with the game. There just aren't enough raiders for the active outposts. They've been trying to solve the problem but the results have only gotten worse. The current situation is not working for anyone. Getting a whopping hour worth of raiding for each prestige level just isn't fun. I have thought of a couple of solu
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  • I wanna build a base for maximum profit but I need to know which difficulty is the most popular. If anyone has any ideas I would gladly listen!
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  • Harmless trap used alone, moves the raider 1x in range in one direction. Can be destroyed, continuous move. MODS: range 2x, range 3x, fast move, activation on detection . Can't be used to trap or press player. The place where the raider is moved on must have an open path to use. Great for combo and surprise the raider with new ways to suffer... Wonderful architecture addition.
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  • https://meetyourmakergame.com/news/ranked-rewards-ranking-system-updates/ Finally I can use both custodians again! No loss of rank no matter how many times you die. New mod for Warmongers. Change to prestige points. Just good stuff all around. Edit: The intent behind the change to outposts being refreshed when entered/exited was good but it turns out the execution w
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  • So we build outposts..so why we don't have animated doors? They can fits very well basically everywhere. Hope developers read this forum sometimes and thinking about them.
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  • Anyone else watch some of the replays of raids on their outposts, and wonder if the raider is just an NPC? Maybe some people find this fun, but I see so many plays just follow the HRV, like right behind him, in single file, inching forward a bit at a time. Then there's the replays of my "non linear" outposts. In which my HRV takes a long meandering path through several 'encounters', but the rai
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  • Welcome Custodians, If you've clicked on this post I would assume you are interested in joining a discord server dedicated to MYM, luckily for you a few of us came together and made one which has gotten almost 1500 new people since the launch, if you're interested click the link below, alternatively just search "Meet Your Maker Community" in the discovery tab in discord, we're the top of the list
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  • By having it in and telling people you can get these rewards for these ranks will no doubt make the player use any means necessary to keep the rank and it never go down. makes players who care about those rewards exit application ( rage quit) , while attempting Dangerous / Brutal Bases… while players who bases were raided may or may not care about rank , deprived of anything.. both sides are mad
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  • Some other users (MiniWall, Ohm_Is_Futile) and I on the community Discord did some research and put our results together, and the result is that we figured out how to nearly guarantee raids: once per hour, enter build mode on each of your active outposts, then leave the outpost. That's really all there is to it; you get a massive visibility boost for your outpost for at least an hour (though it
    27 comments 491 views last activity
  • I've been thinking it would be great if particularly amazing outposts could be archived and permanently accessible to the community. An outpost hall of fame so to speak. The way I would do it is to create an additional button when given the option to give accolades. The new button would be something like "Nominate". Raiders would be restricted to only being able to nominate one outpost per da
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  • I am starting to see a weird trend of what I would call "lazy raiding". Because there is no penalty for aborting a raid, and due to the fact most raid builders like myself leave tombs unguarded to assist players development, raiders are coming in, taking tomb loot, attempting to speed run a raid, and if they cant succeed after 1 ort 2 deaths they leave. I currently have 3 raids on the go 2 danger
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  • Mark your tombs clearly and don't trap them mark a clear path to genmat from the start don't use duplicate traps in a room keep the traps/guards in a single room at 6 or less tasteful decoration and use of lights thematic rooms artistic incorporation of traps an artistic facade for the screencapture a friendly message written in blocks or decal on the screencapture a short HRV route (un
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  • How would you feel about a custodian skin that would unlock after 500 successful brutal raids? Seems like a good motive to me.
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  • 1 door stall rooms more than 7 traps/guards in a room more than 2 plasma in a room anything that makes them lose ammo incinerators second wave only bases dead harvey blocked tombs holo cube blocked tombs high time investments anything that you saw on youtube large numbers of noise generating or moving blocks excessive use of lighting rooms that are all one color/texture decals on e
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  • Nice solution to panic and blind raiders for a few seconds. A smoke release after the destruction of a trap. An harmless alternative to the exploding mod with the purpose to confuse raiders and go slowly.. or use the hook at their own risk.
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  • It should be an interesting alternative to fall upon instead of holocubes or just a gameplay alternative and cosmetic solutions for burrows and holes.
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