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so at the moment we have a keybinds for : Use hardware Cycle hardware Hardware slot 1 Hardware slot 2 where hardware slot 1 & 2 is only to equip the hardware and then you still have to use it for it to activate. So why don't we just have 2 binds : use hardware 1 and use hardware 2 ? even on a controller, use hardware can be changed to use hardware 1, and cycle hardware can be changed2 comments 21 views last activity
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Regarding the posts that happened yesterday the 14.3.2024. Assuming that you would delve into the forums still and read this post prior to its shutdown. Is all forseeable future content limited to cosmetics and decals What did you developers take away from making this game that you could share. Is there scrapped content that you could discuss Are you going to shutdown MYM at the end of your0 comments 11 views last activity
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I, as a builder, want to give the raider absolute HELL. I see this game as chess . I make sure every square the raider moves has consequences, making sure the raider has to adjust constantly. No safe spots. But there is a problem. The raiders always get the advantage over time. Traps get more expensive or are being nerfed. When I used to build a map, I always have to take into account that2 comments 21 views last activity
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I was thinking about the Battle for Fort Hope and how it would be really cool if they introduced special expeditions. The way I would envision it working is when the player is on the expedition raid menu, off to the side is a pop out window that would have some kind of marker or exclamation point indicating that there is an unfinished special expedition available to the player. The player then0 comments 1 views last activity
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I love what they have done with social raiding changes. I do have quite a few suggestions. I've asked for this on a number of occasions, but now more than ever, I want to be able to favorite builders. I think that should be the top category displayed on social. Favorite builders. Then I want different ways to prioritize which ones are displayed such as "most recently updated", "difficulty hi1 comments 11 views last activity
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I read a post somewhere about how Meet Your Maker devs and, overall, in general, Behavior has no respect for our time (and I hope I am using that in the right context), but it's true. Like literally I am on this game 24/7 even on my breaks and my lunch. I got to thinking...time. would it not be cool to have a timed mode for outposts? and instead of always seeing the objective the same thing pop1 comments 11 views last activity
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We're 7 weeks after Sector 3 and we haven't heard word one about the mid-sector update. No roadmap, no AMA, nothing. Give us some news, devs.3 comments 21 views last activity
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Has there been any discussions on giving us an empty plot to build in? not one with bedrock in it? i would be nice if everyone was given one base that just had nothing in it, where we could freely build what ever we wanted to. could be a great testing grounds or lead to some really artistic stuff.1 comments 11 views last activity
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I don't need enchaments unless its a base im having difficulty with. I have to take off the enhancements every single time i finish a raid using them or else i risk wasting them. Its very annoying to have to stop what im doing just to remove 3 things from my character everytime i finish a difficult map where i needed help completing it.2 comments 21 views last activity
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https://www.youtube.com/watch?v=hTn6AeVanYI This death is an interesting death. And one I have experienced multiple times. I was trying to hookshot wayyy above the corrosive cube near the ceiling to see what was in the room above and to the left. imagine to my dismay, as I fire my hookshot expecting a tether to fire from my left hand, and begin reeling me in towards my inte0 comments 1 views last activity
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All is in the title, we can choose difficulty (make me laugh) but not the size ? I don't want to lose my time on very huge outpost and would like to have the choice about that3 comments 31 views last activity
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It's that time again! It's the time where I (Caustix) decides to create more concepts pertaining to the world of Meet Your Maker. This time, I have some ideas of sectors, expanding on this apocalyptic wasteland that could be implemented and blended into the game itself. Volcanic Dead-Zone: The area of the Volcanic Dead-Zone reeks of sulfur as the once lush environment has been charred a1 comments 11 views last activity
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https://www.youtube.com/watch?v=Mle9lL8gEYM I attempted to recreate this scenario in one of my outposts by building it block for block, then ran it (test from here, and test from beginning) and in the 12 times I ran it, this scenario NEVER happened. I'm beginning to think something else is pulling invisible strings here that determines when/if the terms of probability are "1 comments 11 views last activity
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If you raid someone's base through Social, and destroy any of the tombs, they will remain destroyed should you come across that base while it's Active. The problem is that you get no xp or loot in Social, and now you can't get the rewards in Active either. If it's a simple fix, a change would be appreciated.1 comments 21 views last activity
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Please make it easier to break armor on dead guards bodies with sledgeblade. We shouldn't have to jump around and hit it at just the right angle to break armor. This is a more practical request than it might sound. Dead guards with armor still on can effect your grappler and the way bolts and stuff interact.0 comments 11 views last activity
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Just purchased the game, never been one to be a builder. Also Im older now so my flick wrist and APM are low. I also seem to have the memory of a gold fish as this game has pointed out. Also Im not maxed out on everything. Thats just for background. Onboarding: I had to look up to really understand the currencies that play and spent my points haphazardly. I wish there was a bit more of1 comments 21 views last activity
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Would love the ability to move my most used enhancements to the top of the list. Please and thank you.1 comments 21 views last activity
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This is one of the fundamental problems of the game. How do you balance giving raiders outposts they want to raid while evenly distributing raids among all outposts? Unless all outposts are of equal quality then this is fundamentally impossible. I've spent a lot of time pondering the issue and this is the solution that I've come up with. First, introduce a system that allows players to favori0 comments 11 views last activity
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So that new jump or boost trap that throws you can't be destroyed with the Cannon. I think just when camouflaged. I can sit there all day exploding them on top of it and walk over the trap and get thrown. Not sure if this is a glitch but the Cannon is already limited on traps against walls or on ceilings trying to get the right angle to destroy the trap. Now I can't destroy something on the groun1 comments 21 views last activity
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I have to quit several maps due to lag when I grab genmat. It's so bad I can barely move and it seems it's tied to numerous traps activating at once. I also will get lag but not nearly as bad when a couple of traps or guards activate. This is ruining the game no amount of upgrades can help when 20 guards can walk through your shield and kill you as you stand their like a chump unable to move.2 comments 21 views last activity
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I have no interest in leveling up the chimera every single time i have the chance to, the animations take too much time and gives a currency thats worth nothing, so i constantly have to deal with this droning alarm noise whenever im in my base that drives me mad. I never have any interest in talking to the advisors becuase it means i have to stand around in my base and listen to this loud alarm c1 comments 21 views last activity
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So I was having a conversation on discord and it got me to thinking that there is a gap between the volt lancer and falconic plasmabow that should be filled. More ammo than volt lancer but less than plasmabow. Breaks traps, but doesn't break armor. As far as range, fire rate, etc, etc, those could all be balancing points so neither other weapon is obsolete. I think that would be a pretty popu1 comments 11 views last activity
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Not everyone wants to use the boost that increases parts gain. In fact, based on what I read across the forums/subreddit/discord, it's one of the least used boosts. Prosarmogi's intel boost, on the other hand, is cheap to buy and very useful. Unfortunately, he's the farthest away advisor. It would be swell if Pros was closest to the raid console and Chrona was relegated to the far side by the Chi1 comments 11 views last activity
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Sometimes I get killed while inside a flash barrier and I wonder if it was because I was barely sticking out of the shield or if the barrier was not working properly. It would be nice if the HUD could indicate whether you're truly fully within the barrier or not. Similar to how the HUD changes when one uses a spike drive, a visual indication of protection would be neat.1 comments 1 views last activity
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The idea behind the custodian is to have it reward the raider for using both a melee and ranged weapon. Destroying stuff with melee gives bonus to ranged and vice versa. Then destroying traps/guards with both repeatedly gives a bonus. Here is what I would recommend: Ammo Restore: After destroying a trap or guard with a ranged weapon this perk activates for 8/10/12 seconds. If you destroy a0 comments 1 views last activity
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As the title suggests, the custodian detonates just like Dead Man's Switch Mod on guards. This would work well when a phoenix pod has been deployed and the mod takes effect, detonating after your death, taking out local threats instantly, be it guards, traps, or accidentally your buddy who's standing right beside you in Co-op. You then revive, with the threat at the point of where you died now ne0 comments 11 views last activity
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What's behind it? Code? a Void? His Master?1 comments 21 views last activity
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This sector feels like an afterthought when weighed with what was released in the mid-sector release of Sector 2. Personally, MyM had a great shot at amping up the traps here, but instead released what feels more like .25 of what could've been a 1.00. If you're going to do a toxic/radioactive biome: 1) Toxic Sludge Mod: A Corrosive Cube Mod, this is a toxic liquid variant but has a pool of GR3 comments 61 views last activity
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Plain and simple, I just want a trap that launches the raider at an uncontrollable speed that would require a grapple hook to save you or just kills you on impact and launches your corpse lol. I imagine this trap be shaped like a boxing glove 🥊thats spring loaded from the wall/ceiling/floor hidden by holo cube. This is not for qol changes I just think it would be hilarious to watch in a replay3 comments 51 views last activity
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When I go into the loadout screen at the start of a raid, I often am not able to recall what mods are on me, but I also lose track of what biolinks I have on which suit, save for the more obvious icons of biolinks that LOOK like what they are; half the icons, if not more than half do not make sense to me and are not streamlined (I can tell because you devs constantly change them lol) since that k1 comments 21 views last activity
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With the possibility of double shields means that raiders with only defensive weapons are unable to break tombs; which makes the Nautilus suit double shield loadout a downgrade to every other "double weapon" build1 comments 11 views last activity
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Every day the challenge that gives me synthite (the only one I care about) asks me either to headshot guards or snipe guards. This means that: I need to carry around the plasmabolt almost all the time, which I actually don't really like to do. I need to play outposts with lots of guards, when I usually prefer outposts with more traps and a few guards. (Although in Expeditions, I don't really3 comments 41 views last activity
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Please allow us to "flip" props, decals, etc. so that they can be rotated, but also mirror-reversed. While you're at it, allow us to change its size? I dunno, maybe? EDIT: I wanted to also add that in edit/build mode you guys have yaw, pitch, positive, and negative roll. I think there was intention to have artifacts "flippable" when using terms like yaw, pitch, positive/negative...or maybe not..2 comments 31 views last activity
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I hope that for the future of this game that it be released onto the Nintendo Switch to broaden their audience platforms. I don't see any reason yet on why it couldn't be. Behavior, if/and when you read this, please consider.1 comments 11 views last activity
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I prefer to run a double melee build, but if you aren't too familiar with swords, I can briefly describe the issue with lunging + bodyblocking. Let's say you have a warmonger standing in front of an incinerator. You need to at least hit the warmonger once to access the incin. You approach the monger and lunge, but unfortunately your crosshair was actually on one pixel of the trap behind. In this1 comments 11 views last activity
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I think the 200 outpost limit is pretty generous. But if I keep playing the game the way I have been, I will eventually reach a point where I have 200 outposts and won't want to delete any of them. So how about offering players the opportunity to purchase an increase to the outpost limit? I'm thinking +100 outpost capacity for 10 dollars sounds fair. It would also give those of us who want to0 comments 11 views last activity
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For those not in the know, there are a series of outposts at each difficulty that are just part of the game itself. If you were the first person to play the game then whose outpost would you raid? The default outposts that are part of the game all have the same builder... Devious Team. I would like it if players had a way to submit outposts to be part of the Devious Team database. The playe0 comments 11 views last activity
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Obviously they are able to do this as they already do it with Pantheon of Builders. I just want to be able to straight up copy an outpost that I've built. Why? Maybe I love the plot it's on and want to strip it down and build something entirely new. Maybe I love the outpost just the way it is but it would be fun to make some drastic changes and try out a whole new look without losing the orig3 comments 81 views last activity
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Idk if I'm the only one who feels this way but when I want to harvest from a sacred tomb a lot of the time it is completely sealed by blocks and I find it very frustrating that I can't reap the benefits from something screaming at me behind a block that you can't get past. Please fix this Behavior if it is something that needs fixed.4 comments 41 views last activity
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Just a quality of life suggestion for building. A few times recently I've been testing out patrol routes and wished that I could watch the guards without them seeing me and breaking off from their routes. I'd really like the ability to disable guard aggro while testing so that they act like they can't see me.3 comments 21 views last activity
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Electric Beam Trap would need to place 2 things instead of 1.That being node A and node B.Then an electric beam from A to B nodes would happen every 3sec for 0.5sec. It go's without saying that a trap like this would need to be heavily balanced like not allowing the beam to travel down the path you have to walk but instead go from side to side or no more than 2 in the same 3x3x3 area.Or somethin8 comments 111 views last activity
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Heyo, just and idea for the future development of this game. I wish there could eventually be an app invented to be able to check up your outposts progress while you weren't home? Nothing more than that, just be able to log in on your associated platform account and check up on the amount of kills your outposts has got, time or genmat depleted, amd maybe if you have enough synthite, recharge or2 comments 21 views last activity
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I've just begun to think of sweet weapon ideas and stuff like: (Weapon)Devastator: Fires an explosive devise in a straight line that destroys traps and guards on impact within a large radius +upgrades. (Uses ammo, 1 shot +upgrades, ammo does not replenish) (Weapon)Spread Shot: Fires 4 projectiles that spread out in horizontal/vertical lines via switch and can destroy multiple traps and guards.0 comments 11 views last activity
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Once you get through all the expedition reward tracks there are like 10 more cosmetics that are recolor options you earn. Once you get all of those you get either a random epic enhancement (x6) or random rare enhancement (x9). What I would personally prefer is x3 of each rarity. I have a habit of not wanting to use my purple enhancements. But I feel fine about using white and green enhancemen2 comments 31 views last activity
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What if we could create an outpost that in order to collect the Genmats at the end, you had to unlock it by destroying or defeating a certain guard or trap? Maybe even up to 2 for 20 units each on outpost capacity limit. These raids are fun and I love being able to zip thru and get the Genmats no problem. I just wish that a challenge could arise to where we would find ourselves getting all the w3 comments 31 views last activity
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There are people who I don't want raiding my outposts because I just don't like the way they raid. (abandon an outpost that took a great deal of time after playing less than 2 minutes for instance) There are people's outposts that I don't want to raid because I don't like how they build (mindless low effort builds like drippy CC hallways, blocked tombs, etc). But just because I might not w0 comments 11 views last activity
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I would like to request the following enhancement, Acid Resistance. Each increase in rarity would increase the amount of time acid (and acid puddles) take to kill you by .1 sec.0 comments 11 views last activity
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Heyo, I'm new to the forum here and a lvl 24 - 27 custodian and I've got a couple ideas that might make the game more interesting. For example, why not limit the amount of lives one gets for attempting a raid on champion outposts that could otherwise be placed in their own category on the board in the headquarters? If they run out of lives the champion outposts goes away and is replaced by a ne4 comments 51 views last activity
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So I observed live the rating of one my outpost: yesterday: started brutal, and after a full cycle of activation outpost became dangerous today: started dangerous, became brutal after the FIRST raid (person died 8 times) After another raid with no death it became dangerous again! -So it seems that difficulty is recalculated every single raid! Which rises numerous questions: -To wh1 comments 31 views last activity
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Just a few things I would like to see. Multiple Decal Rewards- Basically larger 2x2 or 3x3 images (cool stuff like a cat hanging from a tree telling you to "hang in there") in the form of decals to collect for various tasks. These can be longer term quest/rewards. Co-op Matchmaking- In addition you could add a 4th category of bases that is only for duos. Make it hard and make it rew4 comments 31 views last activity