Feedback

  • Something I noticed while building is that after building for 20-30 minutes, the background music got a bit stale. It creates the desired effect of being relaxing, but some variety would be nice.
    0 comments 11 views last activity
  • BHVR, I understand you may not be ready to tell us about all the changes you are making, new content, etc. But the community is going a little stir crazy, so can you make some sort of contact? At least tell us WHEN you will update us? "Closer to launch" isn't helpful.
    0 comments 61 views last activity
  • Welcome everyone. It's me again. So I have gotten a lot of comments that they do not think harvey is a detriment to creative basebuilding and I want to know from the limited active forumuserbase: Do you like the concept of harvey? I will try to include every opinion I have heard, if you vote "other" please leave a comment. Ppl can upvote oyu there.
    14 comments 121 views last activity
  • There's a really nice list of suggestions over on the Subreddit, but I wanted to both provide a link to that here, as well as open the floor for a thread dedicated to things we'd like to see. Easier for the devs to see it all in one place. https://www.reddit.com/r/MeetYourMakerGame/comments/115yc5p/suggestion_thread_for_new_additions_builder/
    0 comments 11 views last activity
  • I quite enjoyed the game experience, particularly as a builder. The replay feature is fantastic, and I like being alerted every time there's a kill in my bases. My frustration came from feeling the need to raid, but also some other issues I would like to address. Key binding snafu. While building I bound a command to F. That unbound everything else on F, and when I raided I couldn't retry after
    2 comments 21 views last activity
  • While there are many issue that need to be addressed or ironed out from the general lack of progression goals, limitations of the cubic nature of the structures, pacing in terms of how a player goes about clearing an outpost, movement clunkiness, and the game being balanced in a way that promotes spam over creativity, I don't believe that any of these issues are in as urgent of a need to be fixed
    19 comments 311 views last activity
  • This game scratches a deep urge I've had my entire life---years ago building hypothetical traps in offline Minecraft. This game fulfills that niche desire and has the potential to be a mainstay in the gaming industry if the proper steps are taken. Hopefully, I can offer some insight after playing the game extensively. If you read this, please comment or like to increase interaction and likelihood
    4 comments 61 views last activity
  • Unless I'm remembering incorrectly or it was bugged every time I did it, when you run your own base you have infinite respawns, right from where you died. You didn't have to restart at the entrance, you didn't have to actually try, you could even kamikaze into every trap, traps STAY broken this whole run, and respawn was almost instantaneous, so the argument against it of "I'm a bad raider" is at
    5 comments 41 views last activity
  • So there is a lot of discussion around that its hard to get a burial site that fits the plan for an outpost you have in mind cause of the random nature of the generation of baserock/genemat/tombs, and a lot of discussion about people not wanting their outposts to "die out of age" cause of the decay/prestige system. Wouldnt it be a middle ground to just be able to "reset" (maybe for a fee?) a bur
    7 comments 51 views last activity
  • So first off, I really enjoyed what was demo'ed during the Open Beta. My brother on the other had quit after a couple maps that he considered "impossible" despite being in the "Easy" category. From the descriptions he gave, compared to those of others I found here in the forums, these where most likely "Cheese/Troll" maps that either take MANY deaths to learn (at least for a fresh player), and/o
    3 comments 31 views last activity
  • Hello custodians, for raiding in multiplayer, there should be lockable doors, that can be opened by switches. So there could be a better feel of the need of another player for getting through a map. You ask " ... oh, but the harvester couldn't get along it's path, this don't work!!!!" pfff, the locked doors should have a little catflap, wich the harvester could use, but the player not ;D thi
    3 comments 41 views last activity
  • So im just going to say it, the chimera got annoying. Genmat this, genmat that! You must this, you must that. Please, Chimera, i just spent 30 minutes in a cheese outpost and died like 40 times, i dont want to it hear right now. Joke aside. I felt the game could simplify down to just using the advisors be the last remnants of humanity and you were the clone they were able to create. Afterwards,
    2 comments 21 views last activity
  • Hey, im sure (or rather hope) you gonna deliver us a lot of teasers and other stuff in the upcoming weeks till release, but what i would really like to see would be a vid where you talk about YOUR takeaways from the beta(s) and how it will influence the final release. Can even pick up some often given feedback or requested features and would show that you are actually listening to the communit
    4 comments 101 views last activity
  • After about 90 hours of beta here are my considerations First of all I love this game, it's simple in concept, it can be played both fast and has huge growth potential As for the problems encountered 1- Chimera and Advisor. I don't understand the whole concept, I don't understand the point of leveling up the character or leveling up the Chimera and the Advisors. It would make sense if you unlo
    3 comments 31 views last activity
  • Not sure if BHVR already said if they have any ideas about implementing a real PvP mode for this game but if they didn't and the option stills in the air for a future i would like to explain my idea and how maybe could work: New PvP mode where you can choose one of your personal outposts, enter and try to counter raid the player or players that join your outpost. For example; You choose one of
    3 comments 21 views last activity
  • First off, I want to recognize the dev team for making such a unique and polished game so far. As of right now if this was available to purchase I would in it's current state. So my thanks for keeping a standard for what I expect a beta to be and not a buggy mess. Bravo! After 40 hours with the game I really liked the gameplay loop that was there, however I do have some suggestions to keep me pl
    0 comments 11 views last activity
  • Copying a Trap using middle mouse Button also copys the Trap modification so you dont have to add the same modification into 10 traps in a row Fast Delete Mode a mode where when you press right mouse button to delete something it will delete it instantly and doesnt Care that a Trap has modifications or a wall has a trap on it
    0 comments 1 views last activity
  • So I only got to play the game for like 3 days before the demo was pulled and from what I played it was awesome. It reminded alot of old school quake. I tried to divide my time equally between raiding and building. Looking back on raiding; it was quick and full of action. I felt has I had quick access to a variety of tools to combat various base builds, including what many might consider cheese
    0 comments 11 views last activity
  • As the game was in beta it punishes players for building bases to look nice because of the way you have the build limit set up. I agree there needs to be a build limit on traps/guards at least but that limit should be separate from the regular blocks (meaning you make separate limits 1 for traps/guards and possibly another 1 for blocks/aesthetics). Doing this would encourage players to be more cr
    2 comments 31 views last activity
  • I think accolades are a great concept, but their potential is not utilized completely. Correct me if I am wrong, but currently they seem only to be useful for prestige progression. So how about integrating a top list of X entries (for example 50) in the Social Raiding tab displaying the top rated bases? This list should be dynamic and allow the ent
    1 comments 21 views last activity
  • So thinking about ways to solve the cheese-base vs. w-holders and speedrunners issue discussed in other threads rn i thought about light barriers and pressure plates. Could be a placeable for builders and linked with 1 maybe 2-x traps, or alarms to trigger guards, and could be upgradable. Super expensive capacity wise and heavily limited in amount you can place. Would be visually hard to spot, e
    4 comments 61 views last activity
  • I didn't do much social raiding. Mainly because I didn't know whose name I should type in. So please make it easier for us to find other players to social raid: After a raid, display if the creator has social raid maps. If players enjoyed their outpost, then they may want to remember the name of the creator, so they can social raid them. On the social raid screen, as well as remembering our p
    1 comments 31 views last activity
  • As of the open beta, there is one type of outpost that reigns supreme, and that is the single lane piston hallway complete with guards, flamers and plasma sentries on the sides surrounded by magma cubes. The reason that these outposts are so effective is because the only way to really defeat them is to tediously kill every piston and flame trap, which is extremely annoying due to the intense lo
    12 comments 168 views last activity
  • Maybe I missed it while playing, but was there an option to choose to reroll the maps you had currently to play? For example, on my Brutal playlist, I had 2 maps that after a so many tries (30 minutes and a dozen deaths on one), I quit playing because they were the lazy giant rooms with 2 dozen of every infinite trap with no way to get around due to AoE attacks that don't affect guards and corros
    3 comments 31 views last activity
  • So could we get toggle between first and second wave when building our bases? I ask because traps remain hidden during first wave however you as the builder have to remember its a second wave, unless constantly jump into and out of testing. This is time consuming only cause of the loading screen and the fact you just trigger all the other traps in that locations. I feel being able to toggle betw
    0 comments 11 views last activity
  • I know it's unlikely that BHVR will even try this, but I am really curious what this game would be like (or might have been) without the grapple, or with a limited grapple. Pros: We could have outposts with open-sky roofs (no ceiling). A 2-block surrounding wall would be enough to keep the player inside an open-topped room. (Currently almost all outposts are closed corridors or caverns, but th
    4 comments 41 views last activity
  • When I boot the game, I feel a bit isolated from other players. I would like to see some activity information from other players, to feel greater immersion into the world. A lot of games do that with a lobby where you can see other players running around. And games like Eve Online and Elite Dangerous have news bulletins, so we can hear about the actions of other players. Here are a bunch of ide
    1 comments 31 views last activity
  • So I was raiding a base and found a very unfun build practice. The person had put a regular enemy with a pit containing the burn cube thing right behind it. By shooting the enemy it would fall backward into the pit and effectively prevent you from recovering your arrow. I'm sure if you had the increased distance you can recover your arrow you might still get it, but without using that frame and h
    7 comments 121 views last activity
  • I noticed during the beta that there was a tradeoff to be made between deco and functionality, as you cannot place traps where there are any deco pieces. This makes sense as you wouldn't want any traps to be hidden completely out of sight, however it does provide important info to raiders in that where a decoration is there cannot be a 2nd wave trap. My idea was that if a trap is modded with 2nd
    3 comments 41 views last activity
  • I loved this game, got more hours in the game than I did work this last week, however the cheese maps made me stop playing a few times throughout this week as they were all I found some days. By cheese maps, I mean maps that were impossible to ever see the Genmat because they've just created huge one or two room bases with floor to ceiling armored & rapid fire enforcers/hornets, Sentinel ey
    3 comments 61 views last activity
  • I really enjoyed the game. Even from the start I definitely preferred building over raiding and really liked watching people try at the base, die a load of times getting further in each time then finally get out leaving a 'fun' accolade. Raiding can be really enjoyable too but I'd much prefer to raid the fun inventive varied bases and a lot of builders just seem to cheese for the kills. Seein
    5 comments 71 views last activity
  • When reading suggestion, I realize a lot of them would be both intresting and would also potentialy unbalanced the game a lot. I think most gameplay modification should be added as a "mod" for a specific map, randomly chosen when picking a map, with possibly multiple of them. Among this "mod" you'll get things like : Solo Only, limited revive for duo, stronger guards (Like 3 possible mod on gu
    1 comments 11 views last activity
  • Hi, I would like to suggest an idea that I think would bring more enjoyment and satisfaction to the game. An in-game leaderboard. I think this would be the most enjoyable content for content creators, maximize the creativity this game has the potential for, and allow people to show off their stats as both a raider and map maker. The idea of the leaderboard would have ~5-6 tabs/filters for maps.
    0 comments 31 views last activity
  • As a short introduction, I did not play the alpha, and spent around 70h in this beta, around 45h building and 25h raiding. I was also on the unofficial discord for most of the beta. Overall I think the main features of the game are well-made, fluid and enjoyable, I plan on buying the game at release. Yet, as of now, I think the experience, especially of builders is undermined a lot by the number
    3 comments 66 views last activity
  • can someone tell me what is done during the animation? is the armor shaking? Every 10 seconds?
    1 comments 11 views last activity
  • Motivation: My friend is a new player, and he is struggling to get through even Normal outposts. Problem: The game estimates whether a base is Normal, Dangerous or Brutal, but the reality can only be found out when it is raided. As a builder, I want to maximize kills. So I add as many traps as I can, until the outpost turns Dangerous, then I remove one trap, to make it Normal. (OLD) Suggested s
    8 comments 91 views last activity
  • The early game grind for upgrades is damn slow. I wanted to unlock a couple of traps or upgrades for my first outpost, but I had to play for many hours before I could afford just one little upgrade. Sure, make a long late-game grind, but please make the early a game a bit gentler. (Get players hooked first!) A simple suggestion for how to fix this: Discount the first 3 unlocks by 75% That w
    2 comments 21 views last activity
  • The warning about graphics driver version might be redundant (the windows dialog that pops up before you start the game). I have the latest (beta) version of my (Intel Iris Xe) driver, which works fine, but this popup appears whenever I start the game. And my friend, with a different card, has the same experience. But on my old laptop which has rendering glitches (NVIDIA GeForce MX150), it does
    1 comments 11 views last activity
  • Hello there! So, here is my feedback on open-beta. I didn't had much time to explore all it was presented but, at least, these 8 hours were a good time although I had some problems as a player who enjoy the possibilities of the "creative muder building" theme. The game itself reminds me of "The Mighty Quest for Epic Loot" where you build your base to protect your gold and then raiders can try t
    0 comments 11 views last activity
  • Hello custodians, how about getting the possibility at lvl [x] to upgrade even the harvester? Upgrades could things like: SUSPICION: when getting in Range XX of the harvester, it stops walking, not to show raiders the path AMBUSH: when getting in Range XX of the harvester, it can go alternative paths to lure raiders into deathtraps GEN-MAT BRAKE: the harvester just don't walk, he sits at the
    0 comments 11 views last activity
  • It would be great to reduce the loading times. Altneratively, reduce how often we need to get a loading screen. Some ways this might be possible: Let us prestige our outposts from the sanctuary, so we don't need to load in to an outpost to prestige it. Also suggested here: https://forums.bhvr.com/Meet-Your-Maker/discussion/364368/various-ways-to-reduce-player-friction-ingame/p1?new=1 Let us
    0 comments 1 views last activity
  • Right now everytime someone dies on your outpost you *have to* physically go through the entire thing to collect the material left behind. It would be cool if we could just get the material automatically whenever someone dies on our site and going to the site to look for the death banners and see what contraptions work well for learning purposes would just be optional, not an obligation (if we wa
    5 comments 51 views last activity
  • This is just a thought, but once I have spent synthite on a burial site, I kinda feel the need to rush to build and publish it, so I can start earning back some of my investment. Perhaps if burial sites were cheaper to buy, and you only paid the remaining cost later, when you publish it, then we would have more incentive to make the outpost beautiful before publishing.
    1 comments 21 views last activity
  • Think of this being a 1v1 mode or could even be 2v2 or 1v1v1v1 etc. Where someone builds an outpost but it's replicated/mirrored. The players load in and are bounded to their area of the map (their mirrored) section. There is a time to set loadouts and then when everyone is ready or the time is up. The round starts. Players race into the facility to attempt to extract first. The first perso
    0 comments 11 views last activity
  • Im sure other people have experienced this, but when tweaking bases i've made the Harvester's path gets broken for no reason despite not being interrupted. Or when trying build a base the Harvester will want to walk into a wall despite a clear path being open to it to use. I think it may be worth while letting player's map out its path like any other guard npc so long as it follows the rules for
    12 comments 81 views last activity
  • Hi! First of all: Great game, really enjoying the graphics/UI, atmosphere and gameplay so far. Played quite a bit, more on the building side though probably (i am a tad older and raiding is pretty stressfull for me lol). Enjoying watching the replays a lot though, especially how artistic and fast others can act in my... dungeons? Anyways, i digress... QOL Suggestions: Ability to remove al
    9 comments 131 views last activity
  • I started building cannonbacks into some of my outposts, and i realized that their armour seems to be way, way more effective against melee than the armours of enforcers or warmongers for example, or their weak spot too small/hidden. I mean its hilarious to see people slashing them 5-6 times before they blow up, and i see that they have a rather slow firerate and their projectiles are (somewhat)
    1 comments 31 views last activity
  • So what I have gathered base is ranked based on the number of defenses you have set up. Not sure anything else like player up votes or kills add to the base ranking. That said, I wonder if the devs will allow us to add additional objectives. For instance I try to add the forsaken tomb within Harvey's path as opposed to closing it off or having the player search for the tomb separately, perhaps
    0 comments 11 views last activity
  • Suggestions: Adding a demand for Raiders/Builders and rewarding people when they answer the demand. More red material. Or trade for materials, I personally find that i have way too many blue materials. Maybe some kind of Bounty system to incentives people to raid certain outpost. More information on optical mod in Guards its not clear weather it increases range as well or only gives increas
    4 comments 61 views last activity
  • Recently I quit a couple of outposts because: I'm pretty sure I played it already (maybe as a duo) so I don't want to raid it again It wasn't a style I enjoy, and I didn't really have the equipment unlocked for it Unfortunately, the next day I tried to go raiding, and without noticing, I ended up raiding these exact same outposts again! Bit of a waste of loading times. Suggestion 1: Indicat
    0 comments 21 views last activity
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