Feedback

  • The short: Taking time constructing an outpost rewards you equally to those who quickly build and activate. Level design is tough, but fun to play around with. MYM does a great job at giving players the tools they need to make a level from the ground up, but fails to substantially reward their efforts. Considering that all outposts will eventually be deactivated for good dedicating many hours
    5 comments 101 views last activity
  • Some people seem to really enjoy my maps and i really enjoy watching the replays of them, i would like to message them and doing that by contacting them over steam is not easy/tedious. Also this would increase and improve interaction and community building. Must not be textmessage necessarily, but if you had the option to send like emotes ("well done", "thank you for playing", "Better luck next
    0 comments 11 views last activity
  • I've been here for 2,5 minutes now and I CAN'T LEAVE. The game needs time to load all new replays, ok, but why can't it do that without me? I'm in fear to touch replay station earlier than several minutes after entrering the santuary now to not stuck here. It's faster to close the game via steam button and load it again than wait for replays. Please, le
    0 comments 11 views last activity
  • One thing I'd love is if paths were allowed to be vertical drops/climbs. In order to proceed you drop down a hole, or grappling hook up to a ledge to find the tunnel. It would allow players to create their own jumping puzzles. IDK how you could do this with the harvester, perhaps give it the ability to climb?
    1 comments 21 views last activity
  • Okay... I REALLY hope the dev actually reads this. YES I filled out the form... but it was just surface level feedback. Let me just say (before starting to rant a bit :D) that I love the game and the concept. The creativity, the action, the building...just great. And letting me watch other people die over and over to my genius? Priceless! I sometimes sit there for 20 minutes watching people play
    5 comments 91 views last activity
  • I want to unlock more traps. So it seems I can get Prota-specific genmat by raiding certain outposts, or by building an outpost on a "Traps" burial site. However, this doesn't actually help me to unlock Prota's traps. Because all Prota needs to unlock traps is general genmat, and synthite. So the only point in levelling up Prota is to improve her boost? I mean that's fine, it's just a bit uni
    1 comments 31 views last activity
  • Whenever I host my bases for social raids the attempts are added on but the deaths are not, I understand this prevents kill farming but if you're going to do that don't add the attempts either as it absolutely destroys the kill ratio as it counts it as a raid with no deaths.
    1 comments 11 views last activity
  • When we are building and we copy something (using middle-click) please also copy its orientation. This is mainly important for blocks, but would also be useful for decals/attachments. And (less important) when copying a trap or guard, copy their selected upgrades too.
    0 comments 1 views last activity
  • Hey there, I played for a good while and wanted to give my personal feedback. I greatly enjoy the game so far so don’t take the “criticism” to heart. Its just some stuff I think would make great additions. Feel fry to add your own or correct/critise my stuff. I think these types of threads can help the devs a fair bit. Especially when multiple people discuss the different points. I am sure there
    0 comments 1 views last activity
  • I claimed a site, and got tired of undoing everything click by click so I exited to see if there was a way to wipe the site. Maybe this is what 'destroy' is for, but instead of a refund, it locked me out of the site. No points back, and the site can't be repurchased because I own it. Kind of a pain in the ass. I suggest a better full refund option because i can't imagine why anyone would wan
    3 comments 71 views last activity
  • You should institute a function, possibly an add-on you build or whatever, that creates a damage field that extends out from the genmat after it is grabbed, forcing the raider to move away from it. I would just have it follow the drones path it takes to the genmat and back, so that it doesn't create unpassable areas. but doesn't allow the raider to move along at their leisure.
    2 comments 41 views last activity
  • We have all variations of blocks except one. We're missing a shape where four vertexes are not connected, which would be able to seamlessly fill gaps where two wedge-s are facing each other (first pic). We have something to seamlessly fill the gap where they're facing away from each other (second pic). MYM-Pic1.png MYM-Pic2.png
    0 comments 11 views last activity
  • When I first started playing the game I thought I could only pick one Accolade for an Outpost and was just pressing A on my Xbox controller. After watching the Developer Playthroughs during the Open Beta I saw that you can choose multiple with X and then use A to submit. Unfortunately, I'm in the habit of just pressing A to continue and often accidentally skip assigning Accolades. It might be h
    0 comments 1 views last activity
  • So much cool stuff they could do with future guards, would love to see some 9 inspired designs.
    0 comments 11 views last activity
  • I just ran into an outpost that seems to be impossible to complete. Unfortunately I can't seem to take screenshots in this game so I'll just have to try and describe the issue in text. The first red flag was that HRV wasn't moving from it's start position, I later found out why. The entrance is a very long, straight hallway, 2 blocks wide 1 block tall. The rest of the outpost is unimportant, a f
    2 comments 81 views last activity
  • I love this game, I played the demo until the point of hitting master rank, getting a prestige 10 outpost and hitting chimera level 50. Its quickly become a great little obsession of mine and id like to give some general suggestions for when the game releases. To confirm if the game releases in the current state I would still buy it and although this list is long that only means ive played this g
    0 comments 31 views last activity
  • before the beta goes offline I thought it would be good to compile a list of building methods that's are possibly more powerful than they should be for the devs. Please feel free to comment your own. if a fake wall is set to only activate after the gen mat is taken it will do so instantly unlike other traps, allowing players to have traps hidden behind them activate instantly. ( this seems to h
    0 comments 41 views last activity
  • I'm really enjoying the game, but it falls apart with ultrawide video support .. specifically at 21:9 and higher. Since it's using the Unreal Engine, it's common to edit an ini and add in the AspectRatioAxisConstraint setting, but this game doesn't appear to respect that setting and it is quickly overridden during runtime. At least help make the common Unreal workaround work better.
    2 comments 11 views last activity
  • Seems like only dev team outposts can be champions so far. i played every dev team champion brutal level. so now when the champion option comes up, theres nothing in the brutal champion outpost. so i think the system isnt working. peoples champion levels dont show up its been confirmed that users have gotten brutal outposts to champion level. Yet they dont pop up for me even after exhausting al
    0 comments 11 views last activity
  • Currently grappling to a wall gives the player two ways of dismounting. You can either jump or press the grappling hook button again to drop without momentum. However as it stands the "drop" functionality is tied to the same button as the hook. Meaning there are cases where you mean to drop but accidently drop->hook and overall it can feel a bit awkward in certain situations (in a room with co
    0 comments 11 views last activity
  • Would be super cool if the preview of an outpost would display things like prestige, killrate and accolades, might clog the UI though. Also would be cool if a builder could see the accolades he gets at the end of a replay.
    1 comments 11 views last activity
  • More interesting than watching replays of my own raids, I want to see people raiding my Outpost! Then you'd know how you can improve it and the reactions people have would be priceless!
    3 comments 41 views last activity
  • In the upper left of the main screen it shows Cells (Red), Parts (Blue) and Synthite (Orange) In the Costs for various upgrades from the Advisors, sometimes Orange is shown before Red. I feel like it would be easier to visually parse the costs if they're always shown in the same order as they are on the main screen (red, blue, orange order)
    0 comments 11 views last activity
  • Tried the game for the first time in the open beta and loved it. However, the longevity of the game is really up in the air... since the game is completely player-made content, players will need incentives to continue to play and create content. That content needs to have personalization and player interaction. Multiplayer games only last long term with player interaction, and right now there i
    2 comments 21 views last activity
  • Was trying to play a level a friend wanted to share with me. Could not find it in social raid. Turns out it didnt work because he didnt have a open activation slot. So he had to set another outpost to inactive to free up a slot This felt kinda wrong, like not the way this feature would work. At first it seemed like an awesome solution to having a level 10 prestige outpost "live on". Like all max
    1 comments 21 views last activity
  • During earlier testing there was an official Meet Your Maker Discord that had Dev updates, sharing of outposts, feedback, and even bug reports. Discord is more user friendly and accessible than forums, and I personally feel that my time with Meet Your Maker was better with an official Discord.
    0 comments 31 views last activity
  • I want to be able to set a trap, such as a boltshot trap, to fire continuously until it is destroyed. Not to be a dick, but to work sort of how the pistons work, where careful movement will bypass the trap. I want a trap to be harder to destroy also, maybe place some sort of grating in front of it to act like armor for the guards. The trap needs to be destroyed with an accurately placed shot r
    1 comments 31 views last activity
  • I would love to see a way to repaint basic blocks as a different texture. I like blocking out my rooms using just one type, but then it's a pain if I add any traps or guards to replace the blocks in order to make it look nice. And I've got to try to add some aesthetics to my base for the accolades!
    0 comments 11 views last activity
  • Building is by far the most fun thing for me to do in the game. The Building itself is great, I don't have any problems with it atm. The main problems are outside of the building but are connected deeply with it. 1) The cost of new outposts (land) - It's just simply too expensive. It might not be as bad if you didn't need the same currency to spend on upgrading and buying new traps, guards, etc.
    3 comments 41 views last activity
  • I booted up the game and the first thing that inspired me was moving around with the grappling hook and the double jump. The combat itself is perfectly acceptable, but I feel like the most fun thing was just moving around. By that token I bought myself a burial site and immediately set to work hoping to make a level that might be fun to play by my standards. Perhaps a jumping puzzle where the flo
    0 comments 31 views last activity
  • they should limit the amount of guards they can be at any given time because a hornet outpost is op and with nothing but guard base.
    1 comments 31 views last activity
  • I'm enjoying building in this game, but I'd love to add deco like what I see in the background - pipes, cables, antenna to flesh out external designs
    0 comments 1 views last activity
  • I feel like gear is way to unavailable, but I understand the need to space it out for progression, so I was thinking one way you could get around gear inavailability is to force a sort of inventory, where you need to purchase or maybe trade out gear on an individual basis, so that you can get the gear you want, but will cost you resources to swap out your gear a lot. I also feel like running out
    0 comments 11 views last activity
  • Why is there even an option to destroy a burial site? What purpose does it serve in game? Am I ever going to want or need to have more than 200 that I'll need to destroy one? I saved up and bought the most expensive burial site, realized it wasn't what I wanted anyway, clicked destroy thinking it would destroy what I was working on, but instead it deletes the burial site altogether... It still s
    0 comments 11 views last activity
  • I don't know about anyone else, but I would love the option to use the old (closed testing) Chimera voice. It was inhuman and powerful. I appreciate the new one for what it is, but it isn't intimidating to me.
    1 comments 21 views last activity
  • Thank you for putting the percentage on the Chimera Boosts. I just barely noticed that the pricing on them has changed as well. Thank you for that. I'm most definitely always going to have that suit boost active that gives info on outposts.
    0 comments 1 views last activity
  • There should be an option to scout a plot of land before purchasing. Realistically you wouldn't buy a car, house, or plot of land without visiting/inspecting that item first. I had an idea for an outpost I wanted to create, but the plot of land I purchased had the genmat harvester high up in the sky and the bedrock depth was very shallow. This didn't mix at all with what I'd wanted to build, whi
    1 comments 21 views last activity
  • In my first outpost I'm getting an issue where the harvester cannot create a valid path even when it exists. I have tried breaking and replacing all relevant blocks and nearby paint/accessories but it hasn't helped. I have screenshots of the issues attached. Basically, as far as I can tell, my harvester hates inclines. Telling him to take a turn after an incline (even when given extra space b
    3 comments 211 views last activity
  • I like to build a lot but since you need to have lot of outposts (and they are all time limited: resources, number of players raiding them, etc.) it's kinda expensive to keep building. Also deleting / building again your owned lands doesn't reset stats (players who played it will not play it again even if it's new map on old land) and your land will be gone one day (resources decreasing or whatev
    1 comments 31 views last activity
  • You shouldn't have to meet the path and defense requirements in a social outpost in my opinion. Instead, the creator is required to complete their outpost before it can list as social. The reason for this is it allows for a variety of level building outside of normal MYM gameplay. You can make parkour challenges, mazes, and potentially 2 player co-op levels in the future. I understand the path
    0 comments 11 views last activity
  • I made a mistake with trying to re-do my key bindings and now I can't reset to defaults. It's supposed to be hold C to reset, but it's greyed out. I tried to find the ini file in the game directory but it doesn't exist.
    1 comments 21 views last activity
  • Currently not getting results when i search my my friends outposts. for both the potpost name or my friends name 2 other friends of mine confirmed to have the same issue
    1 comments 21 views last activity
  • So unfortunately I am left handed and in true fashion of left-handed-issues I have to rebind most if not all key binds to an IJKL format (instead of WASD). However one of the key binds that isn't showing is for loadout which also takes up "L". Meaning unless I want to open up my loadout every time i want to go right I am limited to moving: Left, forwards and backwards.
    0 comments 1 views last activity
  • Hello All! It's good to be back Custodians! I hope you all have been having as much of a blast as I have diving back into the game. I assume that this is where we should be collecting beta feedback since the discord isn't a thing anymore - please let me know if there is a better place for it. I am planning on posting findings individually as there may be some topics that warrant more involved di
    0 comments 31 views last activity
  • I originally signed up for the beta with the google sign in. because I did that I was forced to make an entirely different account for the forums here. I don't really care all that much about the tester badge and stuff but others might. its a pretty huge oversight if you ask me Signed up for the beta through this website https://account.bhvr.com/account/my-account The above website doe
    Mod
    1 comments 11 views last activity
  • So after thinking about it and going through the newest videos on meet your maker I found, for myself, that a "Outposts" category, where people can post their creations for others to play, is dearly needed. Here people could also then give the builder more in-depth feedback on their builds, aside from the very limited accolades we can see in the gameplay pre-view as well as the sponsored videos
    0 comments 11 views last activity
  • It's a little cumbersome to interact with the forums by going through each category and seeing if there's anything new. Am I missing something, or would this be possible to add? The "activity" area could work if it allowed for filtering by a type of activity. EDIT: Just found this page by poking around on the DBD forums... however it shows ALL new discussions, between both forums (dbd and mym)
    1 comments 21 views last activity
  • probs not the right place for it, but i think it would be better to have the profile pic options displayed in grid display instead of the current list form seems like a poor use of screen space to have a long list of icons you have to scroll down instead of displaying lets say 5 per row ect
    5 comments 61 views last activity
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