Feedback
-
As if the spontaneous mod was not a bad enough idea as it is, some people are starting to exploit the fact that putting a large amount of second waves cube with this god forsaken mod causes massive framerate drop when the raider grabs the genmat rendering game uncontrollable for several seconds in which you will get killed by a bunch of second wave trap. This mod has ruined raiding and this game2 comments 31 views last activity
-
Camera moves slowly down a hallway that is unmistakably the outpost of a custodian; the hallway is dark, bleak, and water can be heard leaking from pipes, steam rising in a few of them. We are looking through the eyes of the custodian. Suddenly, a nightmarish-looking hand reaches out from the shadow and slashes. the custodian falls in a heap, visceral sounds erupting as he lays motionless. His e4 comments 51 views last activity
-
I really want color gradient decals. Preferably of currently existing colors. I want decals that would improve communication from builder to raider. For example, a green check mark and a red circle with a slash through it. Then a series of decals for weapons, suits, enhancements. That way the builder can put a sign at the entrance letting the raider know what is the ideal way to play the map. Cer4 comments 21 views last activity
-
It would be nice if there were a handful of different theme music tracks that we could choose from for our outposts. It could add a whole different element to the game.0 comments 21 views last activity
-
To be quite honest, if it doesn't get improved, I really would prefer that it got removed. It's far more annoying to run/grapple past some loot on the ground and have it fling itself off the path or far off to your left or whatever, than it is worth to have it magnetized to you. Unless it would get changed to being picked up like ammunition (even if it's in a much smaller radius) or a MUCH strong1 comments 21 views last activity
-
1000001261.jpg In this image (which was painstakingly screenshot from my PS5) there's an impaler to the left built into a slope, a block in the middle, and a slope to the right. The impaler is showing its damage area. When I try to build another to the right (again, not the middle block, which the picture appears to have stopped on) it says space contains a trap, even th2 comments 61 views last activity
-
For the love of all that is holy, why can't we reset a prestige 10 map early? Please change this.0 comments 21 views last activity
-
Just my first impression The new mod of the corrosive cube is slightly overpowered. Imagine a small path with this traps and mod on each wall and above....the raider can't even destroy the cubes , the only way is running or shild . Indestructible trap that shots frequently . You just need a lot of them to annoy everyone8 comments 151 views last activity
-
I have been saving Cells all season. That's reaching Master status and then after that reaching long beyond level 24 on the Expedition rewards track. That is a lot of levels, a lot of Cells. I accidentally hit the "Process advisors" button, and despite immediately closing the game the damage is done. Everything is max level, so the only thing evolving the Chimera does is grant Cells, and with4 comments 21 views last activity
-
So there is currently a bug where if you use the ice or snow decals, if you leave the outpost and return to it the ice or snow decals will swap out with the red and white lighthouse decal. This is super annoying and has cost me a lot of build time but it is also the source of inspiration for this post. Wouldn't it be nice if there was an option to completely swap out all versions of one decal for1 comments 11 views last activity
-
Loving the Expeditions update and working my way to the final reward tier. Seems like a beta layout in its current form though, the Raid Map UI went from a list to a link chart since you still need to choose from 3 separate difficulties and check off every node to unlock a reward tier. This can feel like you're stuck with progress on one difficulty. An Expedition should be dynamic like a Super M1 comments 11 views last activity
-
Let's consider the entire change: It still costs 70 capacity. You can now pass through it with grappling (default), enhancements, or Spike Drive. You can use the Arc Barrier last second and still be save. It only has a range of 4 blocks default. The fire takes a lot to come out. Guards die from fire. The changes are not worth it the very long time to kill added, this is just a giant nerf6 comments 152 views last activity
-
I think added a new command centre would be a nice change. Alot of players have probably max out there chimera and advisors so having a new command centre where we can level up a new chimera n advisors would be good. Could be an abandoned centre or ai run one where we have to do a couple of raids to get to it and unlock it for ourselves could be themed with shattered peak or dreadshore. I played3 comments 1 views last activity
-
Since some players reach a certain level and stockpiled genmat( red currency) and parts ( blue currency) It is time to give some useful options to actually spend them... For me : 100.000 each at the corner of the screen almost permanent, when i spend them on new features...it won't take long to get it back. Even more ... Since the last update, the chimera only gives the red stuff i don't wa1 comments 1 views last activity
-
Hello! Recently I saw someone use the sledgeblade and arc barrier in one of my replays and I decided to try it myself. I’ve never used the AB before this, and I’m loving it with my build, but WHY does the barrier have the active trigger resistance???? I’ve genuinely died so many times because I don’t expect the AB, that you’re supposed to pop to protect you, to give resistance. The guns I un1 comments 1 views last activity
-
No option to demolish all blocks from the existing map. An option to highlight tombs in builder mode would also be useful. Option to automatically collect resources after the death of other players from the menu without having to enter the outpost (in the form of notifications in the main menu)4 comments 31 views last activity
-
The Scavenger Biolink isn't helpful at all on some maps due to the outlines being blue. Even in the best conditions, the blue outlines are difficult to see. Yellow outlines would be much, much better. The Biolink slots are very valuable due to there only being three. If I'm going to take up one slot just to see Tomb and material outlines, those outlines should be clearly visible.1 comments 1 views last activity
-
I have to be honest here, this is one of the most disappointing enhancements out there. But there is a simple change that will make this worth running occasionally. Make it so this enhancement also removes the stagger effect from large falls. I think the speed bonus should also be increased significantly, but the most important thing is to remove the stagger. That way you can actually use the0 comments 1 views last activity
-
I'm trying to play through Normal Expeditions, but in just about every Normal Expedition I'm getting very unfun and annoying Killboxes. Killboxes are already just unfun in general, but the fact I have to play harder difficulty Outposts just to avoid them is really strange. I can't tell if this is a bug or not but it's really making my return to Meet Your Maker after the Expeditions update reall3 comments 31 views last activity
-
Allow builders to set grapple points for Harvey. as long as point A to B is not obstructed it will count as valid. They could even be chained together. Information how many grapple points are set could be given to the player Though the watchman boost. I think a change like this would add a lot of much needed build diversity to paths and bring new use to the grappling hook.0 comments 1 views last activity
-
(Corrosive Cube) Spontaneous: Deadly liquid is constantly ejected from the Trap. Lets be honest, this mod is BS. I would be happy if they just deleted this mod from the game. But at the very least it needs nerfed. It is entirely too easy to stack a bunch of these near the entrance to a kill box. What is the raider supposed to do? You can't destroy Corrosive Cubes. Shields only last so long0 comments 31 views last activity
-
The new expedition map is great. It feels like a roguelike map system and would like to see more some event's and types of rewards Nodes could be added that gave a raider a choice between three enhancements that last the entirety of the expedition A challenge node where you only have x attempts or x ammount of time to beat the level. little things like this could really add a lot to the curre0 comments 21 views last activity
-
Hi everyone, I think it would be nice to have a bunch of loadout presets when raiding. As you imagine in the base you could choose suits, weapons and hardware for each preset and when raiding you choose the preset. Of course you can also change the loadout when raiding. Another thing I'd like to see is key bindings for each hardware. At the moment you can press 3 or 4 to SELECT the hardware an1 comments 11 views last activity
-
How cool would an eyeball that shoots lasers be? Or a bunch of bony spikes for impalers? Or any of the traps exploding in blood when destroyed leaving a gory wall of flesh? If they made a hellscape trap pack that was cosmetic only that cost 12.50, I would buy it in a heartbeat. Honestly, they could charge 50 dollars and I would still buy it but a more reasonable price that the masses would pa0 comments 11 views last activity
-
Hi everyone, while playing I often walk back and forth to check advisors level (I like to have all of them at the same level). I think it would be nice to show their level right at the Command Center. Something like this:1 comments 11 views last activity
-
I was sitting here creating an outpost when suddenly I got the familiar chirping sound indicating I have upset the Gods of Order and broken Harvey's path. In case you're wondering what in the world I am indicating here, It's that Harvey doesn't fit in the space underneath the peak concrete block...but we all know Harvey's ego isn't big enough to deny hi1 comments 31 views last activity
-
I realize this message contains a lot of potential to it, and the ideas here are controversial with some of the concepts nearly impossible to execute, but... Guilds and Factions! I think the game would experience a huge boost of new players if factions were introduced. Allowing players to join a faction means they get to wear specific faction-based skins, and they get involved with building...1 comments 21 views last activity
-
First of all. I've been playing this game from day 1. I've always been drawn to games which has some kind of building included, and being able to build literally dungeons filled with death traps for other players to raid was near the perfect game for me. But.. After months of building one outpost after the other, the flaws really started to show. I legitimately experienced a burnout and my lov2 comments 26 views last activity
-
I think it would be cool if there were an app to go along with meet your maker. I don't mean MYM mobile though, I mean more of a tracker for raid attempts on your bases. Whenever I've made a new base, I spent a large chunk of the following work day wondering how my base is doing and wishing I could see at that moment. This is why I think it would be cool if MYM had an app that could give you not2 comments 11 views last activity
-
I saw a builder on Reddit complaining (understandably) how few kills they get, because raiders are using: Shield Phoenix pod, and Inch-worming to avoid getting killed. I sympathise with the builder, but I also understand that raiders might not like to retry a tough raid 20 times. (Sometimes I do, sometimes I don't, depending on the outpost.) So raiders should have the choice. My suggestio0 comments 11 views last activity
-
As the game grows bigger, building options continue to expand. Which is a good thing but it also has its own issues such as taking longer to scroll through options to find the paint, block, or decal you want to use. A simple option to make life easier to builders is to have a toggle in the build menu to hide unused features. That way if you are reusing paints, blocks, or decals you can find th0 comments 11 views last activity
-
I would like to see special building plots introduced into the game. They would function just like normal plots except for two differences. The plot would start with 50% less capacity but in exchange regular blocks would cost 0 capacity. So a large plot that would normally start with 4500 capacity would instead have 2250 capacity. I would imagine them being semi rare with 1 out of your 8 pote0 comments 11 views last activity
-
Seeing how BHVR has licence to both games, it would be awesome if we see custodians from DbD. Huntress re-imagined as a Custodian would be a great fit, she has to go pick up her hatchets which arc like bolt shots anyway. HUX (Singularity) also would be a natural fit, with aesthetics already matching MyM's. The more I think about it,.. new custodians don't even have to be from DbD. They coul0 comments 11 views last activity
-
On some textures harvester path marker is hard to see for example on snow. Maybe add a dark outline around the yellow arrows? 〽️ 👀3 comments 21 views last activity
-
I've pitched this idea in the past but I strongly feel this would be a great solution to some issues with the game. Everyone knows that brutal outposts don't get near as many raids as other difficulties. And it's no surprise right? Players like to build brutal outposts but no where near as many want to play them. I think there is a very simple solution to the problem. Raid credits. The way10 comments 81 views last activity
-
This is a two for one. I think average number of kills should be made visible but only if it's the average it took to leave the base with the genmat. This solves any issue around those raiders that quickly realise it's way beyond their pay grade and quit . Then secondly, the reward you get for completing it could be on a sliding scale, the most being awarded if it's done in less than the averag4 comments 31 views last activity
-
Is there not some way we could refresh, activate or deactivate outposts without having to load them every time? Can a control not be added to the console allowing us to do this without having to go through several loading screens if you want to modify or switch to different outpost being active?1 comments 21 views last activity
-
top 100 players in master rank, regardless of their rank points should be awarded Grand Master. master rank can be achived on playtime alone, those of us at the top would like some way to differentiate between someone who has barely squeaked into master and someone who has been working their hands to the bone to be at the top.0 comments 11 views last activity
-
Some new definitions need to be defined before I discuss these concepts Piercing: weapons that ignore armor Sludge: A new type of projectile that sticks to enemies and traps, eating flesh and slowing down the activation time of a trap Magna Flail- A weapon designed by the French embassy in order to destroy advanced tech with extreme volts of electricity. Range: 2 Blocks Damage Type: Cru2 comments 61 views last activity
-
So it's not exactly a secret that the strict way you have to make basically a straight line from start to finish kind of kills some of the creativity, but we also don't want players to have no idea/be unable to finish a map. I propose a solution: Dropoff Points Dropoff points function as a checkpoint where your little genmat carrier can off-load their resources for another, new type of carrier t12 comments 111 views last activity
-
So the Sentry Beam and Plasma Sentinel both give absurd amounts of danger rating to outposts. For example here's the before and after of adding a single Sentry beam above the harvester path. It went from 2.5 skull to 3.5 from 1 SB. I can't be the only one that thinks that's insane. 1 skull from a single Sentr6 comments 61 views last activity
-
Obviously I want this for assassins but it is relevant for Warmongers too. Builders would have to be careful with base building and where and when to use the augment so their guards don't leap to their death. But overall it would be a good change imho.4 comments 11 views last activity
-
Sorry for wall of text but it's complicated proposal. There is TLDR at end. Ranking up to master doesn't need any change. It works fine as is. But once you hit master is where the problem starts. First of all, what does your ranking actually mean? Currently, I would argue that the ranking system doesn't actually rank skill. It is simply a measurement of how active a player is combined with7 comments 81 views last activity
-
I haven't done much building with the assassin yet but having seen them in a few raids I feel like they're much too loud to work as intended. It's fine for it to make noise when it's about to attack, but I shouldn't know it's there before it knows I'm there just from the idle sounds.3 comments 21 views last activity
-
You guys were fantastic with the hotfixes for holos and mended tarps this time around. keep up the great work.0 comments 1 views last activity
-
Lots of players simply ignore the highest difficult in the game and just run through normal and dangerous levels. The main reason is (probably) the low reward gap between the difficults. If i raid 1 h on each difficult , the brutal definitely gives the lowest amount on resources ( at least if i pick randoms and not the easiest), it maks more sense to raid lower rated maps and only go for champ1 comments 11 views last activity
-
Recently made a parkour map using the new glide and mended tarp bug (Sparks Glencoe by zachtherage if anyone wants to check it out. Glide Required) and honestly think the mended tarp bug as a feature would be interesting and cool for social maps. After making this map it also got me thinking that side objectives/challenges would be cool, Something that builders could choose to enable for their0 comments 21 views last activity
-
i want double jump, and grapple, and the ability to use my glide suit inside my command center. there is no down side to this, it in no way impacts the game for others and if anything allows players to practice navigating obstacles in a non-threatening enviornment with unusual terrain copared to outposts.1 comments 11 views last activity
-
I'm getting tired of groping with difficulty when building. Playing trial and error of placing a trap here impacts the difficulty but not there, this goes over but that doesn't. And I am very frustrated how every time there's an update, my Normal bases shoot up to Dangerous, and I have to go through ripping half the traps out. I understand the desire to have normal be new-player friendly, but no2 comments 21 views last activity
-
Alright, I can understand that some (probably most) players don't appreciate maze style maps, but adding a suit that just negates any hidden entrances or trick paths is NOT the answer. Probably 75% of my bases use these tools, and this ONE BIOLINK just removes them entirely. As if builders weren't limited enough already, now we have to deal with raiders knowing EXACTLY which blocks on the floor a2 comments 21 views last activity