Feedback

  • a burning piston around a corner is a guarenteed kill on speedrunners, this is very frustrating as a speedrunner, please nerf.
    6 comments 51 views last activity
  • Whether a base is normal, dangerous or brutal could surely be based on the average number of kills rather than just size and number of traps. There are so many "brutal" that you easily get through with no deaths, it makes no sense.
    3 comments 31 views last activity
  • Seems like a simple thing that should be in the game. Favorite builders that you like so it increases the chance they come up in your queue.
    5 comments 21 views last activity
  • I'm absolutely in favor of each guard having a unique mod. But this particular mod is far too generic and frankly a waste on cannonback. Cannonback should have a unique mod related to it's cannonballs. For instance: Napalm Explosion - Leaves a fire patch where the bomb explodes. Bouncing Explosive - Bombs bounce further before exploding. Cluster Bomb - Upon impact, the bomb fragments into s
    5 comments 21 views last activity
  • Currently there are none. And I get where they are coming from. They don't want players abusing the system. But seriously, some very simple rules could prevent problems. For example, what if both the builder and raider received rewards from social raids but they would be limited to rewards for the first 5 raids. Also, they should be limited to rewards for only the first two raids by the same
    4 comments 11 views last activity
  • For anyone unfamiliar with the term "grandfather clause", it is when a rule/law change doesn't apply to previously established situations. An example would be a building code change that doesn't require all previously constructed buildings to change. Instead it would only apply to new construction. I don't know about everyone else, but I find it extremely annoying when I spend a great deal of
    1 comments 21 views last activity
  • Content trickle is an excellent tool for keeping current players engaged, and bringing back previous players It is an absolutely useless tool for recruiting new players, and is not a substitute for making a genuinely fun and engaging experience. In a "You Make The Content" style game, having a lot of building resources is key to the genuinely fun part. You cant rely solely on marketing hooks &am
    1 comments 21 views last activity
  • So it is no secret that once you've unlocked everything, cells have no real purpose (besides advisor boosts which is insignificant). Why not make it so that players can spend cells to tip great builders or raiders? The way I would do it is to make it so players can tip in increments of 200 cells to a maximum of 5 times (or 1000 cells for those bad at math). The receiving player gains half that
    1 comments 21 views last activity
  • Bases should be categorized primarily by accolade. Builds flag their bases for which primary accolade they want, raiders then get to vote if the base meets that accolade. This would let a raider choose "fun" if they wanted to see bases focused on fun, and bases that fail to be fun would fail. Raiders that want a more intense experience could find death boxes in the "brutal" category, thus giving
    0 comments 21 views last activity
  • Instead of gen mat draining over time, there should be an option for ten raids and the outpost expires. It doesn't matter how long it takes it takes. The outpost shows up in queues until it reaches 10 total raids. Each time the outpost is raided, it gives the builder 1/10th of outposts rewards. So if the outpost had 9000 suit gen mat, then once it is raided it gives the builder 900 toward sui
    2 comments 31 views last activity
  • There have been a number of times where an outpost has guards outside a base entrance at the start. Shooting these guards (specially hornets) means any missed bolts could land outside the map. Then the raider will have to spend a good 2-5 minutes walking around the fringes of map (near static effects) searching for bolts. The blue flicker of bolts are also very hard to see in the outside map ar
    2 comments 21 views last activity
  • Once you have bought most of the equipment that's suits your particular gaming style there is little need for parts or GenMat for that matter. I mean is the Chimera ever going to finally evolve? Of course not, that would technically mean the end of the game. That is if you are sticking to the storyline. Synthite is another matter though. It's pretty much the main thing you need. And yet t
    3 comments 51 views last activity
  • 0 comments 1 views last activity
  • Howdy folks at BHVR! First off, I love your game and I'm always looking to build new and fun experiences for players, from challenging to relaxed. I love building auto-claw maps that pull the raider through hazards and create near-death experiences to keep them on the edge of their seat throughout ( see my recent reddit post , and associated video demoing the map ). I've created three of thes
    0 comments 11 views last activity
  • some of my own feedback on recent nerfs. mainly raid but i do build some map. main tldr; is ravager nerfs were too much. points adjustments kinda suck most of the time and why is difficulty rating system so broken but glad to see support for the game still. sorry if feedback is mostly negative but thats just how i feel about the recent changes. i do really like this game tho i get some of the
    0 comments 21 views last activity
  • Builders keep getting nerfed, patch after patch (look at the Ravager, it's completely worthless to use now). There was also some pointless capacity changes for some mods, which didn't seem needed. Plasma sentinel got nerfed for the 3rd or 4th time, which didn't seem needed either. But my main issue with the balance is to do with the base ratings. In the mid-sector update the devs fixed some dif
    7 comments 71 views last activity
  • I like the plasma sentinel's plasma cloud "does damage over time get out before it kills you" effect, but it's only used in that one mod. So I was thinking of two traps that utilize it to force movement and provide area denial. Plasma Welder This trap can be placed on any surface. When triggered, it extends a beam x blocks long, and follows after the raider at 70% the raider's speed. It does
    2 comments 21 views last activity
  • Saw blade trap Fires 2 saw blades along the ground, wall or ceiling half block coverage Upgrades Ricochet (blades bounce of one slant wall) Speed (faster travel speed) Spider climb (change 1 surface direction) Eagle Eye ( Detection range increase) Treadmill Floor trap Upgrades Over drive(Faster speed) Direction Changes(switches back and forth directions) Spring board
    0 comments 11 views last activity
  • Reduce the capacity of outposts by 25 - 33% or so if needed, but regular non-trap blocks shouldn't cost capacity. I'm so sick of being limited in building big beautiful outposts because of capacity limitations. If there is a certain thresh hold where they are worried about load times or performance then put a max number of blocks that can be used. But from my experience, it should be a really
    0 comments 11 views last activity
  • Provide a toggle for the builder UI to hide it when taking a screenshot
    0 comments 11 views last activity
  • Parts and Synthite should have a larger pickup range when raiding. When sloped blocks are involved in a base, sometimes resources can roll into a crevice and become impossible to grab. For example, the picture below: I am looking directly at the synthite, but because of the slope of the wall and the small pickup range I am physically unable to grab it. I
    6 comments 31 views last activity
  • Ad like anti gravity block that works a fev blocks up and it alloves to flly up or walk on walls while you stand on it. I have created map Like this that shows that it could be a game changer .
    0 comments 31 views last activity
  • Traps: Gust trap (non-lethal) - |A trap that slowly blows the raider backwards reducing their speed |Strength of gust depends on the distance between raider and trap Boot trap (non-lethal) - |A trap that kicks the raider away |Strength of boot depends on the distance between raider and trap Swinging Trap - |A trap that swings in intervals |Can only be placed vertically B
    5 comments 82 views last activity
  • Ravagers were pretty well balanced and interesting before and now they're don't serve any kind of a purpose and lost their uniqueness. I quite liked how they had a horizontal spread on their weapon, but that's lost now and there's only a pointless round spread that is basically the same as the enforcers shot anyway. Their projectiles phasing out of existence doesn't make any sort of sense
    5 comments 51 views last activity
  • I feel like the entire raid and build system could use a revamp. This could just be personal preference, but the way resources work is a little strange. It would be nice if they were two separate things. Different resources for building a base then raiding and maybe limiting outpost number more. This would make it feel more fun and less like you have to raid just to do the base building. Maybe a
    0 comments 11 views last activity
  • Imagine this: when HRV encounters an obstacle blocking its path, it pulls out a special build tool that allows it to drill through the blockage and continue along its intended route. This feature would eliminate the need to worry about HRV's build path, giving builders the freedom to be more creative in designing obstacles and traps. The build mode could even show how HRV would break through the
    14 comments 181 views last activity
  • If building is a core component of MyM, then visual diversity should be encouraged so every outpost doesn’t look like a carbon copy of every other outpost you’ve ever raided. As it is, it’s more advantageous to use 100% concrete if you hope to keep your second wave traps a surprise. And if you want outposts that represent the best your game can be, they need to be free to use more colors, decal
    1 comments 11 views last activity
  • It could be a mod to corrosive cube or a separate trap. The cubes would be green and red translucent like corrosive cubes. Green Cube: - after passing through, for 4 seconds, velocity is doubled. - Doubled movement speed, double jump height, double distance left/right/forward/back movement inputs. - Projectiles would travel double their speed, so boltshots, plasma balls, minion projectiles
    1 comments 21 views last activity
  • And it's not accolades. 😅 Right now 95% of all bases look like crap. I think it is also in the interest of the devs, that this game looks presentable (youtubers, streamers etc.) and not like someone vomited some minecraft blocks all over the place. I draw this conclusion from all the released trailers that show exclusively cool designed bases with lots of space, verticality and beautiful int
    3 comments 41 views last activity
  • Emotes - Some emotes you could do like a thumbs up and thumbs down, like your player would do that on screen so when someone watches it they can see you react? Also hold up a sign or something fun, like unlockable ones? Skins for Harvester - You could add skins for Harvey the Harvester that you could change by approaching them in the main hub! Bow - Adding a bow would also be cool, you could ma
    0 comments 11 views last activity
  • Would really like to talk to the devs about the self sabotage they are engaged in. I really like the game and would like to see it still exist by the end of the year. For starters the core game needs to be viewed as a "base kit", and it needs to be MUCH cheaper so it can pull in players and gain a much needed revenue stream from DLC packs. UMC games are VERY expandable and thus much easier to m
    1 comments 31 views last activity
  • I've been thinking about this and I think one of the problems this game has is new players going into outposts blind and getting frustrated. The cost of the suit boost is trivial once you get some stuff unlocked but newer players are going to focus their resources on upgrades. So this leaves you in a situation where old players who got their stuff find the resource cost on suit boost trivial bu
    4 comments 21 views last activity
  • I have a few specific builds I like to run depending on the outposts. While it isn't super time consuming to switch a few things around, it does take time. Wouldn't it be nice to be able to quick change loadouts? This is a pretty standard feature in games where you frequently change loadouts.
    2 comments 11 views last activity
  • It is important to tune reward systems in a way that aligns with desired player behavior in any game, but this is particularly critical in a game that relies on user-generated content because a misalignment will cause users to generate undesirable content, and an overabundance of non-fun content directly hurts a game's playerbase in a vicious cycle. In games that rely on user-generated content,
    2 comments 31 views last activity
  • Make a casual raid mode for collecting resources, and a ranked mode for collecting rank. casual play awards no rank. ranked play awards no resources. reintroduce rank penalty for quitting a ranked raid. with the data we have collected we should be able to discard about 5% of outposts as outliers to average data, then take the remaining stats and find the average number of kills awarded to
    0 comments 1 views last activity
  • Instant crafting instead of press and hold or give me a craft 100. i'm tired of sitting here crafting 300 in sets of 10
    0 comments 1 views last activity
  • While there are bigger things being prioritized right now, a few small changes would make the building experience a bit nicer. Ability to mute tomb and guard sounds When raiding these are important indicators, but as a builder when you are spending a lot of time on top of these elements the sound effects get really obnoxious. Before the Dreadshore update, you could go into a test and destroy
    1 comments 11 views last activity
  • Second wave excluded, as it stands, the HRV walks around the holocube which is fine. But if the holocube has masquerade enabled which states "The holocube acts like a normal block around guards, preventing them from passing through the hologram." If that's the case, it would be nice if the HRV could do the same when masquerade is active as long as there is still an active valid path when it's t
    1 comments 21 views last activity
  • In those bases with really long and confusing paths I would love if there was an option to sit on top of the harvester. You could make it so the grapple reels you all the way next to it and doesn't detach until you jump like normal grapple detach. I always find myself trying to jump on top of it, but never works sadly. It would be so funny seeing replays of raiders riding your harvester and the
    3 comments 31 views last activity
  • Should this Synthite boost event stay permanent forever, after the event is over? In my opinion it ABSOLUTELY must stay permanent, the grind of Synthite is so so ridiculous, activating all your bases costs so so so much, and even with the boosts the Synthite you get it so low compared to the amount of Parts and Cells you get.
    7 comments 51 views last activity
  • THIS EVENT IS PERFECT!!! A LOOOOT OF PEOPLE ARE RAIDING MY BRUTAL BASES, JUST BECAUSE OF THE SYNTHITE BOOST!!! Please Behaviour KEEP these changes forever, this is a whole new level of fun, sooooooooo many people are raiding even my most brutal champion outposts, even if they see a lot of Plasma Sentinels! This is very very good for the game, and I see many more skilled players playing my bases
    3 comments 31 views last activity
  • I think it would be a healthy change to the game to make it so that tombs cannot be destroyed by traps. Tombs can be a good way to lure players into traps, but it shouldn't go so far as to rob them of those resources if the trap that kills them also destroys the tomb. That's essentially just kicking a player while they're down, which doesn't create a positive gameplay experience for anyone. I t
    4 comments 21 views last activity
  • add a casual mode that people can play to get resources that doesn't give rank, have builders mark the map as ranked or casual. make posting farm maps and xp maps in ranked an offense. ranked has been devalued by the removal of leaver penalties. it was done to cater to players who shouldn't be playing in ranked who cried about not being able to get masters. normal difficulty maps should be in
    0 comments 1 views last activity
  • This idea came to me today. I know we can make our guards on patrols and such...but what if we could control them during a raid on our outpost. Now someone might've come up with this already but if it could be a possibility it might make our outposts harder to rob and the game sticking to pvp/pve orientation. Now we can swap and switch to guards to control but if they all die...then guess we'll
    1 comments 1 views last activity
  • I think by hiding a base's danger/threat level from builders, you guys (BHVR) are just shooting yourselves in the foot. Good builders already have a general idea for how to position/stack their base traps so that they minimize threat level. But new builders have no idea. They simply see that they went from Normal to Dangerous or Dangerous to Brutal at some random point, for no explicable reason.
    3 comments 21 views last activity
  • I'm very sorry, it's been a ######### while I don't rant in the forums, but holy #########, it's not possible that the game crashes so many times. I opened the game right now, and it crashed immediately. Then I go into cinema mode, and it crashes 2/3 times. This is just absurd, please BHVR bugtest your games THOROUGHLY before releasing them/a new patch. This could have been found in a very littl
    0 comments 11 views last activity
  • I think all the Ranking decals look so similar that having grinded for the highest rank one was a bit of a let-down. I hope it's updated and made more spiffy, so when people see it, it's clearly something special.
    5 comments 41 views last activity
  • I think it would be really cool if we had an orbital camera available to use when watching replay modes. A third person view of the raider where we don't have to manually steer the camera to track the raider through the entire map would be a nice way to watch raiders complete our bases.
    0 comments 11 views last activity
  • Currently when someone quits after dying one time the kill ratio of the base goes down significantly. Currently it is: Amount of succesfully and unsuccesfully raids divided by kills = kill ratio And it should be: Amount of succesfully raids divided by kills of succesfully and unsuccesfully raids. Why does this matter? Eventually this game will get leaderboards because the players want to
    3 comments 31 views last activity
  • In this interview the creative director said this: What’s perhaps more telling is that the team is looking to add cameos from famous characters from other franchises, with the company’s Senior Creative Director stating, “Just as Dead by Daylight has successfully brought in iconic characters from various horror franchises, we recognize the appeal of crossover collaborations and the unique ex
    1 comments 31 views last activity
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