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Hallucinations, delayed trap timer (when the player is in range, it activates after a while)0 comments 11 views last activity
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emp device disabling at a very long range for a short moment of the trap0 comments 11 views last activity
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I hope that this was just an oversight and not by design but when a projectile (boltshot, grenade, etc) hits a corrosive cube with splatter, it only splatters on the entry and not on the exit. It should splatter upon leaving the cube as well and if a grenade lands in the center of the cube then explodes, it should splatter in all directions, not just upon entry.1 comments 31 views last activity
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I've been experimenting with elaborate Sentry Beam set-ups with predetermined angles (ie. beam bounces a few time to hit a hologram cube behind/above raider which would let in guards from the back). It's soooooo satisfying when it works. But it is very inconsistent, due to how the tracking factor throws off beam trajectory 50%-75% of time. I think having a mod for Sentry Beams, which would tur2 comments 51 views last activity
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At the moment, players are encouraged to build constructions to kill others. I'm not against it, but I'm the type of gamer who creates maps that are more likely to put a smile on your face than focus on killing at all. When you enter another similar killbox, it becomes tedious and I'm just waiting for the "champion" category, because creative maps appear there. Why not reward players with SMALL r1 comments 31 views last activity
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Sometimes I wish I could just walk into buildings that the community found amusing. For now, we only have a choice of difficulty levels, but not the nature of the map. Maybe an option to filter by funny or artistic? There's probably a player base that enjoys just seeing what players can create, or just fancy a creative map.0 comments 21 views last activity
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Hi guys, I played this game during beta, then a lot during launch (despite a lot of freezes) and I have some experience in video games. Here are my thoughts about and some ways to improve it (cause I like this game) : 1)How to retain new players ? In MyM, you have builders in on side, and raiders in other side (and most people do both). If there are only builders, there are no builders (1 comments 49 views last activity
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It's hard to get guards to come fight even in a big room now, because Bloodlust's aggro range is so small now. I understand making guards yell constantly so they don't sneak up and assassinate players anymore, but the large summoning range was really good and it should go back in.0 comments 21 views last activity
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I love the need nautilus suit and it's got me thinking, why cant we just fully customize the character. Pick out head, torso and other appeal. I feel this will give players something to unlock and it will just be cosmetic anyway. For build picking purposes simply explain we are uploading a "chip" into out brain... like Johnny mnemonic, and unlocking or uploading different modes.0 comments 1 views last activity
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Because 2nd Wave is a trap mod, it reduces all traps to only 1 other mod. That already makes them weaker than a 1st wave trap which can have 2 mods. In addition to taking a mod slot, it also takes up capacity to set a trap as 2nd wave. Finally, traps in 2nd wave take 4 seconds to pwoer up---players have estimated the first 10 blocks can be avoided if the raider speedruns out of there. All these4 comments 41 views last activity
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I would like to see a saved loadouts section in the future. Like 5 or so. This way we can save our favorite suit/weapons/hardware combo and can quickly switch between them faster. I imagine in future releases we'll get new stuff like we did in sector 1 release. It'd be helpful.2 comments 31 views last activity
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https://steamcharts.com/app/1194810#1m My suggestion to BHV: When someone eXits the game, THIS is the moment to offer the player a survey. (Not when the game opens.) Surveys are especially important for new players, or players who haven't played in a while, and have come back but only played a short session (this might indicate frustration). We need to find out what bothers them about the4 comments 81 views last activity
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It would be great to check the loadout of enemy Custodian who tried to run your Outpost. We should see the Suit, the skin they used, weapons, season statistics, their top achievements, maybe even titles they chose for themselves. I think it would be great to see what everyone is using and it would give everyone a chance to show off their look they invested into. Why have shiny armor if no-on0 comments 1 views last activity
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This should've been an event. There should be developer-designed areas that lead to the discovery of Dreadshore. There should be in-game lore that players learn organically through exploration (so not just a bit of text, and especially not text hidden in the buried codex). MYM is world building without any actual world building, and it certainly doesn't take advantage of the interactive world-bui9 comments 81 views last activity
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I'm cool with lasers breaking traps but wouldn't it be nice if you could put a mod on your traps to stop lasers from bouncing further instead of breaking your traps? I'd be good with paying an extra 5 or 10 capacity per trap to make lasers more base friendly.0 comments 21 views last activity
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Traps can destroy tombs. When a raider dies before a resource can be picked up, that resource despawns and is lost. These two facts make it common for a tomb's resources to be lost, and that isn't fair. I'm fine with dying, but it should not come with the loss of resources. The synthite grind is bad enough, but losing the resources on top of that is too harsh. Have dropped resources stay on th4 comments 52 views last activity
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Dreadshore is a new Sector, it's a new area of the world, but it pulls from the same pool of names as Sector 0. That's very disappointing. I've always been okay with not getting to name my own Outpost, it makes sense that these are real-world locations, but each Sector not having its own unique pool of names makes the world seem smaller than it should, and seeing the same names over and over fee3 comments 21 views last activity
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Ranged Weapon: Crackling Lasso This weapon's effect depends on if it hits a trap or guard. When dealing with guards, the lasso operates similar to an iron claw; the guard is yanked towards the raider, interrupting any attack the guard was making. The lasso can be released at any time, similar to how a grapple can be dropped before reaching its final point. When it hits a trap, the trap is deac3 comments 31 views last activity
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The traps and guards used to balance an outpost are different depending on your intended audience. For outposts with solo in mind you will see more single use traps and double use traps. For outposts with co-op in mind you'll see a bunch of repeating traps. if every base is made for co-op, then most solo players will be unable to play the game. if every base is made for solo player then co-op0 comments 21 views last activity
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We all know that there are a lot of problems, but we also should know that not everything can or will be fixed the fastest if at all. That is why I wanted to hear from you guys about the top 5 problems in mym based on your opinion. I would appreciate it if you could also say if you are a main raider or builder, or if you do both equally.7 comments 91 views last activity
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I want to say how good the most recent changes are, it's got a lot of what the playerbase has been asking for. Thanks! That said, some idea that balance changes were upcoming, possibly what would be addressed, would have been good. There's a lot of grumblings that the devs have ignored/given up on the game, or that they aren't going ot make changes, etc. Some sort of communication saying what to0 comments 21 views last activity
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First off, thank you for this wonderful game. I absolutely love it. From base building to raiding; it's a lot of fun. However, the harvester has become the bane of my base building experience. I've had this idea for a base that has two paths; one to get in and one to get out. While I've made a base that had this option, my current idea isn't possible, because HRVY doesn't know what a holocube4 comments 51 views last activity
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So, most of my maps are 9,000 genmat maps although I'm finding that I'll get three invaders early on, then nothing, yeah it's active longer but it doesn't feel like it, I don't know what to improve on the map and it feels like a waste of time to improve anything if nobody is going to play it for 20 hours out of the 24, I should just pick the high capacity low genmat uptime maps from now on and I2 comments 31 views last activity
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I realize that new players probably don’t care much with a 6 minute boost timer, but at lvl 51 the suit advisor boost gets you 2 hours and 40 minutes. It would be nice to be able to have all active boost timers pause while offline so you’re not wasting resources (or for example maybe you just have an hour to play and the only option is to pay for a 2hr40min boost). As an alternative to the (bet1 comments 41 views last activity
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I don't feel that the word ingenious is the proper word to use. I think it should be replaced with creative. Creative would be how the builder is using the traps and tricks with them which is still different than artistic which would be the designs made like lion or space ship etc. Just my thoughts.1 comments 11 views last activity
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So far we've received some nice trap mods, but only one for guards. Flamewalker is good, warmongers feel even more unique and it gives them trap synergy. I'd like to see what other additions can be made. In particular I'm hoping enforcers get something to help them feel more special and useful.0 comments 11 views last activity
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Since they changed prestige, it has been impossible not to prestige your outpost every time it runs out. I actually liked the old system better, where it was a struggle for your outpost to do well enough to prestige at higher levels. With the caveat that they should keep the fix where large bases are just as easy to prestige as small ones. Even if we don't go back to that, we should still go ha2 comments 31 views last activity
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We need to be able to place traps over top of decals (not the props). As pictured below, this is usually a dead give away that there will be a trap in that spot on the second wave. And as it stands, we as raiders can disregard any decals as having traps and walk by safely. Being able to place the trap over top with a second wave will make it more challenging.2 comments 41 views last activity
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I'd love to see this game do much better then dissappear. One major suggestion, from one game dev to another is to eliminate loading time when replaying a level. There is no reason a level has to be fully reloaded in order to reset it and play it again. Instead of destroying assets during game play you can turn them off, hide them, and just reset everything back to the original positions and rota0 comments 11 views last activity
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This is a rough idea I had for a sort of persistent metagame between builders and raiders. Basically, in addition to the existing outpost system, builders would be able to claim burial sites in "contested territory". Compared to standard outposts, "contested" outposts would be cheaper to claim, have a higher prestige limit, would not deplete over time and would produce more resources from killin1 comments 21 views last activity
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Brutal seems to be getting easier with each update. Maybe introduce Elite mode? I keep flying through all these traps with ease most of the time. I'd like to be challanged. A simple fix for this is let the traps trigger twice as fast just in this mode. That will be interesting.2 comments 61 views last activity
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Getting a base to prestige 10 isn't just a nice accomplishment, but it's also that map's last hurrah. For that reason, I think prestige 10 outposts should get a little more attention than a normal map. Not so much that they will overshadow everything else, pulling raids away from anything beneath them. Say between 30-100% over a map's normal traffic.0 comments 11 views last activity
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I'd like to see a version the would allow them to be placed in a triangle shape.0 comments 1 views last activity
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In regards to the profiles on this forum, it would be a good idea to have a field for everyone to place what platform or platforms they are playing the game on, PS5, PS4, xBox, etc. If you add the same thing to the new post for bug reports, it'll help as well.0 comments 11 views last activity
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As its a lot easier to add new mods rather than new traps, I think you could maybe add something that allows traps to trigger faster, or possibly even slower. I think this could change up gameplay a lot and be very good for the game.3 comments 21 views last activity
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Now holocubes set for second phase are still see through for traps causing traps to fire into the cube then after genmat is stolen you can see spears suspended in mud air when holocubes disappear.2 comments 31 views last activity
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So, after having fun building and raiding since launch day, I've already had some ideas for new traps sometime in the future for creative fun and mayhem in our bases. Everyone please add your ideas below! My ideas are: Launchpad - the inverse of the claw trap, be it a springloaded wall/floor or a high-tech repulsion pad - non-lethal but will fire intruders away at speed. Bonus points for an up11 comments 141 views last activity
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I wish BHVR would introduce "force barrier" blocks: completely see-through with maybe a slight flicker/hue. Functionally they'd act like any other blocks (ie come in cube, triangular wedge or skewed pyramid). HRV path can walk on them, and be blocked if in the way, And you can put traps on them. They'd make the game feel more fresh by: A) introducing Mindgames, like putting force barrier blocks0 comments 11 views last activity
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So the last patch increased Synthite gains by around 100-200%, nearly triple the amount. I've gone from struggling to maintain a balance of around 1000 Synthite at any given time, to having in excess of 9000 Synthite in just a couple of days. My building/raiding habits haven't changed, still keeping one or two outposts active at a time, still raiding around 5-10 outposts for each of my active o14 comments 181 views last activity
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Please choose the option that best represents your opinion. Feel free to comment if you don't think the answers I provided with rationale reflects your reasoning entirely.8 comments 141 views last activity
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It would seem as if the community has landed divided on "impossible" outposts or giant killboxes. Many ideas have been brought forward, but ultimately it would appear that the stance is; the tools are in place to avoid these bases if desired and there is no good "fix" for this without devaluing the build system. What if we were to buff out the classification system for raids. I haven't quite fu7 comments 71 views last activity
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What could be interesting to see is a system where after you get to a certain Chimera/Player you are able to unlock unique type of plots, that would have a neutral party in it that could attack builders traps or guards, in close proximity, and raiders. The higher the level of the Player/Chrimera the more unique/complex/challenging they become. When looking for a plot to purchase, these plots woul0 comments 11 views last activity
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Lawless mode that enables all removed exploits for social map that marks the map as lawless on the selection screen. so that all of us challenge hogs can have our nightmare content still without affecting the casual playerbase7 comments 61 views last activity
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you can go into a base, die as many times as you want perfecting the run. then you can quit the map, come back in, do it in 1 run, and get full rank. you can now receive your rewards for beating a challenging outpost instead of just getting 0. Perfect your run, then leave and refresh your death counter for full rank. this will reward the builders with your deaths, you with practice in harder outp1 comments 51 views last activity
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We should have an option of setting the deadman switch say from 1 to 5 seconds instead of the way it is now. It gives the raider time to move in instead of backing off immediately as it is now.0 comments 1 views last activity
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In this discussion, I aim to address the prevalent issue raised by numerous individuals in various discussions within the community. The focus is on creating additional incentives for raiding and exploration in the game. It has been observed that many players are primarily engaged in building their own mazes and patiently waiting for raiders, resulting in a surplus of materials and a reduced nee0 comments 11 views last activity
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I love building bases, but right now I feel rather demotivated. It takes me days to make a base, plus time for tweaks, but a base I work hard on is only viable for a maximum of 10 days due to the current Prestige system. Wilder still, by the time one of my outposts is "done" it usually has between 50 and 100 raiders visiting it. This represents a small portion of the playerbase, so it's not clear4 comments 51 views last activity
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New Weapon Ideas Quantum Manipulator The Quantum Manipulator is a futuristic weapon that harnesses advanced technology to manipulate projectiles and turn them against the attackers. When activated, it creates a temporary energy field around the user, capable of catching incoming projectiles mid-air (bolts and plasma). This field converts the captured projectiles into powerful energy blasts th0 comments 21 views last activity