Feedback

  • Sorry, this was put into a "pending approval" status, and I wasn't sure how long it would take, so I remade the discussion here: https://forums.bhvr.com/Meet-Your-Maker/discussion/376981/idea-for-2-new-weapons-and-2-consumable-equipments
    0 comments 13 views last activity
  • I love guards in this game MUCH more than traps, and my bases are usually guard-heavy and trap-lite. As a result, I've noticed that guards have some serious issues in this game right now: 1. Players can "peek" at guards, and guards will SEE them (like aggro animation goes off) but not attack. This seems counter-intuitive and is strangely nullifiying of guards, and feels like it should be cha
    0 comments 21 views last activity
  • The outpost buff station would be an added interface at the tower where HRV spawns. from the tower the raider can activate optional boosts provided by the outpost owner for the raider this could mean things like having an automatically recharging shield that absorbs a fatal blow every minute, refilling munitions over time, increased speed, or any number of other boosting effects. The builder wo
    4 comments 31 views last activity
  • I dunno about other builders, but I take the genmat type into account when thinking about themes/strategies for building an outpost. It would be nice for players to get a reminder after they've loaded, of what type of genmat they're on. Not just if they forgot, but also for challenge outposts and social outposts, which don't let you see the genmat type from the menu. The genmat drone's landing
    13 comments 121 views last activity
  • Well it’s pretty much in the titles, bases that start at 4K points I think should be wider at least a few blocks, like 10 by 10 I believe it’s a standard 7 by 7 cubes, it’s a small change but it would allow a huge amount of new building ideas especially for the artists on here 🙃 I know a lot of ppl probably don’t agree but it’s just a thought about it. allso I would like to see just decals of e
    0 comments 1 views last activity
  • Naturally everyone is "change this fix this" right now, but I wanted to toss out a thought of something I would like to see. 1) A stealth guard. Right now if there's a guard in the area it's making noise, letting you know it's near by, and when they spot the raider they make a "hey look a raider" sound before starting their attack (unless they have bloodlust). The stealth guard would do neither
    2 comments 41 views last activity
  • The prestige system is garbage honestly. the points before weren't that hard to get even without accolades, and now it's a joke. Accolades in no way reward a builder at this point. I recommend we rework accolades so that it gives the outpost more lifespan. each accolade given could add 30 minutes to an hour to an outposts life which would extend maps enjoyed by the community being in the ros
    0 comments 11 views last activity
  • They say dead men tell no tales, Necr would beg to disagree Biolink 1 - Commune, Standing still for 2 seconds will display corpse markers from previous raiders within 3/5/7 blocks. Biolink 2 - Marionette, the last 1/2/3 guards you killed return to life to serve you, they follow mindlessly and will walk into hazards and off cliffs as if they are not there. Biolink 3 - Interact with a corps
    4 comments 51 views last activity
  • Dear Developers and Meet Your Maker community, I would like to propose an exciting feature that rewards base builders and raiders based on three different tiers of base designs. Additionally, I suggest introducing the option for base builders to categorize their creations and allowing raiders to agree or disagree with these categorizations. Let's delve into the details: Categories and Categori
    0 comments 21 views last activity
  • Dear Developers and fellow Meet Your Maker players, I wanted to share some feedback and suggestions to further enhance the replayability and rewards in our beloved game. These ideas aim to provide more incentives for players, encourage base design creativity, and foster healthy competition. Let's dive in! Map Favoriting: It would be fantastic if players had the option to favorite a map they ha
    0 comments 11 views last activity
  • Let me start by saying that I love this game and I want other people to be able to love it to. It seems to me that a lot of frustration comes from raiders not knowing what to expect from the outposts they're choosing to raid. For example, a new player might complete a few "brutal" outposts easily and then die dozens of times in a "dangerous" outpost that's punching way above its weight class. On
    30 comments 241 views last activity
  • I keep raiding Prosarmogi outposts, because they are the first in the list. If the first thumbnail looks interesting, I will immediately raid it, instead of scrolling down, because FOMO and I'm only human. Doesn't this mean Prosarmogi outposts are the ones which get the most raids? Suggestion: Just shuffle the 5 outposts listed in each difficulty tier, so Prosarmogi isn't always first.
    1 comments 11 views last activity
  • There are many good outposts but if I find one I really enjoyed, I can't share that with other players - and the social search features are pretty terrible. I can search on designer, which is good, but I can't search on any meaningful criteria, like harvester path length, types of traps, or points spent on traps. I want to be able to take an active outpost and share it with friends so they can
    3 comments 11 views last activity
  • a block that reduces the firing angle of a single block to a slot/box that allows projectiles to pass but not guards or players.
    4 comments 41 views last activity
  • Players who build impossible bases, basses with ratios averaging too high should no longer recieve rewards. Too many bases are buit with no creativity, but simply a smattering of traps in every direction that pound a play relentlessly. There should be a system in place to avoid rewarding players for that. A player should have to be able to play and beat their own base before publishing. This way
    9 comments 171 views last activity
  • Free version of MYM: I think it would be great if there was a free version of meet your maker where players could only raid and upgrade their weapons and raider (while level-building features are locked). Rationale - I love building the levels and to me the whole game is geared towards level building. I mostly do raids in order to get ideas for new trap rooms and trap/enemy arrangements. I also
    2 comments 21 views last activity
  • having over 1000 hardware just says 999+ please fix this, i do not like not knowing my stockpile.
    0 comments 71 views last activity
  • Bored, need more/harder content to fight against as a raider.
    2 comments 31 views last activity
  • I would rather play interesting maps, but the rank system punishes doing anything but cherry picking whichever base seems the weakest.
    4 comments 51 views last activity
  • over 40 raids given out, across various difficulties, in solo and co-op over the course of 4 hours. but
    0 comments 11 views last activity
  • Hi everyone, Been playing since the start and I wanted to give my feedback on the game in it's current state. First of all, I love the aesthetics and atmosphere of the game. I have always been a big of the post-apocalyptic scenario and I think you've done a wonderful job here and I truly enjoy this game asa much as I hate DBD for the flaming pile of garbage that that game is. But of course, thi
    2 comments 31 views last activity
  • Ever since the removal of rank loss, raiding outposts has no value to me. i have no desire to do anything related to raiding as i feel all the work i put in climbing was trivialized. an 8 year old with a broken hand on summer break could earn more rank failing horribly in every difficulty by blind luck finding easy bases than a dedicated brutal raider who has tons of experience and mechanical
    0 comments 11 views last activity
  • It is well known that exp/parts/synthite/genmat/prestige all have a sort of 'soft cap' to them per raid. Has it been considered to just raise the roof on these some of these caps? With synthite being a real issue for time restricted raiders and those who want to 'only build'; losening the restriction for this may be a quick easy answer. Example: currently the 'diminishing returns cap' is at ab
    0 comments 11 views last activity
  • I think it would be cool if builders could customize the colors of the corrosive cubes, so that they could be tailored to the aesthetics of a base. Like for the yellow blocks (can't remember the pack name rn), a green corrosive cube could make it look like your base is filled with toxic ooze, or a light blue corrosive cube could make it look like it was crackling with electricity. For the slaug
    3 comments 31 views last activity
  • Ever since the last update, I've been having stability issues. The game crashes at least once per play session, usually when dying and reloading into a map. It doesn't seem to be caused by any specific type of death, just like any time I die there's a % chance of the game crashing. This should probably be looked into.
    0 comments 11 views last activity
  • Since the update my bases have not been getting any raids, and no I wasn't using the exploit. I used to leave them active overnight and look forward to checking raids in the morning but now there is nothing there. I was purchasing the 24 hr plots thinking that this would mean more raids but it seems like this has changed. I made bases Normal and Dangerous that weren't kill boxes with some sort
    6 comments 251 views last activity
  • I loved the update, until I put one of my outposts up and only got 1/5th of Raiders it usually gets. And one of the 3 raiders just went in got the free tombsites then quit! I spent 6+ hours making each of my outposts. All have been normal or dangerous, and all my outposts have gotten roughly more or equal amount of accolades to kills ratio (ie. they're not unfair, with mostly fun/artistic/ingen
    16 comments 193 views last activity
  • It feels really bad to get genmat and get out after struggling through a hard outpost and see a 0 on your rank, you got the objective, you made it outside, but you get the same rank as someone who just gave up.
    4 comments 61 views last activity
  • There is a couple of ways to approach this but first the issue im having with it. I like to build on small plots and generally try to build in normal or dangerous, however on several occasions after making a normal base i come back hours later to see its progress, only to find out that it has been bumped up to dangerous. Same with dangerous getting bumped to brutal. Also trying to build normal b
    3 comments 31 views last activity
  • In the current state of the game it is possible for a raider to move forward without stopping and pass through a trap before it's activation timer can expire. I don't think it should be IMPOSSIBLE to pass a trap before it triggers but with speed stims, the melee suit's speed increases, and the grappling hook being base kit. i think it should be fair that someone using NONE of these speed incr
    12 comments 121 views last activity
  • Community wide event where players can donate cells to the hunt for the cure, an ammount of cells that each player can donate to get specific benefits for their outposts like double the genmat harvested from outpost passive income for a time, or slowing the rate of outpost decay. then when the entire community as a whole has contributed an amonut of cells as a whole the entire game triggers a rep
    3 comments 31 views last activity
  • So I know people haven't been getting much raids since the patch drop (myself included). There is alot of discussion around this on reddit and the forums already so I wanted to offer some solutions. You could limit the number of Bases each person can have active You could offer more incentives to people that do actively raid, eg bonus synthite for raiding 10 bases You could put a revenge syst
    1 comments 21 views last activity
  • There needs to be a way to bookmark Outposts on the Raid Map to raid later. It never fails, there are either no Outposts that look interesting, or there are a whole bunch and I have to hope they show up again in my list (spoiler: they never have, only the ones I'm not interested in pop up repeatedly). It really sucks. There's no guarantee an Outpost you see on the Raid Map will ever go Social.
    0 comments 1 views last activity
  • What’s the story how did the world become this way? where can I find info like this?
    1 comments 11 views last activity
  • As the title said, I'd hope to see an option to infinitely and manually reset traps during testing once their trigger phase has been completed. Interacting with them when they are either broken or shut down or just having a general "Reset traps" command for the entire outpost. I've come to notice during plenty of testing phases that I'm often stuck in a vicious cycle of loading screen while I'
    1 comments 1 views last activity
  • I just think it would be a nice quality of life thing, where once you've used all of one hardware slot during a raid, your other hardware was automatically swapped to the equipped slot. I've played other games that do this and it really is nice. That and I keep expecting this game to do that because of those other games, and it's ended up getting me killed cause the hardware in my equipped slot w
    5 comments 11 views last activity
  • We can pretty much agree that the best boost is suits for information. we may use the trap boost for synthite, but the prestige boost is basically worthelss with the changes, and the parts and cells stock up so much that their boosts also lose value. since we can agree that information is the most powerful boost i suggest a rework of boosts lets make them all information related so that each
    0 comments 11 views last activity
  • I believe that it would be really healthy to limit the number of copies of a single trap within a certain distance. While I know this would somewhat limit player creativity, it would also greatly reduce the number of low-effort bases that simply place as many plasma sentinels as they can. Alternatively, greatly increase the threat of a trap once more than a specific number within a given range e
    6 comments 51 views last activity
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  • Heat Seeker cost - 15 capacity Guard - Hornet Effect - Hornet shots have increased homing capacity, allowing them to turn more sharply (not like 90 degree turns, but it could round a wide corner)
    0 comments 11 views last activity
  • Siege Breaker cost - 20 capactiy guard - warmonger/enforcer effect - this guard takes twice as long to attack, but if their attack hits a shield that shield breaks.
    0 comments 11 views last activity
  • Well I was playing the game after the update and I found a base we’re the walking robot well not do anything until after u get the genmat, pretty sure this is a ai exploit first time I have had any bases like this. Here’s a link to the video for proof, I streamed it live. This is just so everyone can see this and hopefully how to fix it. https://m.youtube.com/watch?v=-DFhGkLJbT0
    Mod
    4 comments 101 views last activity
  • Short fuse - 5 points - bombs explode .5 seconds sooner Long fuse - 5 points - bombs explode .5 seconds later Cluster - 20 points - Bombs explode in smaller radius but let a second explosion off 1 second after the first Sticky - 10 points - Bombs no longer bounce and instead stick to the first surface, guard, or raider they touch. Flashbang - 15 points - bombs are non-lethal but player is bli
    1 comments 11 views last activity
  • It would be nice if you can just get a plain flat outpost and start from scratch, and also have the option to select the GenMat and drag it around so you can rearrange and redesign your Outpost.
    1 comments 11 views last activity
  • It would be nice to play Duos with a random player, at least on my case I mostly play Solo, I only once played with a guy who helped me which he joined during my streams and gave me his PSN ID. However, I have noticed that you can raid maps/outposts created by other Platforms, but not raid with them?
    2 comments 11 views last activity
  • Don't completely retire them. Reasons: If someone builds a really great outpost, then it should be played by as many players as possible. Builders want their maps to be played. And the players will enjoy playing beautiful and clever outposts! Builders spend a lot of time working on great outposts. But when they really perfect and finalise them, at level 10, suddenly the outpost is retired. Un
    1 comments 24 views last activity
  • It feels to me like melee is in a bad spot, on release. Incinerators nearly make melee-only builds unviable. Add in the plasma sentinel's plasma cloud mod, claw traps, and corrosive cubes making fight spaces pretty much impossible to navigate, and melee looks exceptionally bad. Also, the sword delays are incredibly long, especially the armor breaking sword. Hit-box registration is dodgy as heck
    11 comments 121 views last activity
  • I had this poor guy who took a minute and 30 seconds to reload into my outpost, and then died 30 seconds in and had to wait a minute 30 to play again. He spent more time in loading screens than playing the game. :( He must have been on an original PS4. Seems like the game shouldn't have to reload the whole outpost if they're just reviving.
    7 comments 71 views last activity
  • I think it would be a good idea to include difficulty levels within those already in the game. For example we currently have a normal, dangerous and brutal difficulty. I think that these should also have an easy, moderate and hard difficulty added to them based on kd ratio. Eg, brutal hard or normal moderate. This change would better showcase the bases as some normal bases can be brutal af and
    4 comments 31 views last activity
  • They should also do it for players hiding outside the playable area, or when they have Short Leash and you're outside their patrol zone.
    1 comments 11 views last activity
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