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  • edit I'm just here... admiring the wisdom I spew back in alpha... Its almost like it came exactly how I said it would go... with people exploiting this broken rating system and stupid requirements... This is so sad to see... it had such great potential. But what do I know. I am just a random internet guy with over 10 years of early access experience (I like to see games develop over time) a
    2 comments 31 views last activity
  • Is it just me, or does the command center not really feel like a command center. Your options within the command center are to select a base to raid, select an owned burial site to build or purchase a new burial site. In what way is this "commanding"? I would love to see more function brought to the command center which could not only give you more command, but save a ton of time doing things tha
    1 comments 11 views last activity
  • 1) I love the game and the idea of the game, as I've played a mobile game similar in concept ie king of thieves in which I was top, I would make bases that caused atleast 70+ deaths but would occasionally get 1 or 0 and beaten (rarely) The reason I bring this up is because even while what feels like impossible bases exist, some of us look solely for those bases as builders to find out how they w
    1 comments 11 views last activity
  • I am strongly of the stance that Builder Verification is a bad call; a lot of players might be aces at building bases, but not-so-hot when they're raiding. If Builder Verification is implemented, such people will not be able to build to their maximum potential, and it will make the whole process of building much more tedious; having to replay your own bases repeatedly when you change things, or p
    8 comments 111 views last activity
  • Also a topic on progression! The reason WHY killboxes exist and why everyone does them is because of ALL of the game's mechanics, not because "these STOOPID builders don't know how ELSE to get kills!" Not being able to move GenMat favors bases that are close to the ground, or ones that go underground, which also limits types of bases that can be done. Raiders, at basekit, have grappling and ex
    11 comments 191 views last activity
  • Now you might be tempted to say "Get better" or "Use this meta shield item and pick your targets slowly" But lets face it honestly, there's only so much I can do with 3 bullets and 20 enemies surrounded by infinite grapples and napalm flamethrower hidden above and between lava nodes. I think the main issue comes from the "Infinity" or those 4 items. Grapples, flamethrower, and enemies essentia
    29 comments 374 views last activity
  • i really love the level design creating for other players BUT as one who really loves to make good looking bases i would like to get more availability of blocks not i mean yeah they are 1 capacity but 1 capacity is still something i need to worry about every time i place something, also i think there are not enough "accesories" like... they can only be put on walls i know it's not an artistic gam
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  • As of recent my replays have mostly been slow with great caution taken around every turn. I miss the speedrunners and brave souls who'd sprint through bases, but there's nothing other than a raider's own patience pushing them to progress in an outpost, and with that lack of pressure most outposts can be meticulously peeled apart trap by trap at the raider's leisure to ensure a deathless raid. Th
    9 comments 101 views last activity
  • Just my first thought. More blocks would be better, but destroying 3 blocks per raid would force custodians to think differenlyand prepare for undermining. It pays when being funneled Into situations not to do what you are intended to do.
    26 comments 201 views last activity
  • Can we please fix players exploiting the map barrier to fight guards from outside the map where they can't be reached.
    15 comments 211 views last activity
  • I have recently discovered this type of trap in a few outposts and I'm starting to wonder if they are an exploit. To my understanding a player should be able to pass through triangular blocks if there is space. Apparently this particular configuration of them prevents player from passing through. I did tests and was unable to get on the other side of it.
    13 comments 161 views last activity
  • Loving the game so far, my only complaint would be that coop raiding is overtuned. It's too easy to essentially one shot a base by having one guy stand back and let his teammate trigger all the traps, then swoop in for a quick res after he dies. Perhaps the number of revives could be reduced, or healing time increased so healing under enemy fire is less viable.
    20 comments 211 views last activity
  • Striking damage (flesh) Slashes all targets in a cone, does not cause the player to dash to targets level 1 - Unlocked, range 1 block 1.5 second cool down between attacks level 2 - Range 1.5 blocks 1.5 second cooldown between attacks level 3 - Range 1.5 blocks, 1 second cool down between attacks weapon intended to cleave through groups of guards in close combat.
    0 comments 11 views last activity
  • The Chimera and the world of MYM in general could be a lot more interesting. (I'm talking about the in-game aspects, not written lore.) It makes sense for the Chimera to start as a fetus in a tube, but it's boring for it to stay that way. As it evolves, it should slowly become more and more of a grotesquerie. Maybe the changes are subtle, maybe it looks like a Lovecraftian horror, or maybe it
    2 comments 21 views last activity
  • An accolade for a dungeon that taught you something new, or forced you to learn to beat it. different than ingenious as i feel that is more geared towards things that are purely related to having to think about them to figure them out rather than related to performing a new maneuver or mechanic.
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  • I want to start off by saying that I am greatly enjoying the game, thank you for your hard work. My largest concern has been the synthite economy, especially for players who prefer building. I don't personally favor raiding or building more than the other, but I am struggling to maintain any synthite even with the boost active, but i never find myself low on parts or cells. I think the core issue
    2 comments 41 views last activity
  • due to the unwillingness of a large portion of players to even attempt many bases, i think it's only fair to reward those players that don't shy away from danger with an exclusive bonus at the end of the season. the spirit of the game is to raid the most diabolical and brutal bases for glory (and genmat). however, this spirit is tainted by the current system of grinding low level, low difficulty
    3 comments 51 views last activity
  • Generally speaking, my outposts have been struggling to get raids unless they're selected to become a Champion outpost. I spent six hours building my first Outpost since launch a couple days ago, set it to active, and by the time it had depleted, I had only gotten 2 raids, and one of them didn't even give me any accolades. I reactivated an outpost I had slapped together in 30 minutes during the
    11 comments 191 views last activity
  • Instead if only being required to enter a name of the player and place but have a auto-generated list of social raids to go through. Add some exposure into the playlist for builders.
    1 comments 11 views last activity
  • I know there was talk about encouraging giving accolades during the game's development, and that makes me wonder why you can only give two accolades to any outpost. I feel like if I encounter a map that was fun, ingenious, brutal and artistic all at once, I should be able to recognize it for all those things. I don't see what harm allowing players to do that could possibly do.
    1 comments 11 views last activity
  • a giant fan that after the raider triggers it will begin to push them away in the direction it is facing either to the side or launching them upward if its on the floor and prevent them from jumping high if its on the ceiling above them. much like the claw trap it will trigger again and again until destroyed. it can also push bombs, guards and their corpses in there facing direction. here a
    7 comments 41 views last activity
  • Biolink 1 - Add an additional +1/2/3 small jumps to the jump chain Biolink 2 - while not touching any surfaces your mid-air mobility is increased by 25%-50%-75% (ability to reposition in the air without a grapple) Biolink 3 - Killing an enemy or trap causes your next grapple to pull you in at 100%,200%,300% speed
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  • Biolink 1 - Your grappling hook latch-on lasts 100%-200%-300% longer Biolink 2 - The next time you fall 1 or more blocks after grappling a surface at a dead stop (must completely stop moving to trigger) - Level 1 negate stagger, Level 2 cause stagger to enemies within one block of your landing, level 3, break one trap that you land directly on (won't work on wall or ceiling traps/corrosive cu
    0 comments 11 views last activity
  • Tripwire - 30 points - attached to a surface, this innocuous detection trap spots raiders running by and can activate up to 2 nearby (3-5 blocks spherical?) linked traps before shutting off. be careful, it's sensitive enough your guards can set it off too, bet keep it out of their reach. tripwires can be shot, slashed, or exploded. mods - Backup battery - 10 points - Laser Tripwire can b
    0 comments 1 views last activity
  • I really enjoy taking a good 6+ hrs building an outpost (over a week, before activating it). And I get plenty of accolades that tell me Raiders appreciate my outpost. Like I can feel the dopamine hit everytime I get accolades 😅 But then the outpost dies at Prestige 10, and I have to make another. Made about 3-4 total outposts since the launch of game, and I am already feeling burnt out. Time
    0 comments 21 views last activity
  • pretty much what title says, with these shapes it would allow builders to deal with all edges where slopes meet the block cycle order would be starting at defult cube, 'q' for the chipped cube and then 'q' again for triangle piece, and then 'r' from cube to get the wedge and then 'r' again for the pyramid piece
    8 comments 101 views last activity
  • Can we get some dedicated PvP gamemodes. a CTF mode would work perfectly in this game, alongside the buildering with traps etc it could be unique! When matching, you get into game - each team has a set time to build, once timer is up rounds start. First to capture and dunk the genmat (whilst still holding thier own genmat).
    1 comments 1 views last activity
  • Punishing deaths with rank loss just encourages the boring slow approach. And low synthite gains encourage avoiding longer bases.
    2 comments 51 views last activity
  • So should the 2nd wave augment be removed from corresive cubes until the bug/exploit is fixed? If you are not already aware - some builders are putting traps behind Corrosive cubes with 2nd wave augment however these traps are being triggered even if they do not have line of sight. Personally I haven't seen many outposts that utilize this augment unl
    6 comments 81 views last activity
  • Love the game, but only having the map be playable after reaching prestige 10 through social isn't good in many players' eyes. As every player can only have 5 activated outposts anyway, I think you could have a map that slowly refilled genmat so you could publish it again and again to come into map rotation. Other than this I think the game is perfect.
    0 comments 11 views last activity
  • I can't seem to prestige past 3 or 4. I noticed Normal difficulty outposts get more traffic, so I dropped my traps way down to meet normal requirements. Still the depletion time is so short that I can't prestige. Yes more kills , BUT it's hard to get such high quantities of kills with Normal difficulty bases. I have evem tried experimenting with the time of day or night that I activate my ou
    6 comments 71 views last activity
  • This can be seen as ranting, complaining or feedback, I don't really care at this point. I got a champion outpost where the first thing I saw was a Piston trap that killed the dog, the outpost was a labyrinth with at least 7 different entrances and pathways, all painted the same way that most builders use to show you the path to the tombs where you can get a little extra treasure while raiding.
    14 comments 171 views last activity
  • Please give us more colors to paint our outposts. This whole game is just 4 colors so far: dirty red rusty blue puke yellow poo brown Just some basic color swatches. I need green at least.
    5 comments 31 views last activity
  • I'd like to request some more block shapes the pyramid block, it's a cutout from a cube, can we get the other half of the cutout? whatever that shape is called? i can build little dais stands going up, but i can't make pits going down with the same uniformity. can we please get a block that fills the holes left when you put 3 triangles together with their flat faces pointing the same way? curre
    1 comments 11 views last activity
  • a shield on the outpost that until genmat is taken the map barrier is covered in a forcefield. nothing inside the forcefield can fire out, nothing outside the forcefield can fire in. projectiles that hit the field, drop at the edge of it. this will prevent both losing ammo to the sandstorm which is unfun for the raider, and prevent raiders from killing warmongers from a place they aren't able to
    1 comments 21 views last activity
  • I think having a 'sticky trap' floor to place on other blocks would be neat. You could use it to slow down people walking over it, and maybe have an upgrade that makes people stuck until they jump or grapple out (allowing people to make 'flytraps' on the walls or just make people slow down a bit). I could even see a mod where the slowdown lasts for a small amount of time after touching it. I just
    0 comments 1 views last activity
  • Logged in today to see, I had 12 kills on an outpost (with escapes), and a bunch of 0 kills/quits. Upon watching the replay of the "0 kills/quits", I had an additional 13 kills that were not awarded to me, because the raider rage quit (closed app mid game) My base isn't impossible, good raiders figure it out and give me accolades. It's even set on normal difficulty!! I'd understand if a raider
    0 comments 21 views last activity
  • Cockeysville, it's on social, i built it, i beat it. this is what i will make if you want mario maker. you still want it?
    1 comments 31 views last activity
  • I really believe that splatter cube needs to be looked at. I'm not sure what the original intention for it was, but it is basically harmless in almost every way. For anyone who doesn't have it, when shot the cube will spit a glob of acid. The issue I'm seeing is that the cube spits one shot in a clockwise pattern (a lot of key words there). The spit has barely any velocity or targeting. The clock
    9 comments 121 views last activity
  • 3 deaths in brutal guarentees rank loss. rank loss from death is the same as rank loss from quitting. both are -30. this incentivizes quitting after 3 deaths if you are a rank grinder. proposal, -60 rank for quitting the map, -0 rank if you got genmat and got out regardless of deaths. this will incentivize people to complete a difficult map rather than just leave it.
    5 comments 41 views last activity
  • Personally, I don't build any more, after having built 4 bases, I get the intention of forcefully retiring your base after 10 levels, but our maps don't get much visibility, and our hours of work would be hidden from the public forever, then why are we putting the hours in the first place. Don't mention the social mode, honestly, who's gonna search for yours. I recommend, change the accolade sys
    0 comments 31 views last activity
  • Add a type of block that contains a camera, which cannot be destroyed. When watching raid replays, let the viewer switch to something like "cinematic view" to view the action from the camera blocks.
    4 comments 21 views last activity
  • This might sound a little odd, considering how I am so against this bug being in the game because of how abuseable it is, but I think there are areas where it is applicable and fine to do so. Im sure people have seen those large killboxes that just abuse this bug for cheap kills. Obviously, since Second Wave is such a cheap augment, and Corrosive Cubes do not cost much to begin with, this was go
    1 comments 31 views last activity
  • I am so tired of my Synthite falling through the floor and getting stuck inside solid cubes. Material drops are unreachable ridiculously often. Was this taken into consideration when the drop rates were decided? Whether it's because there are Corrosive Cubes under every trap, Corrosive Cubes under the Tombs, or just bad collision that allows the material to fall through solid objects, it feels l
    6 comments 81 views last activity
  • Dear design team ! Why there are too many light inside outpost ? in creator mode, we can put different light on wall and he turn red when Matgen is stolen. An outpost created without light is as well lit as an outpost with light. It should be much darker. To avoid having outposts completely in darkness, certain traps should only activate from a certain luminosity. Thank
    0 comments 11 views last activity
  • I think we all agree that most times we feel limited in creativity due to saving much cap for more traps... what 500 useless blocks that are just used to make base look cool... could be put to use for 10 boltshots, or you reaaally want that 1 extra bomb trap and have to sacrifice 70 normal blocks which destroys your good looking base. I understand it's meant to be a tradeoff, if you want more tr
    0 comments 1 views last activity
  • Currently, if I want to activate my outpost, deactivate it, refill its genmat, or set it to a Social raid, I have to load up the entire level, wait for the loading screen, toggle the pause menu, select the activation status, then exit the outpost, sit on another loading screen, and wait for the Sanctuary to load. If I have more than one outpost I want to change, this time multiplies exponentiall
    4 comments 31 views last activity
  • So I know though would be hard to program possibly or it will be complicated coding to do. But here are three suggestions for a bit of modification on the HRV pathing. They kinda intertwine. have it where HRV’s path could be split in two. The path taken before genmat is picked up and the path taken after m. This would be very situational I know but it will help with the second thing I will be r
    0 comments 11 views last activity
  • Dear MYM design team. There are two points about outpost design and building that I should address. First, the depletion time, (again). The current depletion time of ten days (or even less) is ridiculous and wrong in too many ways. While I understand the rationale behind the mechanic, that makes builders renew the outposts\levels pool, such a short time is too discouraging to really invest time
    3 comments 71 views last activity
  • This is a nitpick on advertising rather than the actual game, but it goes hand in hand. I’m genuinely a bit confused with what’s going on with the campaign advertising things that are currently impossible in the game, as these are also things players have been asking for. I understand the point of the Harvester is a “key to fairness” to guarantee levels can be beaten. However, with players askin
    8 comments 141 views last activity
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