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  • Bonjour. Mon avant-poste fait tellement de dégâts que les joueurs font que de rage quitte au bout de une à deux morts. Le problème c’est que moi je paye la réinitialisation de mon avant-poste , qui lui du coup repart à zéro en terme de points de prestige . Ce qui me fait stagner mon avant-poste. J’aimerais avoir une solution pour empêcher ça. J’ai pensé à un nombre de kill limite avant de
    3 comments 41 views last activity
  • Hi there :) It would be nice to disable the trigger feedback on the PS5 controller, especially in the Building / Editor controlls. Cheers Nosidrian
    0 comments 11 views last activity
  • It would be nice to break up the monotony a little by having different options for the music that plays in your outpost for raiders. Even a handful of preset options would be neat, like 3 to 5 'soundtracks' that feature 2 or 3 different tracks based on the 'intensity' of the gameplay.
    0 comments 1 views last activity
  • Plasma sentinel has the largest range of any trap, fires a homing missile, and applies an area denial affect. lets compare this to other ranged traps Incinerator 70 base cost, range 4, non-tracking, continuous fire. Boltshot 50 base cost, range of 7(threatens 10+4with tracking potential), non-tracking(65 with tracking), single use (80 for 2x and tracking) Bomb ejector 70 base cost, range 5
    7 comments 81 views last activity
  • Very simple, it's a good base, you had fun, how many times did you die?
    7 comments 81 views last activity
  • For about the first 20 raids I thought I was giving accolades, but finally realized that X on PS5 I was actually not selecting the accolade I wanted to give but was continuing to the next screen. I eventually realized that I needed to press square to select. I know I can’t be the only one doing this. I feel that screen needs to be reconfigured or there needs to be a pop up warning that you are
    2 comments 21 views last activity
  • It's bad enough that some sweaties have watched some youtuber out there who told them "if you just keep walking, nothing will get you". It's broken that they can do this with the Iron Claw too, since the whole reason it exists is to stop them from just walking away. There's a gigantic claw made of pure iron embedded into their body from behind, and they just wave their sword at the empty space
    4 comments 61 views last activity
  • Very simple request, but it would be helpful for Console players / builders on all platforms. Please make the accolade selection button mapping consistent to every other button mapping interaction in the game. PlayStation currently has the give accolade as “ Square ” and back out of an outpost summary as “ X .” Xbox currently has give accolade as “ X ” and back out of outpost as “ A” As such, a
    3 comments 61 views last activity
  • Anyone ideas for future DLCs? Tell me down below. Take my money behaviour ia, if there would be released a DLC that includes Guards that are already Plated, so i can use 2 other augmentations.
    4 comments 71 views last activity
  • Meet Your Maker has a solid foundation of gameplay that appeals to a variety of gamers. And the seemingly frequent updates that supply fresh mods, building objects, and other things to the game are great! I posit, however, that these two notions can be combined to help balance the game overall in a satisfying way. What problems currently exist in game balance? For the purposes of this feedback a
    0 comments 11 views last activity
  • I understand if the devs want us to continue making new maps and not just sit on the same one forever. But it seems like it's better to guide that behavior with incentives rather than take away player agency. They should just let us spend a high amount of synth to re-activate it, and maybe reduce the cost of buying plots of land. Players who are passionate about their map would be willing to gri
    8 comments 131 views last activity
  • Prestiges my base to six, adjusted/added some traps, set it to active, and logged off. Next day after the update, I logged in to watch some replays and Harvey wasn't moving at all. I loaded into the base to collect my kill loot, and Harvey is now trying to climb the outside of my outpost. He had a functional path before the update, but my now prestige 7 base can't be activated because Harvey won'
    1 comments 31 views last activity
  • I don't mind dangerous and hard-to-complete outposts, but if one were to fill the entire room with an army of armored guards with no way for me to survive, or have a bunch of traps shoot at me at the same time, that's not a fun outpost, that's an impossible death trap. I have seen a lot of different outposts and I have to abandon quite a few of them since I can't possibly see how to run that out
    7 comments 91 views last activity
  • Coop mode is alright, but it generally makes most brutal outposts incredibly easy and it didn't really hook me. For the more competitive friends, give us a versus mode where we can both matchmake into the same outpost and try to both complete it as fast as possible. I tried this with some social raids and it was a lot of fun and even made some normal difficulty outposts into a challenge since we
    0 comments 11 views last activity
  • I just don't understand why this is a problem. It's a flying unit. Why do we have to place it on the ground? It only complicates giving them patrol routes because they always have to land at the end of it.
    1 comments 31 views last activity
  • Just to provide a sort of overview for what I feel as a player should be the priorities to address. May be teaching the devs to suck eggs, but it might give a concise perspective of what the appears to be the biggest issues with the game so far, from an outside viewpoint. 1. Vital performance issues and 'Raid Recognition' I'm sure the devs are aware of performance issues and game crashes (which
    1 comments 31 views last activity
  • Please fix the balancing. Raiders are way too favored. Traps (especially second wave modded) take too long to activate after trigger, the raider can walk forward (or grapple hook) the entire outpost with no consequence, and if you haven’t mastered that art, don’t worry… you have an Arc Barrier “weapon” that negates all damage for too long and has too short a cooldown. The most time consuming a
    6 comments 71 views last activity
  • Just as the title says. I love to decorate my outposts with all the pain and decals we have in the game. Or at least I would love to but every time I do this I shoot myself in the knee because people can clearly see where I placed traps with Second Wave upgrade. This wouldn't be a problem if you would allow us to pain surfaces that have second wave traps.
    0 comments 11 views last activity
  • Anychance we can paint traps in the future or at the very least holocubes and the places left blank by traps upgraded with second wave. There's really no way to make your base look aesthetically pleasing without giving away trap locations easily.
    5 comments 51 views last activity
  • More rust has been added to the texture on the Dead by Daylight Deco Pack Blocks Set, reducing the resemblance to the metal on Traps. This should help you spot traps more easily without altering the visual intentions for the Deco pack Yeah, no. This deco pack is still bad. It's not just the colour that's the problem and adding some rust makes almost no difference. Almost all blocks and deco
    4 comments 51 views last activity
  • I'm getting tired of having to pay to reset my levels simply because nobody is playing them before the timer runs out. I don't understand the logic behind having base activation set to a timer rather than having it be based on how many raiders attempt the base. There should at least be a minimum number of raiders (5-10) that attempt the base before the prestige timer starts going down. Honestly,
    8 comments 151 views last activity
  • A simple fix to a major problem is when the game closes suddenly, either force closed or actual disconnect from a crash or power loss, is when the player logs back in they automatically reconnect to the last map they were on, IF they were raiding. Now to make sure that people don't come back after a long period of time and find themselves on a random map, there could be an internal timer of betwe
    2 comments 82 views last activity
  • So the way the game is laid out it kinda forces you to make killboxes however some folks just jump off when they encounter them or get disconnected regardless this unsuccesful attempt affects your kill ratio. Which would be fine but these attempts typically only register one or two deaths and drastically lowers my kill ratio. Which feels like im being punished for building in the manner the game
    7 comments 111 views last activity
  • I has a raid last night where someone died 14 times and almost every life he used 2 grenades and a stim. I was thinking maybe as a builder I could get a small amount of currency (whichever one) when a raider invests into the raid by using their consumables
    1 comments 31 views last activity
  • I've been playing since launch since I'm very willing to support bhvr's new game, but it is not feeling like my time is being fruitful, i just barely made it to bronze 2! There's absolutely no way I'll make it to iridescent! (Fine, master! Altho it should be iridescent!!🤭) before the update on June. Please add a way to buy the reward tier or something, not too expensive tho, unless you prefer i
    0 comments 11 views last activity
  • There's no easy way to edit an Outpost. Want to replace some wall blocks with a new block type? You have to delete them and create new blocks. Want to rotate a cube after it's been placed? You have to delete it and replace it. If there's a way to select multiple cubes/traps on PS4, I haven't found it. I'd like to rearrange my Outpost to move some trap setups to be later and others earlier, so I
    2 comments 31 views last activity
  • I've been to a lot of raids where I wish I could communicate my thought a bit more in depth than "Fun,Brutal,ingenious,artistic" to the builder. So I was wondering, how about the ability to leave a short comment alongside your accolade. "Nice work, keep going" "Fix the lava hole beside the GenMat" "Please don't block tombs" "Loved your traps, can't believe I fell for that" Now I'm very obvi
    8 comments 101 views last activity
  • For the last 3 days I have been struggling to prestige my outposts beyond 1st level. I have recently build 4 new maps. 2 Brutal big maps and 2 Normal small maps. All custom designs, no copy-paste killboxes, no exploits, all nicely decorated, good looking on thumbnails, even wrote a big "HI!" at the start. I try to make them active during Europe's and America's evening time. So far I only mana
    1 comments 41 views last activity
  • Raid selection is currently a mess. there is a bug in the game that has many maps displaying 0 meter range for the harvester's path when using the Tier 3 boost from the suits advisor. many players are currently irate and blocking players because they have had an unfun time in ONE dungeon. your block function doesn't remove a single outpost from their roster, but every build the user makes. this i
    0 comments 11 views last activity
  • Just uninstalled the game, i runnout of GenMat again, is no point to play again the same happened it can be serius, not joying it just uninstalled, there is no tutorial or what happenen or how reactivate my outpost, this is really bad design and developed game. The objetive are very hard jigzaw's with up to 20 traps and easy can be complete in 40 min with very low rewards, there is not point to u
    7 comments 61 views last activity
  • Hi guys ! To begin, thank you for your work on this really cool game :) I think the game would gain a lot on player map building engagement if the prestige system could change to a more rewarding system and style with a mechanic of rotation renewal as the actual prestige 10 cap. My take on the map system : 1 - Maps should all begin at the same matgen generation (like for the exemple 4500), th
    0 comments 31 views last activity
  • Level creation is a mess right now, and almost all of the issues are caused by 2 things. The Harvester, and the fact that creators don't have to beat their own stages before uploading. I'll start with the harvester. This thing needs to go. Either that, or it needs to fly instead of walk. We have double jumps and grappling hooks, but because of the requirement all stages have, giving the Har
    4 comments 31 views last activity
  • More colorblind support Many Colorblind players i have talked to have a hard time with various things in the game. Changing the recital color would allow color blind people to play the game more easily, Also possibly allowing for the changing of corrosive cube color since it washes the surrounding area in a red hue especially when stacked or used in hall ways. Better social filtering/map fi
    1 comments 21 views last activity
  • Points earned towards Rank should only be negative when someone leaves an Outpost without completing it. You don't want to discourage people from attempting higher difficulty maps, but that's what the current system does. Persistence should be rewarded. As is, if you fail a few times, you might as well just cut your losses and leave without completing the Outpost. You're also better off stickin
    8 comments 141 views last activity
  • I'm talking about in the 78-80% range. Changing any settings in the Video menu doesn't seem to do anything to change the percentages. I have an Intel Core i7-8700K @ 3.70 GHz 16 GB RAM NVIDIA GeForce RTX 2080 8GB If anyone else is having this issue, let me know. It actually seems worse in the Sanctuary than it does in a Raid or Building.
    2 comments 41 views last activity
  • Jumping into the game on the 4th, I got to outpost building as quickly as I could as that’s what I was most interested in. Initially the replay playback value was its own reward—seeing the various ways raiders died to my unique mechanisms and how to improve upon them. Then the Synthite wall hit and I decided I needed to start raiding more to upkeep my outposts. This was fine, to a point, but it w
    0 comments 57 views last activity
  • I realize this is probably going to be crazy pedantic and stupid but these are some small changes that can be made to help builders have more fun and be creative. I have no way to denote the three types of blocks in this post so ill be calling them full blocks, half blocks, and corner blocks. Make Blocks Free: This is the biggest one for me. I hate that 10 blocks are as lethal as a corrosive cub
    3 comments 21 views last activity
  • The game wants to push my GPU to its maximum which makes everything sluggish. I have to go into my actual graphics cards settings just to put a frame cap on it to get it to calm down! Please put a frame rate limiter into the game. Thanks!
    0 comments 21 views last activity
  • I really love the tombs as a nice side objective / free resource (depending on how the architect utilizes them). I think it would be nice to add some kind of "fake tomb" trap that explodes on hit to really reward the cautious players and not those who just speed by to grab free stuff. The "fake tomb" could look almost exactly like the real one but with some subtle signs that it's fake so that
    4 comments 41 views last activity
  • First off obviously really enjoying the presentation, freedom, and uniqueness of MYM. The range of traps is a dream come true for me. It would be nice to get more capacity but I had an idea for down the road. A door and key system. Put a key mod on a guard and have it activate a door upon death. It would promote more exploration and even set up a boss guard system. For people like me that enjoy m
    4 comments 41 views last activity
  • First of all, the game is awesome. I can only imagine how much better it will get over time. Review based on 70+hrs played To the point. The things that in my opinion penalize the game and the players: •Originality (what the game needs) = Time (dedicated builders) ≠ Outpost profitability and survival. •Raid rating system. •Visibility on what makes an Outpost survive (point: death r
    3 comments 41 views last activity
  • First up: Decals We have some cool stuff so far. I would think it would be cool to get some less generic signage for communication to the raider, such as: Tomb sign: Right now buulders sometime use the yellow/blue 'zipper' stripe to show where a tomb is. Other use arrows, lifts, or actually build a stucture pointong to the tomb. A series of decals (maybe with a drawn image of the tomb and an a
    2 comments 11 views last activity
  • I think a free demo version where you can only raid, but not co-op and can't unlock anything beyond than the basic kit and don't earn an exp or resources, would really help expand the player base and help curb the problem of there not being enough raiders to raid all the outposts. It would also work as great advertisement for the full game, especially if you put little mini video clips for the di
    1 comments 21 views last activity
  • Having to load into your outpost just to reset or prestige seems tedious, especially after coming back after a couple days and having to load into all 5 of your inactive outposts. You should be able to re-activate/refresh/prestige them from the build screen without having to load into the outpost itself. This would be a nice quality of life enhancement.
    0 comments 11 views last activity
  • Prestiging bases has issues that, as a builder, make me feel discouraged to keep building. First off, prestige costs. Simply put they're too high to be sustainable with multiple bases active. Anything more than 4 bases is hard to keep up and you end up spending most of your time raiding just to keep up costs. Second, the danger system. Prestiging raises your capacity, which in turn can raise your
    4 comments 81 views last activity
  • Some Builders require you to fight off an entire room before proceeding, 2 players are ok but maybe 3 is good for those high prestige, max 4,500 capacity bases where you loose your ammo, slot item’s quickly, and we don’t have infinite ammo like certain traps and all the guards do. Maybe a 3rd will help.
    1 comments 11 views last activity
  • I am really enjoying this game (builder side mostly), and would like to see it flourish the way DbD has. I put good time into making my bases. Mainly focusing on making it look good and fun (and sometimes new ideas), and the accolades I get on them usually reflect that. However, it's quite discouraging to invest so much time on a map and only get a handful of raiders experience it per prestige
    1 comments 21 views last activity
  • I propose that traps activate faster, at this moment anyone who can hold forward can outrun majority of traps in majority of situations just by holding down forward. Do you think traps should activate faster to help end the speed running menace? Or shall the quick and ballsy keep running rampant in your outposts.
    3 comments 51 views last activity
  • There is no reason for prestige points to be 6 times higher on a large outpost than on a small. Sure, you have more room to get more kills, but less people play large outposts if there are medium or small outposts available. Add in how much longer it takes to build a large outpost and you end up spending more time to make something less people will engage with that is inherently harder to maintai
    14 comments 151 views last activity
  • The way current building cubes work, all of the sides look different, and the idea behind it is it to rotate the cube to get the texture that you want to build with... The issue with this is that it causes complications with building where you have a side that you do not want seen in plain view for everyone to see. For many of the artistic builders out (such as myself), I find this annoying. I
    2 comments 31 views last activity
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