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Dreamnomad

Dreamnomad

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Dreamnomad
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  • It's a classic case of "damned if you do, damned if you don't".

  • I think a lot of it just has to do with the fact he is a new killer and virtually every lobby has Chucky as the killer. No matter who the killer is, it gets old doing the same thing every match.

  • Can we not? Can we just not call for nerfs to stuff literally one day after it is released?

  • I appreciate the transparency but I also worry about what the forums will be like for the next 6 months with all the endless speculation this will cause.

  • I'm not really asking for or expecting "unlimited enhancements". All I'm asking for is instead of x6 of a random purple enhancement, I would prefer x3 of each rarity of that enhancement. That way I'm more likely to actually use the enhancements I get.

  • I think it would be pretty cool if you could daisy chain the electric probes together. Then the electricity could travel along a path or maybe with a mod travel in an unpredictable manner. Maybe each node costs 25 capacity and if the raider destroys one node then the trap will only work if the remaining nodes are within a certain distance of each other. I really could see this being implemented in the future.

  • Oh and btw, there is a sort of a way to do what you are talking about already. Where you can get the gen mat easy but have to fight your way back out. You just make a corrosive cube (CC) hallway with a couple bends in it and have the walkway have second wave mod on it. You effectively need two paths to the gen mat. The shorter path being the CC hallway. Once the gen mat is collected, the CC hallway (if correctly built) is almost impossible to back track through. Then the raider is forced to push forward through uncharted territory to find their way out.

  • I've seen this suggested before but I'm strongly opposed. The problem is not all players are good faith builders. If this was done in a fun way and builders didn't take advantage of it then it'd be one thing. But if you've been playing when the spontaneous mod was first released then you'd realize that builders can't be trusted to not abuse something. For example, what if I put my "key guard" in a place that isn't accessible to the raider? Then the outpost can't be completed and the only way forward in the expedition is to abandon the outpost. You always have to consider what someone with nefarious ideas would do with something. The only way I can see a feature like this being implemented is if it was only available in social raids. But why waste the time and effort developing something that 0.001% of the player base would use?

  • No one likes tombs being blocked other than the trolls blocking the tombs. I'm willing to give a player under level 10 a pass on this since it is possible they don't know what tombs are yet. But any player over level 10 who blocks tombs isn't going to get accolades from me and will likely be blocked. I'd recommend you do the same. There really isn't anything the devs can do about tomb blocking. If someone wants to make it impossible to get a tomb then they will.

    Some builders think raiders need to "earn" the tombs so one possibility is that the builder put in a second wave holocube or corrosive cube to block off the tomb so raiders can't get the tomb until they have got the gen mat. If you know exactly where the tomb is then it's worth revisiting after collecting the gen mat. If it is still impossible to collect then no accolades and block them.

  • @DELEX said:

    Thanks for the replys everyone. Im looking forward to the dlc in 2 weeks. Hope it changes how people make maps some.

    Next sector isn't necessarily in two weeks. They only stated that their goal is to have it released in December. They haven't given a date yet.

  • @DELEX said:

    I only ever use 2 of these. Grapple Master and Cluster Shot and even then i dont use them that often. Kind of a waste really. Its like an Elixer from a final fantasy game. To good to use but to good to waste.

    It is human nature to want to stockpile resources. I strongly recommend using them when you come across a tough outpost though. The right enhancement(s) can turn a frustrating experience into a fun one. Also, make sure you use enhancements on social raids. Social raids don't consume enhancements so you can freely experiment with them there. Just make sure to remember to take them off once you leave the raid.

  • I'd love it if they did something like this. Hard to see any downsides to it.

  • @FinisSapientiae said:

    Interesting

    Welcome to the forums.

  • @eyedeeoneohtee said:

    https://forums.bhvr.com/meet-your-maker/discussion/comment/3592258#Comment_3592258

    I think it's a side effect of increasing synthite gains. Firstly because everybody is building more and raiding less, which results in everybody getting fewer raids; and secondly because builders have a limited amount of synthite but they also have a limited amount of time, so increasing synthite shifts the balance towards low-effort outposts because they take less time to build. I'm not saying it should go back to what it used to be but maybe it should be lower than what it is now.

    No. It's not that either. The synthite change was quite a while ago. I did notice a slight drop in raids when synthite gains were changed. The big change happened literally overnight when they changed the way normal and dangerous difficulty is calculated.

  • I ran 2 dangerous outposts today and they both got a whopping 3 raids each. If this trend continues then I might as well just activate brutal outposts.

  • Outpost: El Cajon - Secret military facility

    Meet Your Maker_20231120184823.jpg Meet Your Maker_20231120184836.jpg Meet Your Maker_20231120184846.jpg Meet Your Maker_20231120184900.jpg Meet Your Maker_20231120184918.jpg Meet Your Maker_20231120184936.jpg Meet Your Maker_20231120184951.jpg Meet Your Maker_20231120185008.jpg Meet Your Maker_20231120185021.jpg Meet Your Maker_20231120185031.jpg


  • @MythicMikeneto said:

    Lets hope for an influx of raiders (more peanut butter) from the physical copy release in Japan. Fingers crossed.

    One can hope. That would also mean more bread though =p

  • Interesting idea. This should be in the feedback section though. A lot of forums, the feedback section is largely ignored so players get in the habit of posting everything in the general section but in this game the feedback section is actually busier than the general discussion.

  • @DELEX said:

    I didn't know that blocking someone would block there maps as well thats handy but its something im only gunna use on the worst of the worst as i know a lot of people will get better in time but thank you for the tip much appreciated.

    As for walking out of maps back to the start i do something similar ill just shack my characters head left and right to signal no im not doing this before quitting.

    Blocking someone is very powerful in this game. Basically, it erases their existence. You won't see that players maps and they won't see your maps. They can't see replays of you in their maps either. For an intents and purposes, they just don't exist for you anymore.

  • @MythicMikeneto said:

    https://forums.bhvr.com/meet-your-maker/discussion/comment/3590835#Comment_3590835

    200?! Wow. According to some, you have blocked more people than the entire games current population.

    I try to sweep our my block list regularly. This is in line with DELEX's thought that over time people may improve.

    There are a few names that live there permanently for reasons other than build techniques.

    I haven't exactly counted them. But yeah, probably in that neighborhood. I don't have any issues finding outposts to raid or having players raid my outposts. I acknowledge that players change their build style over time. Generally, I'm much more forgiving towards lower level players since they are still learning. If someone comes along and builds a good reputation then I'll gladly take them off my block list. But from my experience, blocking builders who build trashy maps has increased the quality of maps I come across.

  • @MythicMikeneto said:

    I can say it has had a good effect on my 'sustained nornals'; though I am concerned we will see the resurgence of 'min/maxing in normal to prey on new players for easy kills and more raids per activation.

    On the note of raids, it may have just been mid week plus US holiday, but my normals did not hit the usual 30 raids per activation after this update.

    Theoretically that may be because the 'pool size' shift, and now the raid pools are more balanced across the board.

    It doesn't have anything to do with the holidays. My normal outposts went from 20-30 raids a day to around 8-11 raids a day. Dangerous went from around 7-9 a day to 5-7 a day. I think this is largely due to the fact that more outposts qualify as both normal and dangerous now. Metaphorically speaking, there is a larger piece of bread but the amount of peanut butter remained the same.

  • All valid points. It is funny how players priorities change during the game. When you start out, it's all about parts. Generally cells aren't too much of an issue. You tend to earn enough for unlocks but parts are the bottleneck. You need them for hardware too which is pretty necessary to take on higher difficulty outposts. But once a player eventually reaches the stage where everything is unlocked, parts suddenly become a non-issue. If all your parts go into hardware acquisition, it doesn't take long to reach a stage where you have more hardware then you can use. But a player can always use synthite to activate and buy outposts. That never goes away.

  • I would like to know the answer to the questions you are asking too. They are kind of tight lipped about the specifics regarding dynamic difficulty. Which I can understand to a degree. You don't want players trying to abuse the system more than they already do. Some things we can figure out through the powers of observation though. As you've figured out, each raid does impact an outposts rating.

    You bring up one of the issues I have with dynamic difficulty. There aren't many players that choose to go through brutal difficulty maps but the ones that do attempt brutal maps tend to be highly confident and skilled players. They tend to be used to all the crazy stuff builders throw at them and can generally handle it with few deaths. But make no mistake, those outposts still deserve to be brutal even if they aren't getting a lot of kills. As you've observed, as soon as they drop to dangerous it turns into a meat grinder.

    Imho, if an outpost hits a certain threshold of threats it should be permanently brutal. I say permanent, but I really only mean if so long as that threshold is met. I think certain exceptions should be made. For example, I think only the first 5 impalers should count toward an outposts difficulty rating. Generally tons of impalers aren't very effective and usually implies an XP or farm outpost.

    "-To which expeditions my outpost is presented? Is it simultaneously in brutal and dangerous queues?"

    I think I can sort of answer this question. And the answer is weird. Yes, it is possible for a single outpost to be in both queues. When you activate an outpost, the outpost is most likely to show up on people's expeditions for the first two hours of it's life cycle. Once an outpost shows up on someone's expedition, it will stay there until the player raids it. Maybe it shows up right as that player takes a break from the game. They come back two weeks later and play your outpost. The version they play is "locked in" according to when it was put into their expedition. For example, let's say the version the player has in their expedition 2 weeks ago is prestige 1 and early in the outposts design. After two weeks, you've prestiged it up to 10 and made massive changes. That player still raids the prestige 1 version. How does that particular raid impact your dynamic difficulty? I don't really know. It's not the same map for all intents and purposes.

    "-How many raids should I expect during a cycle of activation? before brutal always got a low number of raids, dangerous a medium number and normal a high number"

    I could have answered this with a fairly high degree of confidence a week ago. The change to the way difficulty is calculated recently really changed things. Last week you could expect to see with a large amount of consistency, Normal 20-30 raids, dangerous 7-9, brutal 2-4. Since the change it seems like normal 8-11, dangerous 5-6, brutal 2. From my experience the total number of raids across the board has gone down. I don't know how that works honestly. If normal has a huge drop in number of raids then you'd think those raids would be going somewhere else. I think the number of outposts that qualify for normal and dangerous has increased drastically. More outposts means less raids per outpost. But if that was the case then you'd expect to see more raids in brutals which I'm not seeing. Things are weird currently. I'd give it more time to settle down and see how things work in a week.

  • @xIx_ZeNo_xIx said:

    Fair enough, I guess I didn't think of the fact players would be frustrated even more. Well you've given me a new perspective of the game and I appreciate the time you took to view my post. I hope to come up with something cool later in the future then.

    No problem. Look forward to your next idea.

  • First of all, welcome to the forums. I'm not a 100% sure I follow what you are suggesting. What do you mean by "limit the amount of lives"? Are you suggesting that raiders shouldn't be able to attempt an outpost after dying a certain number of times? If so, then I'm against the idea. Raiders are already punished sufficiently for dying. It most importantly wastes the raiders time but they also lose any hardware consumed in previous runs. Raiders also lose some progress toward ranking up with each death. Plus no one likes dying and resetting the level anyway.

    I don't think increasing player frustration is a good idea for the games longevity. Plus this only further expands the gulf between the "have" and "have-nots". By that I mean the rich get richer and the poor get poorer. I already have literally everything unlocked and for all intents and purposes, unlimited hardware. I can go into an outpost and afford to blow all my hardware freely. New players are scraping and saving those parts to unlock stuff and using hardware is much more punishing to them.

  • The acid corridor maps or just any garbage map in general, I'd advise blocking the builder. This is a relatively small community so if you block enough bad builders then eventually you'll get mostly maps you like or at the very least can tolerate. I probably have 200 people on my block list and I feel like it has definitely had a good impact on the quality of maps I get.

  • HRV - I don't personally care if players can pet Harvey or not. Lore wise I don't think he meant to be a "pet". I do like the idea of adding skins that can be purchased for Harvey though. Anything that lets players feel more unique and increases revenue for the game is a good thing.

    New Reward Types - sure. I think a lot of this could be paid content. Game is more profitable means a longer life span and more content.

    Tombs - Most of your stuff I can get behind. I strongly disagree with this idea though. If you could trust builders to not abuse things then sure. But the spontaneous mod already proved that builders can not be trusted. You need to think "what is the worst thing someone could do with this?". The obvious choice is to completely block off a tomb so that the level can not be completed. But even if that wasn't an option being forced to actually clear entire areas out to progress seems awful. I don't want to spend longer than necessary in a crappy kill box or going through someone's series of mazes. This is a hard pass for me.

    Advisors - umm, okay?

  • Currency Exchange - I've had this thought from time to time. But after thinking about it, I've reached a different conclusion. I think a better idea for a resource sink for cells is a tip system. Allow players to spend cells to tip builders or raiders that impress them. Spend 200 cells to give 100 synthite or parts respectively to great builders or raiders. This effectively is a currency exchange but you are exchanging your currency to give to another player. This allows players to reward each other in a more meaningful way than just accolades and a head nod while adding a much needed resource sink for the late game. This also incentives better base building and raiding practices. Now it would be possible to earn more resources by building a really fun base as opposed to one purely designed to kill.

    Builder UI - Couldn't agree more. I think a very simple and low hanging fruit is to add a "hide unused" button. Then you can quickly find decals, props, and blocks you've already used.

    Statue Blocks - I love it! I think using statue blocks would have to replace an entire pack though. So that the game will only have to load a limited amount of assets. But if they can make it so a statue replaces a prop slot then I'm all for it.

    Chimera Progression - I like the idea of increasing the level limit of the Chimera and adding a reward every 100 levels. My Chimera would probably be level 2000 if there wasn't a limit =p

    Wave to the Builder - Great idea. I'd love a "thumbs up" emote.

  • That is a long list. You weren't lying.

    Huge Decals - I don't have a problem with these in theory. They could make particularly cool decals that are extra large. I would say that they are less practical than a one block size decal. Therefore less likely to be used and as you point out lower in your list, as the number of decals increase the scroll time will continue to increase. I'd be fine with or without this.

    Co-op matchmaking - This is really two separate ideas. Co-op matchmaking in general I'm cool with. The idea of co-op only outposts is more problematic. In theory it could be fun and/or interesting. But in practice, how does it work? A builder designates the map as co-op only and is only available to co-op players? I don't know if splintering a small playerbase further is a good idea. I have seen outposts that were specifically designed for co-op before though. Such as race outposts where each raider has their own entrance and the route to the gen mat is the mirrored and the raiders race to the gen mat. I suppose it would be kind of cool if that outpost only had co-op raiders. My main concern would just be the balance of number of raids between co-op and non-coop maps. As long as everyone gets the same amount of raids then I'm good with it.

    Community Expeditions - This is probably my favorite idea you've mentioned. Really, anything that promotes awesome outposts and inspires players to build better outposts I'm a fan of. You should make a separate post for this idea alone as it merits more in depth discussion.

    Mods QoL - You'll need to elaborate on this one. What mods are you talking about? Enhancements? Mods in this game refer to traps. Spontaneous is a mod of corrosive cubes for example.

    Recycling Unwanted Outposts - This is an issue that effects newer players so my opinion is probably not relevant to most players. I have enough synthite that I can just freely delete bad plots and not be an issue. But for people with less play time this could be very relevant. I think this game definitely suffers from new players finding the game frustrating so anything that makes things less frustrating for new players I'm all for. Let people get 50% synthite refunded when deleting an outpost. What does it hurt?

    I'll address the rest of them later.

  • @MythicMikeneto said:

    https://forums.bhvr.com/meet-your-maker/discussion/comment/3588023#Comment_3588023

    You and I wouldn't think PC players build more anymore tryhard than console players, but I have heard it direct from a PSN player who is recently/currently 'taking a break' from MYM, that they dont enable cross platform because they feel PC players try a little to hard in their builds.

    Everyone has their superstitions I suppose. I don't really see PC as having any unfair advantages in building other than perhaps doing it faster.

  • @MythicMikeneto said:

    Even with my current... challenges... with the dynamic difficulty system, I think its largely working.

    Yes. it is hard AF to build a sustainable normal outpost, but builds that are too hard for newer players are ending up in dangerous or higher (as it should be).

    I still think the perception that builds are in the wrong category comes from a builders innate desire to get kills and prey on newer players for easy kills. We just cant do that any more because it was stopping player base growth.

    The fact that higher level player can and oftem do 0 death an outpost should negin to be viewed ad a boon to lower to outpost ranking. Sure the replay isnt worth the time it takes to load, but maybe thenext one where you get kills will be.

    The other compounding factor is lack of raids for higher difficulties. Normals getting 10 times as many raids as brutal and 5 times as many as dangerous doesnt feel good to anybody; specifically when nobody wants to build basically harmless outposts for newer player friendly content.

    We really need a fouth upper tier or the hardest 'brutal' content; or a lower tier for newer player content (Same difference.)

    You hit the nail on the head. It's good that normals are finally a place for new players to learn the ropes. It's not about how efficiently you can build your kill areas anymore. Now it really is a matter of "how can I make a fun outpost for new players that doesn't get too many kills but still makes for fun replays to watch?". Which is good and all. But there really is a huge gap in replays for dangerous and brutal difficulties. So how do we get more people playing those difficulties? I've seen plenty of people playing normals that have plenty of skills and resources to move onto the next difficulty. Clearly the reason they are still messing around in normals is that they feel that is the best reward for their time. It's time to make dangerous and brutal in particular more rewarding. I think bumping up the expedition points for brutals to 300 would be a good start.

  • I came across this video: https://www.youtube.com/watch?v=6SOA7vq2BVI

    This is a rather ingenious way to advertise the game. Pay YouTubers with lots of followers to make some videos of the game! Probably one of the most cost effective ways to reach your target audience. More of this please.

  • I created a series of maps designed for newer players. I wouldn't really recommend playing these ones on social since they are way too easy. But they are kinda pretty so I took some screenshots.

    Outpost: Gove - battle box in the sky.

    Meet Your Maker_Gove1.jpg Meet Your Maker_Gove2.jpg Meet Your Maker_Gove3.jpg Meet Your Maker_Gove4.jpg

    Outpost: Breckenridge - Unholy church

    Meet Your Maker_Breckenridge1.jpg Meet Your Maker_Breckenridge2.jpg Meet Your Maker_Breckenridge3.jpg

    Outpost: Charlton - It appears to be an ordinary church but the basement holds a secret laboratory.

    Meet Your Maker_Charlton.jpg Meet Your Maker_Charlton1.jpg Meet Your Maker_Charlton2.jpg

    Outpost: Gardner - A tentacle monster swallows prey whole.

    Meet Your Maker_Gardner1.jpg Meet Your Maker_Gardner2.jpg

    Outpost: New Whiteland - The name of this outpost sounds so racist. Anyway, I turned it into a mini castle. I'm particularly fond of the gen mat room.

    Meet Your Maker_NewWhiteland1.jpg Meet Your Maker_NewWhiteland2.jpg

    Outpost: Lordstown

    Meet Your Maker_20231124124734.jpg Meet Your Maker_20231124124836.jpg Meet Your Maker_20231124124854.jpg


  • Spontaneous is a problem. Less so than it used to be. But yes, still a problem. I'd recommend abandoning outposts that abuse this and possibly blocking them so you don't run into their outposts in the future. The nice thing about this game having a relatively small community is that blocking is more effective. If you block enough builders that you don't like then eventually you'll only be left with ones you do like.

  • @eyedeeoneohtee said:

    Two thoughts.

    Firstly the difficulty thresholds are too low. It's pushing normal outposts into dangerous and dangerous outposts into brutal, which results in raiders ignoring both normal and brutal expeditions and just speedrunning dangerous expeditions because it gives the most rewards for the least effort.

    Secondly it should be based on median kills rather than average kills. You're going to have raiders who die five times to the same impaler and you're going to have raiders who can navigate a five skull outpost without dying once, but those are both exceptions and the game shouldn't be balanced around either of them.

    I think something along these lines should be done. At the very least, I think outliers should be taken with a grain of salt. I have a normal outpost that the vast majority can defeat deathless but then there are a handful of players that die 6-7 times in it. I'll watch those replays and just be confounded. Fortunately, even with those deaths the average is below 1 so it stays in normal difficulty where it belongs. But the idea that one player can go and blow themselves up 30 times intentionally to increase the difficulty bothers me.

    But how should the game address brutal levels that aren't difficult enough for the type of player that plays in brutal, but too much for the dangerous difficulty? I don't know that going by the median is going to fix that particular problem. I kind of feel like there should be a trap/guard threshold that no matter what will always be considered brutal. Maybe a total of 80 traps + guards? That seems reasonable to me. I know there are like farm levels that would get hit by that limit and farm levels don't belong in brutal. Perhaps if there is an exclusion factor like impalers don't count against that limit? That seems fair.

  • Awesome stuff. Marked Tree and Forest Knolls are both fantastic. I really like the lion too. Correct me if I'm wrong, but it looks like you are using a camera to take a picture of your TV screen. You're on PS5 right? If you take screenshots using the capture button on your controller you can go to the Media Gallery then open gallery, choose the option to select multiple, then you can use a thumbstick and copy all the images onto your thumbstick. Then you can take those images off your thumbstick and put it on the PC to upload. The image quality is much better that way. If it's easier for you to take pictures the way you are doing it then forget I said anything. But I figured I'd mention it if you weren't aware how to do it.

  • Do you have pictures of it?

  • Outpost: Gideon - The circus is in town! There are all kinds of things to discover in this outpost. A glass maze, a shooting gallery, a dunk tank, etc, etc.

    https://www.youtube.com/watch?v=FfVxISLTZcQ


    Meet Your Maker_Gideon1.jpg Meet Your Maker_Gideon2.jpg Meet Your Maker_Gideon3.jpg Meet Your Maker_Gideon4.jpg Meet Your Maker_Gideon5.jpg Meet Your Maker_Gideon6.jpg Meet Your Maker_Gideon7.jpg Meet Your Maker_Gideon8.jpg Meet Your Maker_Gideon10.jpg Meet Your Maker_Gideon11.jpg


  • Scarecrow looks sick. Did you do that through AI?

  • Oh yeah, and I want more glowy decals. The DBD scratch marks and the containment barrier decals are my favorite. More stuff like that please. I also want flame decals.

  • @Marcus_Soul said:

    I say break away completely from the walls and allow for actual props to become a thing. for example, choose "sign" or "marquee" from the props menu and you can BUILD AN ACTUAL SIGN, put the message in it using PS5 (platform) keyboard (Like No Mans Sky) and stick that puppy anywhere you want (within a 1x1 block, of course) and when raiders approach, or pass it, the message displays on screen.

    Or, if no one's gonna listen to the little guy, at least give me the numbers 0-9 decals.

    We seriously do need 0-9 decals. I can understand not putting the whole alphabet in there. But surely numbers can't be abused right?

  • The following requests are from discord:

    VerilyValerie: Some more solid-colour decals would be nice, we don't have many at the moment And a good few of the ones we do have have a bunch of holes in them

    Jugo de Vaca: So you know how some of the blocks tile, like the new ice blocks, with dynamic patterns? Something like that for large areas of the same decal would be so cool. Integrated grunge or color gradients like you said. Pearlescent materials that scale

    Florida Man Dan: a cake decal, assassin skull crying decal, red x decal and a wavy red doted line (x marks the spot type of thing) decal, for acid theme stuff i would love to get a bunch of green GLOWING goo decals similar to the ice/snow decals we got in sector 2 but ya know... toxic waist instead preferably with a glow in the dark affect that the Halloween decals had.

  • @MythicMikeneto said:

    This also may be happening if you have limited thee crossplay content uaing the appropriate in game setting.

    I have heard reports from PSN players that limiting crossplatform content has dev team builds show up in the raid map.

    This may be due to a lack of player made content for that particular difficulty on just the single gaming platform.

    I am under the assumption that dev team builds show up as 'placeholders' if no player made content is available.

    Lol, I've been playing for so long and didn't even know you could limit cross-platform players. Maybe I saw it in the options and just didn't care. I can totally understand in some games why you might want to limit cross-platform players but this particular game doesn't make sense to do that. It's not like PC players build harder outposts!

  • That certainly does look better than the white block with "....". Personally, I never took issue with the way the forums look but if they can be improved in anyway then I'm all for it.

  • Agreed. I've been making an effort to build more dangerous/normal difficulty maps. I genuinely don't care if those outposts get kills or not. Frankly, I'd prefer they didn't get too many kills so they remain normal. It does take real effort to have capacity and not use it though.

  • Lol, that bug was annoying but a little bit amusing too. I had this fantastic icy map. When I saw the snow decal I was super excited and went back to cover everything with snow. Next time I logged in, it looked like the circus came to town! I had something like 700 snow decals turned into lights end decals over night. Fortunately, I didn't have to erase them individually.

  • Playing as demogorgon, I don't like that traveling through the tunnels makes a global audio. I think that largely defeats the purpose him being stealthy when he comes out of the tunnels.

  • I would say it depends on your playstyle. I know everyone in the thread is all Meg, Meg, Meg but I honestly don't care for any of her perks except maybe Adrenaline. Personally, I'd go for Feng. I find lithe much easier to use over sprint burst and I really like alert. It gives a shocking amount of information over the course of a trial. Technician is admittedly awful.

  • I personally love the loot magnetization. I could do without the noise when objects are being pulled to you. Or at least make the noise more subdued. But the magnetization of loot when you are hanging from a block and break a tomb is strong enough to prevent it from scattering all over the ground. That's all I really care about.

  • Yeah, the spontaneous mod isn't nearly as annoying now. It finally fills out its role of being a pressure tool to push raiders into a room instead of being the main threat itself. I'm glad they addressed the issue so fast.

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