Dreamnomad
Dreamnomad
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Nice bit of fan-fic. I should have you write up lore for some of my outposts =p
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They actually do overlap. If you push L2 and press triangle while targeting a trap, you will see a highlight of the traps effected area. You would be able to clearly see them overlap if you did that. In that situation just use a boltshot instead of an impaler.
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@BGardiner_BHVR said:
Hey Custodians, we have just released another hotfix to address some of the issues that have arose since the release of our mid-sector update. For a full breakdown, please see the patch notes below:
BALANCING CHANGES
- We have reduced the size of the Corrosive Cube’s Spontaneous Mod’s acid puddles from 300cm to 200cm and increased the attack cooldown from 1sec to 1.5secs.
- The Spontaneous Mod was found to be stronger than intended which made it difficult to navigate through some Outposts. These changes should allow this mod to better serve as a useful area denial tool to combine with other defenses to keep Raiders moving.
- We have shortened the effective range of the Ravager’s attack to 20m.
BUG FIXES
- We have fixed an issue causing acid from a Corrosive Cube’s Spontaneous and Splatter Mods to create damage zones larger than intended, which made it difficult to navigate through sloped areas.
- Fixed an issue causing Decals earned through the Expeditions Reward Track to be incorrectly changed to the Light’s End 1 decal when cloned.
- Fixed an issue displaying all Outposts as the easiest difficulty rating (half skull), from the Social Raid menu.
- Fixed an issue causing the Loadout prompt to remain on screen when resuming building from Test My Base.
- Fixed additional issues with text and localisation in the Expeditions menus.
- Fixed a game title crash related to Easy Anti-Cheat.
For status updates on ongoing known issues, please refer to our Known Issues Board here: https://forums.bhvr.com/meet-your-maker/discussion/378404/meet-your-maker-known-issues-board
To report any new issues, please contact our player support team by opening a ticket here: https://support.meetyourmakergame.com/hc/en-us/requests/new
-The Meet Your Maker Team
Thanks you devs! Acid puddles are smaller and spew out less often. That was pretty fast too.
- We have reduced the size of the Corrosive Cube’s Spontaneous Mod’s acid puddles from 300cm to 200cm and increased the attack cooldown from 1sec to 1.5secs.
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Myers tombstone. It doesn't get more unfair than that.
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If they were going to separate casual and ranked (which I think is a terrible idea) then they would need to fundamentally change how the game is played. For instance, in casual mode gens should take longer to complete but there should be higher density of pallets and some mechanics to prevent camping and tunneling to a much greater extent. That way both sides feel like they had a chance to actually play the game. Maybe even remove all perks, addons, offerings, and items in casual mode.
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Why would you even ask a bunch of strangers? Do whatever you want. It's your life.
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I see a lot of hate for Freddy. It's justified but to be fair, it would be near impossible to accurately bring Freddy into the game according to the movie lore. Freddy doesn't really have one power. As long as he's in the dream world, he can pretty much do what he wants. How do you realistically do that in DBD? On the other extreme, how do you screw up Leatherface? He's a guy with a chainsaw. The end. I think for the most part that DBD has done a pretty remarkable job bringing in so many different licenses as faithfully as they have within the confines of the DBD system.
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@Dreamnomad said:
Every other weekend, there should be an alternate game mode made available. Once the game mode has been released, it should be permanently available in custom games. There are virtually an infinite number of options available (and I'd love to hear everyone's ideas) but here are a few I've come up with:
Specific Killer VS Specific Survivor using only their perks at rank 3. For example, The Shape vs Laurie, The Clown vs Kate, or The Pig vs Detective Tapp.
Super Speed: Both killer and survivor have 30% increased runspeed.
Darkest Night:The map is pitch black. Survivors all have flashlights that are permanently in the "on" position. The killer has night vision up to 15 feet.
2 killers vs 6 suvivors
Random 12: Both killer and survivors all have 12 random rank 3 perks.
Back to Basics: No perks, items, or add ons.
Casual Mode: All perks are reduced to rank 1. Items and add ons are restricted to common or uncommon. Offerings are restricted to ones that can increase bloodpoint gain.
Fog of War: Massively reduced information available to both killers and survivors. Killers do not have a terror radius. Survivors do not make scratch marks. All auras are disabled. Killer can't see unfinished generator auras or active hex totem auras or hooked survivors. Survivors can't see slugged or hooked survivors. All perks for both killer and survivor that enable auras have the aura reading components disabled.
Entity's Eyes: Strange wards appear throughout the map. Anyone (killer or survivor) that passes within 10 meters of a ward will have their aura revealed to everyone on the map. The wards periodically change location.
Treasure Hunt: No generators on the map. Lots of locked chests are around the map which the killer can see as auras. Survivors must pick the lock requiring skill checks before opening. Most of the chests give survivors a bloodpoint bonus for opening. One chest per map will have a 25,000 bloodpoint bonus. Exit gates are powered after 10 minute timer and chests can't be unlocked after that timer.
Shopping Spree: Survivors are restricted from bringing items into the match and there are no chests to loot. However, there are 2 zombie vendors that spawn in the match. As survivors and killers perform actions that earn bloodpoints, they also earn another form of currency. They can go to the zombie vendors to purchase items and add ons of their choice. Killers can purchase temporary bonus buffs such as 60 seconds 5% movement increase, 40 seconds survivors have exposed status, etc.
Totally Random: All Perks, Items, Add Ons, and Offerings are randomly chosen. Perks are chosen from all possible perks and are at rank 3 (regardless whether the player has unlocked the perk or what rank the player's perks are currently at). Items, Add Ons, and Offerings are chosen from all possible options minus event specific offerings. These Items, Add Ons, and Offerings do not consume the player's resources. They are provided by the entity.
Infection:8 players join a lobby. When the match starts, one is randomly selected to be a random killer with no perks or add ons. The remaining 7 are survivors with no perks or items. There are no hooks on the map, but the killer can Mori survivors in the dying state. Once a survivor is killed they will respawn as a random killer with no perks or add ons. Killers that successfully Mori a survivor earn 1,000 BP. The longer a survivor lives, the larger the bloodpoint bonus at the end.
First Survivor Killed earns 2500 BP
Second Survivor Killed earns 3000 BP
Third Survivor Killed earns 5000 BP
Fourth Survivor Killed earns 7000 BP
Fifth Survivor Killed earns 10,000 BP
Sixth Survivor Killed earns 15,000 BP
Last Survivor Killed earns 20,000 BP
Randomly Selected Killer earns 10,000 BP
Survivors can work on generators, but it takes completion of all 7 generators to power the exit gate. Any survivors that actually escape via the exit gate earn the standard 5,000 BP. Survivors aren't realistically going to escape, nor is it really the goal. The real goal is to be the last survivor alive.3 Life Survivors: Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. While the survivor is in the ghost world they can not interact with any objects other than ones that can be vaulted. The world appears black and white and the survivor can not see or touch the other players. They can, however, move at 85% normal move speed to explore the map to find the locations of generators, chests, and totems (though ghost players can not tell the difference between active and inactive totems). The survivor will also earn some bloodpoints for distance traveled in the ghost world.
After the timer is up the survivor will appear on a random hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. In fact, the hook that the survivor is on will appear broken to the killer. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 4 seconds. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins. Survivors hooked in the basement are sent to the ghost world for an additional 30 seconds. Perk Slippery Meat is locked in this game mode (since it wouldn't really do anything).Specific Killer VS Specific Survivor using only their perks at rank 3. For example, The Shape vs Laurie, The Clown vs Kate, or The Pig vs Detective Tapp.
Super Speed: Both killer and survivor have 30% increased runspeed.
Darkest Night:The map is pitch black. Survivors all have flashlights that are permanently in the "on" position. The killer has night vision up to 15 feet.
2 killers vs 6 suvivors
Random 12: Both killer and survivors all have 12 random rank 3 perks.
Back to Basics: No perks, items, or add ons.
Casual Mode: All perks are reduced to rank 1. Items and add ons are restricted to common or uncommon. Offerings are restricted to ones that can increase bloodpoint gain.
Fog of War: Massively reduced information available to both killers and survivors. Killers do not have a terror radius. Survivors do not make scratch marks. All auras are disabled. Killer can't see unfinished generator auras or active hex totem auras or hooked survivors. Survivors can't see slugged or hooked survivors. All perks for both killer and survivor that enable auras have the aura reading components disabled.
Entity's Eyes: Strange wards appear throughout the map. Anyone (killer or survivor) that passes within 10 meters of a ward will have their aura revealed to everyone on the map. The wards periodically change location.
Treasure Hunt: No generators on the map. Lots of locked chests are around the map which the killer can see as auras. Survivors must pick the lock requiring skill checks before opening. Most of the chests give survivors a bloodpoint bonus for opening. One chest per map will have a 25,000 bloodpoint bonus. Exit gates are powered after 10 minute timer and chests can't be unlocked after that timer.
Shopping Spree: Survivors are restricted from bringing items into the match and there are no chests to loot. However, there are 2 zombie vendors that spawn in the match. As survivors and killers perform actions that earn bloodpoints, they also earn another form of currency. They can go to the zombie vendors to purchase items and add ons of their choice. Killers can purchase temporary bonus buffs such as 60 seconds 5% movement increase, 40 seconds survivors have exposed status, etc.
Totally Random: All Perks, Items, Add Ons, and Offerings are randomly chosen. Perks are chosen from all possible perks and are at rank 3 (regardless whether the player has unlocked the perk or what rank the player's perks are currently at). Items, Add Ons, and Offerings are chosen from all possible options minus event specific offerings. These Items, Add Ons, and Offerings do not consume the player's resources. They are provided by the entity.
Infection:8 players join a lobby. When the match starts, one is randomly selected to be a random killer with no perks or add ons. The remaining 7 are survivors with no perks or items. There are no hooks on the map, but the killer can Mori survivors in the dying state. Once a survivor is killed they will respawn as a random killer with no perks or add ons. Killers that successfully Mori a survivor earn 1,000 BP. The longer a survivor lives, the larger the bloodpoint bonus at the end.
First Survivor Killed earns 2500 BP
Second Survivor Killed earns 3000 BP
Third Survivor Killed earns 5000 BP
Fourth Survivor Killed earns 7000 BP
Fifth Survivor Killed earns 10,000 BP
Sixth Survivor Killed earns 15,000 BP
Last Survivor Killed earns 20,000 BP
Randomly Selected Killer earns 10,000 BP
Survivors can work on generators, but it takes completion of all 7 generators to power the exit gate. Any survivors that actually escape via the exit gate earn the standard 5,000 BP. Survivors aren't realistically going to escape, nor is it really the goal. The real goal is to be the last survivor alive.
3 Life Survivors: Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. While the survivor is in the ghost world they can not interact with any objects other than ones that can be vaulted. The world appears black and white and the survivor can not see or touch the other players. They can, however, move at 85% normal move speed to explore the map to find the locations of generators, chests, and totems (though ghost players can not tell the difference between active and inactive totems). The survivor will also earn some bloodpoints for distance traveled in the ghost world.
After the timer is up the survivor will appear on a random hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. In fact, the hook that the survivor is on will appear broken to the killer. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 4 seconds. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins. Survivors hooked in the basement are sent to the ghost world for an additional 30 seconds. Perk Slippery Meat is locked in this game mode (since it wouldn't really do anything).
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I don't think bloodpoints need to be refunded for add ons and offerings. Let's be real here. The vast majority of add ons and offerings purchased will never be used. Most of the things you purchase are just to get the thing you actually want or to advance the bloodweb. You don't get compensated for buying those things you don't want. It's just part of the game. You'll always get new bloodpoints. But if it helps you sleep at night then think of all the free bloodpoints routinely offered as being that compensation.
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I hear you but if you are sitting at 100,000 cells then you really don't have anything to worry about in terms of losing some. Even when the next section drops and you unlock everything you'll be at around 75,000 cells give or take. Then you won't have anything to spend cells on for a few months and you'll be back up to 100k cells after a couple weeks with nothing to spend them on.
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Welcome to the forums. Interesting idea. I don't think the current system should be scrapped but I do like what you are suggesting too. Maybe instead of just normal, dangerous, brutal there could be a fourth option. Maybe something like "campaign" where the expedition is much longer but there is fog of war and various routes and the final reward is based on the difficulty of outposts completed. That could be sweet. My biggest gripe with the expedition system is the lack of agency for the raider. You can only swap out an outpost by playing and abandoning. I just wish we could choose between two or three outposts per node.
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@stromther said:
Seconding this, they did a phenomenal job with balancing synthite acquisition, the cherry on top is with the extra parts as well I've finally stopped being such a stingy goblin about using my flash barriers & pheonix pods.
lol, helps that they reduced the costs on those as well. But yeah, no reason to be stingy with hardware. The better way to think of it is that the time you save not having to re-run an outpost is actually getting you more resources per time.
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Short answer is no.
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Interesting. I don't know if it'll ever happen, but it is certainly interesting. I like that you think outside the box.
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Agreed. I have some recommendations on resource sinks. I want the option to tip builders or raiders. Let me spend 200 cells to give 100 synthite/parts to builders or raiders. Also, I would really like the option to spend resources to destroy bedrock. I would gladly spend 50 to 100 resources to blow up a block of bedrock. Or conversely, buy a block of bedrock. This would give builders more options but it would be too expensive to get silly with it.
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I don't know. I kind of like where incinerators are now. It always felt crappy when you blocked incinerator with your shield, but if you tried to shoot the incinerator even from point blank range the incinerator would kill you since attacking turns off the shield. But now there is that very small window of time where you are exposed to flames but not instantly killed where you can actually act around them. The same goes with swords. They were just too oppressive against swords. Now you have a little more of a chance against them. And incinerators are still extremely powerful. They still fill a void in the builders toolbox. But if you don't like them and don't want to use them anymore, that's okay too.
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Great thread to necro. It's always fun to revisit these discussions after the game reveal.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580547#Comment_3580547
We're gonna have a pretty big catalogue of movies to choose from i believe, since it's Universal that BHVR went to for the Chucky license, as they own the copyright for the majority of Chucky movie, which are the following ones.
- Child's Play 2
- Child's Play 3
- Bride of Chucky
- Curse of Chucky
- Cult of Chucky
The copyright text on the DBD Chucky trailer also mentions Seed of Chucky as well despite Rogue and Relativity Media having distribution rights on that one, but i guess that doesn't matter and that it's valid for use as well.
I'm not sure who owns the TV series, could be universal as well since they were part of the show's production, but that's just me guessing.
Only Child's Play 1 and the Child's Play Reboot are not available for certain as they're copyright owned by MGM.
A legendary skin of Bride of Chucky with Jennifer Tully doing the voice work would be simply amazing.
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It really is an extremely clever solution. Bravo.
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Wow, that is actually huge. I hope in the killer description this is mentioned along with his size being "extremely small".
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Chucky is one of the biggest licenses that DBD was still missing right along with Jason. Now that we got Chucky and since Jason probably will never happen due to license issues, there really aren't any big fish to catch imho. (For the love of god, don't even mention FNAF).
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Welcome to the forums. It's interesting you bring this up. I never really paid attention to it before but you do have a point. I've been playing with it this way for so long it would probably throw me off if they changed it now =p
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@Oldman79 said:
Now that you're on the subject of the tombs, kill the damn sound of them in building! Or at least give us a switch to turn them off.
The sound of the tombs literally triggers my misophonia...
I would be good with an option to turn off the noise of tombs. I think they should be on by default to help find the things in the first place. But once you have them marked, it is awful annoying building around them.
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Welcome to the forums btw. Interesting idea. Are you suggesting that a single player has access to multiple "homes"? Would each home have a unique chimera and advisors that have to be leveled up individually? If so then what is the benefit to the raider? That is an awful lot of work for raiders and the game developers if there is no actual benefit.
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I don't think the highlight should be any one color. I think they should pulsate different colors so no matter what the surrounding blocks look like, it will stand out. Or instead of pulsating, maybe like a rainbow shimmer would be even better. But yes, considering all this perk does is provide a little information it should be crystal clear the information provided.
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- I'm not really quite sure what you mean by this. Can you elaborate?
- This is really two separate points. I think there needs to be some limits on building. If everyone was good faith builders it would be one thing but time has proven this to not be the case. I do think it would be cool if "no limits" was an option for social raiding. I also proposed an idea for special building plots: https://forums.bhvr.com/meet-your-maker/discussion/393770/special-building-plots#latest This would allow builders to go crazy with building but still have reasonable limits for guards/traps. As to your other point, I'm not sure about that. Again, if we were to assume that everyone is a good faith builder it shouldn't be a problem. But you always have to ask the question "what if someone tried to abuse this?". At the very least they would have to have a valid HRV path still. An argument could also be made that you could just buy another plot if you don't like where your genmat is.
- I'm not sure what you mean here. Are you talking about the environment that exists outside the build area?
- I don't think this is a good idea. There are already too many players that do juvenile things with building genitals or curse words or whatever. I'm in favor of decals that give builders more options to communicate with raiders though.
- I'm actually strongly against this. As a raider there should be rules about what is safe or unsafe. Unpainted or undecorated bedrock is unsafe. If literally anything could disappear and turn into a trap then what is the raider to trust? How do you learn to play around that? You can't. Are raiders expected to shoot literally every block in an outpost to see if it is a holocube? That's ridiculous. Holocubes are already extremely powerful. No change needed imho.
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Nice work putting all that together. I have no doubt that at some point in time they will add both those biomes. I wouldn't be surprised if the next biome is the jungle actually.
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Outpost: Stroud - Consider this the third in a series. Meadowlands => Roanoke => Stroud.
Raids: 39 Kills: 122 Kill Ratio: 3.1 Artistic: 20 Fun: 20 Brutal: 11 Ingenious: 9
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The bunny hop technique is good and all but it does have its limits. It can be extremely difficult it pull off in areas with lots of slopes, especially when the ceiling CC have hardened skin. This is compounded when there are other threats such as death pistons or lasers involved. I'm just really not a fan of this particular mod in general. It can be a really cool visual effect in certain outposts but that isn't how 99% of the players are using it.
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It should, yes. I don't think there was a time limit.
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If you are having fun playing brutal but you aren't having fun playing dangerous then the obvious choice is to play brutal. You act like you need to get the entire expedition rewards done by tomorrow. You have time.
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Lol, I just posted about this too. I didn't notice you already started a topic on the subject. Yes, Spontaneous mod is just dumb. Delete it please. If not deleted, then reduced the acid blob rate drastically. It is entirely too easy to abuse this mod. I've already seen outposts where basically the entire outpost consists of CC spewing acid hallways. It sucks as much as you would expect.
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I would like the option to highlight tombs in build mode too. Just have a beam of light come down from the sky on the tomb locations when active. As to your last point, I think you should be able to manage most things about your outposts from the command center. You should be able to activate, deactivate, collect resources all from command console. Actually, what I would really prefer is that resources gained from kills in your outposts never existed in your outpost at all. There should be a resource container in the command center that gathers all resources from your outpost kills that you can just collect from whenever.
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@MateoKiszlo said:
First of all - great update. Secondly - loading times have become unbearably long (I'm talking about loading the Expeditions map). I thought it was just me, but I saw the same thing on your stream.
Load times are definitely an issue. I've noticed it seems better today than yesterday though.
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I'll agree to both points as long as the second one is optional. About the only keybinding issue I would have is the suit perk that lets you glide. It is difficult for me to hold the jump key while still effectively maintaining control. I can't use my thumb to hold the x button while using my thumb to aim the joystick. I wish I could bind the glide option to the L2 key or something.
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No thanks. Events are only events because of their limited duration.
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I think things are just going to be weird until the update. And probably for the two weeks after the update if I was a betting man.
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I'm all for clarity. I would say that I prefer if those numbers go away once all the advisors reach max level though.
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HRV paths are a little weird. I don't think you'll get an argument out of anyone saying otherwise. With that said, in this particular case I don't think HRV is wrong. If those surrounding blocks were full blocks it would be a little crowded getting through as a raider.
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Oh and PS, I know these are the official forums but you will find far more active communities for MYM on reddit and discord. This includes official information from the game developers and community manager.
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This is a temporary problem related to the upcoming Expeditions mid-chapter update. The devious team maps are the default maps made by the game developers that allow players to have maps to play if no player maps are active. Like when the game first came online there had to be some maps to play to earn synthite to build maps right? That's what those are.
They were doing some work on the server side that messed up the active live maps. The issue should largely be resolved at this point. But between now and October 31st when the mid-chapter expeditions update goes live, I would imagine there are going to be some issues. I would also imagine that there will be some bugs for the first week or two related to that update. It's a big update with a small number of people working on it so there will inevitably be some issues.
Hopefully, when the dust settles the game will be in a better state. So hang in there!
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Dude, I like you. You know how to think BIG! There is real potential to your idea. I think it'll be a few years before this game would be ready to handle it though. But the idea of some kind of guild war system would be sweet. The only real downside I see to that kind of system is that it would focus on making near impossible outposts as opposed to fun outposts.
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Shibito13, I'm admirer of your work. I've seen DakkaBooms raid several of your outposts. I agree with a number of the issues you have pointed out but I don't know if I agree with all the solutions.
Point 1 - The number of raids at normal and dangerous are pretty reasonable imho. It's really only at brutal that the number of raids becomes lackluster. 3 to 5 raids on average just isn't enough for the time and prestige costs. I don't think anyone would argue this point. But there is just always going to be a disparity between the number of players raiding brutals vs the number of brutal bases available. I wouldn't mind having more options to choose from and I would love a reset button to get new bases to choose from but once an outpost reaches that 3-5 raids it will be pulled off the queue list for other outposts to get their raids in. Think about it this way, there is a finite amount of peanut butter to spread over a piece of bread. The peanut butter being raids and the bread being brutal outposts. No matter how big the piece of bread is, the amount of peanut butter doesn't change. Larger bread just means less peanut butter per given surface area.
The solution I would propose is for there to be an option for a fixed amount of raids, say 10. Instead of an outpost only being active for a set amount of time, the outpost stays active until it has 10 raids. Each raid decreases the amount of gen mat for the builder by 1/10th. If an outpost takes 72 hours to get those 10 raids then so be it. But at least the builder is guaranteed a set amount of raids for prestiging their outpost each time.
Point 2 - Agreed. The new daily system and Triple synthite weekends go a long, long way to helping out though.
Point 3 - Agreed. Been asking for this for a while.
Point 4 - Cool idea. I hope at some point in time it becomes a reality.
Point 5 - I like the idea of a "super like" button but I would take it much, much further. I think each day, each player gets a vote token. If they come across an outpost that they really like then they can use their vote token on that base and it rewards the builder with 100 synthite. Over the course of a month, a set number of outposts per difficulty rating with the most votes gets featured in a special area. Below the Brutal category there should be a 4th option, the monthly featured outposts. Those outposts are available to raid for everyone but only offer the rewards for raiding once each. You can only vote for a particular outpost once per month but you can spend cells for extra votes each day if you want. 100 cells for the first extra vote and it doubles for each vote after that. This would also act as a bit of a resource sink for cells.
Point 6 - Agreed. I would like a single block pyramid shape as well.
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Not to look a gift horse in the mouth, but why are the rewards so inconsistent? Can't you just add up all the bloodpoints if someone was to log in each day and divide it by the number of days that reward bloodpoints? (It comes out to 51,923 btw if anyone is curious. Could just round down to 50k)
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If you haven't already, you should join the MYM Discord. It is a more active community than the official forums. Also, what do you consider your most difficult outpost to be?
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I came across one of your maps in the wild. Potosi. It was a work of art. I really enjoyed it. I'm glad I gave it a chance. I saw some interesting choices that I haven't seen anyone make before. For instance, I really like the way you built an area for a cannonback so that it had a good attack angle from two sides of the HRV path. I found that very clever. Keep up the good work!
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Those outpost look pretty cool. You definitely have your own style.
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Meet Your Maker from Behavior Interactive - A post-apocalyptic first-person building-and-raiding game where every level is designed by players. Switch between roles as you mastermind devious maze-like Outposts filled with traps and guards, then gear up for methodical fast-paced combat raiding other players’ creations.
Just the good stuff version.
Hello Reddit! Thank you to everyone who participated in the AMA, such a great turnout! We are so lucky to have such a passionate and committed community! We have compiled a list of some of the questions and answers from the AMA to be easily accessed here. The AMA will stay up so you can explore the entire group of questions and answers.
Q -Would you guys ever consider giving custodians the ability to upgrade Harvey? Like letting him walk through holocubes or up vertical walls?
A - Our feature backlog is full of things we would love to add to the game, but the reality is we cannot do it all. Currently we don't have plans for Harvester upgrades, but we do have other surprises we can't wait to talk about.
Q - Are there already other things planned to keep player retention in the end game?
A - Addressing your concern about Expeditions first: We want it to feel engaging and rewarding, so we will monitor player feedback and balance progression & rewards accordingly. As for other things planned, we do, and we'll talk about that in the near future. That being said, as of Sector 3 Expeditions will also be updated every month.
Q - Will the Expedition mode be Multiplayer compatible similarly to how we can raid or build an outpost with 1 friend?
A - Yes, it will be playable in coop. Just like the current way of raiding, the host will be able to decide which Outpost to Raid. Building will remain the same.
Q - Do we have any details on new Hardware or Weapons for future updates?
A - Not to announce today, sorry!
But bear in mind that when Expeditions drops your going to get the Enhancements to play with -each one will upgrade and supercharge the player, the weapons, hardware and even the Custodian's navigation. We'll carry on our weapons research and update you as soon as possible.
Q - Do you plan to put the lore for this game front and center anytime soon?
A - We're adding lore onto all the reward items that will be earned through expeditions. So at least more of it will now surface outside the Codex.
It would be so great to be able to push it even more, but it's not in our current plans.
Q - Do you guys have any plans to give melee some love in the future?
A - We are always looking to improve!
We just did a pass on melee to increase the lunge speed to allow raiders to get out of the lunge speed animation faster. In the next update we've also made the Incinerator damage over time so you now have a small window to reach that trap before being melted into oblivion.
Upcoming, there are also melee specific Enhancements too!
Q - Is there perhaps a chance we can get more precise descriptions of what addons do? For example, how many blocks does eagle eye/ocular implant increase?
A- It's always a fine line between giving too little or too much information. Sometimes too much information can overwhelm new players. But we'll take a look again. We felt that the trap range preview feature in building mode gave precise visualizations about how far traps can see.
Q- When will we be getting more block shapes?
A- Despite these being a very cool idea there are no current plans to add new block shapes. Managing our art budgets to keep everyone with a playable experience means that sometimes what seem like simple additions have large impacts on performance.
It's something we would love to look into in the future.
Q- Will future seasons solely focus on giving us more tools (raiding, building, defending, cosmetics ...) or are you also considering changing periodically the "meta" by playing with things like speed, distances and activations times ?
A- We have a big "meta" change coming up with the addition of Enhancements. We are confident this will shake up how the game is currently played. So we definitely expect future changes to be required to keep it all balanced.
And then we have other things planned 😊
Q- Would a new rule for Coop be possible?
A- We have tried to make coop as accessible and fun for the broadest range of players and skill levels possible which is why it is so open.
With that known, we do understand that some duo's are seeking a greater challenge in their coop raids and we are looking at this now.
Q- Will the leaver in sanctuary ever have a use again?
A- Do NOT pull the lever.It would shut down the Sanctuary, kill the Pentekath, HRV, the Chimera and most probably the Custodian. (although this has not yet been tested) - The Chimera
Q- Have you considered creating an Upgrade Tree for weapons that allows players to have different builds by using the same weapons?
A- Mixing and matching your loadout in raiding is definitely an area we are looking at.
We decided to create the Enhancement system to address this as the Enhancements not only allow you to boost and tweak the weapons but all aspects of the raiding experience.
Q- HOW LONG TIL CUSTODIANS CAN PET HARVEY?
A- Apparently, you can "pet" Harvey with a Sledgeblade to great effect.Or so a friend told me.- A friend
Q- W****hat's the hardest part of creating the idle ambient sounds from Guards and Decorations? And specifically for the new guard which has a dash attack, was the audio of the attack recorded before the concept of the attack was made or the audio was recorded after the concept of the attack was made?
A- In the whole game, the trickiest part is to fit the new elements into the ongoing and evolving audio. Idle SFX and VO need to be audible within the existing audio spectrum and have a particular identity to provide feedback to players.
Regarding the dash attack, the concept and art were created first, and then we worked on it. But there was a back and forth as the dash evolved and VFX came in at one point so it was a multi-levelled approach.
Q- Any plans for something like a seasonal battlepass or reward track with unlockable decorations, skins, maybe charms, and the like?
A- Yes, Expeditions will include a seasonal reward track that includes Enhancements, Currency, Decals, Cosmetics etc.
There aren't any paid skips/shortcuts, it will all be part of the normal Expeditions loop.
Once Sector 3 begins, we plan to have the reward track expand with a new set of rewards each month. We've got some really cool cosmetics and enhancements in the works so looking forward to players getting their hands on them!
Q- Are there any strategies for getting new players interested, or getting returning players back in the game, that we haven't seen yet?
A- Adding Expeditions is the first big divergence from the Sector content updates / demos / sales etc. we've had so far. We collected a lot of feedback through our surveys, playtests, community that goals, meaningful choices, and rewards were a key opportunity to improve the game, and Expeditions was designed to help those areas.
We've got other updates cooking that we can't get into details on yet, but similarly intended to expand core parts of the game and add more variety to the experience.
Q- Every time a major patch releases, capacity costs and danger rating changes break many of my bases. What plans does the team have to preserve the integrity of bases going forward?
A- We heard this feedback around capacity costs loud and clear, and definitely understand pushing builds over capacity was a huge pain point. We had a number of inconsistencies with capacity costs, and issues with Danger Score calculations under the hood, so this was warranted but happening too frequently and without enough notice/communication.
Moving forward, we don't plan for capacity costs to change except in exceptional circumstances. This policy was already in place for Season 2, where we did not have any capacity cost changes. We'll attempt to keep these stable and balance with 'non-breaking' values from here wherever possible.
Specific danger score brackets are harder to guarantee, we've got a big change to difficulty with the dynamic skull rating being enabled in the mid-sector update, and as this is brand new it will likely need some tweaking to get just right. This won't affect the Normal/Dangerous/Brutal 'Danger Score' brackets as we know them today, but its certainly possible we'll need to make adjustments to either system that could change categorization.
Q- W****ill there be future Custodian or weapon skins to gain by playing after these Expeditions come out?
A- Yes! Expeditions will feature a reward track that lets players earn cosmetics, decals, currencies etc. as they complete regions. We'll be adding new rewards regularly and giving players the chance to collect rewards that they may have missed as well. Really excited to get these out into the wild because the skins are looking awesome.
Q-Would you put in a system that directs bases to users based on a high accolade score?
A- Giving players more tools to find the types of outposts they want to play, and better surfacing and categorizing great builds of all kinds is something we are working towards.
We've seen really good response to the Pantheon of Builders program, and it's validated a lot about the approach we want to take. Accolades will definitely play a role here.
Q- Why is there so little communication coming from the dev team?
A- We love communicating with everyone as much as we can. Obviously there's a lot going on in development - but we hear you. Let's communicate more!
Q- Despite the dwindling player count, do you still have plans to continue development in the far future?
A- Our biggest active player base is currently on Consoles; Steam is a smaller fraction of the total amount of active players. At the moment, the intended experience of Meet Your Maker is still very much alive (outpost variety and buidlers getting raided).
We'll continue updating and supporting the game for as long as it makes sense. If this stops (making sense) and we have to move to other things, we want to make sure we leave Meet Your Maker in the best possible state.
Q- Are there any plans to introduce random matchmaking for Raiders?
A- This is something we've been discussing as part of our feature backlog. At the moment, our priorities are on the upcoming Expeditions update and Sector 03, so no plans regarding random matchmaking in the near future.
Q- Do the devs ever see a pathway for people that only want to focus on building and watching replays to enjoy the game?
A- We would love to be able to support this but there are obvious issues that develop unbalancing the core game. With too many outposts and not enough raids, no one gets raided any more.
We need both parts of the game, building and raiding to work together.
However, we are looking at ideas to improve the social raiding side of the game and ideas around that. Social raiding doesn't require the grind to keep outposts online so it's an area we are looking at.
Q- Which part of the player's toolkit are you looking to expand next?
A- With the upcoming addition of Enhancements, we're expecting a big change in how Raiders overcome difficult Outposts... or just come up with fun new ways to die.
We have other things in the plan, notably a new Sector. More on that, and other things, to come.
Q- Are there any plans to address the imbalance between raiders versus builders?
A- We have always wanted to support both arty, fun and brutal outposts. That's why we reward for both kills and accolades. It is true that recently we have looked at certain outpost meta builds and tried to find ways to make them more balanced.
We feel there are still so many ways to create deadly Outposts and the new difficulty system will now categorize this content and the ranking point boost will reward players for tackling this content.
Q- Are there any plans to make running and completing harder outposts more worthwhile?
A- With the new difficulty system you will soon earn more Ranking Points for running more difficult Outposts. Regarding resource rewards - we'll keep an eye on how the meta is changing regarding resource gathering and make adjustments as appropriate.
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Outpost: Cedar Island - The Worm 3! The coastal worm is far more twisty and windy than previous worms.
Raids: 96 Kills: 544 Kill Ratio: 5.7 Artistic: 41 Fun: 29 Ingenious: 25 Brutal: 19













