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Dreamnomad

Dreamnomad

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  • Outpost: Towaoc - The concept of this outpost was made by my son. He wanted an outpost that was unassuming from the outside but the inside would be "all industrial". I think it turned out quite well. It has strong James Bond villain lair vibes to me.

    Raids: 79 Kills: 371 Kill Ratio: 4.7 Artistic: 28 Fun: 31 Ingenious: 18 Brutal: 20

    https://www.youtube.com/watch?v=qZ2DJJgQM9A https://www.youtube.com/watch?v=ohcSANruoKc


    Meet Your Maker_Towaoc1.jpg Meet Your Maker_Towaoc2.jpg Meet Your Maker_Towaoc3.jpg Meet Your Maker_Towaoc4.jpg Meet Your Maker_Towaoc5.jpg Meet Your Maker_Towaoc6.jpg Meet Your Maker_Towaoc7.jpg Meet Your Maker_Towaoc8.jpg


  • @MadMoeZel said:

    https://forums.bhvr.com/meet-your-maker/discussion/comment/3556369#Comment_3556369

    generally wishing someone good luck is considered a positive sentiment.

    I guess you answered my question about whether you could be decent person or not. That was a big moment for me. One worth celebrating. Every person that knows I play this game and won that contest did exactly that. This was your reply "not really one for art based builds myself. so i'll pass. but good luck on getting replays." That is like the equivalent of going up to the groom on his wedding day and saying "I mean, I wouldn't bang her but have fun with that".

    I point out that I'm offended and instead of just saying "sorry, I didn't mean it that way. gratz", you double down and say "good luck is considered a positive statement". Forget it. I'm done with you. The next time I see one of your outposts in the game I'll join it, abandon it then block you. If I could block you on the forums then I would. Just know that if I ever see you reply to one of my posts, I'll just mark it as read but never actually read it.

  • You still have a chance to run to the hatch even if the killer knows where you are.

  • Agreed. It is too hard to see.

  • Outpost: Cardwell - The mutants have taken over a research facility.

    Raids: 58 Kills: 113 Kill Ratio: 1.9 Artistic: 24 Fun: 28 Ingenious: 9 Brutal: 3

    Meet Your Maker_Cardwell1.jpg Meet Your Maker_Cardwell2.jpg Meet Your Maker_Cardwell3.jpg Meet Your Maker_Cardwell4.jpg


  • Outpost: Port Horun - The sequel to Ellenwood. The Ice Worm is definitely deadlier.

    Raids: 85 Kills: 873 Kill Ratio: 10.3 Artistic: 33 Fun: 29 Ingenious: 14 Brutal: 33

    https://www.youtube.com/watch?v=AABWFP8dAZo&t=11764s

    This video is 4.5 hours long lol, but they raid this outpost at 3 hours 16 mins.

    Meet Your Maker_PortHuron1.jpg Meet Your Maker_PortHuron2.jpg Meet Your Maker_PortHuron3.jpg Meet Your Maker_PortHuron4.jpg


  • Outpost: Remus

    Raids: 70 Kills: 259 Kill Ratio: 3.7 Artistic: 32 Fun: 24 Ingenious: 18 Brutal: 23

    https://www.youtube.com/watch?v=gms8dvVgqrM


    Meet Your Maker_Remus1.jpg Meet Your Maker_Remus2.jpg Meet Your Maker_Remus3.jpg Meet Your Maker_Remus4.jpg Meet Your Maker_Remus6.jpg Meet Your Maker_Remus7.jpg


  • I would post this in the feedback section. (unlike some games, that area gets as much or more traffic compared to general discussion) There are some interesting concepts here. My question is what happens when Acid ejector uses up it's 10 seconds of firing? Is there no way to recharge the weapon. Also, is this weapon only effective against guards or does it work on traps too?

    When designing weapons you have to consider the role of previous weapons. How would the new weapon fit into the world? Does it make a current weapon obsolete? How does the Magna Flail compare to the Sledgeblade? Would it make it worthless? Because it sounds like they kind of share a role. The Sledgeblade is the slower melee weapon that breaks armor and has increased lunge. This sounds like a Sledgeblade with less risk.

    Of all the ideas you've presented, I like the repulser the best. It feels like it has the clearest identity, a unique place in the game, and seems reasonably balanced. The numbers might need tweaking for balance reasons. But the concept of a shield with a smaller activation window and shorter shield effect but gains increased offensive capability seems good.

  • @MadMoeZel said:

    not really one for art based builds myself. so i'll pass. but good luck on getting replays.

    What is wrong with you? If you don't have anything positive to contribute feel free to say nothing at all. Or you know, just be a decent person and say "Congratulations".

  • @MadMoeZel said:

    https://forums.bhvr.com/meet-your-maker/discussion/comment/3555266#Comment_3555266

    "Nothing is stopping them from leaving. That still counts as a raid. If your base isn't compelling enough for the raider to stick around then that is a builder issue."

    blaming the builder? or the raider is a coward with no skill who is afraid of a challenge.

    "There isn't going to be an issue with not getting raiders. The system feeds itself."

    if there isn't an issue with not getting raiders then we don't need a system that adds more raids

    "When you earn a raid credit, you have effectively been the raid credit for someone else."

    no you haven't, you've been raiding like normal, regardless of if the map you raided had a credit or not.

    "No one else is missing out on their raids either."

    except the person who's map got bumped out of the way for your raid credit who now has less chance at getting his map a normal number of raids because it was taken away for yours.

    "That's why there is a minimum number of raids needed to complete before earning credits. If the math on that doesn't work out then the minimum number could be increased."

    no, this system just needs to not be implemented and something better needs to be thought of.

    I feel like you and I speak different languages sometimes. I really do. Maybe 4 isn't the right number. Maybe it is 8. Maybe it is 12 or 16 or 32. But there exists a number where the status quo will remain stable. Anything beyond that could be raids that go toward the system I've mentioned. In all reality, if there was a route or method that players could have to get more raids at brutal it would motivate more players to actually play brutal. Then the average number of raids at brutal would increase. This is a system that would only benefit you personally. Why would you oppose it?

  • Btw, I know it's self serving but if you really want to make the PoB winners happy then search the winning entries by the players name so they can watch the replays.

  • @MadMoeZel said:

    https://forums.bhvr.com/meet-your-maker/discussion/comment/3554999#Comment_3554999

    so what stops them from just quitting your outpost during that raid you used your credit on and wasting your credit?

    Nothing is stopping them from leaving. That still counts as a raid. If your base isn't compelling enough for the raider to stick around then that is a builder issue. There isn't going to be an issue with not getting raiders. The system feeds itself. When you earn a raid credit, you have effectively been the raid credit for someone else. No one else is missing out on their raids either. That's why there is a minimum number of raids needed to complete before earning credits. If the math on that doesn't work out then the minimum number could be increased.

  • Maybe I'm not being clear on what a raid credit is. You spend it on an outpost and you get a raid on that outpost that doesn't count against your total raids. You raid more and you get more raiders on your outposts in return.

  • @MadMoeZel said:

    addition - i think the correct way to handle it isn't to lower the danger of the trap, but to raise the threshold of what "normal" and "dangerous" is so things don't tip into brutal so quickly.

    I feel like that actually did that in the last update. You can have like 20 guards in a dangerous outpost now. You couldn't do that before.

  • Yeah, I'd be good with a toggle switch. I was kind of thinking that bloodlust could be the toggle switch but I could see it being an issue for other builders. Maybe that should just be a new augment for all guards but hornet. "Ledge dropper" - Guard will jump off ledges when in combat. Reduces fall damage by 2 blocks.

  • @MadMoeZel said:

    "But once you hit master is where the problem starts. First of all, what does your ranking actually mean?"

    your ranking is a measurement of how efficiently you clear outposts. a deathless brutal comes in at 200 points, a 1 death comes in at 125. if you take 4 minutes to run a deathless but 3 minutes to run a 1 death, after 8 outposts your rank is equal. and the more outposts you do, the more time starts to matter. so the top ranked players are those who clear outposts fast, and the very top are those who clear them fast and regularly don't die.

    "I would argue that the ranking system doesn't actually rank skill. It is simply a measurement of how active a player is combined with how efficient they are at clearing outposts."

    Efficency is the main statistic. because someone spending even 60 seconds longer per raid means that a 1 hour play session of 4 minute runs will lose out to a 30 minute play session of 3 minute runs even if they are running flawlessly.

    activity time becomes less important the faster your runs are.

    "The exact numbers are subject to debate but I would recommend something like the following. Take the average clear time and add 1 point for each 3 seconds (20 pts per minute). For each half skull in the difficulty rating add 10 points. This determines the total number of rank points that can be earned by clearing the outpost. This information is displayed in the command center so raiders will be able to make an informed decision. So a 5 skull rating, with an average clear time for 4minutes 21 seconds would be worth 187 points."

    this style of outpost would have 2 people run the same outpost and get potentially different points with identical performance is other raids had adjusted average time or kill/death average between the two runs even if no changes have been made to the outpost between those two runs. i don't think that's a healthy place for the game to be. the same outpost should have the same rewards if the performance is comparably identical. (time spent, deaths, traps/guards killed, etc)

    "Only the top 5 scores per 24 hours will effect the rank!"

    as someone who can clear 5 outposts in under 15 minutes, i'm not a fan of this idea. i don't really fancy hitting my top 5 scores right out the gate and then getting absolutely no reward for any raid for the rest of the day.

    with currency capped, limiting rank gain will lead to more stagnation. there needs to be a number that goes up to stimulate the dopamine.

    Okay, I've finished my whole proposal. You should go back and read the rest of it. I'll address the comments you've made though. Having a limited number of raids apply to your ranking per day is completely essential. This changes the mind set of the ranked raider. You aren't looking to blow through raids as quickly as possible anymore. In fact, that isn't the optimal way to rank up at all.

    Instead the ranker will need to focus on finding the raids that are actually the most difficult and time consuming. That is a real test of skill. This will also promote builders to build menacing outposts more. Currently, it is really frustrating as a builder to build a proper outpost designed to grind up raiders since typically they will just abandon the outpost after a short period. Since you only get like 3 raids per brutal outpost per outpost rank, it is particularly punishing for builders. This will give those builders a target audience.

    Having a limit also doesn't mean that the grinders don't have anything to grind. The top rankers are still going to be the people that keep going back trying to more difficult outposts worth more points and increasing their score. You aren't going to get the highest possible score per day in 15 minutes.

    Having a limit also promotes a healthier play/life balance and is more inclusive to a wider group of players. It also keeps it more competitive throughout the season. If it turns out that 5 per day is too little and the playerbase wants it increased then they can always increase it to 7 or 10.

  • I think the assassins are a great addition to the game. I would like it if they would jump off ledges when they aggro. I would also like it if they had some form of vertical mobility so you could set up some creative routes that take advantage of the no fall damage. But I love them even if they don't change anything. The noise part doesn't bother me too much. I rather like the psychological effect it has on raiders looking around for the source of noise. And like MadMoeZel mentioned, there are ways to mask noise.

  • I'm bringing this thread back to life as it is still relevant today as it was when it was posted. It's funny looking through the comments now that there is a custodian suit perk that lets you see the HRV path. It makes a number of suggestions irrelevant now. Anyway, Hylpmei on Reddit mentioned Trip Mines as an option. Place them at the entrance to blow up any guards running in behind you.

  • Can you post pictures of them?

  • You'll notice that they aren't actually opposed to these types of maps. They just don't want players living in them.

  • This seems entirely too convoluted. Honestly, it isn't difficult to make creative HRV paths in a non-linear outpost.

  • Agreed. I'd even be happy with just double jump. Feels weird not being able to.

  • I actually don't think it is a good idea to show the exact methodology for determining outpost danger ratings. The more information builders have the more they will try to game the system. I do agree that they have gone a little nuts with determining what constitutes a normal base these days. That's why I don't even bother building normal bases. While I don't think they should show players everything "under the hood", it would be nice if there was a bar that would fill up the closer you get to the next difficulty setting.

  • I'd like to make a couple points here. First of all, there is clearly a widespread disdain for maze type maps. So putting in this particular custodian was not an accident on the devs part. Secondly, if you do like mazes either as a builder or a raider then there is nothing stopping you from making or playing maze maps. As a raider, just don't use the pathfinder perk. As a builder, you just need to find your people. Perhaps advertise the map as a maze. Then if someone actually wants the experience of a maze then they will go through it as the builder intended.

  • This is the OP's first post so it is hard to tell if he is being serious or not. I'm leaning toward this being a troll post though as I have a hard time believing this is a serious issue.

  • I'm going go include the patch notes directly related to the difficulty rating because it seems there is some confusion about how this is calculated.

    "NEW DIFFICULTY SYSTEM 

    There’s no right way to build an Outpost—and that’s a good thing. With traps and guards around every corner, players know to expect the unexpected when raiding Outposts. But what shouldn’t be unexpected is a difficulty spike after you’ve chosen an Outpost to raid. We want everyone’s journey to be as fun as possible, and that includes better accommodating different player preferences. 

    This new update brings an overhaul of the difficulty system that will make it easier for Raiders to choose the kind of Outposts they want to play. This change affects not only how difficulty is displayed, but also how it's calculated. 

    Previously, Outpost Danger Score (Normal, Hard, Brutal) was calculated solely on automated factors such as guard and trap placement in relation to the Harvester path. With patch 1.4 we made several tweaks to this system, taking into account trap density, trap combos, and many other factors. We’ve since made even more changes and fixed several bugs based on player feedback that resulted in more difficult Outposts appearing in the Normal category. 

    To give players a more accurate view of difficulty, we’ll be augmenting the standard Outpost categorizations of Normal, Dangerous and Brutal with a 10-point difficulty scale symbolized by skulls. The more skulls, you see, the deadlier the Outpost. 

    We’re also planning for this updated difficulty system to have a dynamic component that assesses both the Raider and the Outpost to make the difficulty score a living, breathing rating that can rise or fall depending on Raider performance. Factors such as skill level of the Raider, number of times they died, and more will be considered as the Outpost difficulty score gradually adjusts. 

    When Sector 2 launches, we'll be turning on this new dynamic component in the background to collect data, fine-tune the system, and to let initial ratings stabilize. Soon after, with our upcoming Mid-Sector update, we’ll be fully launching the dynamic Outpost difficulty system and rewards for players. The more you raid, the more accurate our difficulty system will be. So we’re calling on you, Custodians—raid as much as possible! 

    Whether you’re seeking a high-speed challenge or a slower, more calculated experience, we want Meet Your Maker to work for everyone. This system will help make raiding a more consistent experience and let you better choose the type of challenge you're after."

    I went ahead and bolded the text I wanted to highlight. The system will become more accurate the more people raid. The raiders will get skill scores which will compare to the outpost scores which will in turn adjust each other over time. In other games, think Match Making Ranks or MMR. This is actually the most accurate way to determine the difficulty level of an outpost. So before judging the difficulty setting too harshly, I would suggest giving it some time to work itself out.

  • Outpost: Short Hills - medium sized map arena style.

    Raids: 79 Kills: 273 Kill Ratio: 3.5 Artistic: 38 Fun: 32 Ingenious: 20 Brutal: 12

    Meet Your Maker_ShortHills1.jpg Meet Your Maker_ShortHills2.jpg Meet Your Maker_ShortHills3.jpg Meet Your Maker_ShortHills4.jpg Meet Your Maker_ShortHills5.jpg Meet Your Maker_ShortHills6.jpg


  • Rank literally means nothing in this game. N.O.T.H.I.N.G. It's not like you can even see a ranking list somewhere. There are no rewards. It is just a number. That is not a valid reason to hold everyone else back. I seriously think you just want this game to remain a niche game with a small playerbase. The stuff I'm suggesting will improve the overall player experience and improve the games longevity. Let people play the game the way they want to play it. That is the strength of this game. They should lean into that and enable people. By the way, I'm applying that to you too. For that incredibly small number of people that actually care about their rank number, they should improve the way ranking works too. But that is an entirely separate topic.

  • @MadMoeZel said:

    https://forums.bhvr.com/meet-your-maker/discussion/comment/3550520#Comment_3550520

    i'd argue that social shouldn't reward anything, but i wouldn't fight a war about giving people 1% of what live gets during casual play. but to be given near full resources when you don't lose consumables, i disagree with that.

    I'm pretty sure that you do lose consumables. But if I'm wrong about that then they can easily make it so consumables get used in social. This isn't a valid reason not to make social raiding more viable.

  • I'd like to think there is a better unique mod out there for assassin. Plus things shouldn't be taken away from players. People have bases out there with grand sacrifice on cannonback. They shouldn't have to rebuild or change their base for such a dumb reason.

  • Gen speeds haven't changed. You've just reached a high enough MMR that survivors are working gens more consistently.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550535#Comment_3550535

    I largely agree, but there's two sides to that coin - you can always deflect blame for the loss onto your teammates as well (and boy, how people love to do that), and often do without even thinking about it.

    As killer, you lose, that's on you. And I would be fine with that (I was never the one for group projects anyway), except that RNG and maps are things that have a lot to do with the outcome as well, but you're still your own team. And that can feel bad, man.

    That's the thing I like about killer. Win or lose, I know that the outcome was largely in my hands. I also like that I'm basically guaranteed a decent amount of bloodpoints. I hate the discrepancy in bloodpoints between the two roles too. Even when survivors get the 100% bonus, I know that 9 times out of 10 I'm better off playing killer. Even if none of what I previously mentioned was a factor, I just like the role more. It's more fun running around whacking people then it is running around being the one whacked.

  • I genuinely hate playing as survivor. I'm not that good at it for one thing. But more then anything, I feel like I just don't have much control over the outcome of the game. Other survivors don't unhook you? Sucks to be you. Run the killer for a long time but gens aren't getting done? Sucks to be you. Try to work gens but other survivor being chased runs the killer right to you? You guessed it. Sucks to be you.

  • @Spoghead said:

    My guess is they started the raid, left but didn't abandon it from their list, then revisited later.

    That is what I would assume too but sometimes it seems like I get these raids like 3+ days since it has been active. Don't you get new raids if you exit the game and re-enter?

  • @MadMoeZel said:

    grand should be moved to the assassin.

    If they made it a general mod then assassin would have it anyway.

  • @MadMoeZel said:

    could always write their name down and run their maps on social if you enjoyed it. but favoriting something to make it pop up in your list more often will lead to people favoriting a ton of easy outposts or friends to free grind resources or rank.

    needs balance checks.

    So what? Let's just say that people do exactly what you mentioned and favorite builders that make easy bases. Who cares? It isn't hard to find easy bases to raid anyway. I think people are more likely to favorite builders that actually take their time to build really impressive outposts. Or alternatively, lets say you like really difficult and brutal bases and think the game is too easy. You can favorite builders that build really hard outposts so you are more likely to find the type of outposts you want to raid.

    Players should be able to play the game the way they want to play the game. They should also be rewarded for their time. Expecting people to go do social raids to find the types of outposts they like isn't going to help the longevity of the game. If they make social raiding more worthwhile then that might be one thing. I would still argue that having a favorite builders list is beneficial to the game. It is certainly easier to click a "favorite" button then it is to write someone's name down and find them in social.

  • @MadMoeZel said:

    i'm of the opinion that socials should reward the minimum 1 exp per trap/guard and the ocassional 1 synth/parts for destruction similarly to when you die a ton in a regular map. not completely worthless, but nowhere near the productivity of running live maps since you're picking the exact map you want to run from every social available.

    I would argue that is worthless. I could see the argument for a percentage of the reward, but 1% is too extreme. 25 to 50% seems more reasonable. That would still incentivize players to go to live maps, but doesn't make social raiding such a waste of time.

  • Outpost: Moyock - Most of the stuff I have on social is really meant to be fun to play through. Moyock is the exception. This one is legitimately brutal. If you watch the video of Dakkabooms going through it, you should know I've made substantial changes and it is much more difficult. I had a pair of raiders come to this base and spend over 50 minutes in it, died around 50 times each and they still failed to get out with the gen mat. You've been warned.

    Raids: 84 Kills: 947 Kill Ratio: 11.3 Artistic: 5 Fun: 17 Ingenious: 19 Brutal: 25

    ** Bear in mind with these statistics there were a lot of abandonments after 1 to 3 deaths!

    https://www.youtube.com/watch?v=KFt7ARbIShA Meet Your Maker_Moyock1.jpg Meet Your Maker_Moyock2.jpg Meet Your Maker_Moyock3.jpg


  • Outpost: Faunsdale - This outpost isn't currently on social anymore. While I'm not ashamed of it in anyway, I also don't think it lives up to my current standards. Plus they changed the cost on laser mods and I'd have to go back and make a bunch of changes. None the less this one holds a special place in my heart as this is the first outpost Dakkabooms has raided of mine.

    https://www.youtube.com/watch?v=rgLPcfWN_y8


    Meet Your Maker_Faunsdale1.jpg Meet Your Maker_Faunsdale2.jpg


  • I like how this person creates a whole new account just to post this.

  • Outpost: Bryn Athyn - Features an aerial combat arena and a twist ending

    Raids: 34 Kills: 100 Kill Ratio: 2.9 Artistic: 18 Fun: 13 Ingenious: 9 Brutal: 5

    https://www.youtube.com/watch?v=Td1Q_KeHjyg Meet Your Maker_BrynAthyn1.jpg Meet Your Maker_BrynAthyn2.jpg Meet Your Maker_BrynAthyn3.jpg Meet Your Maker_BrynAthyn4.jpg


  • I do actually have an idea that I haven't seen anyone do and I haven't tried myself yet. But I'll throw it out there and you're welcome to try it if you want. My idea is to have a super limited movement area for the raider such as a "V" shape with plasma cube ceiling. Then have one tile missing from the ceiling with a holo cube raised above it. Normally in this situation the raider is worried about a bomb trap or something (which is very effective, especially if it is at max height with eagle eye since the raider will have a difficult time in that situation getting an angle to shoot it before bombs drop).

    Anyway, instead I'd have a cannonback sitting on top of the holocube but the holocube has the masquerade mod which makes it act as a normal block for guards so the guard won't fall through. The cannonback will have both the dead man's switch as well as grand sacrifice augment on it. When the raider either passes or breaks the holo cube then the cannonback drops down next to the raider. Now the raider is stuck in a very limited movement situation next to a cannonback that is trying to explode next to them. If they shoot the cannonback then it's dead man switch activates. Either way the cannonback explodes in a cramped corridor surrounded by plasma cubes. If the explosion doesn't kill the raider then hopefully they will panic run away into the acid.

  • I don't think you actually need to worry too much about it if your outpost lasts a full 24 hours (9000 gen mat). Those are pretty much the only types of maps I buy. I've launched maps at pretty weird hours and will pretty consistently get 10-11 raids for normal difficulty, 6-7 for dangerous, and 3-4 for brutal. But generally speaking, just think of when your typical school would be out and when people would be awake.

  • After reading the text, I thought you were serious. But yeah, I've seen a few of the auto claw maps now and they can be pretty dang clever. I'm waiting for one to just dump me in acid. I wouldn't even be mad honestly.

  • I actually think it is hilarious that bots will immediately leave once exit gates are open. Do you really expect a bot to coordinate with a real player to pull off an unhook? Them leaving also frees up hatch options. I do wish they improved the skill checks though. It shouldn't be perfect, but around 90 to 95% accuracy seems fair. It would actually be awesome if Dwight bots had lower skill check success rates and hid in lockers.

  • Outpost: Ellenwood - A giant worm has emerged from the desert, wrecking havoc on the environment. Will you be brave enough to put an end to this threat to humanity?

    Raids: 89 Kills: 182 Kill Ratio: 2 Artistic: 38 Fun: 27 Ingenious: 12 Brutal: 13

    ** The statistics for this one are a little wonky for a few reasons. This was the outpost that won me Pantheon of Builders award. As such it had a fairly large number of social raids through it. Social raids mess up kill ratios on outposts since it counts the raid but doesn't count the kills. Also, I ran this outpost at normal and dangerous difficulty and it was far easier then. While this isn't a particularly difficult outpost the true kill ratio would probably be around 3.5 to 4.

    https://www.youtube.com/watch?v=H2PEXArRvrY


    Meet Your Maker_Ellenwood1.jpg Meet Your Maker_Ellenwood2.jpg Meet Your Maker_Ellenwood3.jpg Meet Your Maker_Ellenwood4.jpg


  • Outpost: Calexico - This outpost hosts a horrible secret that is barely skin deep. From the outside it appears to be a nice respite from the desert but in actuality it is a giant monster waiting with it's mouth open just waiting for prey to walk in.

    Raids: 71 Kills: 323 Kill Ratio: 4.5 Artistic: 22 Fun: 30 Ingenious: 11 Brutal: 23

    Meet Your Maker_Calexico1.jpg Meet Your Maker_Calexico2.jpg Meet Your Maker_Calexico3.jpg Meet Your Maker_Calexico4.jpg Meet Your Maker_Calexico5.jpg Meet Your Maker_Calexico6.jpg Meet Your Maker_Calexico7.jpg


  • Outpost: Hornbrook - features a golem looking glass sculpture in the center.

    Raids: 44 Kills: 167 Kill Ratio: 3.8 Artistic: 21 Fun: 16 Ingenious: 9 Brutal: 9

    Meet Your Maker_Hornbrook1.jpg Meet Your Maker_Hornbrook2.jpg Meet Your Maker_Hornbrook3.jpg Meet Your Maker_Hornbrook4.jpg Meet Your Maker_Hornbrook5.jpg Meet Your Maker_Hornbrook6.jpg


  • Outpost: Roanoke The sequel to Meadowlands.

    Raids: 92 Kills: 336 Kill Ratio: 3.7 Artistic: 45 Fun: 45 Ingenious: 12 Brutal: 14

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


    Meet Your Maker_Roanoke1.jpg Meet Your Maker_Roanoke2.jpg Meet Your Maker_Roanoke3.jpg Meet Your Maker_Roanoke4.jpg Meet Your Maker_Roanoke5.jpg Meet Your Maker_Roanoke6.jpg Meet Your Maker_Roanoke7.jpg


  • @MadMoeZel said:

    https://forums.bhvr.com/meet-your-maker/discussion/comment/3531787#Comment_3531787

    not if you're one of the lazy people attracted by the game having free weeks, or who are attracted to EXP farm bases. having a bot that cheats and runs levels for you is just the next step of lazy farmer. they do it because they want resources without effort. same reason people without cheats target XP and farm maps.

    Cheaters and farm maps are really entirely different things. If the builder intends for the raider to have an easy time getting resources and the raider accepts those terms then you have a consensual relationship. If the raider built their base with the intention of the raider having to fight their way through but the raider completely bypasses the map with 3rd party software and hacks its a non-consensual relationship. One is okay. One is not okay.

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