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MadMoeZel

MadMoeZel

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MadMoeZel
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  • @Pennywise said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3419370#Comment_3419370

    Posting feedback in the official feedback forums is enough, thanks for your concern, I am sure they will receive this.

    yes, the 3 months of backlogged unacknowledged bug reports lends to my confidence too. good luck with that.

  • @Nahasno said:

    Ok if the sucess of a base is ultimatly coupled with the burial site, than that's understandable.

    I ve a brig brutal rank 3 that i don't get to rank up because of a lack of raids, but i thought that's because nobody wants to play big brutals or at least not enough.

    So if i would make a normal difficulty map out of that big brutal it won't be seen either? That's well at least consistent with all the other issues i have with the game. It sometimes feels if they had three differend developement concepts and just smashed them together.

    We have :

    maps where we can delete all the building elements but not the "history" like accolades and so on?

    raiders getting punished for dying while builders must kill as much as possible to get rewards. Well absolutely no conflict potential there.... o.O

    A Currency and upkeep system that is only barely self sustainable and practically forces everybody to grind. Which btw. enforces the said conflict potential.

    And a Ranking system without a real ranking - it's seems to be more like a level?

    Don't get me wrong i like to play the game most of the mechanics are at least good enough for that, but man that game had potential to be so much more than it is.

    a very apt description.


    to increase my base success i don't make anything brutal until it's hit P5, P1-P4 i keep them on normal.

  • @Pennywise said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3419332#Comment_3419332

    Are you a developer for Meet Your Maker? That feedback is to them. I am sure they would like to know why their game isn't selling well and if I can offer part of that reason then I gladly will. I played the beta, that is enough to give this feedback, I do not need to own the game to validate it.

    if you were a player you'd know the devs are on reddit, not here.

  • @UnethicalOctopus said:

    As it stands, I feel that without incentivising raiders to explore different tactics when attempting raids this game will become nothing more than afk farming soon enough.

    Powercreep will make sure of that.


    which is why i'm pushing for new suits, new traps, new mods, new blocks. to add versatility and variety. i have several posts in feedback on the topics. we should be looking for things that change how a raider players, not what the raider can do. the two suits i suggested revolve around either grappling walls and ceilings regularly, or trying to stay out of contact with surfaces as much as possible.

  • @Pennywise said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3405262#Comment_3405262

    It isn't healthy and the proof is already in the game. Ask yourself why didn't the devs design solo play with infinite self-revives? Because it would break the game. It would become a push W simulator, and make base building meaningless. The devs can't have their cake and eat it with the disparity between solo and duos, you can't have one that is challenging and the other being a joke. It ultimately makes the game pointless and is still the reason I will not buy this game.

    good for you. why do i care what someone who doesn't own the game thinks about the game? you wanna tell me your thoughts on my little pony next?

  • @UnethicalOctopus said:

    Perhaps, I was thinking just long enough to use to get out of a room with no fixed attatch poi to escape from after grappling in using the hook through an acid trap.

    Say there is only open sky on the outside of fortified tomb that uses an acid trap as a barrier.

    so when you have a shield, that could get you out of that situation, instead of changing your loadout to handle the situation, you want to give the ability to destroy walls to raiders. you already have tools to handle the situation you've described.


    okay, i can only have 20 guards, co-ops can bring in a total of 4 bows totaling 36 shots. can i have a mod that destroys the ammo if it kills the guard? no because that could render a gun user with NO ammo every single time if i use 20 guards.

  • @Darkyan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3415383#Comment_3415383

    One way door -> Tomb -> Intended goal -> Soft lock.

    There's no defending that exploit and you know it. I don't want to repeat myself, but JUST BECAUSE YOU HAVE COMMON SENSE AND USE IT FAIRLY, DOESN'T MAKE IT A FAIR TRAP.

    The analogy doesn't work neither because you essentially told the raider to jump down the well and grab a shiny coin, promising as the builder that you will provide a ladder to go back if they try hard enough, and as soon as they jumped to get the shiny coin, you shut the lid on them and locked them in forever.

    Now you might be tempted to say ; "I never softlock my raiders", I make sure they can't fall for it", to which my answer remains the same : "You're not the other 99% of the players using this exploit"

    This is a game with a rank.

    You can get your cheeky kills with smart traps, but anything that forces your raider to press the menu button to come back is an exploit, even if you swear up and down that raiders are supposed to be smart and know the way of the world through the knowledge of the old gods, they're not.

    Use your tools however you want. Don't use exploits.

    Edit ; Now, mind you, my discontent isn't from you using the trap, but rather it being available in ranked playlist. This is something that belongs in Social for fun, One way doors are an interesting thing to play with, but they're also a very dangerous thing to give to people with the building skills of a 2 years old, because we all expect builders to be like you, and not to be like garbage that enjoy soft locking people.

    once you've seen a one way door once, you remember it. then you treat a one way door on a tomb identical to a blocked tomb. yeah, people are jerks with how they use it. but this path isn't harvey valid which means entering it is ALWAYS the wrong way.

  • @Kyslapeth said:

    https://us.v-cdn.net/6030815/uploads/VGZ9M6A3V6SI/bug-exploit-4.jpg

    https://us.v-cdn.net/6030815/uploads/SXOTFN8KTDH2/bug-exploit-2.jpg

    https://us.v-cdn.net/6030815/uploads/15BEYJ9A9QD1/bug-exploit.jpg

    We are there, people starting to use this bug, it is impossible to pass between theses triangle and there are 2 complete lines on each side of a corridor full of traps making this outpost 99% impossible because it's impossible to destroy the traps (plasma + incinerator obviously) since one cannot recover ammos.

    Please, this bug must be fixed as soon as possible before it is massively abused...

    a fire trap has a grid of 9.

    this layout neutralizes 8 of the 9 fire points. don't stand dead center of the block. why is this so hard to avoid?

  • @Nahasno said:

    But why abandon the grave site - you can just build something else in it instead?

    I don't think it the site itself that's the reason the outpost doesn't get raided.

    there are some outposts that are purchased as experiments and fail, there are some that are purchased due to lack of knowledge. there are also situations in which you may need an influx of resources and wish to canabalize one of your 200 maps when you can only have 5 active so you have more supplies.

  • @Nahasno said:

    There a competitive raiders and there are raiders "fixated" on their ranking - that's a difference. A competitive raider would meet the challenges of the given map until it's cleared. A ranking fixated raider quits said map after 2 deaths e.g. because he/she loses points or he/she doesn't gain enough for his/her effort.

    I would get that in a game where there is an acual ranking ladder but i haven't seen one in this game.

    And a seasonal ranking well there is no actual need to rush that - because you won't get more rewards because of a faster time?!

    the numbered ranking system is because some people get dopamine from watch number go brrrrr.

    and you are correct, rank fixated players quit after 2-3 deaths and won't play a dungeon and learn it. they only do what they already know.

    competative players finish every dungeon, learn from every mistake, and proceed to get stronger and stronger with every challenge.

  • @Nahasno said:

    Well i try to do those without dying and leave no accolades - they are completly contraproductive to the game.

    that's nice, benefit from a map designed to give you benefit then be like "ha ha screw you builder who did something nice for people" /sarcasm


    edit -if you don't reward non-killboxes, all you'll see are killboxes.

  • @Nahasno said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3419025#Comment_3419025

    Well, that's the problem every outpost is essentially a killbox per gamedesign.

    But there is a world of difference between a "killbox" setup with mainly plasmas and one with boltthrowers. The last get's kills too, but the raider has more chances to suceed because of ammo constrains.

    And the slow walking players you can get too... bomblayers are perfect for those, one placed right does the trick, shot them in the back, play a little bit with the aiming range of the trap and the distance to the target use the mods in different setups differently.

    Yes it's by design that you can beat every single trap by movement, by parry, by shields and you can even get them to damage each other... because the dev's don't want to have actually impossible maps.

    i don't want impossible maps either, but even now we have people claiming maps are impossible and they aren't. but the builders don't have enough tools to make versatile things so they're all resorting to copy paste. we don't have the means to be properly devious. everyone no-trust shoots all bedrock in case it's holographic, all the angles you can use to hide your traps also reduce their effectivity and are often pointless anyways because they do nothing to protect the trap as a raider can still shoot EVERY TRAP before it triggers (few exceptions related to feet targeting) we don't have the ability to change the angles to fire from unexpected places, we're locked to the grid. even with the same tools but the ability to more fluidly place them we could make more complex and intricate outposts. i'd love to see arrow slits, the ability to drop bombs from a chute that aren't directly in line of sight, i'd like to see mods to change fuse timers, or add map hazards like slick or slowing surfaces. but we just don't have the ability to be creative. so, how do you guarentee prestiege in the game when only one in 3 raiders maybe gives acolades and you get 10-15 raids a day tops? it's not enough. the answer, you build a base that can get the kills you need. well doing that means you get less acolades. so you have to build your base to get more kills, but wait, thats a killbox now.

  • can you take images from the replay please and post. moment you threw pod, where pod landed if you can see it, view from revive. repeatability helps find and solve bugs

  • if the WHITE block is genmat, this is the footprint you'd have to build of SOLID BLOCKS, to stop a duo from tunneling in as you described.


    image.png

    every map, every builder. and then, wherever it's connected to your base. guess what, thats where they're gonna tunnel in.


    edit - and on the note of cost. i have 300 of every consumable and 30,000 parts leftover. how many of your tunnelers can i buy with 30,000 parts?

  • @UnethicalOctopus said:

    It could be easily balanced by making them expensive 😕 and limiting the number carryable.

    Also by taking up a grenade slot the person would be forced to choose a situational explosive over other viable options.

    Sounds more like it makes you have to think differently on how you approach your designs.

    okay, as you have described it as a 3 time use consumable. To keep genmat in a 7.5radius cubic sphere that has a 1 wide entrance so a duo can't just bomb straight to the center and avoid all traps. 7 layers required on all sides. so you need a 15x15x15 sphere if the genmat spawns above ground, -7 for the access tunnel. thats around 600 capacity , just to make a of solid wall around genmat that a duo can't bomb their way through. the BIGGEST map, is 4500 base capacity. how are you not seeing the mathematical issue here?

    edit - "Sounds more like it makes you have to think differently on how you approach your designs." i want more building block shapes, more traps, more mods, what makes you think that i don't THINK DIFFERENTLY, god, really how insulting. i CURRENTLY have 4 posts in feedback for new content of my own. your first one is a copy of an existing post that has already explained the many flaws with it. but i'm sure you saw that post during your research into the games mechanics and balance.


    edit 2 - i did the math 670 capacity. again i point to the outposts who have max capacity 750 to start.

  • @UnethicalOctopus said:

    Going to have to agree about plasma spam.

    I like puzzles

    plasma SENTINELS not so bad, plasma CLOUD omfg kill me.

  • @Nahasno said:

    If you play for ranking you have to make your outpost as difficult as allowed by the level - restrictions, because you won't get any points from low leveled players anymore or you have to kill them many many times you can even loose points. So of course the traps in outposts of those players are a little bit more challenging than in one where the maker perhaps doesn't care about the ranking.

    I have one in normal bordering dangerous at the moment - at least that's what the system say's. I get runs between 40sek zero kills and 9 min 15 kills in the same map.... 1.5 kill ratio with a time of 2 min average clear time. It's designed to challenge a part of the playerbase and let the other farm points, it's normal. You want a real challenge - go brutal. And I still get a kill of some high level players because they underestimate those setups sometimes.

    And yes there are ways to kill even good players without spamming for e.g 20 plasmaturrets and flamers and cubes in a single room. Those can be fun too, but i personally appriciate clever trap design more than pure overkill but that's a personal taste if you prefer to disagree that's ok.

    i prefer clever trap design also, but we aren't given many tools to be clever. every single "clever" placement is countered by the slow raider. every... single... one. every trap can be killed before it has a chance to go off if it's not in some form of "killbox" by the communities definition.

  • @Dreamnomad said:

    Okay, it's been a little time now and I've had some time to reflect on these advisor buffs. The only two buffs I use are the suit (mission info) and traps (synthite) advisors. Suit advisor is a no brainer. If you aren't regularly using this buff then you are playing the game wrong. The traps advisor is a little bit more of a late game thing. But once you've maxxed out most your unlocks then the cells and parts you have quickly accumulate and there really isn't much to do with them other than spend them this buff or stock piling equipment.

    I've come to the conclusion that the hardware (gen mat) and weapons (parts) boost are intended to be strictly for the raiders only crowd. These buffs both require a rather large amount of synthite which base builders will simply not have an excess of. I don't think there is anyone playing this game for any length of time that is short on parts, but I do find it unfortunate that the gen mat boost requires synthite. That would be a nice resource sink. I still stand by everything I said already about guards (prestige) boost. That one needs a serious overhaul.

    One thing I've learned recently is that advisors have a level cap of 100 which adds up to 5 hours boost. Which I'm fine with honestly. If there was no level cap then in a couple years the boosts would be ridiculous if they last multiple days. I still think excess prestige once a base retires should give a synthite bonus and that the guards boost needs to go by a different standard. Unlike all the other boosts, this one strictly effects outposts so the bonus should cap out at like 12 hours or something.

    i've also reached similar conclusions. i only ever use suits and trap boosts and i've gotten my consumable stockpiles into the 300s now. i'm keeping just enough parts on hand that i can buy any new content as soon as it's released even if it's a new trap or guard with multiple mods/augs to buy. other than that i'm just collecting 4500,9000 maps and pre-prestiging them to 5 in preparation for higher player base in a few months.

  • second note, some outposts have a max capacity of 750. did you consider how this would affect them?

  • @UnethicalOctopus said:

    Just my first thought. More blocks would be better, but destroying 3 blocks per raid would force custodians to think differenlyand prepare for undermining.

    It pays when being funneled Into situations not to do what you are intended to do.

    so to make a 5 long hallway takes 20 blocks. thats 20 capacity. to make that 4 thick so it can't be blaster. okay thats 80. but that doesn't cover corners. to prevent 3 explosions from tunneling through the corners you need an additional 20 for the first layer, 40 for the second layer, 60 for the 3rd layer of insulation. the total for this 5 long hallway is now 200 capacity. any time you make a roof for ANY building, has to be 4 layers thick or it just gets bombed. 5x5 room? 25x4 thats 100 capactiy for the roof, just a brick of nothing.


    now lets discuss co-ops. thats SIX detonation charges. i'm not doing the math on that because it EASILY hits over 500 for a single hallway to stop a duo from just tunneling in wherever they want to.


    so no, you many not have explosives that destroy blocks.

  • image.png

    update, seems to work fine as a wall, but this is not what the block describes it's own function as.

    image.png


    "Preventing them from passing through" as long as they didn't fall on it apparently.

  • TL;DR - ITT - OP "Killboxes are boring and unfun, don't say get good"

    *spongebob narrator* "Fourty Levels Later"


    OP - "Nevermind, this isn't an issue, I got good."


    <3 love to see it

  • I have 15 maps at current, 3 of them mastered. several are champion rank and the others i am currently working towards champion. all of my maps have been prestieged or reset if they failed prestiege cutoff. my outposts bring me in about 1000 synthite daily after upkeep costs. i run 2-3 at a time currently but i can run all 5 if i feel like it (i've been having creative block so i've got less maps atm) i raid about 4-5 brutals a day, normally in a co-op to help others who have hit something they are struggling hard on (i think it's important to show players every dungeon can be beaten)


    synthite is very difficult to keep in quantity if you actively are unlocking everything. my advice is to get an ideal outpost you'd like to craft in your head and streamline for those traps/guards and their mods/augments and then stick to that format for a while. clear the kills out every 3-4 raids if you can, i've noticed diminshed returns if you try to clear out massive amounts of kills all at once. don't prestiege early, it's a huge chunk of synthite and you lose out on the raided loot. remember that your outposts generate genmat over time and for kills, and for every 25,000 genmat your outposts get you gain a chimera level and 250 more synthite. you also get resources (i think synthite AND parts but i can't remember) for your character level ups which happen at every 50,000. so every 2 chimera levels gets you a level totaling i think 500-750 synthite.


    if your outpost is P1-P4 i HIGHLY reccomend trying to keep it out of brutal. the way they have champion dungeons set up, every other brutal is a champion so you'll only get picked every other time if you aren't one, and you're 1 out of 5 offered options. for dangerous it's 2-1 and normal it's 3-1. so normals get more exposure before it being P5+ matters. once my maps get to P5 i move them into brutal champions because i make challenge dungeons for meta players, speed runners, etc. but i'm doing testing with a dangerous champion this week.

    If you can, try and find outposts that provide "suit" genmat specifically, it's always the first dungeon offered in each difficulty bracket, so people raiding on autopilot often just go into the first option resulting in abnormally high raids on them. he also has one of the most useful boosts so people like to level him quickly. i believe weapons are next popular(?) among heavy raiders as it gives them more parts for consumables if they use that boost. and then for builder mains it'll be the Trap boost which provides more synthite.


    Out of this i'd say for p1-p4 get suits, weapon, or trap outposts on normal, then P5+ move to dangerous or brutal. clean your kills at 3-4 raids. pick a type of outpost you want to build and make that your signature for a while.


    hope this helps

  • @PinkiePie said:

    it's strange that 'competitive player' seems to rhyme with 'being toxic'. There is a perfect game for you: League of legend

    theres a perfect game for you. farmville.

  • clicking search on social while the text bar is empty will pull up random maps

  • if i had to guess it's related to how quickly they want people to earn prestiege. but it's not a good reason.

  • @Dreamnomad said:

    Can we just lock this thread already? It clearly isn't serving it's purpose anymore.

    that would require behavior to actually have staff on this forum. they don't.

  • @DirtyJanitor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3417893#Comment_3417893

    Ooh noo, I would never consider myself so special aha

    I'm sure you made this important account just to attack and insult whoever disagrees with you aha especially considering "AmOgUs" has over 800 post(excuse me 400 XD) so far on a Fresh video game forum aha XD

    BUT even if this isn't a alt account and I'm COMPLETELY wrong and ignorant...

    "Now child, Sit Down please, your opinion means absolutely NOTHING haha XD"

    "Imitation is the sincerest form of flattery that mediocrity can pay to greatness." - Oscar Wilde

    Thx lad

    oh no, imitating oscar wilde

    what a way to publicly declare that you're mediocre.

  • @DirtyJanitor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3417857#Comment_3417857

    I'm halfway inclined to believe this is a double account.. bawhahaha XD

    What no life, basement dweller goes this hard over a basic glitch in a video game that simply should be fixed? Aha

    Especially when I essentially agreed that Harv showing the path was too easy ahaha XD somebody needs to punish their freakin children.

    Now child, Sit Down please, your opinion means absolutely NOTHING haha XD

    LMAO this guy thinks people care enough to make an account just for him. you're special my guy. my post pointed out that you told someone not to insult others, then insulted someone, then i gave you back the exact energy you gave to everyone else. and you got so offended you had to defend yourself by doubling down. thanks for being a toxic individual. i'm gonna continue to laugh at your hillarious hypocritical nonsense and making fun of it.


    edit - and apparently the account i made just for him somehow has more posts than his origonal account. man i really worked hard to try and hide that i made this account JUST FOR YOU dirty janitor, you caught me. HAHAHAHA


    edit 2 - Now child, Sit Down please, your opinion means absolutely NOTHING haha XD


    cause i figure copying his tag-line will make him even madder.

  • @DirtyJanitor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/374395/accolates-system-is-bad

    "The only ones giving votes rigth now are noobie people who consider easy crappy outpost fun, easy tombs brutal and a smile or hi as artistic."

    Quite presumptuous aren't we? Hahaha XD

    Especially considering I'm new and been giving accolades for outposts that are "Fun" but also challenging and creative.

    I appreciate "maze like" dungeons, so that's a givin.. maybe listen deeper to the people before putting em in a box, custodian..

    image.png

    even noobs aren't giving accolades. 13 over 2 prestieges. on a map designed to be nice.

  • @PinkiePie said:

    Brutal outposts are no fun to play. He generally uses all mechanisms that are considered to be unfair : Killboxe, Seconde wave cube, Kill the collector for make one HUG labyrinthe.

    Out of 10 brutals, if 1 is really funny it's a miracle. If with the boost, I see that your 2 most used traps are: corrosive cube, plasma tower/ flame launcher never I will never click on your outpost. Same waye if i see huge distance

    they're only considered unfair by those without the skill to beat them.

  • @NotJared said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412406#Comment_3412406

    Brutals being no fun is a matter of opinion. There's plenty of fun stuff that's not a killbox!

    They're difficult at first, but Nine times out of Ten a killbox is negated completely useless by just grappling through the whole room and throwing down a Barrier+Pheonix Pod at the GenMat, then doing the same thing on your way out. Combined with a fully upgraded Ironside suit and Boltshot + Plasma Bow or Arc Barrier, you're nearly unstoppable.

    Tailor your loadout to what's in the base, and you'll be able to learn how to overcome anything!

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412442#Comment_3412442

    The solution to Brutals not earning enough prestige points to be upgraded should not be "make easier bases", I should be able to have a chance to prestige my base over one cycle.

    you're right. it shouldn't be. but it IS. now, what are you going to do about it? adapt? or cry?

  • @AMOGUS said:

    Also a topic on progression!

    The reason WHY killboxes exist and why everyone does them is because of ALL of the game's mechanics, not because "these STOOPID builders don't know how ELSE to get kills!"

    Not being able to move GenMat favors bases that are close to the ground, or ones that go underground, which also limits types of bases that can be done.

    Raiders, at basekit, have grappling and excellent movement. The grapple can be spammed, you can remain in the air infinitely, you gain extra speed when grappling, etc. The more open a base's rooms are, the more room the raider has to dodge, which allows them to remain in LOS of your traps and buy time to shoot and disarm them, ruining setups that costed a lot of capacity to make. You can place more traps and guards to counter that... but then that makes a killroom. Which is a biiiiig no no and "not fun for the Raider".

    Raiders also have the permanent shield upgrade and seemingly easy to restock consumables that create barriers. Which prevents the "clever traps that all Builders should go for instead of killrooms!" from getting a kill on a bad Raider who deserved to die. Which is, y'know, never acknowledged.

    Raiders also have turtling and speedrunning at basekit which shuts down traps and guards unless they're clustered together (aka a killroom :>), because Builders with no upgrades, guards or traps beyond the basic ones is garbage (which nobody acknowledges in the common "valid popular complaints" topics), can't do setups that will throw off raiders as a result, and trying to get smart with the base blocks is easy to see by a turtler and easy to react to by a speedrunner.

    Just turn the corner and fire at the trap, there's several seconds before ANY trap goes off. If you see multiple, just move backwards, there's noooo way to consistently punish going backwards without some complex setup. Traps have garbage detection and are too slow when firing (favoring killrooms as a result)..

    Oh and, the "put a guard outside the base and wait 30 seconds" trick doesn't work consistently enough to merit planning around because of the currency tombs. Which the community thinks they're entitled to, and the devs seem to agree. (lmao) If people go for tombs, that messes with the time that the guard needs to go in the entrance behind the raider.

    Kills are also a note-worthy amount of a base's progression, being 50% of it, accolades are also optional and people typically give "Fun" if it was easy for them in my experience, and based off of the other topics, you will most likely need upgrades to be considered "Brutal". Same for "Ingenius". Raider? Not at all, of course. They don't have to do aaaaany of these. "Artistic" is great but I want to be lethal as well.

    So, what do we seem to get? We get tight, packed rooms stacked with traps to halt progress, and other traps to prevent easily destroying said traps. Turtlers can't pick off traps one by one, and speedrunners will die if they go through it. Dealing with the room is difficult, and raiders will most likely die trying to do it.

    But, y'know, this is a killbox. And of course, nooooobody likes playing those, don't they? So naturally, instead of changing Builder progression, the GenMat placement, etc so other types of rooms are encouraged, we should... let Raiders pick and choose what bases they want to do. Because "Builders should be using THEIR BRAINS to deal with my AMAZING skills and MY TIME IS VALUABLE!!".

    And to address a potential rebuttal, let me flip some popular reasoning used in both DBD AND this community in regards to dealing with killboxes as Raider back at you: I shouldn't need unlockable traps, guards and add-ons to deal with basekit grapple and basekit Raider strategies, I shouldn't need to spend 5 hours cogitating over a base, thinking of these amazing, unforeseen setups to get invalidated by a single ######### shield. I shouldn't need to spend 50% of my capacity making a single setup to encourage actual thought, I shouldn't need to be restricted to dark, boring, ground bases instead of being able to make a cool sky base instead, where you have to parkour from isle to isle.

    This is all why I haven't logged in quite a while, and only put in... 11 hours total. Which seems to be more than enough to get an idea on how things are. :)

    at 405 hours, you make several good points and several bad ones. i stopped caring about accolades a long time ago. nobody gives them, they aren't worth it. my focus now is on making outposts that are just lethal enough they get me kills, but also look easy enough that they make the person think they have more hope than they do. i've started making designs that re-use assets from the previous room in the next one, i've gone to wave-ambush to discourage slow dismantle, and i have anti-speedrunner halls. but the biggest thing i do is that the player always has OPTIONS. not one time in my dungeons do i force a player to sit still and WAIT for a fire effect to end, or for a patrol to leave. there is always somewhere to go, something to do. and as a result i have people sticking around for 50+ deaths out of a desire to win. my quitters normally get to 10-12 before giving up on these maps. and on occasion i get the accolades i actually want to get, Brutal, and Ingenious. because i'm not here for the casuals. i'm here for the people who want to be the best.


    the double standard between builders and raiders is real. and everyone says builders are in the wrong because builders set the map up. but when raiders can demolish every single map with EITHER patience or skill with no exception. the builders, aren't in the wrong guys. there is NOTHING a builder can do to stop a raider who won't give up. but a raider can always conquer a builder who does everything in their power to protect what is THEIRS TO BEGIN WITH.


    YEAH I SAID IT. THE BUILDER OWNS THE GENMAT YOU DIRTY FKING THEIVES

  • @PinkiePie said:

    It's more the definition of Killboxes that people seem to have trouble with. A room full of traps and monsters is not a killbox if you can play the room without having to speedrun it like a tard. By definition, only brutal outpost can have TRUE killboxes. (A room with nothing but lava, pistons everywhere and incinerators on every wall with a dozen full ugrade plasma batteries shooting at you)

    by my very loose questioning anything with more than 7 threats in ONE ROOM is a killbox by the communities reckoning.

  • @Tishus said:

    They cant compite with minecrat, so if they dont push ranks is prety much a dead game. Ranks is the only life support in this game.

    the "rank" system is the same as DBDs "rank" system. compete for a period of time for a marker, that marked gets reset, you get reward based on marker. your RANK will constantly be getting put back to bronze. so tell me again how this is a RANKED game. cause i haven't played chess in years but i'm sure my RANK is still over 1100

  • @Tishus said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3417706#Comment_3417706

    Sorry if you think accolites can control people. As you see in the photo everyone can prestige their outpost if their make a hard killing machine or a deadcube.

    this only works as long as people like me continue to play them. but if every raid you get gets 1 kill and they quit, you need 100 raids to go from P9 to P10 on a max size base.

  • @Ilya_Lizard said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3417641#Comment_3417641

    The game forums are full of great players, who never fall for simple trap setups. Still, somehow my outposts are equally full of death signs under the most trivial impaler right near the point, where the raider sees a guard. ¯\_(ツ)_/¯

    you utilized "look over here!!! stab" it's a good combo

  • @Chordyceps said:

    Is it just me, or are normal difficulty outposts kinda the most fun difficulty outpost to make? Something about having limited blocks and a small trap economy makes for a really fun challenge. And you have to really consider how you group traps together, since just scattering them throughout your base won't produce the best results.

    And at the same time it feels kinda like you're helping to teach newer players. Showing them what kind of things to look out for and what tricks they could use in their own bases. I like to think my bases can show players that there's more to trap placement than placing an Impaler around a corner.

    Anyone else feel similarly?

    nope, hate building normals. i do it for p1-p4 and it's aids every time. at no point in time do i have the intent to get 0 kills, and there is not many reasonable ways to make a dungeon that can guarentee even 1 kill without slaughtering the rest of the populace because they're just that bad. i don't like having to "dumb down" my creations for people and i contantly feel thats whats required left and right "don't use one way doors" "don't use 2nd wave acid" "don't kill harvey" but raiders are like , "I'll pull my ammo through solid objects" "i'll kite this warmonger out of the base to the edge of the map so it can't chase me anymore" it's disgusting and intensely irritating to see these entitled 5 year olds with computers playing a game i expected to be much more of a challenge and making it fking kindergarten playhouse.

  • @AMOGUS said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3417496#Comment_3417496

    Unsurprisingly, the first one who responds is a name I recognize from the DBD forums.

    Those two things are nowhere near the same thing, speedrunners who understand how to take advantage of the game's mechanics and Raiders basekit, and how lower bases don't have the trap space to really shut down turtling and speedrunning while also creating fatal setups can exploit the weaknesses available.

    And it's so funny that you went for the most extreme example and used that specific wording, definitely confirms that you're bringing DBD balancing mindsets into this, like I expected. "You don't NEED "insert extreme example here"/"thing I don't like to deal with to secure kills, never mind that you do!".

    "You can score just as many kills by using minimal traps in smart locations, a simple Impaler/Boltshot combo in my experience can be just as lethal if it's in a spot the raider doesn't expect."

    Said smart locations don't exist or require mods because everything is reactable or predictable to any smart raider, meanwhile Raiders have everything they need at base to deal with basically any kind of Builder setup, aside from killrooms, or rooms that group everything together to try and halt progress + have defenses to make dismantling defenses through turtling harder.

    That combo also does not work because of grappling and danger sense. This reveals that you're a bad Raider though, since that works "in your experience", implying that you struggle with basic traps that I can deal with easily with a default Raider loadout.

    "You gain more kills by building an engaging outpost, that makes raiders want to play it. As a builder, you are creating content for other players, that content lives or dies based on how other people like it. You are playing a social game, not a 'death farm simulator'."

    I am genuinely laughing my ass off, the fact that plenty would agree with you shows that the devs shouldn't be listening to the community.

    How's this: Define "engaging" and "makes raiders want to play it" in your exact words, raiders pretty obviously want easy bases with easy to predict and dismantle traps, or 4d chessmaster setups that are completely unexpected, so unexpected that most people won't think of them (unless you're trying to deadass imply that Builders should only get kills through 4d chessmaster setups??? Tell me you aren't Raider biased without saying so) to secure kills (that will never work again because it's expected and the game's lack of Builder content, especially that isn't locked, makes this a struggle).

    And no, "uh uh uh don't use things I don't like! and NO KILLBOXES" isn't enough of a definition. 99% you'll describe an easy to deal with base that Raiders with shield will make even easier.

    And a SOCIAL game? Uh, the core mechanics seem to disagree with you completely? Progression existing, currencies, kill count mattering, basically everything in the game??? Have you TOUCHED Builder? You're definitely a DBD fan so I'm assuming you picked a side and stuck with it (despite this game discouraging it), like that study done by that college confirmed that the majority of DBD players do.

    I'll make a topic going on about this, this honestly should be brought to light, but the community AND the devs definitely don't want to look at why killboxes actually exist, and would rather just change the game's penalities to get out of them completely so they can fish for those nice, small, easy bases.

    @Seraphor said:

    Heaven forbid I play two games that happen to share a forum.

    "My experience" is watching the replays of raids on my outposts and seeing which of my traps actually score the most kills. But of course I'm not "in the top MMR bracket" so my experience is inconsequential.

    You're literally trying to tell people what they should find fun, in a social building game. This level of elitism is insane. "All players should be super hardcore raiders and I'm offended that people don't like playing at a serious competitive level all the time. You're all sheeple."

    This level of negativity you decided to bring to a topic about accolades, literally a feature about positive player-to-player feedback, is probably the most "DBD" thing to come here yet.

    @AMOGUS said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3417614#Comment_3417614

    I like how I dismantle everything you said, especially the bits about "minimal traps in SmArT LoCaTiOnS". yet you misunderstand and cherrypick. Pretty typical response.

    "Heaven forbid I play two games that happen to share a forum."

    Nah, you know what I was really saying, don't try this. Or can you not read?

    ""My experience" is watching the replays of raids on my outposts and seeing which of my traps actually score the most kills. But of course I'm not "in the top MMR bracket" so my experience is inconsequential."

    Your players are bad if they're falling for combos like that, and stop trying to use DBD talking points that you don't understand, you can't even understand what I'm clearly saying so they don't work.

    "You're literally trying to tell people what they should find fun, in a social building game."

    Because your logic for what is fun is BAD, and I PROVED how this isn't a "SOCIAL BUILDING GAME". There are too many mechanics that indicate this isn't Minecraft on Creative Mode or whatever you think this is.

    And nothing I've said so far is wrong, you've dismantled nothing and IDC about your "positivity" if certain logic behind your accolade giving is ass or you're demonstrating entitlement in the process. Or something. Maybe try figuring out why someone would be posting negatively in a "pure and wholesome uwu topic".

    @Seraphor said:

    You're not "PROVING" anything dude, you're not "dismantling my arguments" or scoring any internet points. You're trying to stir up ######### due to some form of elitist delusion that everyone else is stupid and only you are intelligent and a pro gamer. Just stop. This elitist gatekeeping isn't going to get you anywhere, you won't be able to excise the 95% of the playerbase who are "filthy casuals" to get your pure pro gamer utopia.

    take it to dms, you're off topic.


    Fun if it's a base i enjoyed played (if i was forced to stand still i didn't enjoy it, if it has tons of empty space, i didn't enjoy it)

    Brutal if it killed me through creativity not my own mechanical error.

    Ingenious for clever use of mechanics (Yeah, i actually ENJOY RUNNING BASES WITH EXPLOITS) provided it's not a one trickpony where it's the entire thing. be creative, not redundant.

    Artistic - if it's artsy


    none - if your base is repetative and i've seen it before you get nothing.


    that said, even if i didn't care about a base, if i blew threw it in 30 seconds, you get fun and artistic as a token (most of the time)

  • @Aeniema said:

    10/10 post. We need more shapes and allow block collision for mixing blocks/deco up. Deco should be allowed on every face, not just full sqaure.

    the option to put it on ANY face yes, but please don't put it on EVERY face, it eats CPU. the more moving things and lights there are, the more it impacts performance.

  • until you autofill with the guy who kills you outright at the begining of every run so you can't get genmat.


    and friendly fire is intentional, i don't want to see it removed.

  • *quietly imagines the turbine causing fire from flame traps to turn corners*

  • @wydyadoit said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3416297#Comment_3416297

    Same with trying to use it to prevent corpse drops.

    which remind me of shang tsung from mk11

    corpse penetrating the shield was mentioned.

  • i am one of the ones who won't go for a treat that isn't on my route. it's just not worth the time to dump into looking for them, or the risk of death once i have the genmat. i'm not really stuck in the grind since i finished unlocks, i just maintain my maps and build mostly. the early parts of the game drain it so quickly though.


    if you need more synthite the best advice i have from my testing is to try to clear your outposts out of any deaths as often as possible. it seems to me from what i've seen since they changed "matchmaking" is that 'less raided outposts' getting reccomended means ones that don't have raids needing to be picked up, so if you keep your floor swept, you get more people, and more people means more kills, and more kills means more synthite. and since you can sweep by going in and coming back out (i'd love a collect button in the base) it's a relatively low maintence thing. i managed to reach my highest total raid count so far on a single map at 133, my previous was 110 on a single map. and those are run in overdrive so they aren't getting full 10 day lifespans either. and the only difference was how often i sweep the floor.

  • @MythicMikeneto said:

    I wager the limitation is in the builder ptogramming itself.

    It seems shapes can only be built by connecting the corners of a cube.

    That being said the inverse of the wedge is missing and a shape similar to the second one depicted above; which would be wierd combo of a slope and a wedge.

    we also need the other half of the pyramid block.

  • @PayneTheDoctor said:

    Full guide to hardware and all the nuances in between - I promise you'll learn something new and never look at the Flash Barrier the same way!

    https://www.youtube.com/watch?v=uuL0YHGc10Q

    a bit of missed interaction, using the flash barrier to break a self destruct plasma sentinel will cause a fire that penetrates the barrier.

  • @Cyba_Zero said:

    If it helps, I stumbled upon a 'reset' feature that allows you to refill GenMat if you don't gain the points to prestige (such as due to lack of raiders), giving you more time to gather the requisite prestige points. It appears in the same place you would ordinarily see the prestige option - ie on the prestige screen once you enter the base in question. I stumbled on this today when my new castle base that I spent ages building (large 3500 capacity, considered brutal even though it really isn't that hard because I still need more capacity from prestiging owing to spending most of it on making it pretty/thematic) failed to get enough visitors to have much chance of ranking (k/d is around 4ish).

    the reset function is prestiege without gaining a level or bonus capacity. it charges the synthite still. but yes this is correct, you can refill a outpost that failed prestiege.

  • @Darkyan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412799#Comment_3412799

    As much as I respect your building attitude, using good traps and ideology, I dare say, you're not 99% of the other users who purposedly build their trap like that.

    Trapping their tombs behind a one way wall, making it extremely tedious on 4 floors worth wedge flamethrower traps which forces you to walk on the sides, and then blowing up the entire hallway with warmongers essentially forcing you to disable the exploited trap and losing resources and bolts, which are intended by the game to be retrievable to some extent/risk.

    Just because you use it fairly, doesn't make it 100% fair. If the trap forces you to press the Menu option to get unstuck from a soft lock, then it's obviously not a fair trap.

    And if you, as a builder, intend to use a trap that can cause a soft lock, despite all of your efforts in trying to hide or prevent it, then I can only look in shame as all of your efforts and respect is denied by that one ######### trap you used.

    TL;DR Don't use exploits, that's how you get blacklisted.

    DAMN ALL YOU PEOPLE WHO BUILT WELLS THAT SOMEONE WITHOUT A LADDER MIGHT POSSIBLY FALL INTO!!!!!!! how about don't go in the hole? like get caught in the trap once, then don't again. i'm so so very tired of hearing everyone cry "exploit" it's always ALWAYS pointed at builders. i made a joke post daring to say shooting guards from outside the map was an exploit and raiders defend it's an intended mechanic to be able to shoot a mobile enemy with a clear line of sight thats running into an invisible wall. if thats not a double standard i don't know what is. both sides are using the tools given to them and if you can't recognize a one way door after seeing it having been caught in it before, you're an idiot.


    TL;DR stop blaming builders because raiders are stupid and forgetful. you do everything in your power to win too.

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