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MadMoeZel

MadMoeZel

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MadMoeZel
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  • @Dreamnomad said:

    I'm absolutely in favor of each guard having a unique mod. But this particular mod is far too generic and frankly a waste on cannonback. Cannonback should have a unique mod related to it's cannonballs. For instance:

    Napalm Explosion - Leaves a fire patch where the bomb explodes.

    Bouncing Explosive - Bombs bounce further before exploding.

    Cluster Bomb - Upon impact, the bomb fragments into smaller bombs that explode with smaller individual radius.

    Something like that. All the guards should have the option to explode in the raiders face. Basically it's just the living version of dead man's switch.

    "i'm absolutely in favor of each guard having a unique mod." i was suggesting they move it from cannonback to assassin. made more sense for a charging sealthy to have something like that.

  • while you CAN do that, how does it change that people are going to make single tunnels using the verticality?

    for example a room of death with a hole somewhere in the ceiling to be grappled into. a 1x1 tunnnel going straight up with like 3/4ths of it being some kind of acid parkour tunnel, the top having a trap and there being more traps around the mouth at the begining, with like cannonbacks firing bombs down. why wouldn't people just continue the 1 wide tunnel style builds and just change the dimension it moves in?

    your idea adds options yes, but it doesn't change the requirements of there being a path from start to genmat and back. i'm not fully against the idea, but i don't really see how this is going to encourage multi pathing any more than multiple floor paths would.

  • how does this change from a single straight line from start to finish? seems like it just makes that straight line go straight up and down rather than straight left/right?

  • 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.

  • biggest thing is we need new block shapes and new ways to impliment traps. give us small triangular boltshots that only fire one bolt and can be put on a block face that isn't a full square, give us rounded surfaces or walls with holes/slots, give us doors, trap doors, tripwires, pressure plates, give us elevators, we need more tools.

  • 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.

  • grand should be moved to the assassin.

  • to clarify, i blame hacks being in the game now on lazy players, the kind who play only farm maps.

  • i'm saying that it's the slippery slope of laze. why play a map that challenges me when i can get free stuff into, why play at all when i can get stuff without putting in ANY effort. by promoting one you also promote the other. it's the mindset of not having to play to get the loot.

    i have no issue with people playing easy bases within their skill, or challenging themselves. but to just not play, i do judge that position.

    if we had cultivated an atmosphere of strive to achive, reward those who make the cut, we'd have more people trying to improve rather than take the easy way out, that's just how i feel.

    i don't think farm maps or cheats are okay. if you don't want to play the game, don't play the game. but by running farm maps and not real maps, builders get discouraged because they don't get raids. you encourage more farm maps to be built to get those raids, futher degrading the game's quality.

    don't need everyone to be top 1% but the idea that people can play for 2 hours a day, and fully unlock everything in a week, and always have 5 bases up and running is an illness in this game. if they want to have it all, they need to put in the time to get there.

  • @Chordyceps said:

    https://forums.bhvr.com/meet-your-maker/discussion/comment/3542487#Comment_3542487

    Imma be honest, idk who has that kinda reaction time. That piston triggers instantly.

    The time window is small, but it can be done. i've done it. thats why i suggested it. i've actually grown blind to the red warning markers as i operate on audio most of the time. i react to the sound of a trap going off (which gets me killed to pistons around corners ALL time time) but the "SHING" of a holo cube breaking is enough warning to block the piston or jump if i'm confident i can jump.

  • @The_Todd said:

    I used it too but to be honest I don't think it was intended that way, because it is instant death once you step into it, which differentiates it from all other traps we have in our disposal.

    then don't step into it. as soon as you hear that holo break, jump or shield.

  • @Dreamnomad said:

    I've just had my first blatant hacker replay. Guy goes into base, drops phoenix pod, dies, respawns on the gen mat, drops phoenix pod, dies again, respawns on exit. I knew before even watching the replay that something wasn't right because the player died 3 times and escaped with the gen mat in 36 seconds which is obviously physically impossible. Cheaters are in every game, but it seems particularly bizarre to cheat in this game.

    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.

  • i can get behind this, it rewards active players again. those who re-fill their raids as soon as 10 are up get more total raids by having more maps in queue.


    I full support this measure <3

  • @MadMoeZel said:

    a shield on the outpost that until genmat is taken the map barrier is covered in a forcefield. nothing inside the forcefield can fire out, nothing outside the forcefield can fire in. projectiles that hit the field, drop at the edge of it. this will prevent both losing ammo to the sandstorm which is unfun for the raider, and prevent raiders from killing warmongers from a place they aren't able to walk, which is unfun for the builders.

    if this would solve your problem, your support in thread would be appreciated.

  • I build because i like to make challenge content. i raid because i'm competitive. i hate seeing people cheese a base i build by pulling ammo through walls, or dragging guards to map edge so they can't retaliate while being picked off. but i'll use every trick in the book myself to raid. it comes down to expectations. i expect that people will run a map the way i want if i prevent any other way. i also expect that if i prevent people from ammo ratting, or dragging guards, that they'll just not play my map. but in the end, it wasn't made for them. you need to set your own goal in this game to have fun, but then again, thats coming from someone who has absolutely 0 care about the storyline, i've ignored chimera for ages. i don't even hit the redeem button. i've been currency maxed for a while and i pretty much just hang around to help struggling streamers with outposts they're having trouble with so that we can show people that every base is possible with enough persistence, patience, and knowledge.


    I play to build challenging content, to be a strong player, and to pass that knowledge on so that the next wave of players is even stronger.


    why do you play?

  • or come around the corner shooting. i'm a speed runner too and pistons are my #1 death source. just means i need to pay more attention, listen better.

  • not a bug, danger rating rework. i'd be willing to gamble the maps in question had lasers in use. they seem to have reworked laser's difficulty calculation IMMENSELY.

  • @Chordyceps said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3518582#Comment_3518582

    Yeah, seriously. Like you see someone place an acid cube under a tomb so you make sure you're pressed right up against the tomb when you break it to grab all the resources without them falling in, but some of them still fall in for some reason.

    then bring a shield if resources are that valuable to you. you have an option to collect those.

  • image.png

    here is the after

    image.png

    760 capacity lost, 2 plasma sentinels, 2 death pistons, an incinerator, and 5 lasers.

  • image.png

    fire trap behind me

    image.png image.png image.png

    here are the before pictures

  • image.png

    here is another one that did the same thing. silverado. 4380 capacity. WAS a dangerous, is now a brutal.


    will post what it took to get down to dangerous again.

  • loaded into my map for the first time in weeks. it WAS dangerous


    image.png

    it had over 3000 capacity at dangerous. i've removed things down to 2300 and i'm STILL BRUTAL. what the absolute ######### behavior?

  • i took a week break.... how is this not fixed FOUR MONTHS in.

  • probably a low priority because of how many people try to brute force every outpost with their favorite loadout and quits rather than changing it.

  • if suits boost was to be made static, i'd vote it was changed to give less information.

    rough distance (short, medium long)

    Guard / trap density ( light, medium, heavy)

    Completion rate (low, medium, high)

    Kill rate (low, medium, high)


    but giving specifics for free is too cherry pick. a general idea should be good enough to choose the genre of content you like without getting tons of intel. then make the suit boost give specifics.

  • rather than larger pickup range, make resources able to be grappled. lets people pull it out of acid too, risk vs reward.

  • @HellDiguner said:

    It is important to tune reward systems in a way that aligns with desired player behavior in any game, but this is particularly critical in a game that relies on user-generated content because a misalignment will cause users to generate undesirable content, and an overabundance of non-fun content directly hurts a game's playerbase in a vicious cycle.

    In games that rely on user-generated content, you really DON'T want to position creators and consumers as adversaries against each other, because both sides will quickly optimize the fun out of your game.

    Right now, MYM primarily rewards kills, so builders are strongly encouraged to make killboxes. But killboxes aren't fun for raiders.

    Outposts which instead focus on providing fun and unique encounters in an aesthetically-pleasing map are not being rewarded enough.

    undesirable content is open to opinion.

    i find mazes and anything that is free XP or farm to be undesirable.

    what's wrong with a builder and raider being adversaries?

    i agree MYM overly prioritizes kills. time spent on a map should also reward the builder, people who quit a map without making an attempt should also reward the builder (some form of intimidation bonus maybe)

    fun is again a matter of opinion

    i like killboxes, i like short maps with a lot of danger packed into evey inch. i absolutely despise empty space.

  • @Hodderfodder said:

    The DBD community considers these forums to be dead, that no one uses them. FORUMS in general are old internet tech and have very little traffic overall.

    Like with DBD, MYM's activity is on the Discord and the reddit community. I only see the community manager Brandon posting on the Reddit, not here.

    The only advantage this forum has over those is that because it's so inactive, a post in the Bug/Feedback section is likely to actually be seen by the devs, rather than lost among the more active places.

    except they don't come over here to read the bug forum.

  • @Dreamnomad said:

    The Reddit community is a lot more active than the forums here. The good news is that it's not like the forums have gotten worse. They have always been bad.

    they're more active on reddit because the devs don't post here.

  • there is a hard counter to all self-destructing plasma, feel free to check my vods ;)

  • @WraithReaper74 said:

    This is normal unless you are right near the edge of the barrier, if you're close to the edge, your projectiles will pass thru. If a projectile can't enter, one shouldn't be able to leave either.

    20230721140321_1.jpg 20230721140423_1.jpg

    this shot however ricochets off the barrier and doesn't hit the flame trap i aimed at.

  • @WraithReaper74 said:

    This is normal unless you are right near the edge of the barrier, if you're close to the edge, your projectiles will pass thru. If a projectile can't enter, one shouldn't be able to leave either.

    20230721134950_1.jpg

    that enforcer kills me here. but i could be that close on the inside, and my bolt won't hit something in his spot, or farther. and the bug isn't even consistent.

  • they finally are asking about trap activation speed. i'm hoping for a 25% faster activation speed.

  • @Hodderfodder said:

    While there are bigger things being prioritized right now, a few small changes would make the building experience a bit nicer.

    Ability to mute tomb and guard sounds

    When raiding these are important indicators, but as a builder when you are spending a lot of time on top of these elements the sound effects get really obnoxious. Before the Dreadshore update, you could go into a test and destroy the tomb, then return to build and it would be silent until you loaded out of the map. That's gone.

    Separate the T light prop and the signage stripe decals from block packs.

    We can only have 5 deco packs active on any map. I am guessing this is due to limitations with Unreal Engine's ability to load textures etc. However, the community has adopted the T light prop, and the yellow trail signage to indicate tombs. If you do that however, you're picking a one of the 5 packs that those decorations are associated with. It would be nice if they were separated from packs so that we could use them without selecting the pack itself.

    agree on the muting.

    blue signage is tomb marker in my experience, yellow is to gen.

    we need dedicated ARROW decals

    the ability to paint traps the way we do terrain so we can make walls/floors of acid without having to click 50 times.

    the ability to paint with deco like we do with terrain so we can make an entire wall one color in one sweep.

  • HRV path validity is only calculated once. he will take the shortest walkable path at all times. but his valid path calculation never changes regardless of where he ends up walking. also, masquerade is currently not functioning the way it says it does. if it behaved like a normal block it would allow guards and HRV to walk on top of it, it does not do so. a guard actually WON'T walk on to the top of a masquerade block, he stops at the edge of it. guards will drop into acid, but won't walk on top of a masquerade holo. and if you have them fall into it, they pass through the block as if it wasn't there.

  • can you upload a clip or pictures of the setup?

  • not a bug, leaving counts as a death.

    edit - so does "restart raid" even if you didn't 'die'

  • @WraithReaper74 said:

    This is normal unless you are right near the edge of the barrier, if you're close to the edge, your projectiles will pass thru. If a projectile can't enter, one shouldn't be able to leave either.

    then a gun TIP stuck inside a shield shouldn't allow a projectile from the base of a guards gun to enter. yet it does. anything that is inside the shield allows projectiles to pass. that is how it's designed. and i've been playing for almost 4 months now, this is new.


    edit - if the function has been changed then they need to declare that somewhere rather than making is a shadow change.

  • @poisonouschimp said:

    Is he really rideable in your base? I've seen him but never tried doing it there. The harvester seems to be a robot, so I doubt it would recognize an enemy is riding on it. If anything the payload weight sensors would indicate a change and if that change hit or exceeded the extraction limit, it would return to the drop-off point rather than head to the genmat. Though, if I were designing an auto harvest robot, similar to a roomba, it would make more sense to add a container full sensor rather than payload sensor.

    the HRV is part mechanical, part flesh, much like the sub-clones that populate the guard roster.

  • he is rideable inside your base. the harvester in the field is an enemy HRV. would you let your enemy ride on you?

  • @MadMoeZel said:

    that is actually a result of the blocks size not being the same as it's graphic.

    edit - bedrock, 2nd wave holo blocks, corrosive cubes, and plasma sentinels all have a slightly smaller hitbox than their graphic indicates.

    upon further testing i was incorrect.

  • that is actually a result of the blocks size not being the same as it's graphic.


    edit - bedrock, 2nd wave holo blocks, corrosive cubes, and plasma sentinels all have a slightly smaller hitbox than their graphic indicates.

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