MadameExotine
MadameExotine
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- MadameExotine
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@BGardiner_BHVR said:
You'll have until the 25th of August to submit your Outposts for the Pantheon of Builders.
As for the bug preventing players from entering Outposts equipped with the Sector 0 Ranking Reward decals, we're hoping to have this patched out as soon as possible. We're aiming to release the hotfix tomorrow, if all goes well with QA validation and first-party platform certification.
-Brandon, Community Manager
Thanks Brandon. Exciting to know!
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Biggest problem: Outposts Expiring!
It killed playing builder for me. Put 6+ hours into building an outpost, just to see it expire forever on P10 is motivation crushing. Current system has little love for builders who put thought/time into their outposts.
Additionally a player can easily get rank point/material equivalent playing raider for 15 minutes, instead of working on an outpost and putting it up for a prestige cycle.
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thanks, glad to know the community already figured out the problem
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Yes!! I think getting Accolades should at least = Rank or Resource points! It's like literally for quality assurance.
Without good builders there is no MeetyourMaker game experience. And without raiders,... well it's pretty close to this update's experience π
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I 100% agree with the replies this post has gotten.
If this game ever turns majority rank competitive focused, it'll dry out pretty quick. The main pull of MyM is really in the creativity, fun and cleverness/uniqueness of outposts. This is already clear by how little raids brutal outposts get, since they have a reputation for being made with a "rank competitive" mindset (ie. killboxes).
If anything, Accolades need to weigh in more/reward more things.
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It comes down to which is more important for the player.
Having more people experience your outposts, or getting more GenMats. I am a definite, "I want more people playing my maps". It's what makes this game fun for me. I'd even spend GenMats if there was a feature that would increase number of hours/raiders for my outpost π
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I collected rewards twice from my one active outpost today, here were the results:
The outpost is on normal difficulty/small size, Prestige 4, when active it was set on overdrive. My Rank is Bronze III.
First time I checked and reset it: I got -10 Rank Points, 22 (registered) Kills; here is the breakdown;
[Raider A: 9 deaths on replay, Rage Quit,.. kills become 0β] [Raider B: 1 death, escape] [Raider C: 3 deaths on replay, Rage Quit,.. kills become 0β] [Raider D: 11deaths, give up] [Raider E: 3 deaths, give up] [Raider F: 2 deaths, give up] [Coop Raiders G+H: 4 deaths for H, escape] [Raider I: 1 death, give up] I got 2 accolades for artistic and Ingenious
Second time I checked it, on depletion: I got +163 Rank Point, 21 Kills, here is the breakdown;
[Raider A: 5 deaths, gives up] [Coop Raiders B+C: 6 and 9 deaths, escape] [Raider C: 1 death, escape] I got 2 accolades for fun and Ingenious
Seeing how it was the exact same outpost, I think the Rage Quits (I marked with β) have something to do with this!!
From what I've heard, if a raider Rage Quits by closing app, instead of exiting outpost, it takes all kills away from builder. I am not sure if this is why some of the kill I see in replays are not given/show as 0, or if there is hacking, or bug issues. Whatever it is, it made me lose -10 rank points at 22 kills, when compared to gaining 163 rank points at 21 kills without any "Rage Quits" on the same outpost, with all other variables being the same.
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π‘ Oomph, just got -10 ranks point (at bronze III) for getting 22 kills on my outpost with only 2 escapes (4 deaths on a coop pair who escaped, and 1 death on a pro raider who escaped,.. the rest were give ups; at 11 deaths before one give up, and about 1-3 on others) --normal difficulty outpost
I am really curious to know how this is calculated now. Do builders rank down for give ups or are do give up death just not count towards rank?
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@TragicSolitude said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3414205#Comment_3414205
Builders don't rank down!
Builders rank down. If your base doesn't get enough kills, it definitely subtracts points. If it happens while you're in a raid, then it'll be combined with your rank points from the raid. Otherwise, it's in that popup screen in the Sanctuary that shows the stats of your current active Outposts.
Β there should be NO penalty for raiders abandoning or even dying too much on an outposts
The devs are definitely looking at fixing half of that. From the AMA that was posted today:
"If you start an Outpost that you donβt like the look of β you have the option to leave it. We've heard the feedback that this is detrimental to your Ranking, and we will be changing this to no longer subtract Ranking points for abandoning an Outpost β this change is planned within the next couple weeks."
source: https://www.reddit.com/r/MeetYourMakerGame/comments/1327rv3/qa_with_the_dev_team_april_2023/
Yay, happy to hear some of those changes are coming!
What is the minimum amount of kills an outpost needs in order to not lose rank points? (I must've been just above the cut off line to ever see it). If that is a thing, I hope devs make it so builders never lose rank points. Alot of time goes into building compared to raiding.
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With how grindy it is to Rank up,... there should be NO penalty for raiders abandoning or even dying too much on an outposts. It should be bottom capped at 0.
Builders don't rank down! And neither should Raiders. Without rank down penalties, raiders can actually appreciate harder bases, without worrying about losing rank.
Like I remember I was on a very impressively designed base (artistic+smart+fun+brutal), but abandoned it after getting killed a few too many times, because I didn't want to rank down. I would have LOVED to keep playing on that base, but would have been punished by game design if I had stayed. π
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I've been experimenting with "Warmonger Pincers". It's so much fun watching the raider figure it out after a few deaths.
First set Warmonger#1 somewhere in your base. This'll be the pincer spot.
Then set a Warmonger#2 outside (or behind) your base where it can't be easily discovered. Preferably build a small hut facing away from where raider starts.
Now do a test run with a timer, and make a note on how long it'll take a raider to get to where Warmonger#1 is (provided your base entrance is clearly marked, so raiders would run straight in on start up)
Once you got the time, go back and set Warmonger#2 on a path through base entrance, until it meets with Warmonger#1. When setting the path, have Warmonger#2 wait idle for the amount of time it took your test run, before it starts moving.
If you do it right, you'll have Warmonger#2 surprise raiders from behind as soon as they come up on Warmonger#1. Specially effective in tight corridors π
On replays you can clearly see the smart raiders start searching outside base after a few deaths wondering "where that 2nd warmonger come from?", .. and the not so wise ones will feed you kills, 'till they figure it out~
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@chezpizza said:
I feel like a lvl 10 outpost should just go on cooldown (24 hors) then the game lets you reactivate afterwards.
I really like the cooldown idea!!
Maybe it needs to be much longer tho (like on every sector update?), to keep builders motivated in coming up with fresh builds/concepts, but at the same time not completely make their builds obsolete at P10.
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I am on PS4, and played a map I was so impressed with that I sent a PSN dm to the builder letting them know how much I appreciated the amount of thought/time they put into it. So at least there is that for when both raider and builder are on PS4/PS5
Also find it hilarious when raiders communicate with me in replays by shaking their head or nodding after evading a trap or getting outsmarted,.. kinda like DbD π
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It happened again. I noticed both times two survivors were on Entangled Gens.
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I think it might have to do with entangled hooks. Happened to me and a friend a few times. Very frustrating.
On the killer side, the same thing happens sometimes where the killer can't hit survivors on entangled gens.
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Happened to me on my second game as killer. I am on PS4. Crossplay ON. I remember all survivors in lobby were from different platform[s] than me.
Closed game after 5min of waiting at loading screen. Logged back in. No DC penalty.
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@pejii said:
this bug happened to me twice and both times I had the game menu opened to see the offerings, did you use the escape key to enter the game menu during this game?
I don't think I brought a key. I've never open the game menu during game to check offerings.
Have not seen this bug since the date I made this reprot.
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Thanks, that is helpful to know.
I think I might have noticed this on Hag the most, 'cause her speed is slower than the average killer.