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MythicMikeneto

MythicMikeneto

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MythicMikeneto
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  • Some intersting thoughts here. I like the idea of it costing a bit more and the reasonings. It may not sovle the issue with 4000+ capacity bases out there.

    Ive recently noticed a limiter bar in the build editor for the max number of a singke trap that can be used. It may have just been for the small base I was working on, but it may be a better answer than increased cost.

    I have yet to run into real issues facing the plasma cube, and moreso find a way to use them effectively.

    I ran one build that had a masive room of them with other traps. Ended up winning as a speed run only having to break one arrow trap on my way out.

    Another was just a long halway of plasmas on all four surfaces. A few grenades to get started and 3 bolts, a melee, and some forward and back footwork and I beat it with 0-1 death.

    Both were not the best builds in my opinon, but hey I got my gen mat and resources, so I am satisfied.

  • A 'Portal' skin set for blocks, decals, and traps... name your price, 'You monster' and take my money.

    The cake is a lie.

  • I there is the undo/redo, but it only holds one step; and copy, but again only copies 1 thing.

    I too would like to see a 'swap' or 'change' option. It would be amazing to be able to modify an existing block for another or take and existing blkck and morph it into a different shape.

    Dragging an existing block or group of block would be cool too, but may be difficult to create with the interface.

  • I personalky wouldnt trust the comment to be anything less than toxic. I would immedistely block the feature; but that doesnt mean it eouldnt be enjoyable for others to use it.

    Here are some actions I use to comunicate as raider.

    A left lean then right lean as a thank you for tombs not being blocked.

    A slow look down then back to center to simulate bowing before leaving as a sign of respect for the time taken to present a challege for me to complete.

    Looking side to side for a 'smh' over things like blocking the tomb, killing harevy before I can get out of the starting zone and other exploits being used.

    Killing Harvey for no reason and or repeatedly attacking a dead guard to express frustation at dying to the build.

  • Sadly, this game may not be for everybody. It can be difficult and has a bit of a learning curve; but I think that is the point. This game seems to me to be a pvp for diabolical masterminds and courageous spelunkers; and you have to do a bit of both.

    Just raiding will get stale. Builds will be too long or too hard or you may get so good nothing is even a challenge anymore.

    Just building you may not get enough to sustain upgrades/trap/prestige/new lot cost.

    I didnt see the point of leveling up the chimera, until i noticed it giving 500 of each resource. The boosts seem kinda meh to me for right now, but once I have resources to burn, I will start using them.

    I find it odd people expect to build one base and have it last forever. Gotta keep it fesh and moving; make new things, try new trap combos, upgrade and make sonwthing better than a 20+ trap/guard killbox.

    Watch your replays. Iis possible after the N-teenth tine of watching somebody die to an exploited corrosive box or your mob of 20+ guards, you might decide its time for something new.

    As far as raiding taking a long time (for those who still play or are starting) I suggest to look for 'small' builds in normal and dangerous. Sometimes medium and almost always large builds are gonna be a time sink. If it isnt some super long winding maze it will be trap and guard spam with just a pinch of something to stop speed runners.

  • @magic1236 said:

    As much as I love the idea of normal blocks being free. It will probably harm balancing of bases. People would be free to make loooooong pathways towards the genmat making it a very time consuming raid. It would probably end up making basses become too complex in a negative way.

    again I love the idea to have them free to make really creative and complex bases in a sense. But I do feel it could be abused in a very unfun way

    I have to agree here.

    I made the mistake of raiding a large normal base. 30 mintues into the (what felt like 50 miles) long spiraling hallway. I died to a semi random, few and far between dart trap. The experience to be gained wasn't worth the time and effort. Was one of very few raids I have abandoned.

    One technical reason to consider for the limitation of blocks is rendering, loading, and processing. There are already a long list of comllaints about 'loading times' and a map with every square full of blocks (except for the path) might literally set a xbox one/ps4 on fire. Lol.

    I had considerd an idea for Harvey: 1 block climbing.

    I wonderd if it would be possible for the builder to upgrade Harvy so its pathing could include a 90 degree, 1 block at a time, in the pathing. It would open many different options for builders and challenges for raiders. Harvy could still just identify the shorted route from start to the gen mat.

    I figured out that builders would have to make sure to impair any and all shortest pathing if thy wanted Harvey to take a longer path. It may also interact poorly with certain traps too. So thats probably why it didnt happen.

    Maybe we need a block that operates as a 'ladder' for Harvey. Could make for intersting 90 degree vertical climbs/grapple hooking raids.

  • I like this idea.

    It could just be a 'Vault' trap. Takes up 1 cube, requires a 'Key' trap to be placed in tandem.

    The Vault could act as an 'inactive' trap unlesss the key trap has been 'activated' or triggered (Similar to the gen mat)

    The 'Vault' could release extra gen mat/resources/bolts/grenades when 'activated'

    Limited per build of course.

    This sounds really fun!

  • The game is currently free on Playstation Plus. $30 is a pretty agreeable normal price tag too (most games are twice that much at release)

    A demo/trial might giveca temporary boost, but newbs potentially have a lot stacked against them, even with 'freeplay'.

    In my opinon, here are some things that will help the raider base grow.

    More positive reviews about the game (and slightly less negative ones):

    There is already so much complaining about bugs, killboxes, 'unbalanced' game play, prestiging, and other negative reviews that a player who researches the game before buying will likely be turned away. Content creators and the MYM community need to help hype up what is good about the game and why they enjoy it, as much or more than the normal whining and complaining that happens with every game.

    Builders need to intentionally turn it down a notch (for normal builds):

    This one is rough because as a builder my goal is to be effective as possible and get at least 1 kill a run (for my own enjoyment and validation). With so many aiming for massive kills and wanting to make impossible to beat builds (and cramming them into normal builds) the newbs that roll in with litle more than a sense of curiosity and advebnture (and little to no skill) may get discouraged easily and just walk away when they can even get the gen mat out of a 'normal' build.

    Matchmaking or more ways to encourage 'training' newbs:

    Story time- I am really excited for MYM, it goes free on playstation. I go ham for a whole day to be able to do a build to have all my freinds run. They get the game for free (at my invitation/advise/request). They do the 2 stage tutorial and then raid my build... and then they want quit! (Lol) I have to talk them down from the ledge and run a few raids with them showing them the ropes (I am not great at raiding, but I know enough to show them how to get better and some of what to expect). Now the are back at it, planning to make build to punish me in return for my first build(s) that they ran.

    Moral of the story, we gotta help the newbs in the shallow end before we toss them in the deep end if we them to want to continue raiding.

    Overall we, as a builder community, need to support newer players to encourage them to get just good enough that we can still get our kills and they still have fun trying and dying.

  • I think this would play well. I hope the devs consider it.

    It would also be nice if you could place a limited amount real tombs or move the real ones. Gotta have some bait for those mouse traps, y'know?

    Could have placing a tomb give a handful of build space (like 100 ish) or maybe that it lowers the 'difficulty rating' by a bit.

  • "Please nerf rock; Paper is fine. Sincerly, Scissors"

    I hear ya tho.

    Had a guy 0 death my small/nornal build by blocking everything with the shield. Didnt feel good; That same build caught 1 guy 7 times (eventually he git the gen mat and escaped; felt great!

    Until every player is 0 deathing my build with shield in hand, I dont find a 'major' isssue here.

    Raids would be near impossible if traps triggered even faster. Sure, use a shield, then multiple armored guards become the new meta. The use a shield and a sword, long range traps like fire, darts, plasma, become the new meta. Rock, paper, scissors...shoot.

    When it comes down to it, become a better builder. Try new things. If you have no inspiration. Raid for a while. Learn from other builders.

    I have much respect for my fellow builders ehen I run into a setup that I actually have to think about how to beat it. I see how they did it, then try to use the concept in my next build.

    For context: I dont have any other weapons yet. Only the 3 bolt upgrade on the heavy bolt gun.

    3 bolts, 3 grenades, a trusty knife. A grapple hook, a double jump, and my own varying level of caution; bring it on!

    I hope to enjoy your builds (and likely die in them)!

  • I give accolades for these reasons:

    Fun: I was entertain while raiding (thisis a very low bar) and I dudnt hate your build. If you disqualify your build from 'fun' you will likely get a 'brutal'.

    Brutal: I found the buold challenging or very difficult. Kill boxes, having to kove slow and cautiously.

    Ingenious: I was impressed by a setup or learn something new. Any time I find myswlf saying 'Lol, you totally got me with that."

    Artistic: If I notice ffort was made to decorate with decals or a sculpture was made. Some things I have seen to note: and elephant, and atomic bomb, decal or sculpted words.

    I try to always give at least one accolade and look for excuses to give two.

    I look forward to running all yalls raids!

  • I would think if you enjoy it being active, and it has been 'rertired', build it again on a new lot.

    If the traps were effective, reuse those techniques in a new revamped version.

    I get the desire for a masterpiece to live on forever, but with streamers out there your base may become known and figured out and progressively less effective.

    A large part of this amazing game is the 'gotcha' effect. Once you 'got em' raiders should be learning and adapting; so builders need to learn and adapt too. This is what will keep the game fresh and entertain for years to come.

    Having the same 5-6 maps forever would 'complete' the building portion of the game for a player and result in less maps for raiders, which is less content and less to do. It could snowball pretty quick.

    All that being said, depending on the size of the community, a single map could live well for a very long time before it needs 'retirement'

    I hope the devs explore a better balance.

  • It may mean they never 'left' or 'abandoned' the raid.

    I saw it on one of mine too. The skulls/loot were in there and I gor the rewards and stuff, so for me it didnt really matter.


    Hope it is fixed soon.

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