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Varzin

Varzin

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Varzin
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  • I view MYM as kind of an unfortunate scenario because I really do think the devs are trying to make this a good game and I really do think they've done a good job so far. I think that MYM does what it does (base raiding/building) very well...but that's really all it's got going for it. This is a game that is in desperate need of more content, namely game modes, social features, and unlockable cosmetics outside of DLC and season rewards.

    Trying to implement new modes given the current design of the base builder system is tough since you either have to work within the bounds of the current system (which doesn't leave much room for different gameplay styles) or overhaul it to support new features which at this stage of development would be a very heavy lift.

    Even as a strictly solo player I can see that MYM needs more on the social side. Matchmaking for multiplayer raiding comes to mind. I've seen people ask for the ability to search for different bases to raid as well. At the moment it feels like there's nothing connecting players in this game.

    It's borderline inexcusable that there are so few cosmetics in the game and that NONE of them can be acquired through normal gameplay. Most weapons don't even have an alternate skin yet. I know some people don't see cosmetics as being very important but for many others getting to make your character look cool is part of the fun and therefore an integral part of the game. End of season rewards are simply not enough, especially if those rewards are just a recolor of an existing skin. Plus this gives players something more to strive for beyond unlocking all the mods, something like a sword skin that unlocks after you loot 100 forsaken tombs gives players a goal to chase. That's a pretty basic example but you get my point.

    MYM gives me a strong Deep Rock Galactic vibe. You load into a home base where you can change your loadout and unlock stuff, select a mission from a set of randomly assigned options, go into the mission, return to home base after, rinse and repeat. There's different "classes" and weapons to choose how you approach missions which can be modded to suit your playstyle. The thing is that DRG, on the day of its official launch, already did everything better, there's more to do, more to see, more to get. MYM, even now, feels like it's still in beta by comparison. It's a very good beta, one I still sometimes enjoy playing, but it's just not ready to be called a complete game yet.

  • @BillSimmons said:

    Q: What are the ranking rewards?

    I've seen a lot of users repeat that cosmetics will be awarded based upon your ranking at the end of this preseason in June, but I haven't seen anyone from the MYM team say that. The team has said that they can't share exact details on the rewards ( https://twitter.com/MeetYourMaker/status/1646183354146910208 ). During the launch live-stream the team said, "We do also have rewards for the ranking seasons... We'll be including new rewards each time" ( https://www.youtube.com/watch?v=AW8VCVmjpYI&t=2179s ).

    This at least seems like there's some reward outside of JUST currency, but like you mentioned without having any actual idea of what the reward(s) may be why should you care?

    Q: How are rank points calculated?

    Difficulty of the base, your rank, the builder's rank, and the amount of deaths determines how many rank points you're awarded after escaping with the genmat. Unfortunately there's no shown breakdown of how the system lands on whatever number it calculated, so you're left scratching your head on why the last raid gave you +125, but the one before gave you +88. As you increase in rank your threshold of deaths before you start to lose rank goes down, so like you said at 2 deaths you can lose rank points.

    I'm not a big fan of the ranking system either. As my rank goes up, so does my building knowledge, but that doesn't mean I intend to make even deadlier creations. Though in my failure to do so I lose hundreds of rank points per outpost I have active to raiders who only die a few times. I wish they could use some other metric to determine rank points, but with frequent iterations on each outpost deaths are the one value that remains a constant.

    Wait, your bases impact your rank as well? Where do you see that? If that's the case that's entirely unfair, you can't control what happens in a base once it's built and available. Even a deathtrap might get plundered without effort if it happens to get a good enough raider in it.

  • Might be simpler to just allow Harvey to "respawn" (deliver a new one) after a set amount of time if the current one dies. Like if it dies there's a 30 second timer before a new one is delivered at the start or something like that. If there's a piston or other trap at the start killing Harvey you can break it to save the next one.

  • Now that I've unlocked all the suit and weapon upgrades I want as a baseline I feel a lot more comfortable doing Brutal outposts. There's a clear difference in capability between starting with basic gear and working with a better defined loadout. I use the melee suit, fully upgraded, with the gunner suit's fire-rate mod mastered and switched over the increased speed after kill mod. I use the lightweight sword and heavy gun, both fully upgraded. I'll work on unlocking and upgrading the other weapons later, with all this I can clear pretty much any base. I also bring grenades and shield barriers as equipment. I'll probably still go back to raiding Dangerous bases when Brutal gets too tiresome, they tend to take a lot longer to complete.

  • Not sure if it should be a building requirement but I get the frustration. I've seen multiple bases where the tomb wasn't just walled off but walled off with see-through cubes as if to tease raiders that they can't get the tomb. That's boarding on toxic base design.

  • 1 rule, if the base has any forsaken tombs that are clearly intentionally impossible to get, it's gets no accolades. I don't know what's with some people walling off tombs with corrosion cubes or see-through glass cubes as if teasing players that they can't get the tomb.

    Fun - If I enjoyed the base I give this.

    Brutal - Tough but fair bases get this.

    Ingenious - If the base has any trap combos that I find particularly clever it gets this.

    Artistic - If the base clearly has a lot of work put into it to make it look nice or has interesting sculptures/building shapes.

  • I had already promised myself that any base where a tomb is clearly intentionally blocked off (completely surrounded by corrosion cubes or see-through-cubes) gets no accolades from me. Now that others have mentioned it, I might just start blocking those users as well.

    The logic of "players who get less resources raid more" doesn't track anyway. Synthite and Parts are abundant whether you breaks tombs or not, Cells are the real driving resource behind raids and tombs don't provide those. By blocking off tombs you're wasting a potential resource that makes your base more interesting and functional while depriving other players of the fun of trying to ferret out all the tombs for no added benefit to either party.

  • Day 1 Thoughts

    (played the open beta, currently playing on Xbox Series X)

    Onboarding: Simple yet effective tutorials that don't waste too much time. I do feel that the game isn't much fun until you start unlocking more stuff. It's kinda hard to build an effective base with just the current starting pieces and no mods, I really think the holo-cube specifically should be unlocked by default to help new players create some uncertainty in their early builds. Similarly I don't understand why 1 of the only 2 suits has to be unlocked. It just seems like an unnecessary cost to heap on players who want to use the melee suit, especially when 1 of the required resources to unlock it is so rare compared to the other 2, more on that later.

    General Gameplay: The basic gameplay loop of MYM is fun, though I am worried that without introducing some alternative modes of raiding things might get stale after a while, more on that later. The game controls well and I haven't encountered many bugs so far (and of those bugs I have encountered nothing has impacted gameplay in a negative way yet). I know a lot of people are somewhat frustrated with the limitations placed on building (Harvey) but I genuinely believe it's for the best. If a base feels like it's just an unfair troll then just leave, you dying to that base just benefits the builder and encourages more troll bases. Plus if they can't get kills or accolades then they can't prestige, so that base goes away.

    The Grind: This is my only real sore point so far. The game has 3 resources, whose names I'm still learning so I'll just call them by color. Even after only a few hours of play I have more than enough orange and blue resources to do whatever I want without thinking about it, it's just the red resource that's holding me back. I'm not really sure what to make of this, it almost feels like orange and blue are pointless since you pretty much can't unlock anything without red anyway. If 1 resource is going to be the linchpin object that lets me do things, why even bother having the other 2 at all? I guess because orange is used to buy base locations and blue is used to restock on equipment? Regardless, it's clear that the grind to unlock everything will be slow so long as the red resource gains are as low as they are now. Which I suppose isn't completely a bad thing, just annoying.

    What's Next?: We already have a first roadmap of things to look forward to. New weapons, traps, guards, and mods all sound like good additions, especially with the promise that they can all be unlocked through gameplay. New cosmetics are always nice (though I feel like there should have been some in the game already). The main thing that sticks out to me is new environments. What does this mean exactly? Is this just a cosmetic piece to change the atmosphere of a base or will it affect gameplay? I guess we'll just have to wait and find out.

    Now about new gameplay modes, the trick here is figuring out how to introduce new raiding objectives besides get in, get Gene-Mat, get out, while working within the bounds of the current build system. Admittedly I find it hard to come up with ideas that seem reasonable. Here are some of my better ideas:

    • Combat Focused Mode: Objective is to kill all guards. There might still be traps to contend with but the guards are the objective. Adds a restriction that all guards must be accessible i.e. no hiding a guard in impossible to reach, walled off location. Could even turn this into a boss-fight mode, pick a guard to be the boss, make it bigger, give it some kind of stat boost, requires multiple hits to kill, etc. This seems like the simplest alternate game mode idea that could be added without fundamentally changing the game's build system.
    • Timed Mode: Objective is to get in and plant a bomb to destroy some important piece of equipment/machinery/etc. Once the bomb is planted the raider has a time limit to escape before it detonates. Admittedly this one already has some problems, I think it would be too easy to make troll bases with this objective. Imagine a base with lots of winding pathways that take a long time to navigate or a base with all second wave traps. Would need to make the detonation timer dynamic, calculate it based on how long it takes Harvey to get all the way in/out. Might even need to disallow second-wave traps to make it fair but that might be going too far in the other direction, too easy. Still, thought it was a neat idea.
    • Multiple Collectables Mode: Objective is to collect multiple components from the base. Again, might be too easy to make troll bases. Would of course need all components to be accessible. Could be interesting as it would encourage less linear build design. Not sure how second wave would work, might need third and fourth wave mods. Or alternatively disallow second wave entirely but allow for increased build capacity? Not super confident in this one.
  • QOL Suggestion: I like the UI but everything being the same color makes it easy for certain button prompts to hide in plain sight, took me a few times viewing the page to figure out the Prestige Outpost input. I've noticed a few other complaints/questions on this forum already that could have been avoided if the button prompt for what the person was trying to do was easier to spot. Might I suggest adding a few more colors to the UI to help certain elements stand out more? Doesn't need to be super vibrant, a few same-toned reds and yellows should do.

    I also agree that an option to auto-collect resources dropped by players dying in your outputs would be great. As fun as it is to go in and see where everyone died and how I can see this getting very tedious, especially if you have a particularly successful outpost.

  • I just started playing the beta today, first time on MYM, I'm running into the same problem. It does appear to be an issue with inclines I Tried making my first outpost but couldn't finish it due to the Harvester not connecting what should have been a valid path. I cleared the map and experimented with what should have ben extremely simple and easy to follow paths that led relatively straight to the gen-mat to no avail. It does appear to be an issue with inclines.

    I just went back into the game to try and experiment a bit more just to get my facts straight. The game saved on one of the super simple layouts and now it's showing that the Harvester can connect to the gene-mat. So maybe saving the map, exiting, and re-entering is a workaround for whatever the real issue is? I'll try building a real outpost again and will report back with what I find.


    EDIT

    I went back in again and re-created the outpost I was trying to make the first time. I had to finagle it a bit but it does appear that save/exiting and re-entering fixes it.