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wydyadoit

wydyadoit

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wydyadoit
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  • @magic1236 said:

    That’s an awsome concept

    thank you. i'll take payment in the form of cheetos and runescape gold.

  • @Tsulan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3402106#Comment_3402106

    Oh that exists. The same bonus that shows what are the 2 most used traps and how many traps exist in total, also shows the distance of the harvester. But right now its bugged and doesn´t always work exactly how its intended.

    Maybe we need another difficulty rating that comes after brutal.

    they already have that. it's the white icons. those bases are typically higher than prestige 5.

    i could see them just providing more information in the picker. things like: prestige level, numerical capacity value, total deaths, accolade tally, 2nd wave traps count, etc.

    but i honestly think base capacity and trap capacity shouldn't be used to determine lethality.

    rather i think lethality should be determined by death count. so maybe all bases should start at "unknown" and slowly build up to "normal", "dangerous", "brutal", etc. based on their death counts.

  • @TehoKone said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3402119#Comment_3402119

    Socials do not give resources.

    So basically if I understood correctly, you do not wanna prove that all mazes are fun? Yet you wonder why I block them?

    no. i never said that. for starters i never said i play for fun. so jumping to that conclusion is erroneous to begin with. context clues be damned. if anything i play to be mentally stimulated - not to have fun.

    i said i would play it under the conditions that i don't have to add you or share my personal information to do so.

    i searched for it on the social menu. couldn't find anything listed under your forum name.

    beyond all of that though - my experience has nothing to do with the experience of others. whether i enjoy something or not is entirely subjective to my whims. and i have a lot of whims. as i am very whimsical.

    i assume you block them because they're not fun for you. i have no clue what is your version of fun otherwise i wouldn't be asking the question.

    all i can do is assume. i assume that you're not having fun because either you can't beat them or you don't find them efficient enough for earning rewards. 🤷🏻‍♂️

    as those are the typical reasons stated by others.


    for me - i make it a habit to beat all levels i attempt.

  • @TehoKone said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3402007#Comment_3402007

    Do you like mazes? Good thing that I just happen to have a normal difficulty maze for you.

    4000 points worth of blocks, 500 points of killing power.

    Interested?

    as long as i don't have to give out my personal information or add you on the game 🤷🏻‍♂️.


    edit

    also - if it's a normal difficulty map i'd honestly never play it because i need the genmat from brutal bases. i always look at capacity and difficulty when picking maps. i never play a normal large map.

    simply because i wont get any currency.

  • @zachtherage said:

    More colorblind support

    Many Colorblind players i have talked to have a hard time with various things in the game. Changing the recital color would allow color blind people to play the game more easily, Also possibly allowing for the changing of corrosive cube color since it washes the surrounding area in a red hue especially when stacked or used in hall ways.

    Better social filtering/map finding

    A better social menu with proper filtering.

    also changing the normal map finding system to a list like social with filtering features.

    Making accolades more important and a downvote system

    more focus on accolades instead of kills for base performance and build incentive and a downvote system.

    Corrosive blocks

    Corrosive blocks to be at the very least consistent behavior not just second wave. i don't know if traps shooting though them needs to be removed game balance wise. but most players find it very annoying and unfun when a level is just cubes that block the vision of a trap forcing them to inch one step at a time and it also makes the game very hard to play for people that have hearing Disorders.

    Favoriting Maps (social/Normal)

    Favoriting maps so you can revisit them.

    More statistics show about the raid you completed

    Better statistics shown about the map you have played, Fastest Clear, Least deaths (this would go well with the ability to retry/find/favorite maps you have played and give the game more replayablity.

    Harvey Upgrade/Less restrictive level design

    Upgrading Harvey to be more mobile. maybe jumping 1-2 block gaps and walking up walls. (i would prefer a full redesign of the system in favor of a you make the level and then have to beat it to validate it but i know this is not likely since it would require more dev time and system reworks than just altering Harvey to be less restrictive)

    A Trap that makes level pathing less linear

    A trap that can be set to on or off then toggled when the genmat is grabbed so more dynamic levels can be created. Currently levels feel to linear even mazes suffer from this.

    Social map point cost change

    Allowing creators go over map point cost for social maps,

    Changing the cost of blocks.

    blocks costing 0 for normal maps and just having the map size be the only limiting factor on how big you can make the map, Allowed points would have to be adjusted accordingly.

    Closing Thoughts

    out of all of these things i think Focus on accolades, a proper downvote system, and changing the way normal maps are found are the most important, a majority of gamers are armature level designers so the game will continue to see a lot of maps people don't like "killboxes" are a good example of bad level design that is also rewarded by the games underlying systems, you also can't find well made maps easily because of the way the current system presents map's to players (this also affects social maps), adding to the issues a majority of the player base is experiencing. Accolade focus, Downvoting and better map finding would increase builder feedback and keep builders more engaged and increase raiders time engaged with the game.

    can confirm. colorblindness is a detriment.

    it's hard to explain, but i think i have limited blue vision. everything that's supposed to be purple - turquoise looks the same 4-5 shades of blue. anything further from the center point of straight up blue starts to look black or green.

    maybe it's actually limited yellow vision? idk.

    all i know is that the colorblind settings on most games (protonopia, deutronopia, tritonopia - i think) never help. i still can't see the full spectrum.

  • @Rizzo took all the salt out of my post. thanks for not deleting it at least.

    without the salty banter though it really does feel like a pointless post.

    more like a rant. i'm not a fan of this new version. it doesn't convey the message i wanted. 🥺

  • @Tsulan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3402101#Comment_3402101

    We have different kinds of players. The speed runners that like kill boxes but hate mazes and the slow n steady players that hate kill boxes but like mazes.

    Both can co-exist.

    Maybe in time, a meta will surge, where mazes are easier to detect/recognize. So the people that like them, will find them easier. Just like identifying kill boxes is easier thx to the advisor bonus that reveals the kind and amount of traps.

    i mean you could always just give an advisor bonus that reveals the distance harvester has to travel to the genmat. assuming that doesn't already exist. tbh i don't use advisor boosts as much as i should.

    i think the secret to getting accolades is building a minecraft house at the start of the level right where the screenshot is. then draw yellow arrows to all the forbidden tombs. and lastly dont use 2nd wave traps.

    pretty sure that's what the community wants.

  • @Tsulan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3402005#Comment_3402005

    I think the kill box issue will solve itself over time. Since players refuse to play on them, they can´t upgrade and only waste their synth on them.

    So they will eventually stop pumping synth into them, just to keep em running.

    In the meantime, most people run normal or dangerous and occationally brutal to see if its a kill box.

    what i don't get is why it's a big deal to begin with.

    first off kill boxes are such a free win. yes you might die 1-5 times figuring it out, but the viability of a kill box is so low that you're gaining so much more.

    then there's the complaints about maze builds. which - yes - you might spend 20 minutes in one, but you're highly unlikely to die.

    its like the community only wants prefabbed paths the game auto generates. that's apparently the only thing builders can make and if it's anything more than. 1 trap per 20 seconds it's a killbox.


    come on guys. what? did the survivor mains from dbd all become raider mains now?

  • @TragicSolitude said:

    the more i play this game and level the more i feel like after about custodian level 25 there's nothing to do other than grind rank.

    which - i have no proof as i don't really care about rank so i haven't bothered to pay attention - apparently rewards progress for doing ONLY normal bases?

    I've never heard that one before. All activated Outposts regardless of difficulty reward Rank, but the number of Rank points rewarded diminishes quickly for each death until it caps out at (if I remember correctly) -30 points. Most players don't want to go backwards, so rather than risk losing progress they already earned they stick to Outposts they can probably run deathless.

    This is why I am so vocally vehemently against BHVR's habit of taking away progress towards reward goals. MYM calls it "Rank" but it's really just accruing a set number of points like a battle pass until it reaches Master, which is when the ranking actually becomes competitive. BHVR announced cosmetics as seasonal rewards for ranking up and the results were easily predictable.

    my wording was poor.

    what i meant was "playing normal bases still gives ranking points to high ranked players"

    which i don't think should be a thing.

    in fighting games they usually reduce the amount of points you get from beating up a player that is lower in rank than you and remove a ton of points from your rank if you lose. whereas when playing against opponents of your own level you get roughly the same as you lose. taking on higher ranked opponents will skyrocket you into the upper ranks.

    my issue is that high ranking players can still grind their way to the highest levels of ranked with the "easy" difficulty bases.

  • @MosC_AtheL said:

    I agree. Can be very funny reading peoples comments.

    This is like warzone 2 audio when you kill somebody or player s note in eledenring. Really cool

    "finger, but hole"

  • @Darkyan said:

    I've been to a lot of raids where I wish I could communicate my thought a bit more in depth than "Fun,Brutal,ingenious,artistic" to the builder.

    So I was wondering, how about the ability to leave a short comment alongside your accolade.

    "Nice work, keep going"

    "Fix the lava hole beside the GenMat"

    "Please don't block tombs"

    "Loved your traps, can't believe I fell for that"

    Now I'm very obviously aware that 90% of the comments are gonna be more along the lines of "Ur trash, Great another killbox, u exploit abuser, get a life"

    But I just wanted your thought, am I the only one who wish I could congratulate the builders after running a good raid?

    can't wait to spam "git gud", "wow you're sad kid", "ez", "you suck", "your mom", "doodie" and "____insert offensive comment here__" after every raid.


    obviously this is sarcasm/satire.

  • @Seraphor said:

    80% (value made up for emotional impact) of Brutal outposts are the same boring killbox.

    Now I wouldn't call myself a high skilled raider, but I started playing Brutal the first few days for the genmat, but I quit after I abandoned my SIXTH killbox in a row.

    Btw, my outposts are generally all Dangerous (because no one raids Brutal anymore) and I still don't get raiders above level 30. So maybe these 30+ raiders are just a rare breed.

    killboxes are free money. you might die somewhere between 1 and 5 times figuring out the pattern, but the bases themselves are super simple and can be sprinted through. just figure out where the activator tile is throw down a flash barrier and profit. the only things that continue to activate are incinerators, unrelenting impalers, pistons, plasma sentinels, claws, and mobs. so if you use a flash barrier that will destroy everything except mobs, plasma sentinels, and incinerators. using that knowledge - you can deflect plasma and bolts. the armored warmonger can be sidestepped and hit in the back. armored enforcers and hornets have exposed legs, armored cannonbacks can be hit in the back.

    you get 2 flash barriers and shield+deflect deals with almost any situation.

    so the only real issue is the incinerator. so shield or flash barrier it.

    voltshot is reasonable, but only if you prefer to play fetch all game. 1 set of 5 plasma sentinels over some corrosive cubes with a few incinerators guarding it and you're screwed. those three bolts are gone. you give up deflect or shield for that.

    if you run heavy sword you sacrifice range and deflect for unlimited armor peircing which you don't need to begin with. because both swords break traps and all mobs have weakspots even armored ones.

    there's only one item in the game that counters both fire and explosives. shield.

    light sword just makes so much more sense over anything else. it can break traps, it has infinite uses, and it can deflect bolts and plasma, it can kill guards. you need nothing else.

  • @TehoKone said:

    I have also noticed that none players above 32lvl have attempted my outposts if socials do not count.

    I am over lvl 120 and I only block long mazes and through acid-targeting exploiters.

    Yes. I agree that the ranking system is faulty due to grinding easy brutals as the rank indicator. I personally try to pick the most cancerous looking lvls when playing raids nowadays.

    I also hate it when the success/kill ratio counts abandoned raids as success so it does not show the real ratio.

    I wish there were a playlist of real hard lvls.

    acid exploits i get, but why mazes?

    if a player makes an actual maze - unless you're just terrible at spacial reasoning (which i am not so i can't relate, but my condolences if you are) - just use the always do left turns rule. mazes are super easy because they sacrifice 50 capacity for an unnecessary path instead of putting that into a bolt shot or towards an armored warmonger or something. even just 10 blocks could be a holocube. 15 for a second wave holocube or a corrosive cube.

    those blocks on those pointless halls add up.

  • @Ἥφαιστος said:

    Its rewards are bare to none. You're better off raiding because that gets you both more currency and you'll rank up faster. Building doesn't grant me anything other than 'hurr hur look at me I got kills on newbs' and then others speedrun through my base or abandon my outpost, or get 1 to 0 raids. Also building takes time and you'll lose more than gaining rewards.

    I'm going to reach Master rank then stop playing. I'm at gold 03 so I'm close then I'm done with this game until late June unless they make building more rewarding and less punishing.

    building is about earning passive genmat which is basically chimera xp. which is how you get the most currency. which is how you unlock new features. that's why you can have 5 bases. there are 5 genmat types.

    9000 genmat per base versus 3750 per raid. yeah, if you raid consistently then after 15 raids you get more from raiding.

    but if you're wanting to level fast you do both.

    because 18000 genmat will always be more than 9000. and doing 30 raids a day is a lot.

  • @Amaroq64 said:

    If you put an armored Warmonger in a place where they have to come face to face with it, and then put two more armored Warmongers nearby with Bloodlust... the time it takes an average player to kill the "Bait" Warmonger, is about the same time it takes for the next two to show up.

    The backups arrive together and become a "1-2 combo". When the player staggers the first one by breaking its armor, the second one leaps through it and kills the player.

    Since the backups are already aggroed, they don't stand there and roar at the player. They just rush straight towards them.

    They fall for it almost every time. And the players who fall for it, keep dying to it over and over again.

    or... you just sidestep and hit it in the back.

  • @ironblade said:

    If there is a patch coming, what changes do you believe will happen? It could be anything from rework, nerf, buff, removal or added features. For example, warmonger got its hitbox increased, arc barrier got nerfed, etc.

    i believe the update will add more content.

  • @PureHostility said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3401063#Comment_3401063

    That's funny, because Akimbo build (2x ranged) deals quite nicely with kill rooms, by slowly dismantling all types of it and being able to disarm two or three hooks at once, due to ranged "parry" ability of your anti-guard xbow.

    those aren't used in kill rooms. a kill room is a room that overwhelms the player with bombs, fire, bolts, and plasma that are set to activate at the same time and are hidden behind stealth blocks.

    you're talking about a gauntlet if anything. completely different.

  • did the 45 deaths count towards your base in any other way? like are there death markers in build mode or death counts on the raid/death stats page?

  • @magic1236 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3401232#Comment_3401232

    Idk I only mentioned it cause there is a meme thread that was made there. Hense why I said “might” wasn’t sure and such.

    no worries. i'll just let the moderators do their thing if it's a big enough deal

  • @Digfish said:

    I'm getting tired of having to pay to reset my levels simply because nobody is playing them before the timer runs out. I don't understand the logic behind having base activation set to a timer rather than having it be based on how many raiders attempt the base. There should at least be a minimum number of raiders (5-10) that attempt the base before the prestige timer starts going down. Honestly, I'm not sure why it's not just based on raider escapes without the timer at all. Thematically it would make more sense for base to deplete as genmat is stolen (like in the Overclock mode) without the timer element.

    i thought it was a pretty straightforward concept honestly.

    you build a base to harvest passive xp.

    because at higher levels you have to do brutal bases back to back constantly just to get enough xp to level a chimera once.

    the 5 bases help with that.

    raids are a bonus. if you get a raid and it goes badly for the raider then you get extra genmat. every time they die.

    if the raider doesn't die then at normal activation nothing happens.

    on overdrive you earn your xp at a faster rate and get a bigger bonus for kills, but raiders take your genmat when they succeed. so if your base isnt getting kills to make up for the eventual steal then you're losing genmat xp and wasting synthite.

    the point of prestiging is capacity increases. meaning more traps.

  • @MadameExotine said:

    I am really enjoying this game (builder side mostly), and would like to see it flourish the way DbD has.

    I put good time into making my bases. Mainly focusing on making it look good and fun (and sometimes new ideas), and the accolades I get on them usually reflect that. However, it's quite discouraging to invest so much time on a map and only get a handful of raiders experience it per prestige cycle.

    I suggest, making it so that number of accolades given to a map act as a multiplier for the number of times it shows up for raiders, and accolades on a map be visible to raiders before jumping in.

    This way quality maps will see a lot higher raids. Improve raiders experience of the game, as well as rewarding the builders who've put in time and thought in to them.

    Something like;

    Artistic, and Ingenious Accolades = x1.3 number of times map shows up for raiders (since they require most cooking time to make)

    Fun Accolade = x1.2 (since it is most important for game health)

    Brutal Accolade = no change in number of times it shows up, however x1.2 multiplier on amount of rewards it gives a raider. And since they'd be able to see how many brutal accolades a map has, they'd know the risk/reward going in.

    Fresh Maps = a guarantee number of times it'll get shown to raiders, so it'd have a chance to start accumulating accolades, and maybe a small bonus for raiders to try it out.

    <3

    i want base prestige level to show up on the level picker. there's a huge difference between a brutal small level 10 and a brutal large level 10.

  • @magic1236 said:

    Might want to move this to community creations but also great meme

    i was under the impression that community creations was for people doing mods and art. this is just social commentary.

  • @TragicSolitude said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3401069#Comment_3401069

    Personally I run with the Volt Lancer and either the Arc Barrier or Plasmabow. The Plasmabow won't destroy traps but it'll reveal Holocubes, and it has more than enough ammo to waste.

    I do wish BHVR would improve their graphics so the textures would stop flickering. It's really annoying. I'm considering turning the game off after this weekend and not playing it until they start fixing this stuff, there are too many things that are just broken.

    ah. unfortunate. i have an xsx and haven't experienced this issue. then again im also slightly color blind and dumb.

  • @TragicSolitude said:

    I do it because sometimes I can't see the holographic effect very well and even ones that are normal will look like they're flickering (thanks to the glitchy textures), and it's quicker to just shoot it than to stop and look closely at the thing. I can shoot and walk at the same time and it doesn't slow me down, unlike carefully studying every piece of bedrock in the walls.

    players like you give me so much joy. i should make more ammo captures in my new base i'm building.

  • @magic1236 said:

    Ya I find it funny and amusing but it makes sense XP. Let’s be honest we all get a little on edge. I have gotten really good at noticing the holographic effect and or well, if you notice with a sword your cross hair becomes red. So I just take a slow approach when I am suspicious. I think people find it faster to just shoot and hope they also destroy the trap behind

    until...

    586DFADF-8116-44D3-898F-E2743709E8CF.jpeg

    the ammo gets trapped behind a 3x3 corrosive wall hidden by holocubes.

  • @ironblade said:

    Arc barrier feels like dead hard but only with a 8.5 seconds cooldown and grants you bonus invulnerability if you achieved a perfect block. That's so crazy it makes brutal, dangerous and normal outposts easy mode. If you want it even easier, pick one of the 3 aforementioned gadgets with the arc barrier and then you'll laugh your ass off at killbox outposts.

    Grappling hook works with Arc Barrier so the game is a breeze.

    kill rooms are required to counter ammo and slow gameplay.

    ranged spam is required to counter melee only builds.

    fakeouts and sloped terrain is required to counter rush tacticss.

    there is a reason to the madness.

  • @Darkyan said:

    Had a loot tomb filled with Natural bedrock, I saw at least 7 people shooting and melee'ing the same bedrock twice Just to be safe.

    I didn't out any traps in there because I wanted them to get the loot. Still funny to me.

    in their defense i have another map that is entirely built out of second phase holocubes, sentinels, corrosive cubes, and bedrock...

  • @chezpizza said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3400146#Comment_3400146

    How much capacity do you believe is in a p1 small outpost?

    capacity for small bases are 750-1500. medium bases are 2000-3000. large bases are 3500-4500.


    edit

    these numbers are during purchase. post purchase base might level up? not sure. i know that you get over 100 capacity for leveling a 4500 base to prestige 2 and 3.


    i currently have a 1500 capacity base that is ready to prestige. which grants 175 build capacity. all level 2 bases get 175 extra capacity. my 4500 base got 175, 200, and 200. so in theory it would have the capacity of a medium base after it reached level 4 since it seems all bases follow the same rules in regards to capacity and prestige.

  • @CotePathos said:

    There is no reason for prestige points to be 6 times higher on a large outpost than on a small. Sure, you have more room to get more kills, but less people play large outposts if there are medium or small outposts available. Add in how much longer it takes to build a large outpost and you end up spending more time to make something less people will engage with that is inherently harder to maintain.

    Edit:

    Also just realized that size is not taken into account regarding ranking or reward; you lose the same amount of rank per death on a large base as a small.

    Given prestige implies a large base is supposed to get 6 times the kills, the game design ACTIVELY DISCOURAGES Raiders playing for progression from choosing large bases.

    There needs to be additional incentive to play a large base.

    the incentive is there are 3 forbidden tombs instead of 2 or 1.

  • @Tsulan said:

    Meanwhile, i´m setting up an elaborated map where the fastest path autodeletes (corrosive cubes) on second stage...

    pretty sure ive played a map similar to this. it wasn't very exciting. i grenaded the warmongers that dogpile the little space behind the genmat and sprinted through the rest of the maze. was shorter that i expected.

  • i'm saying leave them alone for now. i abuse sprinting through the traps currently, but some witty builders have forced me to play differently from time to time.

    so i know for a fact that there are ways to deal with sprinters. unfortunately i didn't take notes on those specific instances and regret everything about that.

  • @TehoKone said:

    I asked if using targeting through an acid block and killing Harvey at the start is an exploit.

    They answered like a politician the first two times and after 3rd time I asked for Yes or No answer. They still answered like a politician.

    It seems that they have not yet decided if those are exploits or not. They could not say even that.

    customer support isn't designed to give those kind of answers bro... please don't harass them. that's really uncool.

    🤦🏻‍♂️

    most likely - the lead designer is the only one that knows and he/she/etc. has to first listen to feedback from the community and consider if it even should be fixed. most likely there are bigger fish.

    and the product manager might even be the one making calls on that. or stakeholders even.

    customer support is just there to help you with features that either aren't working as intended or to help you with purchases that mess up. to troubleshoot the customer experience and try to help with simple stuff. that question is SO far above the pay grade of a customer support rep...

  • @Iron_Cutlass said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3400389#Comment_3400389

    It's not about "I cant beat them", as Ive stated before, I can definitely handle them, though it does require a loadout that I hate using.

    The issue is people purposely abusing a bug in the game to create unfair situations for the player; and in many cases, it is abused to farm new players in lower difficulties.

    It's lame, it's scummy, I am tired of seeing it.

    Eh. Idk. The fact that it’s definitely unintended before anything else makes your frustration valid. And I’m not saying it isnt valid by any means.

    but until it’s patched either into an intended feature OR patched out then that’s the thing about this game. We’re all learning new ways to abuse the base builder. That’s what the devs wanted us to do. They say as much in their week 1 welcome letter.

    i’m working with some base building features currently to see if i can make a dead drop genmat that guarantees death if you take the genmat. I have a 1500 capacity base specifically for experimental purposes.

    so far I’ve made a 3 way drop boltshot that at first guaranteed kills, but then i watched someone beat it out. Now I’m incorporating incinerators and experimenting with their viability given the 3 second delay.

    I don’t agree with abusing unintended features obviously, but making hellish bases is the point of the building mechanic. 🤷🏻‍♂️

    i hope you’ll still try my bases as the evolve.

  • @Kapitalisten_Ego said:

    Anyone ideas for future DLCs?

    Tell me down below.

    Take my money behavior if there would be released a DLC that includes Guards that are already Plated, so i can use 2 other augmentations.

    lasers.

    invisible guards.

    magnets.

    ice floors.

    conveyor belts.

    giant boxing gloves.

    fake tombs.

    lightning trap.

    liquids.

    explosive barrels.

    physics objects.

    giant boulders.

    swinging bridge.

    interactive switches.

    elevators.

    flamethrower unit.

    target trap.

    swinging axe.

    sawblades.

    railway traps

    tripmines.

    landmines.

    smoke and gas.

    one way mirror.

    secret bookshelf wall.

    3/4ths block.

    hollow tube block.

    gravity manipulator.

    railgun/gauss cannon.

    intel based custodian.

    stealth custodian.

    block removal/demolition/excavation based custodian.

    suicide bomber guard

    alternative movement/non-grapple hook based custodian.

    tanky custodian.

    body armor item that blocks 1 hit for free.

    handheld riot shield weapon.

    satchel charge for non-bedrock block destruction.

  • i've never had an issue with this. second wave sentinels basically do the same thing.

    you get an indicator that something is about to shoot you. shield it or deflect it. or just run. send me the maps that make you so upset and i'll show you how to beat them.

  • @TehoKone said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/371861/improvement-to-prevent-unbeatable-levels

    There are no unbeatable outposts with the current system. Git Gud.

    But, I also have nothing against people needing to complete their outpost before publishing it. There is not a single map, that I have not completed. Even my own.

    It’s actually sort of disturbing finding out a base is super easy to beat in a particular way after having died to it several times trying a different way.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3399220#Comment_3399220

    They usually have multiple stacked and/or have a large Surface area covered; which makes knocking the bodies away often pointless.

    The only counters Ive seen are killing Harvy with "Melee Kills increased Movement Speed" perk (rip Harvy though) OR using Arc Barrier with a perfectly block to wait out/run through the explosions; OR some mix of the two.

    There is a huge reason why the Melee Suit + Arc Barrier + Melee weapon are used a lot (especially in Brutal Rating bases)... because it deals with BS base design, exploitation (e.g. Second Wave Corrosive Cube exploitation, DMS exploitation), killboxes, and/or trap/guard spam; it basically covers everything.

    i get the arc shield and light sword are used. but you start the game without it and not everyone will have it to begin with. which is why i'm suggesting you shoot the bodies. if you shoot the bodies while waiting in the genmat pod you won't die more than once. if you realize before hand what is about to happen you might not die at all.

  • @Amaroq64 said:

    For example, if I buy a base that generates GenMat for the monsters advisor, and I think "it'll be cool to make something monster themed", will other players raiding my all-monsters base get the GenMat for the advisor who does monsters?

    The genmat of your base determines all genmat related exchanges unless your outpost becomes legendary or whatever the term for those white arrow bases is. In which case the raider gets all 5 types of genmat.

  • @magic1236 said:

    sadly the difficulty rating is only taking into account the path HRV can take. As it’s expected they will take that path and not the fact that the path is not needed to reach the genmat

    line of sight and traps per second over distance travelled by the harvester might help.

    🤷🏻‍♂️

  • @Iron_Cutlass said:

    Another thing I would like to add, is those "impossible bases" that abuse Dead Man's Switch and Corrosive Cubes can be within the "Normal" Difficulty Rating despite using a large number of traps and basically being impossible unless you just so happen to get lucky.

    The Difficulty Rating system is an absolute mess.

    You can shoot falling bodies to knock them away from you.

  • @magic1236 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3398819#Comment_3398819

    Oh I know they are. In thier roadmap they already have planned that new mods/augments will be added in the coming months and in June they will be releasing a new trap, suit, and weapon. I need to check if a new gadget.

    but let’s be honest. Players will still have an overwhelming amount of parts/more then enough needed to get those new things when they come out most likely.

    which means they'll likely charge a lot more for new content.

  • @magic1236 said:

    Maybe I am wrong but I get the feeling it is a common issue where out of all the recourses a lot of us are in the same boat where we have more parts then what we know what to do with them.

    you could waste them just making a lot of hardware, but that just feels like a waste.

    they are used for boost and upgrades, but those also require the other currencies.

    so wondering what do y’all think can be done to make parts more usable?

    make boots only use parts or only certain upgrades using just parts?

    Currency exchange?

    what are y’all’s suggestions?

    parts will be used for new weapons, new gadgets, and new suits assuming they add any.

  • @RCH347 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3398697#Comment_3398697

    Perhaps it does, but the run on my outpost didn't quit and successfully captured the GenMat. Unless they crashed literally at the end of the raid when back in the safezone instead of returning to their base, the raider made it through, yet it still didn't count.

    i've had this bug happen before. i just figured it didn't count because they died so much

  • @Rauthr said:

    I'm curious if "rage quitting" by just ALT-F4 'ing their way out of the game, retroactively negates all the deaths they had on their run?

    did you check their player level?

    disconnects and rage quits negate the stats.

  • @Seraphor said:

    I realise this might be a tad ambitious, and probably something for several years down the line when and if MYM is a huge success.

    But it would be pretty neat to have a companion app that I could use to track stats on my outposts, see when they get kills, when they expire (particularly useful if you want to use Overdrive), etc.

    lol. tbh this game is perfect for a companion app. rather than log into the game at all just access the terminal from the app. raid and build in the actual game. watch replays and manage bases from the app.

  • i have 20 bases that are 4500 cap with 9000 genmat of various types. these bases all vary, but they're always set to brutal.

    i get a handful of raids - some with zero deaths and some with 2-5 deaths.

    of the 5 that are currently active (last i was on. i think most have decayed) 3 are probably not going to get the 125 needed for prestige. the other 2 already have more than enough.

    i raid about 15 times a day. as mathematically that's the magic number for currency to refill, prestige, or buy a base.


    edit

    i also have a few tier 1 and 2 capcity bases, but i've decided they're not worth building on. and have basically stopped refilling them.

  • that's definitely a bug. achievements not being transferable between systems when accounts are is an oversight.

    likely due to making achievements based on caps rather than tallies.

  • @Darkyan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397792#Comment_3397792

    There's no Killbox user that would actively remove or change their kill box after gaining 40 deaths on it from some stubborn guy who wanted to prove them wrong.

    If anything they'll laugh at the pretty death number when they login.

    The killbox user doesn't lose time. He only needs to build it once.

    The raider is the only one losing their time.

    you don't get anything if you kill someone more than a couple times. there's a system in place to stop players from "feeding" currency, xp, and death counts. because it wouldn't be fair to the rest of the community if a player just made 2 accounts and only played bases he or she owned. giving him or herself several hundred deaths.

    there's also a level gap deficiency curve to prevent low levels from feeding high levels. you have to beat up the people you're meant to prey on.

    maybe that's why so many players (builders and raiders) are complaining about currency and prestige. new players think they have plot armor and high level players aren't doing high level bases 🤷🏻‍♂️.

  • @Darkyan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397991#Comment_3397991

    I mean, it's cool that you reminded him that he can do that, but I can hardly say that going full speed to the core with just a deflect sword against hordes of tracking AoE and flamethrowers is a good idea.

    You can't just deflect your death like that xd.

    i didn't spend nearly 100 deaths at level 1 just to not learn how to use my weapons efficiently.

    truth is you can survive any map with the 3 grenades and first 2 weapons they give you.

    is it worth it? no. but you can.

    the thing you have to remember is to look at the number at the start of a level on the red platform. if you're not good at the game nor do you have equipment then don't expect to be able to fly through maps that have high prestige. the higher the prestige the more capacity.

    the builder of a higher level/prestige gets almost nothing for killing new players or low level players. i should know. i've built a few death cubes just to try it out/educate myself and the only thing that i get from level 1's is MAYBE 5 parts or synthite on the first death. otherwise they're a waste of a raider.

    but if they win, beat the base, and destroy every trap then they get 300 or more currency of both types. and a lot of the time all it takes is a well placed grenade.

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