Dreamnomad
Dreamnomad
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- Dreamnomad
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I'm really excited about the new expeditions. It is much more engaging and rewarding than the old system. It feels really good having that immediate gratification with rewards constantly coming too. The rewards are great. Extra resources and enhancements are nice. With all that said, I do have some notes. I would like to be able to jump between different difficulties. I don't like that on5 comments 111 views last activity
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I wasn't sure what to expect when these were announced but they are so much more powerful than I would have anticipated. They can effect just about everything raiders do. Extra ammo, extra hardware, extra jumps, jump extra high, move faster, shield longer, grappler further, grapple faster, etc, etc. And you can have three different enhancements active at once too. This really is a whole new e0 comments 21 views last activity
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Greetings Custodians, Our mid-sector update featuring Raiding 2.0: Expeditions, has arrived, and with this update comes new features and content, balancing changes, quality-of-life updates, bug fixes and more! For a detailed breakdown, please see the patch notes below: NEW FEATURES & CONTENT: RAIDING 2.0: EXPEDITIONS Expeditions are an all-new way to engage with the game’s Rai0 comments 11 views last activity
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How cool would an eyeball that shoots lasers be? Or a bunch of bony spikes for impalers? Or any of the traps exploding in blood when destroyed leaving a gory wall of flesh? If they made a hellscape trap pack that was cosmetic only that cost 12.50, I would buy it in a heartbeat. Honestly, they could charge 50 dollars and I would still buy it but a more reasonable price that the masses would pa0 comments 11 views last activity
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https://www.reddit.com/r/MeetYourMakerGame/comments/176d7ox/meet_your_maker_dev_team_ama_sector_2_and_raiding/ Questions answered from the people who make the game.1 comments 31 views last activity
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As the game grows bigger, building options continue to expand. Which is a good thing but it also has its own issues such as taking longer to scroll through options to find the paint, block, or decal you want to use. A simple option to make life easier to builders is to have a toggle in the build menu to hide unused features. That way if you are reusing paints, blocks, or decals you can find th0 comments 11 views last activity
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I would like to see special building plots introduced into the game. They would function just like normal plots except for two differences. The plot would start with 50% less capacity but in exchange regular blocks would cost 0 capacity. So a large plot that would normally start with 4500 capacity would instead have 2250 capacity. I would imagine them being semi rare with 1 out of your 8 pote0 comments 11 views last activity
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https://meetyourmakergame.com/news/pantheon-of-builders-october-04/ Congratulations to Baldusaur, RedRozas, b l a m e, drassell, and Dreamnomad (oh wait, that's me! I won! Bwuahahah!)6 comments 61 views last activity
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They are both games made by the same company but the player communities couldn't be further apart. To put it into perspective, the feedback section of Meet Your Maker forums is more active than the general discussion section. And it is honest feedback hoping to improve the game. The MYM community is far more active on Reddit and Discord than the official forums but across all 3 platforms it is1 comments 31 views last activity
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I've pitched this idea in the past but I strongly feel this would be a great solution to some issues with the game. Everyone knows that brutal outposts don't get near as many raids as other difficulties. And it's no surprise right? Players like to build brutal outposts but no where near as many want to play them. I think there is a very simple solution to the problem. Raid credits. The way10 comments 81 views last activity
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Obviously I want this for assassins but it is relevant for Warmongers too. Builders would have to be careful with base building and where and when to use the augment so their guards don't leap to their death. But overall it would be a good change imho.4 comments 11 views last activity
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Sorry for wall of text but it's complicated proposal. There is TLDR at end. Ranking up to master doesn't need any change. It works fine as is. But once you hit master is where the problem starts. First of all, what does your ranking actually mean? Currently, I would argue that the ranking system doesn't actually rank skill. It is simply a measurement of how active a player is combined with7 comments 81 views last activity
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https://forums.bhvr.com/meet-your-maker/discussion/392643/meet-your-maker-sector-2-patch-notes Some very interesting stuff in here. Info on new difficulty rating. Lots of balance issues being addressed. Ravagers aren't just bad enforcers anymore. Grapple traps deadlier. Sentinels less deadly.0 comments 42 views last activity
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Seems like a simple thing that should be in the game. Favorite builders that you like so it increases the chance they come up in your queue.5 comments 21 views last activity
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I'm not talking social raids. I'm talking about the oddball raid on an outpost that hasn't been active for a while. Sometimes they are even on an old version of the outpost. I had one recently where my current outpost is level ten but the person was raiding the level three version. How does this happen? Any theories?5 comments 81 views last activity
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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 s5 comments 21 views last activity
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Currently there are none. And I get where they are coming from. They don't want players abusing the system. But seriously, some very simple rules could prevent problems. For example, what if both the builder and raider received rewards from social raids but they would be limited to rewards for the first 5 raids. Also, they should be limited to rewards for only the first two raids by the same4 comments 11 views last activity
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For anyone unfamiliar with the term "grandfather clause", it is when a rule/law change doesn't apply to previously established situations. An example would be a building code change that doesn't require all previously constructed buildings to change. Instead it would only apply to new construction. I don't know about everyone else, but I find it extremely annoying when I spend a great deal of1 comments 21 views last activity
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https://store.steampowered.com/app/2561840/Meet_Your_Maker__Sector_2_Arsenal_Pack/ New Suit - Overseer Ability #1 - Allows player to glide after jumping. Ability #2 - Allows player to see HRV trail. (lol, bye bye mazes) Ability #3 - Allows player to see Forsaken tombs and resources. New Guard - Assassin Guard is predator style invisible until it attacks. Guard take1 comments 31 views last activity
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So it is no secret that once you've unlocked everything, cells have no real purpose (besides advisor boosts which is insignificant). Why not make it so that players can spend cells to tip great builders or raiders? The way I would do it is to make it so players can tip in increments of 200 cells to a maximum of 5 times (or 1000 cells for those bad at math). The receiving player gains half that1 comments 21 views last activity
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https://meetyourmakergame.com/news/pantheon-of-builders/ Congratulations to all the winners. I went through and played them all. Well deserved all the way around. I'm a fan of Juga de Vaca's work so I was really happy to see him win. *Pillow Pet*'s win for the ingenious category was phenomenal. Even going through and taking my time, I couldn't figure out how he was doi0 comments 21 views last activity
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Reduce the capacity of outposts by 25 - 33% or so if needed, but regular non-trap blocks shouldn't cost capacity. I'm so sick of being limited in building big beautiful outposts because of capacity limitations. If there is a certain thresh hold where they are worried about load times or performance then put a max number of blocks that can be used. But from my experience, it should be a really0 comments 11 views last activity
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Outpost Simeon - This is one of my personal favorites. It is not particularly difficult even though it is rated Brutal. Virtually any build is viable. Raids: 80 Kills: 263 Kill Ratio: 3.3 Artistic: 32 Fun: 30 Ingenious: 20 Brutal: 19 https://www.youtube.com/watch?v=CoNlG90Vq7g25 comments 251 views last activity
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It's not a cheap combo to pull off. 50 for Death Piston, 15 for pulverizer mod, 10 for holocube, and 5 for picture perfect mod. All in it's 80 capacity for the combo and it's worth every bit of it. The great part about it, is you only need to go 1 tile deep which makes it far easier to place. If you step on it, there is virtually no time to react so you need to be super careful where you step8 comments 171 views last activity
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Everything that made Ravagers strong got completely nerfed. The faster initial fire rate? Nerfed. The fire spread? Nerfed. The engage range and weapon range? Nerfed. I'm of the opinion that something needed to be changed. They were just too much better than the Enforcer. Now it is the opposite. There is no reason to use a Ravager over an Enforcer. What I think they should do is make t3 comments 31 views last activity
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Instead of gen mat draining over time, there should be an option for ten raids and the outpost expires. It doesn't matter how long it takes it takes. The outpost shows up in queues until it reaches 10 total raids. Each time the outpost is raided, it gives the builder 1/10th of outposts rewards. So if the outpost had 9000 suit gen mat, then once it is raided it gives the builder 900 toward sui2 comments 31 views last activity
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I've been thinking about this and I think one of the problems this game has is new players going into outposts blind and getting frustrated. The cost of the suit boost is trivial once you get some stuff unlocked but newer players are going to focus their resources on upgrades. So this leaves you in a situation where old players who got their stuff find the resource cost on suit boost trivial bu4 comments 21 views last activity
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I have a few specific builds I like to run depending on the outposts. While it isn't super time consuming to switch a few things around, it does take time. Wouldn't it be nice to be able to quick change loadouts? This is a pretty standard feature in games where you frequently change loadouts.2 comments 11 views last activity
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If you haven't taken the survey yet, you can find it here: https://forums.bhvr.com/Meet-Your-Maker/discussion/383853/meet-your-maker-sector-1-dreadshore-player-survey#latest I thought some of the questions were interesting. They obviously are interested in how the balance of the new content is perceived. They also seemed interested in the balance of flame traps and arc shield. I took the op2 comments 31 views last activity
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I really just don't understand this. Let the raider choose. It really isn't fair to the builders who wind up with Parts for rewards because I just won't choose them ever. So instead of having 5 options to choose from per difficulty, I only realistically have between 0-3 choices. No one wins here. The raider has limited choices and the builders just get randomly screwed. It's not like the bu1 comments 31 views last activity
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Which mods did you read at first and think to yourself "meh" but once you used it, it turned out to be quite good? For me, an example would be the Burning Piston mod. When I first read it, I thought "what's the point? If you are running into pistons then you are probably going to die anyway." But no, it's actually a really strong mod. Hell, it's my favorite Death Piston mod now.5 comments 71 views last activity
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I just have to say that this new trap is really fun to play with and against. I love the visual. I love the sound effect. I love the random angles. It is just a really well designed game addition imho. I hope they add some more trap mods related to lasers. Something that makes it so your traps or guards don't die to your own lasers would be nice. A fixed angle mod would be cool. I'd like7 comments 111 views last activity
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I'm cool with lasers breaking traps but wouldn't it be nice if you could put a mod on your traps to stop lasers from bouncing further instead of breaking your traps? I'd be good with paying an extra 5 or 10 capacity per trap to make lasers more base friendly.0 comments 21 views last activity
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Theatrical Blood: You begin the trial with one token and gain a new token whenever you unhook another survivor. When healthy, you can activate this perk to consume a token and create blood trail for 4/5/6 seconds. After the time is up, the blood trail won't dissipate for 45 seconds. The idea is simple, you can leave fake blood trails for the killer to follow. How you use it beyond that is1 comments 21 views last activity
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So the Warmonger recently got the first unique guard augment Firewalker. Wouldn't it be nice if all the guards had a unique augment? Here are a couple suggestions. Enforcer - Run and Gun. Enforcer will continue to move while shooting. Rapid Fire 2. Does the exact same thing as rapid fire but stacks. Cannonback - Napalm Bombs. Leaves patch of fire where bomb goes off. Hornet - Stealth.3 comments 31 views last activity
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Lets be honest, there are a couple duds out there not worth using. The flame trap explosion augment is a good example. It is extremely rare to find these in the wild. About the only thing worth mentioning about this trap is that the audio cue can be disorienting to a raider. But the explosive range is laughably small and the delay before the explosion is really long. A raider has to basicall3 comments 31 views last activity
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This is more or less a compilation of various threads I've started or ideas I've posted somewhere. Some of the ideas I've fleshed out a little more. Addressing the Issue of Too Few Raids Per Outpost: First thing I would address is the issue of too little peanut butter being spread over too much bread. (raiders are the peanut butter and outposts are the bread) I would take a two fold approac6 comments 111 views last activity
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I've been thinking about this a lot lately. There is a fundamental problem with the game. There just aren't enough raiders for the active outposts. They've been trying to solve the problem but the results have only gotten worse. The current situation is not working for anyone. Getting a whopping hour worth of raiding for each prestige level just isn't fun. I have thought of a couple of solu12 comments 141 views last activity
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Is there a way to view player stats in this game? If not then I hope they add that in the future. I'd like to know things like number of successful raids at each difficulty level. Number of deaths. Average raid completion time. Average raid deaths.3 comments 31 views last activity
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Okay, okay, before anyone loses their minds, the thread title is a little bit of click bait. I'm not talking about anything so crass as paying a monthly fee for a premium service that promotes your outposts. I think we can all agree that would be a disaster so let's not even talk about it. "But if you aren't going to buy raiders with money then what would you pay with?" Glad you asked. What9 comments 121 views last activity
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HARDWARE The cost to craft Hardware has been increased slightly by 5 Parts. The new crafting costs are as follows: Spike Drive: 15 Parts Blast Grenade: 15 Parts Flash Barrier: 25 Parts Phoenix Pod: 35 Parts That's from update today. Honestly, this isn't a big deal though. Parts have always been a pretty easy resource to acquire. Equipment was trivial to use. Frankly, it still16 comments 111 views last activity
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https://meetyourmakergame.com/news/ranked-rewards-ranking-system-updates/ Finally I can use both custodians again! No loss of rank no matter how many times you die. New mod for Warmongers. Change to prestige points. Just good stuff all around. Edit: The intent behind the change to outposts being refreshed when entered/exited was good but it turns out the execution w52 comments 631 views last activity
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How would you feel about a custodian skin that would unlock after 500 successful brutal raids? Seems like a good motive to me.4 comments 31 views last activity
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Man, I'm getting tired of having to log into each outpost individually to turn them off at night. Simple stuff like this goes a long way to the games longevity.7 comments 51 views last activity
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This is for those of you who play Dead By Daylight (DBD). I think the rifle could pretty much be ported over and work great. It would be a hybrid ranged/melee weapon. Ranged when aiming and slashing otherwise. The melee couldn't deflect bolts or break armor and would be about the same attack speed as the crushing sword. IE weaker than both melee weapons at melee. The ranged aspect has limit4 comments 51 views last activity
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I've been thinking it would be great if particularly amazing outposts could be archived and permanently accessible to the community. An outpost hall of fame so to speak. The way I would do it is to create an additional button when given the option to give accolades. The new button would be something like "Nominate". Raiders would be restricted to only being able to nominate one outpost per da10 comments 111 views last activity
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Just curious. I'm good with it either way. Like the advisors have a cap of 100. I was wondering if players had the same cap.2 comments 51 views last activity
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I think my highest was 41 and that was in a normal difficulty outpost. I'm really not saying this as any sort of brag. It's more like I've struggled figuring out why someone would be so determined for such a small reward. The person did succeed in getting the gen mat but there is no way I'd spend that kind of time on a normal mission.0 comments 11 views last activity
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I was thinking it might be kind of neat to be able to designate one or two guards as "mini-bosses". Mini bosses would have some visual characteristic like particle effects or something. Mini bosses could have unlimited mods and one extra health state. I think there should have to be a minimum of say 8 other guards before you can designate a mini boss otherwise what would the guard be the boss0 comments 31 views last activity
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I've played around with overdrive a little, but I don't know the math well enough to know the exact cut off point. I figure a base that gets at least 4 kills on average is worth putting into overdrive, but if anyone knows the exact math, I'd appreciate it.3 comments 31 views last activity