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Mellcor

Mellcor

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Mellcor
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  • @Tsulan said:

    I think the lack of communication and advertisement is hurting the game.

    There is like no interaction with the community at all. No life sign. No "we are hearing you loud n clear".

    Everything substancial (road map, dev stream) came before the launch.

    3 weeks since launch, the bugs and exploits have gone from a rare mention to a common occurrence.

    no hotfixes, no balance changes, no communication other then the twitter spinning up in the last week spitting out things that should of been in a tutorial as if they are new info

  • Second wave corrosive cube being seen thought is a bug/exploit.

    Any map that uses it u should just leave and report

  • i mean i wouldnt call these exploits

    as a raider you do have means to deal with them, such as a crosbow with 15 ammo, or a sheild u can throw down as u collect the genmat

  • @2lagged2frag said:

    "for the person who made the base it's functionally no different then a single player dying on their own"

    Definitely not true when using Overdrive. A huge disadvantage to the builder.

    dont use overdrive.... its never been worth it and its still not worth it to this day.

  • the only issue with kill boxes is they are boring and repetitive, but due to traps and blocks being tied to the same resource, if you want lots of traps you get less block to build with. so people make a box with everything in it

    but with over 100 hours in MYM i can say that very few killboxes do anything interesting and most are just a process of kill this -> then this -> then that ect ect

  • @Darkyan said:

    Now you might be tempted to say "Get better" or "Use this meta shield item and pick your targets slowly"

    But lets face it honestly, there's only so much I can do with 3 bullets and 20 enemies surrounded by infinite grapples and napalm flamethrower hidden above and between lava nodes.

    I think the main issue comes from the "Infinity" or those 4 items.

    Grapples, flamethrower, and enemies essentially have no ways of being shut down other than "Waste a bullet on it, or go smash it with a sword", which ultimately lets you destroy one, and then get killed by the 3 others.

    I spent a little over 5 hours on the game since playstation+ free deal, and I think 3 of those hours have been spent stuck at the entrance of a kill box only to die to a stray off-screen/ off-angle bullet.

    The amount of good raids with fun twist and experiences compared to the sheer amount of sitting in a copy-cat kill box is off the chart and definitely needs adjustement.

    Or maybe I'm just bad and need to go play other things. *Shrug*

    only 5 hours? yes i would expect you to have issues, thats ok. at least you didnt claim they were impossible like others might have

    i also think its fine to think said maps are unfun and obnoxious and i would have to agree. i have over 100 hours in MYM from the beta and live combined and there are a few map designs i see over and over that arnt really that effective but just take a while to beat, and if you have beaten a map once its dull to do it over and over

  • the amount of parts you get vs the rate you consume them at in regular gameplay is disproportionatly lower then the rate that you gain synthite and spend it

    1000-3000 parts gets you 100 consumables


    a map costs 600-1200 synth per map, you can have 5 up at a time so make that 3500 - 6000

    prestigeing a map costs 600 -1000 based on level, again x 5, so 3500 - 5000


    so it costs between 3500 - 5000 synth per day to keep 5 maps active, this is not optional as a builder

    it costs 70 parts per raid attempt IF you use all of your consumables every attempt, but using any at all is optional


    doing 1 brutal level with max advisor boost gives approx 7/8 of a level, doing a champion brutal gives approx 1/4 of a level.

    doing brutal you can do a champion base every second raid.

    leveling up the chimera give 250 parts/synth

    it takes 5 brutal raids and 4 champion brutal raids for 1 chimera level, so 250 parts/synth divided up over 9 raids is approx 27 parts/synth

    every 3 raids you get the champion bonus of 125 parts/synth, so we can divide that by 6


    you get approx 100 parts and 100 synth per run if you kill traps and guards/ get tombs and plus the 20 from dividing up the camp bonus and the 27 from dividing up the chimera bonus means you get around 147 parts/synth

    you need to do a min of 20-40 raids (based on map cost) per day just to keep your levels active, meanwhile you get enough parts to make 100 - 600 consumables from the same amount of raids, consumables that you might not even use at all, anyone who says they use all the consumables every raid is just lying.


    so im not a genius when it comes to numbers but even i can see that whoever decided the rates for parts/synth messed up

    IMO, either the rate for synth needs to be doubled in the chimera lvl up rewards and champion bonus, or the amount of parts need to be halved, and either way there needs to be a way to convert 1 resource into another

  • @Seraphor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3343115#Comment_3343115

    Yes, and console players hate it.

    No more mouse cursors via joystick please.

    also many have the option to just use the arrow buttons.....


    in my redesign example. all you would need is left and right to select between the different active states and prestige

  • not being able to mange bases from the terminal and forcing people though 2 loading screens to change a base status is still just as much of a headache.


    also let us clear notifications and have an option to collect all drops from a base. its super annoying to have +300 kills as a notification you can clear and picking up resources is fine if its in easy to get locations but people dont want to have to walk thier entire map picking up crumbs to get rid of a notification. having to do this goes agaist your reasoning for people not needing to beat their own base as it would be time consuming for no real gain.

    image.png


  • people still get frustrated working to get synthite that drops 100% slower then the amount you need, only to buy a map thats useless from them.

    no it dose not promote people to build interesting bases, becuase they know there are other maps where they dont have to deal with bad bedrock spam so it just causes frustration

  • still waiting, its literally one thing everyone wants. its so silly you are sitting on this free win

    you only need 1 texture for the triangle face and every other side of the blocks can reuse textures from the wedge and cube blocks

  • the pack system was shoehorned in and makes the game worse.

    blocks.png props.png


    red you have the factory themed items

    blue you have the industrial themed

    green you have a couple of machine themed things these were the original 3 and then despite them being obviously from the same group, they arbitrarily split them up

    you then have brown being the medieval pack

    orange being the dead by daylight pack

    yellow being the Egyptian pack

    then purple are things that dont really match up with anything else

    its fine to sell things as 'packs', but dont divide up stuff into arbitrary categories like you have dont say its for aesthetics cos you arnt preventing people from making ugly as sin bases.

    dont say its for memory, cos if you do then i say just do what you did for guards, traps and decals give us a unique block/prop limit and let players do what they want.

    this is especially bad as maps start with red blocks on them and due to the tutorial being awful, players dont know about the delete all function so you have already allocated them 1 'pack' even if they dont plan on using those blocks.

    find me 1 person who can tell me why having 5 packs at 2 blocks each is better then any 10 blocks of player choice

  • still just as relevant as when it was posted

  • @konchok said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3389371#Comment_3389371

    This.

    Not to mention actions speak louder than words. I feel that it's better that they we are able to communicate what we want through the forums and the developers can work towards making improvements based off of our feedback. Before they implement the changes they will likely have a survey to make sure that they are on track to meet the wants of the majority and then after the changes are made, they may make further adjustments.

    I actually do not want more communication than that because it creates entitlement and toxicity from the community.

    literally provided two examples of devs for games that are among the most successful and wholesome on steam showing that it infact dose not make the community toxic and entitled

    meet you maker is not DBD and should not be treated as such. dont punish a new community due to the community of another game being #########

    the reason DBD is toxic and entitled is that its a PVP game where only one side can win and generally what comes with that is that the winning side has more fun then the losing side. when one side gets buffs or nerfs the other side see's it as affecting them directly, thus you have one side complaining about the other side and vise versa

    in meet your maker both sides can win, you can have a deadly base that kills a raider many times but that raider can also still eventually beat that base. you can have both sides be strong and both sides be fun as in essence MYM is a PVE game.

  • ghost ship games and Deep rock galactic, relogic and Terraria

    I'm hoping the devs can differentiate between the meet your maker community, a game wher both sides can win and dead by daylightcommunity, a game where only 1 side can win, in the fact one is toxic asf and the other is yet to really pick a direction.


    I agree with you on the stuff you said about giving defined dates ect, but having personally experienced what it's like optics wise for a dev to bring out something no-one wanted in a state that didn't really work with the game compared to those that get feedback early so they don't waste money and time developing something that dosnt fit.


    I'm not sure what to say about always being raked over the coals part, i would like to think they are adults and realize that you can't please everyone and sometimes there are people who are going to berate you no matter what you do. Cutting off an arm cos of a sore thumb dosnt seem to help anyone

  • During alpha, pretty much everyone said there needs to be more info and ways to filter raid bases being showing kill count or prestige or total accolades.... We were ignored

  • "For the builder to build or for the player to play the outposts that are build on it? Your statement is not as objective as you think..."

    i never commented on tombs or genmat location, they are often the main things people build around

    "Being able to manipulate a plot at will serves only repetitive designs/layouts from builders side"

    so my example of manipulating the terrain was structures, so the large clusters of bedrock with machinery spanning multiple blocks in it, so you could have large clusters of bedrock structures that you could add in exchange for increasing capacity. depending on how these structures are made (they would all have to be premade forms) would determine how much of an inconvenience they provide, there could be other requirements like said structure has to be touching bedrock so you can just have it floating out of the way. larger maps would have larger structures that would be more inhibitive to add and smaller maps would have smaller ones.


    for example, when i say a structure for a small map, im imagining something thats like 10 blocks high and maybe 5 wide and 8 deep. something of a size that u cant just put somewhere out of the way and choosing to include it would be a hindrance to some degree

  • @noggieB said:

    I don't mind the current RNG. I enjoy working with the existing bedrock, rather than having an idea in mind before I start building. And to level up specific advisors, I can either raid, or wait.

    Also, I don't think the randomisation is so bad? It seems like you either get capacity, or you get lots of genmat, or you have to pay to get both. Like, the randomness is balanced? And even if it's not, you can spend a little synthite to reroll.

    Giving builders the ability to add or remove bedrock is an intereting idea, but probably too much work for the developers to consider.

    So let's try to make it easy for the developers. What one simple change could they make, to make you 80% happier?

    1. 1 in 4 burial sites has minimal bedrock, and they advertise it on the selection screen
    2. Rerolls are cheaper
    3. More burial sites are on offer, so you are more able to find what you are looking for
    4. 1 in 4 burial sites get the static stats you suggested (doing it for all of them would be too boring)

    easier for devs? ok:

    1. show a preview of what ur buying b4 u buy it, u cant see everything but it gives u an idea of what your getting.
    2. rerolls arnt an issue
    3. being able to toggle between the burial site size you want so you see 8 or however many options
    4. in alpha the stats were static and no one complained, just revert it to how it was. it made sence, small maps had less genmat and took less investment to build up compared to larger maps that had more genmat to make up for the extra time needed to build them up. in general its just nicer to have more capacity to work with and same with having more genmat, having more time up means more chances for your base to be raided, the whole point of the game.

    if i had to pick one of these options, it would be option 1

  • @clownkrieger said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3343135#Comment_3343135

    If you cant bring up the patience and creativity to make something unique of the given you gotta pay a price, makes sense to me.

    And no boxes full of cheese is not a game issue, its a "gamer" issue. Your suggestion would just lead to more uniformed min-maxing and stale metas.

    i dont think that you (the exception to the rule) finding the plots fun to build around is not a good argument to justify how it currently works when the majority of players, myself included dislike loading into a map and seeing bedrock spam. i am making an objective statement that the current system is bad. if maps capacity was determined by how much bedrock was in it or in general there was some kind of trade off, then sure, however that is not the case, you can get maps that are an empty hole in the ground and then maps with more bedrock then space, there is no trade off. a map with less bedrock map is just the superior player experience with no downsides vs a map filled with it has no upsides.

    your opinion of "ugly concrete cube for cheese traps" is not representative of the player base and the comment of "If you cant bring up the patience and creativity" is a argumentative fallacy, in fact most good builders dont do guard spam bases or big cubes cos they are only effective against unskilled players so they instead choose to focus on tight bottlenecks and trap combo setups

  • @clownkrieger said:

    If that map RNG prevents you from building an ugly concrete cube for cheese traps, it does its job very good :D

    I am mainly builder and really LOVE the RNG feature, each plot is a new challenge to mess with and to build around, the random nature of available paths and the random distribution of tombs lets you think of something new every time.

    With your suggestion we would have even more bad designs that are factually the same.

    but the current design dosn't stop anything, people just delete that map and try again, thus all that is being added to the game is something that annoys players and a loss of resources and time.

    if the issue is boxes full of cheese traps, thats an issue with the core game, not the map

  • i would honestly rather have a selection of handmade maps made instead of the current rng based generation. i get these are ment to be ruins or something but half the time it looks like someone just dumped trash in a square

  • @noggieB said:

    I like the redesign. I just want to remind readers that "hover" does not exist for controller players. They can surely show the info when the player "navigates" to one of the statuses. But they would also need to be able to navigate off the status, without changing it, if we want to show them the "kill raiders objective" again.

    Additionally, I think that a button (e.g. "F") should be pressed (and held?) to change the outpost status. I don't like how lightweight it feels now to change quite an important thing about the outpost!

    many controller games have a rudimentary mouse function controlled by one of the sticks, also as there is only 5 buttons on that menu redesign, using the arrows left to right would work the same

  • @noggieB said:

    Agree with all of those. Please bring that lever back. It felt so visceral, I loved pulling it. Just don't make it too often.

    The current voice definitely needs more effects added, to make it more powerful. It would be great to have the choice, when starting the game, of which chimera to work for, male or female.

    Changing an outpost's status (and maybe even collecting resources) from the sanctuary, would be really good.

    I think after doing a social raid on an outpost, that outpost should never appear in your map pool selection. All raids should be blind (the player should not have seen the outpost before.) This would of course mean remembering which outposts a player has raided in the past, so they won't be offered on the map selection pool.

    Why do we want to raid active outposts? Explanation: So my friend could try out my outpost, even if it's currently active, to give feedback, or just to share. And if I like the style of Y0ghurt's outposts, I could look up his profile, to play more of them, just for fun.

    Instead of a toggle, it would be great if we could "socially raid" any active outpost.

    Although sadly, with or without a toggle, raiding active bases could be abused: Before I raid an outpost, I ask my friend to play it as a social raid, so I can learn where the traps are.

    There is a way to mitigate this: Have the outposts in the selection screen refresh every 30 seconds. Then any abuser who does send their friend to socially explore the outpost, will not have enough time to gather intel.

    the game already has some form of remembering what outposts uve done cos u already cant repeat bases, and if u repeat a champion base cos ur friend hosted the game and then u get it again in solo, the tombs will be empty cos u already raided them


    as for practice raiding bases, there really isnt any benefit to it due to time wasted, u could practice the same base over till u get it and then do the real base, or u could just do the real base