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Danger Ratings from Lasers/Plasmas is Insane
So the Sentry Beam and Plasma Sentinel both give absurd amounts of danger rating to outposts. For example here's the before and after of adding a single Sentry beam above the harvester path. It went from 2.5 skull to 3.5 from 1 SB. I can't be the only one that thinks that's insane. 1 skull from a single Sentry Beam? In the…
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Ranking System Needs Changed
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…
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Bloodlust Should Make Guards Jump Off Ledges
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.
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Assassin first impressions
I haven't done much building with the assassin yet but having seen them in a few raids I feel like they're much too loud to work as intended. It's fine for it to make noise when it's about to attack, but I shouldn't know it's there before it knows I'm there just from the idle sounds.
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A little positivity for BHVR devs <3
You guys were fantastic with the hotfixes for holos and mended tarps this time around. keep up the great work.
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Brutal raids need better/more rewards.
Lots of players simply ignore the highest difficult in the game and just run through normal and dangerous levels. The main reason is (probably) the low reward gap between the difficults. If i raid 1 h on each difficult , the brutal definitely gives the lowest amount on resources ( at least if i pick randoms and not the…
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An Idea I had for allowing more base variety
So it's not exactly a secret that the strict way you have to make basically a straight line from start to finish kind of kills some of the creativity, but we also don't want players to have no idea/be unable to finish a map. I propose a solution: Dropoff Points Dropoff points function as a checkpoint where your little…
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Feature request: Based on the mended tarp bug
Recently made a parkour map using the new glide and mended tarp bug (Sparks Glencoe by zachtherage if anyone wants to check it out. Glide Required) and honestly think the mended tarp bug as a feature would be interesting and cool for social maps. After making this map it also got me thinking that side objectives/challenges…
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Give us maneuverability in our command center
i want double jump, and grapple, and the ability to use my glide suit inside my command center. there is no down side to this, it in no way impacts the game for others and if anything allows players to practice navigating obstacles in a non-threatening enviornment with unusual terrain copared to outposts.
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Show Builders the Difficulty Calculations
I'm getting tired of groping with difficulty when building. Playing trial and error of placing a trap here impacts the difficulty but not there, this goes over but that doesn't. And I am very frustrated how every time there's an update, my Normal bases shoot up to Dangerous, and I have to go through ripping half the traps…
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Why would the devs want to remove mazes as a base style entirely?
Alright, I can understand that some (probably most) players don't appreciate maze style maps, but adding a suit that just negates any hidden entrances or trick paths is NOT the answer. Probably 75% of my bases use these tools, and this ONE BIOLINK just removes them entirely. As if builders weren't limited enough already,…
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Pulverize and speedrunners
a burning piston around a corner is a guarenteed kill on speedrunners, this is very frustrating as a speedrunner, please nerf.
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Base difficulty rating
Whether a base is normal, dangerous or brutal could surely be based on the average number of kills rather than just size and number of traps. There are so many "brutal" that you easily get through with no deaths, it makes no sense.
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You Should Be Able To "Favorite" Builders
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.
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Grand Sacrifice Shouldn't Be Exclusive To Cannonback
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…
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Rewards For Social Raiding Need Changed
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…
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This Game Should Add A "Grandfather Clause" For Builders
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…
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Not How You Use Content Trickle
Content trickle is an excellent tool for keeping current players engaged, and bringing back previous players It is an absolutely useless tool for recruiting new players, and is not a substitute for making a genuinely fun and engaging experience. In a "You Make The Content" style game, having a lot of building resources is…
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Tip The Builder/Raider
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…
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Raider Category Change
Bases should be categorized primarily by accolade. Builds flag their bases for which primary accolade they want, raiders then get to vote if the base meets that accolade. This would let a raider choose "fun" if they wanted to see bases focused on fun, and bases that fail to be fun would fail. Raiders that want a more…
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This Game Needs 10 Raid Option Instead of Time Limit
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…
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Bolts that land outside Map
There have been a number of times where an outpost has guards outside a base entrance at the start. Shooting these guards (specially hornets) means any missed bolts could land outside the map. Then the raider will have to spend a good 2-5 minutes walking around the fringes of map (near static effects) searching for bolts.…
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What's the point?
Once you have bought most of the equipment that's suits your particular gaming style there is little need for parts or GenMat for that matter. I mean is the Chimera ever going to finally evolve? Of course not, that would technically mean the end of the game. That is if you are sticking to the storyline. Synthite is another…
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deleted one block, outpost went brutal
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Game Physics And FPS - A Suggestion For BHVR
Howdy folks at BHVR! First off, I love your game and I'm always looking to build new and fun experiences for players, from challenging to relaxed. I love building auto-claw maps that pull the raider through hazards and create near-death experiences to keep them on the edge of their seat throughout (see my recent reddit…
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unwarranted ravager nerfs
some of my own feedback on recent nerfs. mainly raid but i do build some map. main tldr; is ravager nerfs were too much. points adjustments kinda suck most of the time and why is difficulty rating system so broken but glad to see support for the game still. sorry if feedback is mostly negative but thats just how i feel…
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Game Difficulties are out of wack and builders keep getting nerfed
Builders keep getting nerfed, patch after patch (look at the Ravager, it's completely worthless to use now). There was also some pointless capacity changes for some mods, which didn't seem needed. Plasma sentinel got nerfed for the 3rd or 4th time, which didn't seem needed either. But my main issue with the balance is to…
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Trap Suggestions
I like the plasma sentinel's plasma cloud "does damage over time get out before it kills you" effect, but it's only used in that one mod. So I was thinking of two traps that utilize it to force movement and provide area denial. Plasma Welder This trap can be placed on any surface. When triggered, it extends a beam x blocks…
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Improvement Ideas
Saw blade trap Fires 2 saw blades along the ground, wall or ceiling half block coverage Upgrades Ricochet (blades bounce of one slant wall) Speed (faster travel speed) Spider climb (change 1 surface direction) Eagle Eye ( Detection range increase) Treadmill Floor trap Upgrades Over drive(Faster speed) Direction…
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Regular Blocks Should Cost Zero Capacity
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…
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Hide Builder UI For Screenshots
Provide a toggle for the builder UI to hide it when taking a screenshot
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Larger Pickup Range For Resources
Parts and Synthite should have a larger pickup range when raiding. When sloped blocks are involved in a base, sometimes resources can roll into a crevice and become impossible to grab. For example, the picture below: I am looking directly at the synthite, but because of the slope of the wall and the small pickup range I am…
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How to make game more fun
Ad like anti gravity block that works a fev blocks up and it alloves to flly up or walk on walls while you stand on it. I have created map Like this that shows that it could be a game changer .
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A whole bunch of ideas
Traps: Gust trap (non-lethal) - |A trap that slowly blows the raider backwards reducing their speed |Strength of gust depends on the distance between raider and trap Boot trap (non-lethal) - |A trap that kicks the raider away |Strength of boot depends on the distance between raider and trap Swinging Trap - |A trap that…
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Ravager changes are bad
Ravagers were pretty well balanced and interesting before and now they're don't serve any kind of a purpose and lost their uniqueness. I quite liked how they had a horizontal spread on their weapon, but that's lost now and there's only a pointless round spread that is basically the same as the enforcers shot anyway. Their…
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Revamp build system
I feel like the entire raid and build system could use a revamp. This could just be personal preference, but the way resources work is a little strange. It would be nice if they were two separate things. Different resources for building a base then raiding and maybe limiting outpost number more. This would make it feel…
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Should HRV be equipped with builder tools to drill through blocked paths or build if obstructed?
Imagine this: when HRV encounters an obstacle blocking its path, it pulls out a special build tool that allows it to drill through the blockage and continue along its intended route. This feature would eliminate the need to worry about HRV's build path, giving builders the freedom to be more creative in designing obstacles…
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Allow us to layer 2x decals/props & more solid colors to create more visual diversity in outposts
If building is a core component of MyM, then visual diversity should be encouraged so every outpost doesn’t look like a carbon copy of every other outpost you’ve ever raided. As it is, it’s more advantageous to use 100% concrete if you hope to keep your second wave traps a surprise. And if you want outposts that represent…
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New Trap Request - negative and positive cubes
It could be a mod to corrosive cube or a separate trap. The cubes would be green and red translucent like corrosive cubes. Green Cube: - after passing through, for 4 seconds, velocity is doubled. - Doubled movement speed, double jump height, double distance left/right/forward/back movement inputs. - Projectiles would…
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There needs to be an incentive to build good looking outposts
And it's not accolades. 😅 Right now 95% of all bases look like crap. I think it is also in the interest of the devs, that this game looks presentable (youtubers, streamers etc.) and not like someone vomited some minecraft blocks all over the place. I draw this conclusion from all the released trailers that show exclusively…
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Ideas for multiplayer engagement
Emotes - Some emotes you could do like a thumbs up and thumbs down, like your player would do that on screen so when someone watches it they can see you react? Also hold up a sign or something fun, like unlockable ones? Skins for Harvester - You could add skins for Harvey the Harvester that you could change by approaching…
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MYM is currently destroying its self with bad price structure/markerting
Would really like to talk to the devs about the self sabotage they are engaged in. I really like the game and would like to see it still exist by the end of the year. For starters the core game needs to be viewed as a "base kit", and it needs to be MUCH cheaper so it can pull in players and gain a much needed revenue…
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Suit Boost Should Be Basekit
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…
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Can We Get Loadout Slots?
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.
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Rewards should be focused less on kills and more on how entertaining an outpost was
It is important to tune reward systems in a way that aligns with desired player behavior in any game, but this is particularly critical in a game that relies on user-generated content because a misalignment will cause users to generate undesirable content, and an overabundance of non-fun content directly hurts a game's…
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Separate casual and ranked playstyles
Make a casual raid mode for collecting resources, and a ranked mode for collecting rank. casual play awards no rank. ranked play awards no resources. reintroduce rank penalty for quitting a ranked raid. with the data we have collected we should be able to discard about 5% of outposts as outliers to average data, then take…
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Quality Of Life - hardware
Instant crafting instead of press and hold or give me a craft 100. i'm tired of sitting here crafting 300 in sets of 10
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Minor Building QoL requests
While there are bigger things being prioritized right now, a few small changes would make the building experience a bit nicer. Ability to mute tomb and guard sounds When raiding these are important indicators, but as a builder when you are spending a lot of time on top of these elements the sound effects get really…
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Suicide bomber and Sniper guards?
What if we had suicide bomber guard that run towards you at a fast speed and then they'll explode when they're close? They have no guns but satchel charges around their waist. They can shoot it unless they have an armor mod protecting it? Would that be cool? What about a sniper guard that can shoot you from a long distance…
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Holocube & HRV
Second wave excluded, as it stands, the HRV walks around the holocube which is fine. But if the holocube has masquerade enabled which states "The holocube acts like a normal block around guards, preventing them from passing through the hologram." If that's the case, it would be nice if the HRV could do the same when…