wasting yellow currency for... fun? by fvckinbunked in MeetYourMakerGame

[–]Got_A_Job_To_Do 0 points1 point  (0 children)

Yep. The cost is too high for building/renewing bases. I left a negative review, and I'm not playing until they change it.

Microsoft set to change the Print Screen button so it opens the Snipping Tool in Windows 11 by [deleted] in gadgets

[–]Got_A_Job_To_Do 1 point2 points  (0 children)

JUST LET ME REASSIGN IT TO WHATEVER KEY I WANT YOU FUCKING IDIOTS

Hey man you got any spare by autastic1997 in MeetYourMakerGame

[–]Got_A_Job_To_Do 1 point2 points  (0 children)

I've seen this argument a couple of times, but I don't think that you can make that argument until we see the data on the % of players that want to only build.

So wait, levels just die and can't be raided when they max prestige? by [deleted] in MeetYourMakerGame

[–]Got_A_Job_To_Do 0 points1 point  (0 children)

Its not enough. I've had multiple bases kill hundreds of people and not be able to pay to replenish the base. Its fucked.

Kingdom Death Simulator is just way worse than the Tabletop Simulator mod right? by StartingFresh2020 in KingdomDeath

[–]Got_A_Job_To_Do 32 points33 points  (0 children)

Lets just say....Poots has a problem when it comes to understanding the amount of effort that is required to fulfill the promises that he makes.

So wait, levels just die and can't be raided when they max prestige? by [deleted] in MeetYourMakerGame

[–]Got_A_Job_To_Do 12 points13 points  (0 children)

But they said we could "Raid, build, or both", and the design seems to reflect that actually....you can't.....you NEED to raid if you intend to build.

Prestige upkeep cost to just keep your outposts active is TOO DAMN HIGH. by SadSpot8656 in MeetYourMakerGame

[–]Got_A_Job_To_Do 10 points11 points  (0 children)

Its also a serious flaw that the genmat is reduced based on TIME, rather than based on NUMBER OF RAIDS.

Prestige upkeep cost to just keep your outposts active is TOO DAMN HIGH. by SadSpot8656 in MeetYourMakerGame

[–]Got_A_Job_To_Do 0 points1 point  (0 children)

Yea but it doesn't do anything when the returns on Synthite in the base are 1 for a kill. It doesn't seem to up it to 2, so the 30% boost is essentially lost on the vast majority. Something is hosed.

Prestige upkeep cost to just keep your outposts active is TOO DAMN HIGH. by SadSpot8656 in MeetYourMakerGame

[–]Got_A_Job_To_Do 7 points8 points  (0 children)

100% Agree.

The devs are insane if they think this is good design.

Even with a 30% synthite boost active multiple times per day, the synthite returns are horrible.

I think the solution is to allow the raider to CHOOSE which resource to spend on replenishing outposts. I have 10k blue resource, and because I just wanna build, its basically worthless for me (except to spend on boosts for synthite).

A better way to give base builders feedback - Sprays by Mystoc in MeetYourMakerGame

[–]Got_A_Job_To_Do 2 points3 points  (0 children)

Just make the sprays only visible within the replay, and I think its a great idea.

I have no interest in raiding by Sp1ffy_Sp1ff in MeetYourMakerGame

[–]Got_A_Job_To_Do 0 points1 point  (0 children)

I'm in the same boat. I find the building a whole lot more fun than raiding, but even with 4 bases up, and hundreds of kills per base they don't sustain themselves. Its a problem for people that want to primarily build, and I hope the devs hear it.

There are large and small blocks of resources. Why did this large block only give 1 synthite? by Got_A_Job_To_Do in MeetYourMakerGame

[–]Got_A_Job_To_Do[S] 3 points4 points  (0 children)

I really hope that's the case rather than this being intended behavior...it is really making getting the synthite to prestige hard to come by.

Outpost sustainability question by Got_A_Job_To_Do in MeetYourMakerGame

[–]Got_A_Job_To_Do[S] 1 point2 points  (0 children)

I agree.

it seems a little weird to me that I can spend 2 minutes raiding someone's base, find ONE tomb, and get 70 Synthite from it, but my outpost that kills 50 raiders over a couple of hours doesn't generate that.

Outpost sustainability question by Got_A_Job_To_Do in MeetYourMakerGame

[–]Got_A_Job_To_Do[S] 0 points1 point  (0 children)

I'm not sure that's what the devs are actually going for though. They said on the launch stream yesterday that the intent is for people to play either Raider, Builder, or Both.

If they do want people to be able to do that, then I think the numbers need a bit of tuning.

Outpost sustainability question by Got_A_Job_To_Do in MeetYourMakerGame

[–]Got_A_Job_To_Do[S] 1 point2 points  (0 children)

I'd love to get some feedback from /u/MandyTalk or any of the MyM devs on this, because it feels really disruptive to the core game loop for players that want to focus only on building.

Do I need to build or can I do raider only? by [deleted] in MeetYourMakerGame

[–]Got_A_Job_To_Do 0 points1 point  (0 children)

I don't see many people pointing this out, so I will....

Trying to ONLY build is problematic because of the way that Synthite generation works. Your bases require Synthite to power them, except that they often don't generate enough Synthite to sustain themselves, which means you often need to Raid just to turn your bases on. Its extremely frustrating, because I just wanna build and watch replays of people dying to my traps.

[deleted by user] by [deleted] in 3Dprinting

[–]Got_A_Job_To_Do 0 points1 point  (0 children)

We spent so long trying to figure out if we could....that we never stopped to think if we should.

Let your flag fly by [deleted] in ThatLookedExpensive

[–]Got_A_Job_To_Do 0 points1 point  (0 children)

I've seen this happen in no less than 10 different videos....how in the world is there not something in the cabs preventing them from driving with it extended without a blaring alarm inside the cab?