The Jerk's Guide To Meet Your Maker
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- Опубліковано 10 чер 2024
- Yea, I met the Maker. We sat there and made fun of you. You should have heard what we were saying. Hoo man. It was a riot.
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#meetyourmaker - Ігри
I think the "you have to beat the level yourself" idea is probably better than the single unobstructed path, it's a nice little self-balancing factor and (hopefully) prevents copypasting that lava corridor with the pistons
Most of the reddit has been asking for this
I do worry that it would lead to a lot of bases where they just hide the genmat, but I also want to see more variety in levels.
I think we can have both Harvey path levels and Brutal levels the creator had to complete.
You know people will just make lava drops where you have to shield at the right time and hook.
I think what people will try to do is make "dev" paths where they have a short cut to the Genmat and make normal pathway impossible to complete.
If you load into your map to collect the resources you can just immediately leave and it gives them all to you.
Oh? Was that a thing they included in one of the updates? _As if you could even check, they haven't released any patch notes for the game yet..._
@@manman-oy2mc it's been a thing from the start. and it seems like you're trying to shit on them 😭🤣
@@ocgsage140 naw, a visual bug or the feature being none functional lead to one of my firsts structures always telling me it had loot in 'em for me to collect, even after I've left _or whatever._ As for the bitterness towards the lack of patch notes, yea, it just annoys me
A few tips I’ve learned raiding and building,
Build tips
1:If you leave your build after loading in it just gives you the materials
2:Cannonbacks or engineers alone are weak, pair them together for the engineers immediate threat projectiles and the cannonbacks long setup crowd control to cover one another’s weakness
3:long corridors with dart traps at the end are good for catching spike rushers with bad reaction time
4: if you want to build an effective maze you can use a death piston right where Harv spawns to kill it before it can show a path.
5:hornet armor is just not worth it
6: I would not suggest using armor on warmongers without the speed boost augment otherwise they are just slow AND expensive
7:if you are one of those people that block off tombs just so raiders can’t get to them, punch yourself in the face and reconsider your life choices
8: use T lights to convey tomb rooms if you add them
Raid tips
1:don’t forget to lean, it can be a life saver for corner peaking
2: grenades are best for trap clusters or armored sub-clones, flash barriers are good panic rooms, phoenix pads counter second wave kill boxes, and spike drives are the best for just all purpose speendrunning
3: if you set off a grenade trap on a stairway, go up, sounds simple but likely you will go back down subconsciously, either that or I have brain damage
3.5:just a reminder, screw the people that block off tombs
4:try to keep a mental map of how high up you are, it might give away poorly hidden holocubes
5: if there’s no grapple point you can typically shield through one or two acid cubes, maybe more if paired with a spike drive
6: you are fat, don’t get cocky with baiting engineer attacks around corners, I can’t count how many times I’ve gotten sniped from around a corner due to the hitboxes being the size of the sun
7: most importantly, don’t die on that hill, if the level is a cheap impossible killbox, don’t try to beat it to prove a point, you give the brainless makers their materials for more killboxes, just abandon and move on, if nothing else, take that
Seriously screw the people who block tombs y’all suck
Great info helps alot i like the part where you say block of the tombs i will make sure to do that on all my bases 👍👍👍
2) I assume by engineers you mean enforcers? Personally I think that Enforcers can be very good or very bad with other guards as they have a very bad tendancy of shooting other guards but if you can find the perfect set up to where they can shoot without accidentally costing you like 400 capacity worth of damage they can be good. I find that cannonbacks are surprisingly effective at chasing down enemies trying to run by or at dealing with people trying to back out. They are particularily good with corrosive blocks as they are traps that will not be destroyed with the explosions. Also armor on a handful of cannonbacks in a tight room is a good recipe for a few easy kills since most people can't hit headshots consistently and the volt launcher doesn't have enough ammo to deal with them all and I have seen very few raiders using sledge/fury but that might just be my luck.
Raid tips
4) easier way to find poorly hidden holocubes and actually a very important mechanic to know for finding angles on things in general, whatever weapon have equipped will change the range it works but if you point your crosshair at a block and it can be damaged (also works on guards) the cursor will turn red, you can use this to great effect when using the sledgeblade by finding an angle at which it turns red but your character cannot fit through a crack. It takes a bit of practice to get it but if you have the sledgeblade fully maxed out as well as increased lunge range on your suit you can destroy traps from a lunge distance away without actually committing to going in for the lunge. You can also use the red cursor to find holocubes as it will turn red when you mouse over them.
Build tips:
- As a follow up to the "Kill the Harvester to hide the path" point, remember that holocubes also work as trapdoor floors to create pitfalls over acid. Exploit player reactions to those pitfalls by putting multiple pitfalls in a row to force them to commit to pushing forward on instinct. Put a ranged enemy at the far end to discourage players grappling to a wall/ceiling. If you're especially evil, put an obvious not holocube block for them to use as a safe zone. Shame that safe zone has a hole above it with a bolt shot.
- Slopes can be placed on the triangle sides to create less geometric corridors/rooms. Aside from improving visual variety, it gives you more angles to trap from.
- Use corner pieces on floors and ceilings. They can better, but not completely, hide traps and force players to take harder shots to destroy traps at range. I had a base where on a long upward staircase they had corner pieces set up make it require leaning to hit bomb traps on the ceiling.
Raid tips:
- Phoenix pods don't work after getting the genmod or at least any placed are destroyed when you collect it.
- Grenades counter spam. Shield barriers counter killboxes.
- Your grapple doesn't require touching the ground to reset.
- You can stay grappled to a way and shoot for a short while but it will disconnect eventually.
@@PlebNC can't really make a pitfall alleyway since harvey cant cross holoblocks
@@Vlamyncksken Who said it had to be Harvey's path. With Harvey dead Raiders no longer no what path is safe to walk on so you can make multiple paths, with Harvey's path being the least likely someone would take then fill the rest with pitfalls and/or use the tomb as bait.
I think behavior did a pretty good job so far with this game
"I think we did.. a pretty good job so far"
Me too, it has potential and it just needs support.
Some stages are just bullshit hard or pointless without a very specific loadout. I had one map that was 1 long corridor and as soon as I grabbed the genmat 500 traps spawned in including 3 plasma spheres set to self-destruct on the genmat itself. I think the "players should show themselves beating the stage" rule should be a thing.
When I come across a map that’s giving me problems in solo I always find the relief of “you might of killed me 20 times but you don’t get the satisfaction of seeing me rage quit in the replay. Sure you get to see me die many times, but I still beat the level you constructed in a Brutal environment.”
I get up and make some food so that the replay it too long to watch and if they try to fast forwards the player breaks
I generally just quit. Its more frustrating to log on an see that most people just refuse to play your base.
It's a crime that your non-DBD videos get less views. Your scripts are gold, man
Been absolutely loving the game since beta
This. Im 4 hours into the game and love it. I feel my passion about it dwindling, but its a blast as it is. And I'm just playing by myself.
It's Mario Maker without the platforming, intricate contraptions, music levels, troll levels, puzzle levels, and freedom to build whatever you want.
I mean you can make platforming challenges and such, I made a short dropper style base, then made it a bit harder to follow the unbroken path, so people would find it easier to try the dropper, and it worked (as soon as I put a big bright path leading to a massive arrow pointing at the entrance)
Really enjoying the game so far, but I really hope they add different level/win criteria. I want to see a checkpoint/race levels, melee traps/weapons only levels etc. If Behaviour’s truly dedicated and the game ends up with the amount of variety as DBD, *surely* it’s going to be more fun and unique?
love your expanding the variety in ur content keep it up❤
So THIS is where those gen mat charms came from!!!
I would enjoy this game more for me if the biolinks I grinded for would actually equip to the armor so I can get the benefit of my hard work
hey rowby, just wanted to say i really enjoy your style of content, its really original and relaxing, keep it up
I've been a huge fan of this game.
I spent about an hour on Meet Your Maker. I was ruthlessly whelmed.
I appreciate that you don't have to beat the level yourself. This makes it so that builders don't have to be as dexterous and as good at "combat" and "platforming" as they are designing and architecting.
Also, since you are constantly prestiging and tweaking levels, it makes it really nice to make a tweak and know the level is still beatable.
Maker games that force me to test my level before publishing them is my biggest pet peeve, it's quite irritating to have to replay the WHOLE thing all over again after changing literally the smallest thing just to publish it (especially if you've made something difficult for your own skill level).
I think rather than making creators beat the level, adjust Harvey's movement capabilities to either climb walls or perform the same maneuvers the player can, or expand the path he can take and allow players to create the path Harvey can take.
An overwhelming majority of the advertising for Meet Your Maker features bases that DO NOT have valid Harvester paths, and therefore they advertise impossible-to-make bases. I want to see this game succeed, but the first step to that is not showing us stuff we can't make, promising us we can make it in the advertising, only to tell us after we get the game that's not what the game is actually like.
Really can't wait for the devs to at least make it so you can't just piston the Haverster at the beginning. Mazes can be fun but not when you make them both inside and outside mazes. Not only was the outpost I raided incredibly big on the outside, the genmat was ACTUALLY somewhere you had to climb their outside wall, and continue to explore even though it seems you're just looking at the backrooms to the maze.
And you can see the light fade from there eyes it lets you watch the raid attempts
you can go into your base and leave to collect resource's automatically. that would have taken a simple search. and the devs have addressed the thing about beating your own level and they have a good explanation. i think just expanding what harvey can do would be all that's needed.
Btw about the piston hallway one, the original maker of that level actually talked about the solution to it and it does not involve the arc barrier. You let the claws grab you, slash the spike trap, then grapple back...atleast for the original version of the level, not sure about the altered versions of it
He actually was not aware of how good the arc shield was at getting through the level until some replays came in
Also when the pistons are in use you can slash them to break them. Another way to use the arc shield on the level is to use it to parry the claw traps in each section, and keep doing so until they are fully used up, then move on
5:00 I have beaten the level in a different way, just destroy the right side traps and keep going forward and destroying traps on the right side. If a claw detects you, parry it. Get the genmat and go the same way back. I only died like 3 times
I forgot about this channel for 2 years
This was a free PS+ game in April
The day it came out, PlayStation was literally giving it away free.
That's exactly how much faith you should have in its future
All it’s missing is new objectives and some vanity options
when u buy a new map, if it has 4500 gen mat it will empty in 12 hours, so u want the ones with 9000 and if u dont wanna change ur base just go in prestige activate and leave, it will pick all the mats up automatic :) yw
Great video as always! But please dont forget about your second channel, im still desperately waiting for ep. 2 of the quarry
Good review. I really hope they dont sink this game
About ressources, you don’t have to pick these up, you’ll get them automatically when leaving.
And it is true, the level creator is generally the same.
Corridors with traps to speedrun.
Though, I like speedrunning and learning layouts, and you don’t have to take account of Harvey’s path on the second phase.
By the way, nobody seems to even slightly know about it but you can parry projectiles with the sword.
Pretty useful when speedrunning.
So you can make a empty to get the genmat and then get a hurricane of traps and madness.
However, I hear a lot people wanting builders to play there own outposts to publish it, but I think it will hinder the accessibility for a lot of builders.
Not all have the skills to raid and yet, they want to feel free to make it as hard as they can.
So, as a raider, you have the responsibility of choosing the maps you deem worthy of your time and interest.
When you see “killboxes” (the ultimate rooms of suffering, like 100 pistons corridors), you can just abandon.
Every death give the player points and prestige, which help his map to get more raiders to come.
So, when you think it’s not fun…
Don’t do it.
Abandon it and go to the next one.
11:45AM you brought back happy memories I miss that game so much :C
I their should be more of an emphasis on accolades and less emphasis on trying to rack up as many kills as possible. That would keep people from wanting to just make kill rooms.
"no mazes" There are. I hate every single one of them.
I love this game. It's a lot of fun.
There are mazes though... you just havent played enough to run into them.
I have. And Harvey leads me right through them
@Rowby I've started to run into some that slow you down long enough for you to lose or kill harvey in the beginning which forces you to run the maze... pretty smart
.
Must. Have. Jerks guide to the Singularity
This is easily the most exciting (non-VR) game I've played in years because it's actually doing something interesting and fresh instead of repackaging the same ideas over and over again with a new coat of paint. So far I'm having a blast and getting better and better at the game. This is definitely not a game for everyone but it really sings for those of us that like this sort of thing.
They need to give the harvester the ability to climb walls
You can make mazes you can put a piston right where harvy spawns and kill harvy
You do not have to manually collect all the resourses that players drop in your base just enter and leave and you get all of the resources
You can prestage maps up too 10 times which refills its genmat
(Fyi this is not ment to come off as mean and yes i know a lot of peaple probily said this)
When you were talking about the level design what is the pictures for the no boss fight one I feel I know that game
It's from Furi
@@RowbyVids thanks
Arc barrier + Sledgeblade both level 3, fully leveled Ronin suit, with grenades and the shield consumable, average death on brutal is 1. Just what i use if anyone wants to try it
Not even done with the video but I’m liking for the Harvey bit.
Holy crap I’ve played that level you’ve talked about
Anyways it's always cool to see another video of yours
I just made a cube full of hornets because the game wouldn't let me make platforming challenges
I actually miss DeathGarden stage 2...
Where's the part where we can dead hard through traps?
Ur accurate on most of ur point of view, but i think people took building an outpost into building one giant trap, personnaly i love to play with the mind of the player, u can kill harvey at the start with death piston on him, and then watch the replay of a duo going into ur maze pyramid, and loosing their mind slowly because they cant find the way that IS definitly not by the entrance 😂
Would be cool to set weather style and time of day.
Behavior making a good game?! Impossible!
I may sound terrible but the point is to have as mutch of a "F*CK U" Base as mutch as possible?
Just saying, I remember death garden. Mea Culpa.
I'm loving the game
I have 2 main issues with mym, one i hear a lot more than the other so im gonna start with the least talked about
1. The prestige system, your base is active for roughly a day, then you have to prestige it to reactivate it. This is cool as it gives you more points to work with ergo you can revise what players have/havent died to and upgrade and make it better.
The issue is, once it reaches prestige 10, the base is considered “mastered” and then is essentially dead with the exception of social raids.
The issue here is why should I spend hours revising and upgrading an elaborate base or making it look good, when in a week itll be gathering dust for eternity. I get its to stop there being too many maps up at once but as it is i can have a max of 5, and i still need to keep pushing them to be available every day so why not have that.
I get you can turn on social raids but who is actually going to voluntarily go after a base for no rewards when they could find an equally shit one and get stuff. This basically promotes players building stale bases that they wont get attached to.
This leads nicely onto point 2
2. The game promotes kills above everything else. I could build an artistic masterpiece, it would perhaps attract more raiders, but the game doesnt care and I get nothing if it doesnt get any kills. Equally if i raid a base quickly and do some cool plays, it doesnt matter. I get the same stuff as if it took me 200 tries.
By this logic, the best base is one that gets lots of kills, ergo 200 plasma balls in a room cope harder
Thats all thanks for coming to my ted talk😊
hey, I have some custom killer ideas, I would be ecstatic if you would make videos on them. and for the killers whos addons I have not included, you can make them so you have some claim! I will send you a new killer after you make a video on the previous. so here is the first killer:
The reaper:
Stats
Hight: Short (4 meters)
Walk speed: 6 meters/sec
Terror radius 26 meeters
Wepon: sythe, just as tall as the reaper, who
Other:
Slower attack speed than other killers, but more reach. Cause scythe. has fuzzy black kittin slippers. Also as a fun detail, a random generator will have a black cat on it, the reaper can pet it for 5 exstra bloodpoints once a match
Power:
Summon up to 5 pentagrams of 10 meters in diameter each, you are able to launch a explosive(1 meter blast radius, 10 meters a second, 60 meter range) when you are in this area, and survivors in the pentagram slowly build corruption, one a survivor's corruption is full, it goes from shadow to one of seven sins randomly and the gauge goes back to empty. Survivors are able to pray at crosses to gradually reduce corruption, but cant reduce the stage(no losing sins) and use holy scripts to dispel pentagrams. Oh, and survivors can’t see their corruption or others' sin. When all remaining survivors have maxed out stage 2 corruption, you can walk through pallets and windows. This vanishis when a survivor is no longer at full corruption at stage 2.
Also, 6 second corupted blast base crarge time and pentagram reactivation or reabsorption
Sins:
Wrath: (1) unable to see auras(blindness) also including hook notifacation +3% haste => (2) unable to see auras and 10% slower gen repair speed, no more speed boost
Pride: (1) unable to open chests or unhook survivors outside of killer terror radius => (2) unable to do any special action outside of killer terror radius(gen repair, vault, clense, bless, heal, and so on)
Greed: (1) after vaulting a pallet, it will break 30 seconds latter unless another survivor vaults it before then => 15 seconds instead of 30, 5% of bloodpoints go to killer, and 5% faster hook progression
Gluttony: (1) unable to gain boon benefits, but 10% more item usage when not in boon radius => Debuff now is 20% more item usage
Lust: (1) when not within 20 meters of a specific survivor(they have pink outline) your perks don’t work and you suffer the oblivious status affect => (2) radius down to 10 meters and when in radius, the other survivor gains 10% hindered efect
Envy: (1) can’t see other survivors or there auras if they are more than 10 feet from you the killer can’t be seen by you from more than 13 meters, and they cant see you outside of a 15 meter radius(but killer can still see you) and suffer a 25% pelalty to benificial actions to you => (2) survivors who can see you suffer from blindness and the invisible to survivors radius is now 10 meters, you only hear the outer half of the killers terror radius. And can't ever see survivors
Sloth: (1) move speed, vault speed, pallet drop speed, generator repair speed, healing speed, locker speed, and cleansing/booning speed all decreased by 15% => (2) debuff now reduces by 30% +5% bloodpoint gain
perks:
Your time has come…:
Any time you hook a survivor, this perk gains a token, for every token, gain 3% vault speed, 3% reduced stun from pallets, 2% move speed when in chase. And when out of chase, gain 4% faster pallet break speed, 3% generator break speed, 4% attack speed, and 2% reduced wiggle effectiveness per token. This perk loses a token every time 1/2/3 survivor(s) heal
Max tokens 15/20/25
…your soul is mine!:
Every second you are in chase, gain a token, for every token, all actions(exscluding move speed) are 1/2/3% faster, you lose 2 tokens every second outside of chase after 2/5/10 seconds. Up to 60 tokens(that's a 180% buff!!)
But Death is inevitable:
Every time a survivor heals, this perk activates, all gens begin to regress at 100/125/150% of the normal regression rate and the killer moves 10/15/20% movement speed until either a survivor loses a health state, or a generators stop regresing
This perks has can’t stack with itself(so no multiplying this effect when multiple survivors heal)
This perk has a 60/40/20 second coooldown
Addons:
Iridescent:
Iridescent key: 10% attack speed and vault speed per tier of sin on all survivors(max of +80%)
Pandora's phanthos/box: corrupted survivors slowly corrupt other survivors in a 10 meter radius
Epic:
5 meters larger pentagram
Increased corruption from pentagrams
+1 meters from corrupted blast for every 10 meters it travals
-1 second Reduced startup for corrupted blast for envery sined survivor
Corupts survivors VERY slowly in your terror radius
Uncommen:
Increases likelihood of various sins
Common:
+0.5 meters on corrupted blast range
-1 seconds on corrupted blast preparation time
+1 meters on corrupted blast range if you have hit a sined survivor in the past 20 seconds
-2 seconds on corrupted blast preparation when in chase
+2.5 meter range on pentagram for every 10 seconds a survivor stands in it(max of +10 meters)
-2 second pentagram reactivation time if you only have one active pentagram
-1 second pentagram reactivation time
+5% holy script use time
+5 meters a second on corrupted blast
+4 meters a second on corrupted blast
Map: infernal paradise
A strange place with A)gravity warping dark magic panels, and B) lava instead of water, and there are traps that slow player and killer alike-but with less efect on the killer- and are controled and deployed by players. Also each ‘gravatatinol plane’ is about the size of a small map
so enjoy!
Not to slam on you, but I like the game (Playstation player who got it fir free with ps+), but I can see thus going places. The devs have given us a roadmap, and it looks promising.
You're not slamming me, I think there's a foundation, but as it stands, there's no real reason to invest time in it. Maybe once there's a real spicy update to suck into. Cheers
@@RowbyVids agreed.
@@RowbyVids maybe the people that think its fun think its worth investing time in 🤷♂️..crazy concept i know.
My main problem with this game is that there is little to no unique level it's all the same thing
4:23 I think that picture is an Undertale reference but I could be wrong
Just because it's a star shape
Dude why haven't you blown up yet? Another great video, you've got really clever jokes and good insight.
There is mazes
FYI, the patreon link in your description is broken. Looks like the emoji at the end is too close to the link.
Didn't notice that! Thank you
"Jerks guide to dying light 2" now here me out. You could use the line "After your 300lb self rolls like a panda after a 50ft fall, you can follow up with a drop kick on a volatile. Making all men in 50ft feel real emasculated."
i have found a combo of anime, hell let loose and meet yourmaker is good for filling time ;-;
I love this game 😊
You have already failed, you can literally watch the sense of hope fade from the people who play your levels through their recorded play of your level
wait... this is just orcs must die PVP....
I think Rowby would love deep rock galactic
It was fun while I tried it but it didn't stick with my friends so we dropped it
@@RowbyVids I thought you didn't have friends
I think this gane has potential but it needs to give players more freedom. Ditch the Harvee thing, extend the build date beyond 12 hours and give players more to build.
Alot of things you say are true but only things i agree really agree with is the beat your level your self but that comes with alot of problems they should make harvey just climb wall and mabey make a jump pad or a block that allows him to jump and climb walls on it other than that the game is very fun in my opinion its just up to the developers to make it great but is the same people who make dbd where talking about sooo who knows
It was free on psn
From what ive seen, the majority of UA-camrs positively talking about Meet Your Maker are sponsored to do so. Then you got that small group that ALWAYS play any game that comes out and eventualy move on much like the sponsored ones do. This game definitely reeks of the smell "Big patches in the beginning month then assign a skeleton crew to monitor the game's twitter."
Me when I meet you're maker (I don't know what this game is)
BHVR on its way to become the Rovio Entertainment of PC/console hardware. DBD seems like the only game BHVR will ever be successful and dominant at.
Love the omori references
Bro make a trickster guide
honestly I love this game. Or do I love the idea of this game? I still can't tell.. So often I see people copying each other using killboxes/lava 2nd phase exploids/dead mans switch cheap fokkery.. its to be expected if all the resourses are so hard to get as a builder though.. you need to get so many kills to make the base pay for itself..
also the game feels its in this test mode or a beta even.. there arent enough traps for variety event though no base is the same, you keep seeing the same tricks and thats because they work.. try to do something else and it often fails.. more traps would totally solve this.. they need to add some more and not wait to long to do so..
player base is already halfed compared to launch.. give it another month like this and there wont be many players left what would be sad..
I really would love for this game to do well
Thank you for this review. It goes over my problems with the game in a nice easy package. I like the game, but it definitely needs either time to improve or a different perspective. As it is now, it's little more than what dbd started as. A novelty. The question is if the devs can build it up into a legitimate game like they did with dead by daylight.
I feel like this is the sort of game that's going to fail due to over-optimization by the players
The game rewards you for making a level that's hard as shit, not fun, interesting or anything of sort, so eventually every base will devolve into one idea with slight differences.
They have a flying guard, so hopefully they can make the harvester fly as well soon
rowby video :)
I didn't know that weird genmat shit was from a new behavior game. Shame that it seemingly does jack shit.
Have you played Meet Your Maker? It's how you level up your Advisors and the Chimera. So I would definitely say it does more than Jack shit
@Brian Gentry I'm talking about thr genmet in dead by daylight specifically. I know it does something in meet your maker but I wonder if the ones in dbd actually did anything besides give some blood points.
@@smollmoth6376 I highly doubt it. I think that was just a cross promotion to try to get people hyped
11:45 name of this game
death garden. it's even more dead than meet your maker (i still love meet your maker)
Rowby were did the last of us video go :(
UA-cam ate it :(
Gonna re-upload soon
@@RowbyVids aw man :(
Hm
Rowby I finished this video make more plz 🙏I paid my one like
I am with you, go and play Mario maker or death by daylight. I keep playing this game is ugly but very very fun.
the game looks cool but whats the point of making a sandbox game if its gonna be so restrictive?
How about the jerks guide to youtube?.
Last of us video when?
Honestly I think this game is conceptually flawed and doomed to fail.
I love you
I’m sure it’s unreciprocated, but I stand by what I said
Interesting idea but it has no legs. It has very little player-player feedback but requires immense effort to even get any.
It looks fuggly, and the systems are over-designed.
I have no idea why Behaviour believed in this project, it seems so uninspired.
I think the plan is to start very, very small with it. Then build up. Instead of a large super hyped release like your Overwatchs.
I think BHVR wants to grow it slowly with a relatively cheap start, then update it into what they truly want from it.
Mad?
Meow!
ok so all I'm getting from this is that PlayStation just added ANOTHER shit game I've never heard of to it's monthly free selection. Nothing new.
This is just my opinion but something about the whole idea of “player built levels” rubs me the wrong way. It takes away any immersion into the world building of Meet Your Maker. Again, just my opinion.
i miss when your videos actually made sense. now a days youre so lost in the sauce, anyone who wants to understands you needs to be drinking the same kool-aid as you.
Second
hahahaha
first
hahahaha
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You're fourth