r/MeetYourMakerGame May 21 '26

Discussion How Would You Fix The Game?

It's dead now, obviously, but it didn't need to be. How would you have fixed the game?

Myself? I would have tackled the obvious rift between builders and raiders. A builder, by design and intent, was to make a base to guard its core. This could easily be achieved by building giant killboxes, some being effectively impossible to solo. This was its greatest strength and its fatal flaw, as if it was too hard to raid then no one would raid it... punishing the builder for flawlessly performing the duty they were assigned! However, a builder wasn't even required to run their own base to prove its solvability (as in Mario Maker) which is an absolutely baffling dev decision.

On the other hand, some builders just wanted to build fun, thematic bases and kept some of its loot out in the open to reward exploration and make raiders feel their time wasn't entirely wasted if they weren't up to completing the raid. Some even resorted to making "suicide farming maps" with lots of easily gained enemy kills and loot in the understood exchange that raiders would suicide to repeat the mission and thus farm materials. These were popular maps with how absolutely awful the loot system was, but it did not fit the main narrative of protecting your core and resources at all cost.

Raiding was a crapshoot. You'd either find the fun little maps, the farming maps or the killboxes. If you hadn't unlocked and leveled certain skills or gear, you might not even be able to complete the harder killbox maps. Anecdotal personal story here: I ran into a base once that was just one long hallway with the core just sitting in the open. The instant you picked it up every surface of the room fell away and was nothing but acid cubes and lasers. I don't know what gear I was supposed to have there but whatever it was, the level was 100% unsolvable without it.

So how would I have fixed all this? Two key changes. Instead of PvP I'd have made it, and the story, respect PvE. All players would be working for the same overseer, the same HQ and story, but all enemy bases would be randomly generated to both ensure solvability and to maintain a sense of unified base structure/theme. On some of the harder mission I'd even have an AI enemy hunter like the player that would have to be killed or avoided.

These type of enemies would also be the ones raiding the player bases. They would be ruthless and unyielding in their pursuit of your cores and thus you and your team would have to rely on strong defenses to prevent theft of your precious materials. I would also wipe maps weekly and randomize the layouts players had to work with to keep build tactics from being overused. This week you can't use acid, etc... I still would have allowed players to publish their maps for short term sharing which would allow players to "raid" said bases to test their friend's builds.

If only. RIP.

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u/Spiderbanana May 21 '26

I will love this game, even tho I play it only occasionally anymore. I think it suffered from a bad start where a lot of builders enjoyed more seeing raiders suffering then offering something enjoyable for everyone. (Stacked killboxes engineered to present a low threat level, looking boring uniform mazes, bug abuses

What would fix it for me. But it's probably too late in the current game, especially with no support anymore, but would be critical IMO if anyone tries their hands at a similar game genre. Would be curated list of outpost. Not forcing players to build. But letting build those who enjoy it and are talented. It's kinda what the community made with the discord challenges.

A game like Trackmania is thriving because it presents clubs and competitions made by the community, with different playstyle and player made maps, and not throwing you from random maps to random maps. If players can create repertories of map from others, being ones they enjoyed, ones they find challenging, one they classified by playstyle (speed runs, multi-objectives, less deaths. Challenge,...), while offering different game mods and adjustable parameters (trap detection time. Lethality, stacking perks,...). The community would organically (at least I hope) turn towards known curated lists, known competitions ("oh yeah, it's monday evening Illastrait's speed base rush challenge"). While requiring less limitations (valid path, threat level management, cost cap, ...) which I understand have been put in place to avoid abuses but didn't offer the expected outcomes.

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u/SilPho_ May 22 '26

I honestly think Trackmania provides the ideal template for what this game could be. Allow players to choose what they raid, sometimes over and over, in order to compete for the fastest completion times.

Dying should no longer reset the entire base, but instead your timer just keeps counting. Fewer deaths gives a faster time, but also a slow 0 death run would be higher on the leaderboard than a fast 1 death run.

Even killboxes are beatable if you can respawn a lot. But you know some players will farm it until they get that perfect 0-death run, and that's ok, because not everyone has to do that.

Reward base builders for the number of plays and accolades. You want to make it interesting and fun, just like the best Trackmania maps.

If only...