Nothing too crazy to code, not sure about that there is a lot of things to take in consideration when coding. It's not something that you can add or remove and everything will work.
Please, coding in this game is apparently more complex than any of your tech team can handle. They change a clown addon and it makes plague perk bug out, they change sound and DS gets bugged, or other similar unrelated things.
Ive thought about it and it really is very simple because the game already has the functions needed. Passive gen slowdown is already an easily modified variable (Thanataphobia, Dying Light etc). There are also scoring events for the chase, the hit, you already have functions for seeing if something is in proximity. You guys have all the base things needed.
Regarding stealthy survivors being hindered at the start of the match, what if Survivors received a buff to interaction speed that was equivelant to the gen repair debuff speed?
Until the first survivor is found, survivors can Cleanse, Search, and Sabotage faster.
As a stealth main myself, I tend to avoid touching gens at the start anyway. I look for totems and chest near me, and keep an eye on a nearby gen waiting for the killer to see it at 0% and move on before I start repairing it.
Sounds like an interesting idea, but I don't quite understand how it would help stealthy survivors or the killer. Would you be able to expand on it a bit more?
maybe they should add a perk that makes doing skillchecks harder, and if you can't hit a great skillcheck then the gen regresses a bit. You could even make a hex perk out of this so the survivors could cleanse it during the match and get normal gen progression.
It's not a bad idea, certainly better than the "slow gen times" crap that gets thrown around. A few things bother me.
1) How much are gens slowed down by? Is it just gens or all survivor interactions? If 4 survivors with toolboxes, BNP and prove thyself can crack a gen in less than 30 seconds, then we must be looking at a 75-100% gen debuff before "contact" But how killer sided that? Does the killer receive any penalty? Can't debuff one side and not the other then call it fair.
2) New meta, instead of finding gens, go straight to sabotaging/99% hooks instead. Prepare for when the game starts. We are talking about helping the kind of killers that struggle finding Survivors and getting hooks quickly when they do, see how happy they are when there's no hooks to put survivors on.
3) As much as this idea is supposed to help the "low mobility" killers, it swings them a little over the mark. To the great trapper and hag mains, that like to setup before hunting, we already 4k even after 2-3 gens pop quickly, now you've just given us more time to setup. It also makes the high mobility killers, even stronger than they were, so in all, this would just further encourage more spirits, nurses, billy, oni and Freddies. If the problem is "low mobility killers" then change them instead.
4) This idea assumes 4 man SWF is in play. Is it only for that scenario? I can tell you now, this isn't needed, at all, against 4 randoms. I will also say, that some 2 and 3 man squads can be difficult to manage too, while most are just [BAD WORD]. How does it balance around this?
5) Do killer hexes and perks still apply during the slowdown period? Corrupt intervention and haunted ground are buffed with this.
There's just 5 of the top of my head. The trouble with content streamers, they're too closed minded and lack creative problem solving skills. Most the things they suggest, are just whimsical and emotional, with little to no real thought, it's why this dude couldn't really come up with any negatives to his idea.
I don't believe that would be true at all. I could just as easily say they'd make more money since many of the killer mains would come back. Queue times would also improve simultaneously.
Queue times for killers would skyrocket...you make it sound like the game is currently survivor sided. There is no evidence that there are less killers than needed globally.
The only counter argument Scott didn't bring up, is what if a survivor hides from the killer and the killer would have passed right by them, but suddenly the warm up ends- well they know the survivor is RIGHT there and will go and hit them.
Which I guess is fine, but would lockers trigger it still? I mean wouldn't it suck if you hid in a locker, and he walks passed it and the mode ends, well now he knows you are within 4m so obviously you are in that locker and now he just grabs you and you are a free hook because of that. At the same time, if lockers hide that, locker meta early on from good survivors will be nearly as hard to find early on as they always have been. The gens might be slowed but if you can't find anyone, it's still kinda boring for both sides.
I dunno though even that counter argument I feel is a stretch, but it's the only issue I could think of....that and his example being so red it hurts the eyes but other than that....
1.) 50%. Only generators. I am not balancing it for "4 brand new parts and prove Thyself" because that situation is ridiculous.
2.) Thats not a problem either. If survivors are spending all their time saboing hooks no one is doing generators which means you have an unlimited time to win.
3.) This part sort of implies Trapper doesn't need a buff which almost no one will agree with, no matter how good you are at him. It doesn't really make high mobility killers stronger at all because the effect will end with them immediately due to the fact they can actually get to survivors quickly. The solution of just "changing every non mobility killer" is completely unrealistic and will not happen.
4.) I didn't mention SWF anywhere in this and I'm not sure why you brought it. Even so, four people being in a group or being solo doesn't change the fact that it takes almost an entire generators worth of time to traverse some maps, which is what this is for.
5.) Yes, except Corrupt Intervention, which would start after the Warmup. I am also not sure how you see it solely as a buff for totems because nothing about the totem breaking speed is changed. Hell, it might actually be an nerf for totems since people wouldn't immediately go on generators and instead look for totems.
I'm not sure where the lack of 'creative problem solving skills' comes in. I assure you I have thought about almost every counterargument to this, and in doing so, learned some flaws that had to be addressed (like stalking with GF and Myers, for example)
I've seen the useless stats that have so many flaws that even the devs said not to use them for anything. I shouldn't need to point out the many, many flaws those are. It's already been done ad nauseam.
Comments
Nothing too crazy to code, not sure about that there is a lot of things to take in consideration when coding. It's not something that you can add or remove and everything will work.
Please, coding in this game is apparently more complex than any of your tech team can handle. They change a clown addon and it makes plague perk bug out, they change sound and DS gets bugged, or other similar unrelated things.
Ive thought about it and it really is very simple because the game already has the functions needed. Passive gen slowdown is already an easily modified variable (Thanataphobia, Dying Light etc). There are also scoring events for the chase, the hit, you already have functions for seeing if something is in proximity. You guys have all the base things needed.
You should change your Stream title to "Most optimistic Oni main ever."
Regarding stealthy survivors being hindered at the start of the match, what if Survivors received a buff to interaction speed that was equivelant to the gen repair debuff speed?
Until the first survivor is found, survivors can Cleanse, Search, and Sabotage faster.
As a stealth main myself, I tend to avoid touching gens at the start anyway. I look for totems and chest near me, and keep an eye on a nearby gen waiting for the killer to see it at 0% and move on before I start repairing it.
Sounds like an interesting idea, but I don't quite understand how it would help stealthy survivors or the killer. Would you be able to expand on it a bit more?
While it's better than doing nothing I don't think it solves the problem.
maybe they should add a perk that makes doing skillchecks harder, and if you can't hit a great skillcheck then the gen regresses a bit. You could even make a hex perk out of this so the survivors could cleanse it during the match and get normal gen progression.
Myers and ghostface could also get the same 50% stalk penalty that the gens have. Most survivors should notice if a Myers is stalking for that long.
How do you solve the problem then?
🧐🙃😑
Sounds great! What should the perk be called though? Ooh! How about Hex: Ruin?
Maybe if it also had a timer like egc so a killer can't afk in the corner and extend the game
Numbers not being literal but simply the idea:
First minute: 60% slow
Second minute: 30% slow
After that normal.
The idea is simply a scaling slow down that starts high and gets lower until it's back to normal after 2 minutes.
Maps would still need work though.
Slowing down gens doesn't work bud.
The community appreciates the transparency! 😁
It's not a bad idea, certainly better than the "slow gen times" crap that gets thrown around. A few things bother me.
1) How much are gens slowed down by? Is it just gens or all survivor interactions? If 4 survivors with toolboxes, BNP and prove thyself can crack a gen in less than 30 seconds, then we must be looking at a 75-100% gen debuff before "contact" But how killer sided that? Does the killer receive any penalty? Can't debuff one side and not the other then call it fair.
2) New meta, instead of finding gens, go straight to sabotaging/99% hooks instead. Prepare for when the game starts. We are talking about helping the kind of killers that struggle finding Survivors and getting hooks quickly when they do, see how happy they are when there's no hooks to put survivors on.
3) As much as this idea is supposed to help the "low mobility" killers, it swings them a little over the mark. To the great trapper and hag mains, that like to setup before hunting, we already 4k even after 2-3 gens pop quickly, now you've just given us more time to setup. It also makes the high mobility killers, even stronger than they were, so in all, this would just further encourage more spirits, nurses, billy, oni and Freddies. If the problem is "low mobility killers" then change them instead.
4) This idea assumes 4 man SWF is in play. Is it only for that scenario? I can tell you now, this isn't needed, at all, against 4 randoms. I will also say, that some 2 and 3 man squads can be difficult to manage too, while most are just [BAD WORD]. How does it balance around this?
5) Do killer hexes and perks still apply during the slowdown period? Corrupt intervention and haunted ground are buffed with this.
There's just 5 of the top of my head. The trouble with content streamers, they're too closed minded and lack creative problem solving skills. Most the things they suggest, are just whimsical and emotional, with little to no real thought, it's why this dude couldn't really come up with any negatives to his idea.
It does. It's also only temporary.
Obviously not the most optimal choice but maps getting reworked is too slow and they seem intent on not adding a secondary objective instead.
It doesn't matter if it's temporary, while it's live BHVR will earn much less income from dbd.
I don't believe that would be true at all. I could just as easily say they'd make more money since many of the killer mains would come back. Queue times would also improve simultaneously.
Queue times for killers would skyrocket...you make it sound like the game is currently survivor sided. There is no evidence that there are less killers than needed globally.
A change like this , on TOP OF actually addressing the toolbox problem, would honestly be enough I think yeah.
Agreed. Consistent start time is a really good fix for the inconsistency between maps and killers.
The only counter argument Scott didn't bring up, is what if a survivor hides from the killer and the killer would have passed right by them, but suddenly the warm up ends- well they know the survivor is RIGHT there and will go and hit them.
Which I guess is fine, but would lockers trigger it still? I mean wouldn't it suck if you hid in a locker, and he walks passed it and the mode ends, well now he knows you are within 4m so obviously you are in that locker and now he just grabs you and you are a free hook because of that. At the same time, if lockers hide that, locker meta early on from good survivors will be nearly as hard to find early on as they always have been. The gens might be slowed but if you can't find anyone, it's still kinda boring for both sides.
I dunno though even that counter argument I feel is a stretch, but it's the only issue I could think of....that and his example being so red it hurts the eyes but other than that....
1.) 50%. Only generators. I am not balancing it for "4 brand new parts and prove Thyself" because that situation is ridiculous.
2.) Thats not a problem either. If survivors are spending all their time saboing hooks no one is doing generators which means you have an unlimited time to win.
3.) This part sort of implies Trapper doesn't need a buff which almost no one will agree with, no matter how good you are at him. It doesn't really make high mobility killers stronger at all because the effect will end with them immediately due to the fact they can actually get to survivors quickly. The solution of just "changing every non mobility killer" is completely unrealistic and will not happen.
4.) I didn't mention SWF anywhere in this and I'm not sure why you brought it. Even so, four people being in a group or being solo doesn't change the fact that it takes almost an entire generators worth of time to traverse some maps, which is what this is for.
5.) Yes, except Corrupt Intervention, which would start after the Warmup. I am also not sure how you see it solely as a buff for totems because nothing about the totem breaking speed is changed. Hell, it might actually be an nerf for totems since people wouldn't immediately go on generators and instead look for totems.
I'm not sure where the lack of 'creative problem solving skills' comes in. I assure you I have thought about almost every counterargument to this, and in doing so, learned some flaws that had to be addressed (like stalking with GF and Myers, for example)
It is currently survivor sided by a lot. That's pretty universally known by all players with a lot of hours that play at rank 1.
I don't think queue times would skyrocket for killers at all, I think they'd even out finally for both sides.
Think what you want, the devs are the ones that know for sure. I'm sure the stats would surprise you 😁
I've seen the useless stats that have so many flaws that even the devs said not to use them for anything. I shouldn't need to point out the many, many flaws those are. It's already been done ad nauseam.
I didn't mean kill rates, those are unreliable. I mean killers and survivors queuing up.
They won't do it. They said it's their intention for 2 gens to be completed during the first couple minutes when game starts.
Wouldn't it make sense if the game only really starts when the killer goes after a survivor?