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Devs losing touch with community

GoshJoshGoshJosh Member Posts: 254
edited June 18 in General Discussions

After over three years and 2.3k+ hours, I have never felt more 'meh' about loading up and playing DbD. The amount of bugs that are introduced or never fixed, the player voices that go unheard or unaddressed about severe balance or gameplay issues, the list goes on...

I know it's a different set of developers, but the below screenshot just about sums it up for me. Rather than doing something about the boring and hostage-esque face-camping of the game (which exists on all platforms), the mobile devs take the time to make this loading screen 'tip' - which gives credence to the gameplay style and basically says to let your teammate die. Don't be altruistic, don't give that player another chance in the trial... let the killer set up a tent and get a free kill. Such a boring situation with little or no counterplay, when Borrowed Time doesn't trigger on half your killers now or Bubba/ranged/small heartbeat killers.

Please make your game a more enjoyable and fair experience for all players.


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Comments

  • burntFuseburntFuse Member Posts: 231

    I don't know about 90%, but that's a better fix than the piddly Emblem penalty the game currently has.

  • GoshJoshGoshJosh Member Posts: 254

    The only way this can be "abused" is if the killer decides to stay next to the hook! LOL!

  • lucid4444lucid4444 Member Posts: 211

    Agreed, the survivor on the hook can do nothing in that situation besides a 4% chance to escape right in front of the killer. You can't expect the survivors to NEVER get hooked. If that was the case everyone would be dead on hook from the start.

  • OrionOrion Member Posts: 15,629

    The survivor on the hook can do nothing regardless. That's the whole point of the hooks.

  • lucid4444lucid4444 Member Posts: 211

    I know, my point was that the bloodpoint+pip system is built on the game being played in a way that the killer doesn't camp, the survivors help each other and unhook each other. When that doesn't happen, the unlucky guy who gets face camped right away gets punished way too hard.

  • FreudentraumaFreudentrauma Member Posts: 850

    It's not the players job to fix game design issues. That counts for killer as well for survivors. And as long people can camp, they will camp.

    And yes, the current state of hooks is a game design issue, which also hurts killers. Mostly because Devs have to consider camping and tunneling into the overall balance of the game, that leads to things like the current gen repair times and long chases.

  • NekoGamerXNekoGamerX Member Posts: 1,720

    if killer see a survivor near by why should he not stay that how it got Abused 1 or 2 survivor would stay near hooked person.

  • GoshJoshGoshJosh Member Posts: 254
    edited June 18

    I never said invincible, good deflect though. I said up to 90% based on killer proximity. Meaning the hooked survivor will still eventually die from time if not rescued no matter what. A survivor can only be chased near a hook so long anyways, no?

  • PrettyFaceKatePrettyFaceKate Member Posts: 1,496


    We can go on and brainstorm a thousand ideas that would at least improve the situation. Kindred basekit has been suggested many times, for example. Make it so that hook grabs don't work anymore, similar to the hatch, so at least survivors can get a 1v1, which is still advantageous for the killer. Make BT proc upon any unhook so it's not cheese countered by sneaky camps. Disconnect hook time and hook stages, i.e. you die on your third hook or after 2 minutes total, so instant re-hooks are not as rewarding. There are many possibilities that could at least be considered and tested to see how they work out. Obviously, it doesn't have to be all of them. Do that and stuff like DS could be nerfed into oblivion and the game still be fair.

    But the devs are convinced otherwise. @Almo says that it's the survivors that reward camping, despite evidence that is not always the case. @Peanits says that camping is an intended mechanic because it can be punished by survivors, despite solos not having anywhere near enough information to do that. On top of that we get Pyramid Head and his cages that don't count as hooks for anything except... wait for it.... hook stages. Oh and moris, they count for moris too somehow. It seems clear that 'consistency' is something that is used very conveniently as justification only for those changes that are cherry-picked.

    This is exactly what killed Deathgarden. Just saying. Nobody likes to load into a casual game and have an insignificant chance to play it. Again, another issue, because the devs view DbD as competitive, despite the bugs and the plethora of unbalanced items and features.

  • GoshJoshGoshJosh Member Posts: 254

    I'm talking about cases where there's no sight of other survivors, no scratch marks, no groans of pain... absolutely no reason other than the killer is mad/bad that they stay near the hook. Come on now.

  • GoodBoyKaruGoodBoyKaru Member Posts: 2,882

    So people don't show up on BBQ, or you know someone was near because surveillance just went on and off again while you've got ruin equpiied- there are too many factors to consider.

    Also, camping gets punished by holding M1. If it's that much of an issue for you, then run Kindred. That's what perks exist for- to cover up your weak points and counter things you have an issue with. Hate camping? BT/Kindred/DS. Hate Spirit? Iron Will. Hate Trapper? Small game. Hate useless solo teammates who can't hit skillchecks? Use Inner Strength to heal yourself easily.

  • AneurysmAneurysm Member Posts: 1,132

    Kindred is so good and yet when the others see I'm getting facecamped it seems to make them even more inclined to come over and try to unhook anyway or even better, crouch 10 metres away from me and the killer and squat there doing nothing for a minute or so.

  • tixerptixerp Member Posts: 241

    I thought this was gonna be about something else and not camping but alright. Yeah, the screens funny, and yeah, camping sucks, but I'd rather the potential to camp then have some kind of restriction that doesn't feel right. The game isn't an esport, and I like to have the freedom of doing almost anything on either side. And having the freedom of doing anything, will allow some players to do bad things unfortunately. But now you just can't even hit hooked survivors as killer? I don't want anything else like that.

  • twistedmonkeytwistedmonkey Member, Trusted Posts: 3,873
    edited June 18

    Solos to have the information if they wish to use a perk for it. Kindred was designed specifically for this. Basekit kindred while seems like good idea gave more information than they wanted without a perk being needed and it doesn't just help solos but swf also since they can get info if they can't see a stealth killer. That is just something we have to accept.

    The rest is down to the players not the game, those who give up on hook reward it, those who try and bait the killer reward it. Those who refuse to gens reward it. I would bet these same player will probably complain about being camped but refuse to help punish it by using what they have.

    Most things within the game don't lead to the devs thinking the game is competative but actually leans more to a casual experience. If it was competative mori's, keys, certain perks along with many other things would not be part of the game at all as they completely change it and remove the competitiveness for an easier time.

    Pyramid head cages actually goes against camping as the cage itself spawns far away from the killer. Survivors can then run to the other side quicker than them. The mori well it needs survivors to be under a condition so its not simply given. Again both of these tend to not lead to competative play imo as they negate perks on both sides.

    This isn't what killed deathgarden. The issue with deathgarden was actually listening too much to the community and the first major change done removed the fear of the hunter. The DBD devs listen and take feedback but most just isn't actually that good and this game has lasted 4 years and continues to do well. I would say they should stick to what they decide to implement as it seems to keep the majority happy as the daily player numbers themselves say much more than the people on a forum.

    Post edited by twistedmonkey on
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