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This Game Should Add A "Grandfather Clause" For Builders

Dreamnomad
Dreamnomad Member Posts: 3,945

For anyone unfamiliar with the term "grandfather clause", it is when a rule/law change doesn't apply to previously established situations. An example would be a building code change that doesn't require all previously constructed buildings to change. Instead it would only apply to new construction.

I don't know about everyone else, but I find it extremely annoying when I spend a great deal of time and effort building an outpost only to have a patch hit and now I'm 300 over capacity. It isn't fair to the builder. I can't imagine it would be that hard to fix either. If a building is ever overcapacity then the capacity on the outpost should be increased to match. The overcapacity increase should only apply to current stuff.

For example, let's say I have an outpost with 5000 capacity. I've used up all 5000 of that capacity. Patch hits and increases the cost of a trap, guard, mod or augment. Now my outpost is at 5,250 capacity. The outpost should automatically go up to 5,250 capacity. But if I delete something wanting to add a new trap then the capacity will drop accordingly. I won't be able to add anything new until I've dropped my capacity to below 5,000 (the original capacity). If I prestige the outpost, it doesn't actually increase the capacity of the outpost until it would go beyond 5,250 without the grandfather clause.

In other words, players shouldn't be able to game the system. But they shouldn't get screwed over by patches either.

Comments

  • MadMoeZel
    MadMoeZel Member Posts: 685

    putting a map on social will leave it on social permentantly, as long as you don't re-enter the map it won't update and you'll have your overcap map. just information.