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Re: comms and ranked system for balancing
That's a nice idea, but how do you determine who is a "sweaty SWF"?
Pulsar
Re: comms and ranked system for balancing
This discussion about third party comms is irrelevant. Unless the devs install spyware, as someone else said before, they can't possibly know who uses it and what their intent in using it is, and therefore cannot ever balance around it. The only way to balance around comms is to have an in-built comms system, which is very unlikely to ever happen because it's more time, money, and resources dedicated to policing it. As others have said, best option would be a comms wheel. No policing, and easy to balance around. People can moan about third party comms til the cows come home but the devs can't balance around assumptions. They need hard data.
Re: comms and ranked system for balancing
Now, this? This I can agree with.
There is nuance, there is context. But still, we do know Killers are doing very well as a whole right now. So when I hear people like runningguy claim that comms are ruining the game, or that they are somehow OP, I look at the data we DO have.
And that data does not support their argument. It isn't perfect, but they are asking for something that cannot be proven. They want to prove intent, basically. What did the SWF INTEND to do. Were they goofy? Competitive? Silent? That's what they want to know, and that's ridiculous, quite frankly.
Pulsar
Re: comms and ranked system for balancing
I find it amusing, tbh.
We don't like the empirical data because it goes against the narrative. You can hem and haw all you like, but the fact of the matter is that Killers are killing more than Survivors are escaping, and they have been for a long time.
There's something to be said for context, but that's not really your argument. You want to ignore the stats completely, because they prove that there's really not a big difference between Solo and SWF in terms of escape rates AND that Killer, as a whole, is doing very well.
I'm glad you think the game is nuanced now, but somehow I suspect you'd be signing a different tune if the Kill Rates showed 40% across the board.
Pulsar
Re: comms and ranked system for balancing
Yes, I agree. I think a communication wheel is pretty much just a great idea. Not really any downsides.
Pulsar
Re: comms and ranked system for balancing
You say that, but then attack a single poster and call them a liar for daring to disagree.
You debunk nothing, you have no opinion, you contribute nothing except chaos and derailment. You simply jumped in to cause chaos and disrupt the discussion. I've seen countless discussions derailed by you, where all you do is say, "No, that's not true." "No, you made that up." "No, that's not real, you manipulated data." "No, those stats don't count, they aren't what I want."
You have no supporting evidence, you refuse to elaborate and you refuse to do anything except sow discord. We have enough of that already, imo. Most of the comments in this thread are you just saying, "Nu uh." When people try to meaningfully engage with your baseless points. Perhaps that's equally on us, for falling for that ruse.
Pulsar
Re: this games netcode is killer sided
but i am the one with the lower ping? you can see that i have only 30-40ms so my actions should be sent to the server before someone with higher ping
Re: Why do survivors have more traps than the trapper?
Gotta love how by default his own power attacks him.
Re: Pig Trapping and stalking you until you're dead.
Mometarily breaking my hiatus to defend Pig, since she's the only thing worth clinging onto anymore. ^🐽^
I know this scenario seems hopeless and extremely unfair, but as a Pig main with respectable hours on her, who is also in regular discussion with some very long standing Pig players...
People have far more agency here than they think... and they can punish a Pig doing this really hard. The things you have to remember are:
- Headtrap timers are 150 seconds (130s with Tampered Timer)
- The timer pauses when you are in chase, or when downed/hooked.
- Your searches can be anywhere between 1 and 4 searches.
- Pig moves at 4m/s (4.2m/s with John's Medical File) while crouched and cannot hurt you without standing up, or using ambush.
- You can leave trial with an active trap via hatch.
A Pig stalking for head pop can't allow you to complete a box, they can't leave you at any point as you only need to get 1 box to potentially get the trap off. They also can't enter chase or down you without stopping the timer either, and if you exploit this fact, you can waste so much of their time.
So the game plan:
It's a little contextual, and it does rely on your team not being ameoba brains, but the best thing you can do is not be afraid of her.
Let her waste half your trap timer following you, taking her around loops. What you're looking for is a stun to make her stand up so you can run away and hopefully trick her into activating chase, wasting even more time.
After about half your timer is gone (or you're down to 1 or 2 gens), stick to box do not let go and start forcing her to grab you or down you (if you've got Plot Twist, you're laughing your ass off... now shes really screwed). In either case she now has to stop your timer. Keep crawling so you don't recover, your goal here is to stay on the floor. If she picks you up and hooks you, that's great, you've wasted about 90s or more with your team uncontested on gens, and now you've got a whole 70s on hook.
With this much uncontested time on gens, your team should be on the last gen about to pop, if not popped already and on gates.
This is unfortunately where your chance of survival is slim... you need to get unhooked (or picked up), survive looping long enough for everyone to leave (and dor them to be smart enough to actually leave), and then reach hatch before Pig catches you.
Realistically you're probably dead... but you've just spent 3 minutes making this Pig player look incredibly dumb and a hard point of how bad this Pig player is... and if you do get hatch... you probably will convert this player from ever trying this crap again.
You COULD try and remove this... but I struggle to see something you can do to prevent it, that also doesn't needlessly nerf normal Pig play in the process. For example chase being started while crouched? People can swing near you to start chase and pause their timers, and Pig can't stop it... forcing her to chase them...
Big deal you might say... but everything Pig does is about making the most of her Pig timers, and she already has a lot of caveats to dance around... this is one more thing that she doesn't need.
Have a good one! >🐽^
Re: Please do not go through with basic/special breaks/vaults
It‘s not even about understanding. Perks like alert and spirit fury are getting an stupid nerf, because they want to separate how you break pallets
