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4 easy safe loops. Like really?

You may call it complaining, perhaps I am. Just had a friggen coldwind barn with two t-walls linked to a long hay wall pallet linked to another long hay wall then the barn itself. Most pallets were safe in that game with toxic survivors aggressively tagging at every pallet. They really need to reconsider map design to a more balanced standard. Have loops/pallets, sure. But not a whole map area that's impenetrable. :/

Comments

  • ruler33
    ruler33 Member Posts: 244
    edited January 2020

    map design has been the main problem for the game for like the longest time but behavior instead like's to change perks and killers to compromise for the bad maps but in my opinion it doesn't work. In my opinion what they should do is rate each tile on a number scale like jungle Jim being highest number and t and l's being lowest and then they should fill the map up to a certain number based on how large the map. They should also have a system that checks to make sure that tiles aren't chained together so we don't have stuff like a 4 wall chained into jungle Jim into shack/ main building cause that's just ridiculously broken.

  • LordGlint
    LordGlint Member Posts: 8,729

    This video came to mind when I read this... thought Id share.

    He specifically talks about how easily loops and such can chain together to be pretty broken.

  • ruler33
    ruler33 Member Posts: 244

    yeah ive seen that video and i think it is a really good fix to map designs and im also a big fan of Scott and his ideas though i thought of something similar to that idea before but i feel like his number system was really good

  • PodgeNotRodge
    PodgeNotRodge Member Posts: 478

    I've seen that video aswell. Like, I understand Survivors need loops to survive, otherwise they're just running around like idiots. I dont agree on some loops having to render you useless without bloodlust. Nobody should need bloodlust. Combined with the broken glitchy system with hit boxes hitting where it shouldn't and not hitting where it's meant to. Its severely frustrating. To add survivors bagging, thinking they owned you is just miserable. I stay around rank ten-twelve and I still get 16 and 17 smurfs and de-rankers that punish so hard.

  • LordGlint
    LordGlint Member Posts: 8,729

    Im not really a Scott Jund fan as a whole, but I can realize a good point when I see it. His views awhile back on "if ppl arnt having fun, they should be allowed to DC", "Deranking is ok because rank doesnt matter anyway" and "Surely DCing would be a thing of the past if Overpowered stuff is removed" kinda took me for a loop. This though...hes got a point.

  • LordGlint
    LordGlint Member Posts: 8,729

    I feel like his examples in that video where hes talking about the corn maps having tiles linking into each other is the big thing HERE with this thread. Being able to go from a longwall jungle gym, strait to shack window and back just makes each tile MUCH stronger than if theyre used independently. Add in braindead loops that have clear visibility over acting as filler inbetween each tile...

  • Hex_KillerMainBTW
    Hex_KillerMainBTW Member Posts: 449

    I honestly feel your pain on that. Poor map design I think is what really takes most skill from the game. Either the map is overly killer sided, or survivor sided. I had a game on cold wind against a 4 stack (really optimal btw) one had objected and it was a brutal match, even playing Freddy. Now, I'm not saying that a good loop should be removed from the game, just make it a little more mind gameable. Imagine having a map that's kind of a mix of Hawkings and either coldwind or mountain resort. I wouldn't mind seeing a map that's out doors and indoors tbh. Have the gens split up in between the layers

  • luka2211
    luka2211 Member Posts: 1,433
  • PodgeNotRodge
    PodgeNotRodge Member Posts: 478

    Exactly, make some huge maps a bit smaller so you dont spawn furthest from your hex to find it takes more than a minute to get there. The inside and outside idea is good but again, both would have to be reasonably good to use, which means a big size map to fit boths potential.

  • Hex_KillerMainBTW
    Hex_KillerMainBTW Member Posts: 449

    If there's one thing I noticed most killers that have indoor maps are generally favored to them. Maps that are more out doors are generally favored to the survivor. Maybe if they did a best of both worlds it'd become more balanced to both sides and then the numbers could show what's really strong and what isn't. If I'm going to mount ormand and I know I am, I'd pick a more mobile killer (freddy, or spirit. Most likely freddy and not forever freddy..disgusting) I feel those are more balanced on larger maps since they can still get around easily. However, on smaller maps they absolutely dominate. I would just love to see the game become more skill based and mind games instead of knowing what's unsafe and what is.

  • edgarpoop
    edgarpoop Member Posts: 8,529

    I think Hawkins is well designed because the pallets require both roles to play eqch other in a 50/50 scenario. On most other maps, the pallets are safe unless the survivor makes a mistake. That's an inherent design flaw to me, because you'll get teams at higher ranks that don't make silly mistakes or get greedy at pallets. The skill of one role shouldn't put a hard cap on the ceiling of the other depending on the choice killer.

  • qwopper47
    qwopper47 Member Posts: 40

    Exactly this and everyone else's comments. Been saying this since 2016. They MUST take a serious look at their procedural generation code on tile spawn locations. Strong tiles themselves aren't the problem, strong tiles spawning next to each other is a HUGE problem.

  • PyroGL
    PyroGL Member Posts: 239

    Sort of related question, I know that pallets have a spawning algorithm associated with them, and a min/max number that can spawn on any given map. Do windows have the same or similar considerations? I know they have been tinkering with some windows being blocked to prevent the infamous infinites of the past, but I'm wondering if there is additional logic when it comes to window frequency. Anyone know?