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Are medium vaults intentional?

I'm sorry but i can't understand it. If it is intentional then it's a terrible way to balance the game but if it's unintentional why is it still here?

Answers

  • dedhardsux
    dedhardsux Member Posts: 3

    But there are much better ways to deal with infinite loops, for example having one sprint vault that is slower than the current fast vault and one walk-vault that is the same speed would make it easier to understand for new players and easier to calculate for experienced players. I'm sorry for bothering you so late at night btw

  • glitchboi
    glitchboi Member Posts: 6,025

    Intentional, and I like it. It helps against survivors that abuse a window, and it also helps Clown stop loops more easily (since tonics guarantee a medium vault).

  • Tizzle
    Tizzle Member Posts: 696

    Yes.

    There used to be only the fast vault animation, changed because it was way too easy to abuse.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    It’s not that hard to understand. A fast vault occurs whenever your running directly at the window or pallet, and medium vaults occur when you’re running in from any other angle, or when you’re suffering from Hindered.

  • dedhardsux
    dedhardsux Member Posts: 3

    But it's extremely difficult to realize how the vault system works as survivor. I found out because i was watching YouTubers vault faster than me and looked it up, a lot of people won't do that and never learn how to run killers properly

  • dezzmont
    dezzmont Member Posts: 481

    This is more a tutorial/conveyance issue, rather than fast vaulting being bad. Including, for example, a little chime when you fast vault or a 'bad noise' sound when you slow vault, combined with maybe a visualization of the angle, wouldn't be terrible Maybe it could be an 'adder' effect to another perk with a useful effect to help make a 'tutorial perk' like fixated.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    I don’t think that’s necessary. It’s pretty much based on logic.

    Anybody could see this themselves by testing it in real life. You’re going to jump over something faster, and further when running straight at it. Attempting to do the same from other angles is going to slow momentum when engaging in the jump.

  • Edgars_Raven
    Edgars_Raven Member Posts: 1,236

    Thats because the tutorials could be way better and are a relic of 5 years ago.

  • TripleSteal
    TripleSteal Member Posts: 1,298

    Huh?

    It's by far the deepest survivor mechanics in the game, and after working on it for literally thousands of hours it is still possible to improve more. Precision of the vaulting angle, slightly but not excessively delayed vault initiation, curving properly for the distance to be treated as 2.5m of something close enough straight line, fast vaulting on parallel walls - all of it is quite the opposite of "easy to understand".

  • dezzmont
    dezzmont Member Posts: 481
    edited July 2021

    In my game design courses if your response to a conveyance issue is "Based on logic" you get an F.

    Games are naturally abstracted reality. "Logically" you should vault slower when bleeding too, and the dude twice as large as you who could step over that window sill should get over it faster than you having to hurl yourself over it, neither of these things are true. Logically shining a flashlight at someone's face a few seconds wouldn't make them spazz out and drop someone 1/3rd their size, they would just turn their head away for a second.

    "Real world" logic doesn't apply, what matters is the game's internal logic and how clear it is. This is why despite flashlights being stupid and non-sensical they work in the logic of DBD, and why Flashbangs are intuitive and easy to understand in function and usage because your already familiar with the logic of 'light=stun and escape' vs killers carrying stuff.

    If the game doesn't tell you its own set of internal rules in a clear yet subtle way, you did conveyance wrong. And despite knowing about fast vaults personally I can definitely see why it would be hard to 'naturally' learn about them, especially because unless you already know about them you might never SEE a fast vault because it seems to make the most sense to try to come at the vault from an 90 degree angle to maximize looping around the wall.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    I didn’t say it wasn’t deep. I said it’s easy to understand because the basics are based in logic.

  • TicTac
    TicTac Member Posts: 2,889

    Its more about adding a skillgap to looping. With the right pathing you can get more fast vaults. Many games have a lot more difficult movement techs and the basics of vaulting are easy to understand if someone explains it (the game doesnt do it).

  • MrBuffalo
    MrBuffalo Member Posts: 348

    Ah....I remember those days....The old "Pallet Vaccumes" was a pretty big thing as well. The game was pretty bad back then and im surprised killers managed to catch anyone. Honestly the games balance has improved so much since then.

  • Freddy96
    Freddy96 Member Posts: 767

    It's intentional and a terrible way to balance the game considering that the killer can hit you even while fast vaulting because so many players have trash connections and this is the only game in existence that rewards trash connections over good ones