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Balancing around Map RNG

The RNG on maps is something I feel needs balancing more than anything with MMR/SBMM now in the game and many killers being completely helpless against a good, well-coordinated and efficient survivor team who know how to use certain tiles and pallets so well that they get more value from it than weaker/newer survivors.

Why not tweak the RNG for these tiles spawning based on a number of factors e.g. the skill level of individual survivors, number of players in a SWF and map size itself with a bit of randomness still built in of course.

For example at the lower end of the MMR spectrum, there could be a good quantity and number of god pallets and jungle gyms/other strong tiles but as you edge further up the spectrum to a 4 man SWF of very high level survivors there should be a slight reduction in tiles spawning in general but mostly less god pallets and jungle gyms etc. but instead more mindgame-able loops.

This does partly depend on killers being at a similar level so some aren't deemed overbearing but I think this would give "weaker" killers more of a chance to get quicker downs to at least stand a chance of winning without being dependent on survivors making rare mistakes.

Comments

  • jesterkind
    jesterkind Member Posts: 8,014

    While this is a pretty decent idea in theory, I don't think you have to do something that drastic and complicated- map tile spawning can be equalized better than it currently is anyway.

    The knowledge of how to run certain tiles should make things easier for the side that knows how to do it better, the problem is that experienced survivors often have that knowledge and a completely busted setup- or they have that knowledge but they get screwed over hard by map RNG, since it doesn't matter how good you are if you get a Coal Tower with basically no good loops at all.

    This is one of those occasions where trying to hit a middle ground actually is the best option, imo.

  • KnotEnthusiast
    KnotEnthusiast Member Posts: 464

    I'd even be happy with just tweaks to the current "point" system that BHVR uses to populate maps. From what I understand, a longwall jungle gym is seen as equal in value to a long-short wall, despite a good survivor being able to use the former for significantly longer. Also there's no safeguards in place to prevent high value tiles from being right on top of one another, which leads to situations where open shack window faces a strong loop, which then connects to a jungle gym on Cowshed, that basically can be run for the entire game if the survivor knows how to make it last.