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WHY is SLOPPY/RECKLESS Gameplay Rewarded With High Points???

Ethromel
Ethromel Member Posts: 176
edited May 2022 in Feedback and Suggestions

I understand the need to give players the incentive to rescue one another, but when a horror-based game becomes a speed dash for the next hooked survivor because it gives a lot of blood points, that becomes a problem.

This game was intended to be scary. Well, how can that premise be emphasized if the game's mechanics rewards players that brazenly RUN EVERYWHERE with no regard for the killer's presence or ability to track their scratches???

Yet, players that play more stealthily and take a calmer approach in the scenario walk away with 8,000 pts at best (despite having done generators and remaining unseen by the killer), while my wreckless teammates have upwards of 24,000+ pts for running crazy all over the map while NOT in chases, unhooking players that shouldn't have been caught in the first place, and deviating from the main objective which is supposed to be doing GENERATORS!

So staying out of sight, doing generators, and escaping isn't worth much in a game of horror? That doesn't make sense.

I tested this ridiculous truth, dressed my character in bright colors, gave my survivor perks leaning towards rescuing bad players and running foolishly all over the map with reckless abandon, with no regard for stealth or my own safety, and came out with 18000+ pts.

Playing cautiously needs to be equivalently rewarded, maybe even more so. A survivor should be gaining escalating points during the entire time they are active, productive, and out of the killer's view.

It just doesn't make any sense and ruins the suspense of a game that has long lost its creepy feel. Please fix this.

Not cool.

Comments

  • jesterkind
    jesterkind Member Posts: 9,845

    Is the game intended to be scary? That seems like a bit of a stretch, considering the kind of gameplay that it has.

    Regardless, the reason for that is that the killer is a human player, not an AI. As the developer of a PvP game, the absolute worst case scenario for you is a match where your players aren't interacting at all and the match just ends. How fun is that for anyone involved, really? There needs to be incentives for the killer and the survivors to interact, and for the survivors to be helping one another, because that's where the meat of the gameplay is supposed to come from- powering the exit gates and escaping is your win condition, yes, but there needs to be more texture and action within a trial than just sitting on a generator for multiple minutes and then leaving. This isn't a stealth game, after all; not fully. That's just one aspect of it.

    It's better that it's done this way, where it's just an incentive instead of a hard requirement. If you want max points, you need to do more than just win- you need to win and play well. I don't see anything wrong with that.

  • Annso_x
    Annso_x Member Posts: 1,611

    I agree with saying that the BPs system for survivors is busted and needs to be reworked. However here's multiple observations:

    You don't get BPs for doing objectives only & you don't get BPs for running the killer all game; which is stupid because these is what makes your team win.

    You do get BPs for making saves & healing; that's bc otherwise you wouldn't get saved in solo q, hence the hook farming.

    Your teammates that are "running around doing nothing" aren't doing nothing, otherwise they wouldn't get 24k BPs, they're probably stunning the killer and making saves, which are the only things that are viable if you want BPs.

    The problem isn't that "reckless" play is rewarded, it's that winning the game (by doing the objective & keeping the killer busy) isn't.

    I absolutely disagree about rewarding stealthing tho, you're playing against a real person so rewarding avoiding contact with them would be awful for killers, if you're just hiding the entire game I don't think you should gain over 15k BPs tbh. Not to mention that the big majority of players don't play to hide in a bush and press m1 the entire game. Survivors and killers alike would be mad if stealthing was actually rewarding, it would mean dying on first hook in solo q and boring games for killers.

  • Ethromel
    Ethromel Member Posts: 176

    I'm not sure if you read my whole post, but I believe I already noted the incentive you mentioned. It's literally my first sentence. And, yes, it is supposed to be a scary experience to some extent. That's what horror is all about. There is no "stretch" there. If YOU are not the type to get freaked out in nervous situations well then kudos to you, but when I play as a killer I actually scare players.

    My point was to respect both aspects of play styles to acknowledge the stealth player that is more reserved, just as much as they reward the upfront players. There is no timer in these trials, so the need to rush is not entirely necessary.

    People are going to make mistakes naturally, so there is no need to force the narrative and game mechanics by incentivizing players to be reckless and speedy as they want to be. They need to reward both styles because both accomplish something, and most survivors DO spend their time hiding from the killer so there is an emphasis on stealth, but not a point towards it other than UNBROKEN in the emblems.

    For the record, I play VERY well as a survivor and a killer. However, I want both approaches to be recognized.

  • ReikoMori
    ReikoMori Member Posts: 3,333

    The game rewards players for interacting with each other meaningfully. This game has rarely ever been about being scary and has never favored stealth as its always been the lowest scoring thing to do rather than engaging in controlled chaos.

    That said, it's not really that many bp for unhooking a survivor unless you're running We're Gonna Farm Forever. What usually causes the mad dash these days are tome challenges for unhooking survivors.

  • jesterkind
    jesterkind Member Posts: 9,845

    But if the stealthy player doesn't ever do the things that earn the most points- save their teammates, get into chases, stun the killer, and so on- then the way they're playing shouldn't be rewarded. If their goal is to simply avoid the killer, do the generators, and get out, then they should be getting fewer points because they're avoiding all avenues of expressing their skill and they're not being particularly active players. That's what I mean when I say win and play well - you can't just do your objective and leave, and expect to get a lot of points out of that. What did you do, actively, to warrant more points?

    I also refer you again to my first point: This is a PvP game. People shouldn't be rewarded for hiding from the killer because the point of the game is for the killer player and the survivor players to interact. There are situations where stealth is a good idea, but you don't need a BP reward for it in those situations, and if you reward stealthily avoiding the killer (more than simply ticking up Boldness while hiding in the terror radius), that means survivors are in some way encouraged to avoid some pretty integral parts of the game.

    Finally, I'd like to acknowledge that the BP grind for survivors is materially worse than it is for killers, and that it's a problem for everyone even with that gap. That does need to be fixed, but the solution isn't to reward players for avoiding engaging with as much of the game as they can, pretty obviously.

  • Ethromel
    Ethromel Member Posts: 176

    I respect your opinion, but it makes no sense in hindsight. I'm not talking about cowering somewhere in the corner. I'm talking about making perks like Urban Evasion, Self-Aware, Diversion, Lightweight, Self-Preservation, Sole Survivor, and Fast Track more viable.

    Regardless of your opinion about what will make the game more entertaining (watching players run amuck with the killer), it doesn't change the fact that not everyone should have to play the same way to have fun. If I want to take a slower approach to achieve success then I should have the option to do that and be decently rewarded for SURVIVING my way.

    It's not my job or obligation to make sure the killer has fun taking me down. They have plenty f perks to help them with that endeavor.

    Anyway, that's all I have to say on the matter. I'm not surprised that most of you (if not all) don't agree with my suggestion, since the majority of the community plays this way.

  • Ethromel
    Ethromel Member Posts: 176

    I read what you're saying, but I respectfully disagree. In stealth I get a generator done in a quicker UNDISTURBED fashion while everybody else is running around like cut-off head chickens. I remain available to unhook most of the team that deliberately engaged the killer. I get it! That takes guts to take on the killer for your team, but the UNSEEN guy matters too and if everybody is playing a meta-strategy, well many tournament players acknowledge that there should ALWAYS be at least one survivor doing a generator, and since that is the ONLY means by which we can escape and achieve victory - it should be rewarded more than it is.

    I help many players, but I don't believe in busy work just for the sake of saying I did a lot. If I came in and got out in record time which is the premise of the game then I did exceptionally well. It shouldn't be a question of "Did you save someone that got caught? Did you take the killer for a spin? Did you take the time to do a totem? None of which actually releases us from the trial.

    Any, that all. Hopefully, a Dev sees fit to make an adjustment.

  • Annso_x
    Annso_x Member Posts: 1,611

    I mean it's fine if you enjoy playing stealthy, but as you said the majority of us don't so the community wouldn't be pleased if it became the meta. The problem with stealthing is that if it usually implies selfish plays (why risk getting caught to save a teammate?) and therefore is not encouraged in a 4v1. Solo q is the prime example of that, 8/10 times someone complains about their teammates it's someone who threw the game because they were stealthing. Also, besides sole survivor the perks you mentionned aren't that bad and I see them pretty frequently. Even if you personnally don't just hide in a corner the entire game, give the tools to make it a viable strategy and many people will do just that, mostly new players for whom the game is still scary. Stealthing itself shoudn't be rewarded, but escaping a chase by stealthing away should be and doing objectives too (which you'll more likely be doing if you avoid chases by stealthing), if that makes sense. If you don't get caught the entire game but did the objectives I agree you should get a decent amount of BP (it would also help for afk killers & facecampers), but I don't think much BPs are deserved for people who hide until their teammates die to escape.

  • Milo
    Milo Member Posts: 7,384

    I'm gonna actually agree, that staying out of sight should reward more boldness points. However that shouldn't be more than a survivor running the killer and buying you time. UNLESS, the survivor running would also get more points from Objective category for the same thing.

    (Also, solo doing a gen should really award more points. It's only 1250 not counting skillchecks like c'mon)

    "Did you save someone that got caught? Did you take the killer for a spin? Did you take the time to do a totem? None of which actually releases us from the trial.

    And this is just a bad take. Because all of this technically can lead to freedom. It just depends on the context.

  • Chiky
    Chiky Member Posts: 1,139

    I wish the game was intended to be scary indeed :/