http://dbd.game/killswitch
Can we get a new RNG system please?
Anyone who has played this game for long enough understands one simple truth;
It is not a matter of if RNG will screw you over, but when.
For those unfamiliar with how DBD creates it maps, it does so by combining chunks to make a map, and then adding the props afterwards. This system is random but with rules. Totems need to spawn a certain distance apart, props can spawn here, there can only be so many pallets, etc.
The problem is that the system does not care for two very important things
- The Location of an Object in regards to the Map as a whole
- The Killer in the match
If you have played long enough, you have probably experienced a match in which one side was fated to fail. For example, it could be a Dredge with the lockers spawning away from areas of interest and with loops chaining together nicely. Or it could be a map like Midwich where the Pig gets head pops not because the survivors were making bad decisions, but because the game was rigged from the start.
In particular, RPD can be really nasty for both sides because the game can force survivors to go up and down stairs again and again or it can make killers like Dredge or the Xenomorph not be able to teleport to a section of a map.
Therefore, I think it makes sense to update the RNG system to account for both of these factors, making it so that killers like Dredge don't just randomly suffer because the game spawned too few lockers or have survivors have games that don't boil down to "Did the funny death trap spawn close enough?" or "Did the game create a premade dead zone for my suffering?".
Another thing that this opens is changing the map to balance a killer. Blight too strong? Here are some more pallets to work with. Trapper too weak? Have some more grass.
While RNG is going to impact the game no matter what, I would least like for the dice to be a bit more consistent.
Comments
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There are also problems with how strong certain map tiles count, so apparently there is something like a point system when generating the map and the value of some tiles just does not make sense. I guess this is one of the reasons why some maps can spawn 5-17 pallets... If we look at Otzdarva map contest..
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Yeah, the RNG system in this game is horrendous.
Had a match a few days ago on swamp as xeno where 4 tunnels were within 8m of eachother, a section of the map had nothing, and the closest tunnel exit to the dead side was facing a wall... surrounded by the fallen logs...
RNG in moderation is fine, but when RNG can dictate wins and losses just from the spawn screen, its problematic.
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devs have explicitly said that they want the RNG to sometimes just let less experienced player beat better players
one of many reasons I think it's clear this is meant to be a casual game; devs are intentionally designing it so sometimes the better team/player can play better and still lose due to the map
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In other words "The devs intentionally made it so someone randomly has a horrible experience in their own game".
If that doesn't scream blatant bad design, I don't know what does.
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