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Ormond Rework - Where to Loop?!
Hi BHVR team,
Thank you as always for being receptive to feedback and for letting us test out this new PTB. I checked out the Ormond rework and got this screenshot of behind main building.
I'm not trying to sound like a smartypants but instead ask sincerely and genuinely if game design-wise, the devs are prioritizing objects instead of tiles? It feels true for reworked Ormond as well as the recently reworked Coldwind maps that so many of what used to constitute as tiles - pallet gyms, T and Ls, trash pile loops - have been done away with, leaving random objects like short plywood walls, picnic tables, or random locker-barrel combinations. Is this an intentional gameplay design? I fully admit my survivor-main bias, but even when I do play killer, I find tile looping far more engaging and interesting, between mindgames and M2s and techs and such.
I feel like clutter/objects taking over the place of genuine tiles is starting to concern me. There is no engaging way to loop these picnic tables, and it is otherwise a massive, MASSIVE, deadzone. I appreciate all of the work you all do, but I would love, love to see tiles take the place of what has just been random objects again. They don't all need to have pallets, they can all be T and Ls for all I care, but I just don't think clutter is healthy on EITHER side.
Thank you!
Erin/egghamm
Comments
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On the loops , many maps have open areas like this. There are tl walls on the sides, the main building , shack , rocks pallet loops.
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Yeah, I don't like that either LOL. I'm just trying to comment on the most recent change given that it's still in beta and can hopefully be altered before live. I really really dislike Coldwind reworks for this reason.
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