Could lockers spawn in Killer Belonging/Chest slots as a potential solution to locker RNG?
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Dredge, Huntress and Trickster share a dependency on lockers which can make their powers more difficult to use on certain maps. I've seen many players suggest that locker spawns need to be overhauled on every map to reduce this variance but I think there might be a simpler solution to this problem.
Could these killers potentially spawn extra lockers in killer belonging/chest slots? Additionally, could these extra lockers use some sort of spawn logic that prioritizes tiles without lockers to help address this 'locker dead zone' issue? Coding something like this into the game might be an easier and more immediately obtainable solution than reworking locker spawns across the board. (That is of course assuming that lockers aren't too big and won't fit in these areas.)
I'm wondering if there might even be an argument for this to happen regardless of the chosen killer, as survivors and killers both have perks that care about lockers. At the start of each match, several of these spare lockers could spawn in 'locker dead zones' after other killer belongings spawn in, making locker-centric perks more reliable and attractive to use.
Does this seem possible, or am I way off base with this line of thinking?
Comments
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They could use the spawn locations for Sadako's TVs and Xenomorph's Controlstrations and say "if you play Huntress, Trickster, or Dredge" a an extra locker will spawn nearby a Generator to avoid locker deadzones. They could give these lockers a blue print so survivors understand that it's a killer only locker and not a normal one. It would be a simple but very helpful solution because locker placements is unreliable and makes these killers, especially Dredge, extremely map depented. Of cause, these spawn logic is not always reliable but still better than nothing. It feels so bad when you play Dredge and can't use your mobility due to bas map design
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They COULD do this, but that would add yet another killer that is able to teleport directly towards an object next to gens (or 4 if you count Freddy teleporting directly towards gens themselves) and I would worry that this would result to all the teleporting killers being too similar? It's nice when lockers ARE next to a gen, but I don't feel that's something I necessarily need as Dredge 100% of the time. This would certainly solve the problem but I guess I'm just hoping for a more elegant solution than that.
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The main issue is that the two killers in the game that have to drop chase and go refill their power are abysmally slow and have nothing to fall back on. On TOP of having maps with bad locker spawns. At least they made Trickster 115 so he can wrap up a chase if he runs out of ammo. Nothing can be done to solve Huntress's issues without completely reworking half of the maps in this game because there is so much random garbage everywhere. Dredge's issues could be solved by more lockers though. Your idea might be the best way to implement it honestly.
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I'm intrigued by this idea, because it's a built-in way to distribute lockers pretty evenly across any map. But my one reservation is that there would have to be safeguards so that a locker can never spawn directly next to a vault. Vaccuum lockers are evil, evil things.
Huntress in particular might also have issues with a locker in the middle of nowhere obstructing her throws where a low object like a chest wouldn't have blocked her angle, but I don't play enough Huntress to really gauge how much an issue the occasional high object in a loop is to her.
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I wonder if it would be possible to increase Huntress's speed to 115 once she's out of hatchets. Could be chalked up to her no longer being burdened by all that extra weight? And then once she reloads she drops back down to 110. This would at the very least make her a standard M1 killer when she's out of hatchets. But I don't know if that might be too disorienting for both the Huntress player or the survivors trying to loop her.
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I think the vacuum thing could be solved with another line of code telling it to not spawn within X meters of another interactable object. The increased number of obstacles blocking Huntress's and Trickster's shots isn't something I considered. From what I've seen of this game's hit boxes it might not be big enough to pose an issue but that'd be something to think about.
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