http://dbd.game/killswitch
Remove Random Map Generation: Do Set Layouts Like DBDM
Random Map Generation causes nothing but problems for both sides. Things like chest spawns, amounts of unique loop tiles, number of pallets and hook spacing needs to be given a garunteed value per map
For context on this rant, i just played a game in the blood moon event on sanctum of wrath. Pumps spawned EXTREMELY close to blood gens while at the same time, there was 0 pallets around the main building until the edge of the map (5-7 clock callouts). There wasn't even 10 pallets in total across the entire map. We rushed gens and it seemed like we were going to escape, but then when we had to take chase and there was nothing to loop, we were just cooked
DBDM had for the most part, very balanced tiles that would always spawn the same number of times in total. The pallets at filler tiles would swap sides rather than changing completely to a different asset thats bigger or shorter and more abundant
Chests do nothing but nerf killer belonging spawns. If tiles are garunteed to spawn, chests can be given set spawn points that aren't indirectly nerfing a killer like Xenomorph
The number of hooks on the map are actually impacted by rng and even the petrified oak offering. THAT, is not fair. Hooks need set spawns as well, where they are still close to resources and gens, no more edge map hooks on swamp or garden deadzone on haddonfield
The only thing that should be random is the rotation of the buildings/structures. They can be moved anywhere on the map, face anywhere as they do already, but there needs to be a garunteed amount of each loop
Please lemme know your thoughts
Comments
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I think we should at least keep the RNG stuff like spawns and tiles. Can the spawn logic be better? Absolutely but I don't really mind the idea of it since it's supposed to keep you on your toes and add a bit of flavour to things. I absolutely adore Midwich but it'd get a bit stale if every match was like Midwich because in my eyes, it'd come down to a matter of knowledge of pre-existings loops and pallets which isn't entirely a bad thing on it's own but a sprinkle of randomness keeps things fresher for longer.
As for chests/killer props I'm of two minds on that. On one hand, it can be annoying if you're playing as Sadako or Xeno because chests get priority spawn but on the other, it can also be an indirect advtange for killers like Freddy, Pig or Vecna since it spawns their props farther apart from each other making survivors waste more time accessing them. Personally I actually quite like the idea of subtle map manipulation, it's an interesting seeing how different mechanics work with each other and how you can nudge things arounds. I wouldn't be upset if BHVR made it so killer props got priority over chests but I'll admit I'm probably in a very small minority that has interest in that sorta thing.
As for the blood moon event itself….Yeah, I think the spawns actually do need fixing. I had a match on the Temple of Purgation recently where the blood pumps spawned within 8m of THREE blood gens. Horrendous rng on my part? Yeah, but in cases like that where survivors basically had three free generators. That's kinda silly.
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I been saying the same thing for a couple years now… Maps need to be hand designed first then allow the AI to take that and make the changes to it
I'd like to see Custom matches with an option to have a specific map seeding
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Everything about design at BHVR seems random lol
Alright guys, let's change Eyrie of Crows, people have been asking for it
I know! Let's add a double pallet loop!
That's a great idea, random employee #69!
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Number 69 in particular 💀
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Nah, it would make things EXTREMELY repetitive if there was no randomness.
But, chest spawns shouldn't take priority over Killer Prop spawns, you are right with that.
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I think Map-RNG should still be a thing. But it can be toned down a bit, because sometimes it can be a bit too much if you can have the same map with the minimum and the maximum amount of Pallets or things like this.
Map-RNG was needed with only 3 Realms and 4 maps each. Nowadays we have around 40 maps, there is no need for Map-RNG to be that random. There should still be some random factor to it, but less strong than it is right now.
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