http://dbd.game/killswitch
Map Offerings update tweak - Rejection
With map offerings going to 20% chance, there are a few minor issues that come up as detailed below.
However to cut to the chase, my suggestion is:
Whenever a map offerings is used, but not selected, the offering is rejected and returned to the players inventory instead of consumed.
The problems are for a newer player, offerings are expensive in the bloodweb, and if you need to get a map for a particular map achievent (as you do for many survivor achievements), it makes getting these achievements significantly harder.
There are also achievements/challenges that are just easier to do in certain maps, such as pallet breaks/throws in chase in the Game, etc.
Now admittedly I personally did all map achievements/challenges without map offerings, but that took an absolute age... especially when you have things like Haemophobia is Disturbed Ward that aren't even guaranteed. Considering Map offerings are no longer even likely to succeed, rejecting the offering seems a little more fair.
Also 33% seems better as a percentage to me for either side.
I suspect it's 20% simply because 5 players, 20% each means each have the same chance (ignoring the fact thre are 4 survivors and 1 killer)....
If it were me... I would personally go for 33% chance, since 1 in 3 seems quite reasonable comapred to 1 in 5, and it means in a typical survivor/killer map contest you have a 1/3 chance each for the survivor/killer maps, and still 33% chance of a neutral map...
In addition, if survivors bring multiple map offerings the killer keeps their 1/3 chance and the survivors divide the remaining 33% chance between how many offerings they bring.
This seems like a decent compromise all round. Thoughts?
Comments
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Not a popular opinion eh? Fair enough... 😏😏😏
Though I would ask, don't map offerings feel pretty pointless at 20% AND you lose them regardless of outcome?
I mean I personally never use them, I like the RNG elements and just seeing how well I can do regardlesa of what map I get, and I'd rather take bloodpoint bonuses every time (even the naff ones)...
However purely from a game philosophy perspective, doesn't this nerf kinda push map offerings into a "why is this even in the game" sort of region? 🤔
There are reasons to use them that aren't purely about making the other sides life as miserable as possible, and I still feel a 67% chance not to get your map is a reasonably unreliable rate/deterrent to discourage more toxic builds...
E.g. are you gonna take Badham + No Mither or Scratched Mirror Myers + Lerys's if you have a 2/3 chance of being stuck with No Mither/Scratched Mirror on a random map?
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Honestly, they should stop dancing around trying to make map offerings work and just delete them. Find another way to let survivors go after map related achievements in the long run.
Maps just aren't evenly balanced enough to let Map Offerings not be a way to tip the scales.
In the meantime though, sure, let ppl who failed to get their map keep the offering. It didn't benefit them in the end.
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I think the fundamental problem of map balance is the strength of the survivor team is directly correlated to the maps via available pallets and windows and how much the unique structures matter to each particular killer… with nearly 40 killer powers to compensate for the idea of "map balance" is pretty much a pipe dream.
A great example of this is Singularity, who is a very strong killer, but struggles mightily of a number of maps where most killers thrive (such as Midwich), and does amazing on maps that a lot of killers really struggle (such as Ormond).
So with that in mind when you say "Find another way to let survivors go after map related achievements in the long run"… what else could you possibly do? Choosing a map is binary… you either allow it or you don't… I think having the maps not be guaranteed is a good way to help push towards allowing pursuit of map achievements and challenges, while also making it difficult to abuse them… I can't really envision a different system that doesn't allow players to go whole hog…
So I think the proposed system is the best you can get… all I'm really debating is numbers. I'd compromise on one change or the other, not necessarily both… have rejected map offerings return OR bump the 20% to 33%… but 20% chance and you lose the offering as well… that's pretty poo… :/
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I really hope they don‘t make map offerings completely useless, which they would be with 20%. I personally don‘t think there was something wrong with map offerings. I mainly use them to not land on haddonfield or other maps of the same caliber and I chose maps that I like the esthetics of.
I agree with you that the chance should be much higher and map offerings should be returned if you don‘t get anything from them.
If they go through with making map offerings 20% they can honestly remove them.
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Map offerings should definitely be returned to your inventory if they don’t actually guarantee you the map you selected. It just makes sense — if you’re using a limited resource to try and influence the map, and it doesn’t work, a waste; I honestly would prefer then to be removed from the game entirely, iirc.
Players often use map offerings for strategic reasons like you said, Undead— like practicing loops, completing challenges, or making certain builds more viable — and burning one only to end up on a completely different map is frustrating and unrewarding. If the system isn’t going to guarantee the outcome, then not refunding the offering feels more like a gamble than a strategy. Returning it if the map isn’t chosen would be a fair quality-of-life change that respects player time and resources, imo.
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My suggestion has always been to make a rate-up map rotation, because I see it as the best compromise.
Achievements can be gone for when a map is increased rates in the rotation, and BHVR can balance maps in the rotation to not cause a set that favors one side or one strat.
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If larry knows what he is doing midwhich is a nightmare... Lerrys always messes me up.
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Wouldn't it be simple if they just swap the mechanic, so instead of guaranteed 20 % chance that certain map will be picked it gives you 100 % chance that the map will be prevented from being picked.
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Hmmm... its an interesting idea, has a lot of subtle implications, such as building into the specific current map pool, which sounds kinda cool. Lots of nuances where one might see a map combo that favours/encourages a few killers over others, so might see some killer/survivor build variety... 🤔
Only problem I can see is who is in charge of creating the map pool and ensuring it is "balanced"? Cause if course an automated system with ratings, that will favour lower levels of play with majority of the playerbase over high level play, which may lead to pretty damned imbalanced map pools at higher levels. 😏
Ah... well there are a couple of minor issues with that:
- It doesn't address the problem that map offerings don't really have a place in the game... maybe with the map rotation suggestion above it might work, but on its own, such an offering would basically do nothing. You exclude one bad map for yourself, and are still quite likely to get a different bad map for yourself.
- It favours Survivors much more than killer, as Survivors can exclude 4 different maps to the Killers 1.
I kinda struggle to ever see a reason to give up any other offering for a map offering to exclude 1 realm out of the 21.
I mean I don't like using map offerings myself, but I like the system as a level selection option... and tbh outside of a few really abusable and obnoxious builds on certain maps, I don't really mind them being used against me for the most part... I just feel if they are gonna be in game, they do need to have a reasonable purpose to exist, while also limiting their reliability in giving a huge advantage to one side over the other.
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Well.... since the buffs probably fair enough considering a lot of the faster inputs are done automatically for you now, but tight corner indoor maps are certain trickier for Singularity compared to more wide open maps like Ormond and Garden of Joy.
The point remains, Singularity is strong on a fair number of maps that traditionally are trouble some for killers, and not so not on some that are typically considered very killer sided.
Other examples include the likes of Ghost Face, Pig and Myers being very good on Lery's, but Bubba, Hillbilly and Nurse have a fair bit more trouble than they usually would.
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Map rotation isn't really that good. It happens a lot that out of 10 games I have 4x same realm, no map offerings.
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