http://dbd.game/killswitch
Issues, and solutions, on gameplay
Not to sound like a brocken record, as I know there has already been many complaints about these issues I have with the game. However, I feel I must discuss my displeasure with some of the features that rolled out with springtrap to hopefully add more of a push to potential fixes to them. I do want to say, I know the reason why these features are in the game, but they do not fix the underlying issues.
First thing first, and my biggest issue, the new 4% mechanic. I understand this is an attempt to stop survivors from dying on hook just to leave the match early. This, actually was a mechanic I thought was healthy for the game. That was until the rollout and seeing the little thought that was put into the new 4% mechanic. The old mechanic add interesting counterplay to situation that are hopeless. Seeing situation where your whole team is slugged, but due to pure RNG, you swing things back into motion. Even if it is for a little bit. It is thrilling and adds a slight feeling of hope to situation like this. However, as the mechanic is now, it has little thought to that whole situation. Instead, hope only comes in if your one of the final two survivors left. Still follows in line with this, but the situation very rarly arrises when that situation occurs. More than likly, in that situation, you are already down a hook state. Where 4% thrive the most, are in situation where the killer slugs. As normally in those situations, hooks states may not have been established yet on some.
Simple fix to the 4% issue is to add another rule to the list of rules already there. Give survivors the ability to unhook if the whole team of alive players are hooked, or downed. That way, the match still has a possiblity that the match doesn't end early, if the killer slugs.
Or simply roll back the old 4%, there no need for this if survivors are penalized with the new going next prevention mechanic.
Next issue, the map offerings. Map offerings went from being a powerful offering, to being nerfed to uselessness. Not only is it consumed, but there a huge possibility it is ignored alltogether. On top of that, map offerings no longer stack. Not only furthering the issue of making it useless, but making accidental repeates a nightmare for those in solo que. I understand the intention of this is to prevent scenarios where a killer gets thrown into RPD match after match, all because survivors always throws down the same map offering. Its an update done in good beliefe, but the execution was too severe.
For this one, I have an idea to keep the intention of the changes, but not nerfing the offering to ridiculous legth like it is now. What can be done is set offering on a 50-50 scale. The killer map offering should act as a 50%, while survivors, collectivly, should take up the other 50%. If a killer should choose not to play an offering, the chance for a random map should fill that spot. Survivors are the same way if they choose not to put one down. If one survivor plays a map offering, but the others dont, his offering would take up the 50% for survivors. The only difference, is if one plays one and another plays a different offering, then it should becomes a 25% + 25% going against the killers 50%. Still having the odds in the survivors hands, but playing multiple decrease the chance that one survivor map offering is chosen. Overall, this makes map offerings stronger than they were previosuly, adding in the possiblity if one is played on both sides, it guarentees one is chosen. However, if one side opts to not play a map offering, it still gives them a chance to not play the specified map offering played by the other side.
Thats really it. The solution dont need to be what I purposed, I just have them there as a possible fix to the issues I have with the current state of the game. I really love this game, but quality of life changes like this annoy me alot. Even playing killer, I feel really bad in a slugged situation, that the chance to unhook is not a possiblity. Along with that, if survivors can't unhook themselves, why do I still have to wait for all to hit stage 2 for the map to end. I had matches where I had to wait to win, cause the game still thinks there a chance for them to win, but really, its a wait for them to reach the next stage.
That is, adios.
Comments
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The one thing I don't understand is why they implemented both go next prevention and penalties for going next. There is need to bring something to avoid the go next prevention, that is clear, but why are there penalties then when it's disabled unless you bring perks or luck?
Simple answer, it's not recognizing any situation or based on any analysis. The go next penalties simply just track playtime of player during match and ban enyone who doesnt exceed the minimum time spent in match. So at this point, it can't work and was poorly implemented. I said, there is very minimal chance, that any system will truly recognize the player "wish" of dying or running 4 % builds as well as being tunneled or running to killer to die asap.
At this point they should either remove the unability to kobe but leave the penalties or remove the penalties. But at this point, again… imagine your team si getting slugged early and now you get penalized because you try to kobe to possibly change outcome of the game.
My solution: Survivor has vote system. This vote system will allow survivors to 4 % if at least two other survivors than who trigger the voting agree.
→ If 2 survivors vote "yes", all other survivors will receive ability to attempt to unhook. If they fail and die early no penalty is allowed.
→ If one or less survivor vote "yes" (again, survivor who triggers vote system is excluded from voting), no survivor will be able to 4 % unless:
→ two survivors are left
→ EGC is triggered
→ They are on hook for 60s and been not saved (4 % and one attempt)
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