http://dbd.game/killswitch
Map design, frequency and offerings
I have been playing dbd for over 5 years now. Lately I’ve become increasingly frustrated with various maps in the game, as well as mechanics revolving around maps.
This became much more apparent after the last update that basically destroyed map offerings. Since then map rotation just does not exist anymore. If I play 10-15 matches in a day as an example, I get the same map roughly 7-8 times. I thought they implemented a way for the same maps to not appear as frequently. This is especially frustrating when the same map I get are toba landing or temple of purgation, which leads into my next big gripe as well as most of the community.
The map design in the game is at its worst right now. Every map has some of the worst tile and pallet layout I’ve seen in all my years of playing. Multiple maps have enormous dead zones with no pallets, or god tier inter-connecting set ups. This anniversary event has shown me how bad pallet spawns are, as dead zones become actually playable when adding a party pallet. I don’t understand why this is still a thing in this game. Then there are just maps that are terrible to play on. I absolutely love the look and feel of both Toba landing and the Nostromo, but my god are both these maps just awful. Both maps have strange loops and massive dead zones. Nostromo is also huge, and both maps have terrible main buildings. They aren’t even real looping spots, at most 2 pallets on both maps. They need redesigns to make them actually fun to play on. Maps like Haddonfield, forgotten ruins, and temple of purgation lack pallets and loops. Temple specifically also highlights another issue, map shrinkage. While some maps like mothers dwelling and the Nostromo need to be shrinked down, temple wasn’t in need of it. It used to be one of the best maps in the game but after its redesign it’s not anymore. The map is just a small square because they consider the temple basement part of the map, despite the fact it’s just one big loop until you finish the gen and has nothing but the most unsafe pallets. They need to increase its size back to normal for it to be fun again.
Lastly, I want to vent my frustration on the complete destruction of map offerings. It’s understandable why people get upset with them, some are survivor sided while others are killer. Some maps benefit certain killers like indoor maps for stealth killers or wide open for projectile. However, this is how the game works, some maps are always going to be better or worse for some but both having the ability to go wherever is a nice option to have. So I don’t understand why nerfing map offerings was the way to go. For one, just hiding the offering until the game is over should’ve been enough since it’s always seen before the game starts, that was a major reason as to why players DC’d. The other reason being is that now it’s a flat 20% chance to go to the map you brought. That’s a 1 in 5 chance. At that point just remove map offerings entirely, there’s no need for them anymore. There no way to guarantee some playstyles like scratch mirror Myers since you can’t go to an indoor map purposefully anymore. I feel like they need to revert map offerings back, if not then just remove them completely because at this point there isn’t a point to them anymore.
Comments
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i agree that maps have really strange feeling weighting to them, it feels like i get rpd or forgotten ruins 50% of the time and so many other maps barely ever show up, they should make a better system for variety (maybe not being able to see a map twice in 3 or 4 games? with 5 players that would probably mean you always see unique realms in a given play session)
however nerfing map offerings was absolutely a mandatory decision, as they are now they should be reworked/removed since theyre basically worthless. the problem before was just how much agency you have to sway the game in your favor while taking that agency from the other side, having certain maps be one sided isnt as much of a problem when they dont show up constantly and you cant choose when you win0 -
I see absolutely broken interconnecting loops a LOT more than I see "massive deadzones."
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