http://dbd.game/killswitch
New "Kill switch" guidelines from a bug hunter.
I have been bug hunting for a bit more than two decades and I have experienced a multitude of bugs and seen all different kinds. The kill switch is a system that is used to disable certainly things that need to be disabled. However I want to suggest some guidelines to the devs and see if the community agrees.
Kill switch should be active on the following
- Anything that crashes the game or soft locks
- Anything too overpowered
- Anything that is visually broken messing with hit boxes
- Anything that gives a "one way" advantage
- Anything else that is game breaking that breaks the core aspect of the game
Things that should be hot fixed next patch
- Visual anomalies that doesn't change the hitbox or doesn't alter much (aka distorted models that just needs to have their values fixed).
- Forgotten or misplayed invisible walls that do not prevent progression (aka blocking exit gates)
- Environmental anomalies that doesn't majorly effect the game or is easily fixed (the fnaf map tables which you can walk over the tables)
- Heavily underpowered perks or items or perks that are broken but do not effect gameplay that breaks core gameplay mechanics
- Animation errors that doesn't effect hitboxes (tpos while standing for example)
Things that should be put in major patches that will never require a Killswitch
- Reworks on anything
- Visual loading bugs (Jim)
These are just some examples of what the kill switch should and shouldn't be used for. If you have more post in replies.
Comments
-
These just seem like the basics.
Here is a better question to ask, How do you determine if an unintended consequence of design is a bug or intentional.
Say Dracula for instance, his flame can sometimes hit you twice causing instantdown. Killswitch or not?0 -
Game breaking core mechanics, not sopose to double hit.
1