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I'm really curious. Why do you treat and force killer users so differently in 1:4 games?

fumeman
fumeman Unconfirmed, Member Posts: 1

I know you're going to answer in macro anyway, so I'll tell you about five things

  1. Don't advertise that developers don't play games, folks. How do you stretch your board without telling survivors how to navigate? You shouldn't force competitive mmr systems or stressors to play games they enjoy in the first place. The design and direction of the game all contradict
  2. Even if the killer's murder rate index is high, they get stuck in so-called deportation. Matching takes more than 10 minutes, but the person they meet is a scammer. Why did you create the mmr system when anonymous and global marks say it's very perfect? Do I still need to play it even though I'm considering chelating now?
  3. Is tunneling and camping a problem? I designed a game that can run 5 generators in 5 minutes, is that a problem? Didn't you consider that a killer has only one way? If you really want to solve it, you have a good one. You can balance your horses by slowing down your generator and slowing down your intrusion. If you slow down the generator, the killer is no longer worth overinvesting in one survivor, and if the invasion proceeds quickly, the survivor cannot overinvest in the generator
  4. Balance is always relative and difficult, but now we're only seeking change for the purpose of change. Michael's remake and Nightmare's remake are the most accurate examples
  5. At least to get better, you have to move from the structure of the map to making choices to the survivors, so you can think of the benefits of not paying when you get off or pulling this board down. Do you think increasing the number of boards will improve the game? Can't you say it's a game only when success and failure through choice are the same?