Survivors should get a teamwork bonus to solve pip issue - Please discuss
Survivors should gain a small amount of credit for others doing stuff. When I gen is popped in their lifetime, a hex totem is destroyed or a friend is saved all survivors should gain some credit as long as they are alive.
Just because you didn't do that gen doesn't mean you aren't running the killer and keeping them away from your friends. This can be said against events except flashlight saves, sabo, pallet drops, looting chests and opening gates as these are character specific.
I am not saying give everyone the same amount of points for when someone solos a gen but there must be a way to record "Momentum points". While someone is in the terror radius and others are alive, working on specific things (gens, totems, healing and saving) some points should be awarded post game (or after death) as a bonus to the point. Survivors are a team and should have some team goals. Obviously if they are not working on anything they then can't earn these points and thus you don't have to worry about giving BP's to trolls.
I ran a killer for 5 gens and got 13.somthing K BP and didn't get a pip, I could NOT loose then even when I brought them to friends. They couldn't catch me and when they got me on the last gen I was saved and got adren. For the most part I made sure they could do the objective safely and for my part they made sure we didn't loose by fixing the objectives and taking advantage of the time.
I think this would help, please discuss.
Comments
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I really like this idea. As it is right now, it's just impossible for a survivor to realistically do everything in one match. Ideas like this / "bleed over (Like once you get max BP or emblem points, it gives a little progress to others)" effects are getting tossed around here and there and I really would like to see it explored more.
EDIT: I've always felt Lightbringer and Altruism should've been team emblems anyway. Evader and Unbroken are kind of personal.
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I like the concept as well.
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I love this idea.
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Thanks for all the positives guys
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Your concept works when you play together with good survivors who do their job. But there's a problem when you play with people who just sit in a corner and hide.
I'd like a different approach: The amount of points for a category shouldn't be limited. You loop the killer for 5 gens, then you get a super high amount of points for that category. I'm referring to both pipping and bloodpoints.
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Well it could also be based on overall contribution as well so for instance you loop the killer for 5 gens. That should get you more points in it's category but also distraction and teamwork points.
If you work on lots of gens while that person looping you'd get more contribution points, do lots of totems and some gens same. But the person doing nothing the entire game just waiting aka the bot gets nothing.
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Yes, ranking as Survivors is too hard right now, especially for Solo
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@powerbats But wouldn't a looper with good teammates get more points in total than a looper with bot-mates? (Because the bot isn't working on gens and doesn't generate points.)
Please don't forget the @ tag.
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Yeah but how do you determine it from match to match though, I mean the other 3 could be great in 1 match but horrible in the next and vice versa. I mean you could have it be that the more the others do in relation to the botter so to speak the higher the group reward for participating is.
But then that's probably a royal pain to try and code if you take the 2 doing something while the looper keeps occupied. You also wouldn't get 5 gens with just 2 on gens since eventually the killers going to down the looper or switch targets.
@NoShinyPony I'm not sure why the tagging isn't working properly.
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Thanks for the feedback. This would be very nice for someone who gets chased for the entire match and doesn't get a chance to work on any generators themselves. EDIT: I went ahead and passed this on to the team.
It has to do with the new rich editor. The old one would automatically @ the person you're quoting, but this one does not do that. We're looking into getting that fixed as soon as possible.
Post edited by Peanits on9 -
But didn't both the killer and survivor played poorly?
So why should the survivor who got chased by a bad killer get rewarded with a white pip? They couldn't lose the bad killer. So both levels of skill were the same?...
The survivor who couldn't lose the killer, the killer who couldn't catch the survivor and move onto another target.
I thought the idea of emblems was to promote "proper" play. Not players who can troll a bad killer around the whole map and get rewarded with rank.
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I think in a sense you are correct but there is also another way to look at it.
If the killer can't catch and down a survivor in theory that survivor is better at the chase so they should rank up away from them.
The tracking well that's a bit of a strange one with all the bright coloured clothing some are easy to keep in sight while ninja Claudette is at the other end of the spectrum, I don't think not being able to lose them is as cut and dry as not being able to catch and down them.
Its the same for killers if they can down someone quickly in a chase they should be ranked away from those survivors.
The chase is one of the most important aspect with time management in the game and can make or break the whole match as the others can do gens freely.
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@twistedmonkey yee... I get what you are saying... but emblems are the reflection of skill and playing the way the devs want. If you are at the same rank, then you should be roughly the same skill level. So if you are the survivor being chased, it is important to lose the killer.
The OP mentioned they couldn't lose them... so their skills are matched. Who then plays better?... The survivor who is trying to break the chases, but can't... or the killer who can't win the chase but won't leave that chase either.
If you got someone who is really good at chases, they will want to the chase to go on for 5 gens, without them every attempting to lose the killer. That player shouldn't be rewarded.
However how do you tell the difference between the legit player who can't beat the killer, or the player who can beat the killer no problem, but chooses not too.
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I'll throw a scenario I ran into the other out there just for thought, but you could also be going against a killer like Freddy who sees your aura once you leave his terror radius. I would agree that you would ideally want to lose the killer after a while, but it is also important to consider the times where that's not an option.
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@Peanits Then wouldn't we be running into a situation where the emblems don't properly reflect the skill or playstyle that is desired, since the game itself prevents this from happening due to RNG and different mechanics in the game that could negate the method of measuring that skill or playstyle?
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Hey man I stated in their that you can only gain this bonus on selected objectives. So if you are doing gens, chases, totems and altruism. When you are afk, hiding, self caring it cant count
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If the killer can't catch you, you are probably too good for this rank and should rank up to a level where you find a killer than can catch you and then you will have a balanced game.
I don't think this negatively impacts the game. If anything it stops the person from being about to stay at a low rank even though they are really good.
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@Nea_Death_Experience I beg to diff. There is 2 sides of the coin.
Survivor can't lose the killer, as admitted to by the OP. The Killer was good enough to keep the chase going.
Killer can't catch the survivor, but doesn't leave the chase.
Both aren't playing correctly based on the emblems.
Also.. As mentioned above about the specific scenarios, i.e. with Freddy.
The emblems are a generic representation of skill and playstyle the Devs want. So either you are good at that to earn points or not.
Not saying their does or doesn't need to be adjustments to emblems or whatever.. but this is my take on emblems.
Since RNG plays a big portion... What map... The tiles... What killer are you facing.. what addons are they taking... what survivor are using which perks.. what items and addons to they have....
All that plays a role in skewing the measurement of the emblems. When people use specific scenarios about one killer.. that doesn't reflect on the emblems but the skewing effect RNG plays on emblems. Since as a survivor you have no idea which killer, which map, nor which add-ons and offerings the killer players is using.
The killer can skew the odds in their favour, just as survivors can skew the odds into theirs.
Emblems then represent that generic skill and playstyle for each player in that match.
So as Peanits mentioned about about the Freddy scenario, it doesn't matter if Freddy can see your aura, by going out terror radius. As the survivor player, you should know he can do that, and play accordingly. Thus if you still can't lose Freddy, then you didn't adjust properly to the RNG, thus the emblems reward you for not playing correctly to the match.
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I agree. If someone is unhooked, all the other survivors get an emblem reward, but the rescuer has a greater reward. This concept may be applied to other events.
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I appreciate your comment and you are right. I am not disputing that this is true. But sometimes skill doesn't come into it. Taking Freddy aside if you take a camping Leather face that Tunnels you off hook (accept in this scene that other survivor had to save you, without borrowed time and in the terror radius) it doesn't matter if you are super good if the pallets are gone, the killer is too close or you are in the open you are going to die. With this example you are punished for the killers bad play.
This negative impacts everyones points. With the system I advised the survivor would be in the killers Terror radius and gain some points and the killer camping would loose because of it. This means the survivors doing their job go up in rank and the killer will stay lower (in an ideal world, I cant predict the future but this is my best guess).
As for the emblems an it being how the Devs decided to rank skill: I think this system might just be their best way to measure this at the start of the game but if the game is to evolve that may need to change. I am a good survivor and an average killer. I barely pip in survivor games unless I CARRY. I want to not write too much more so this isnt a rabble so Ill leave it here and await your reply :)
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To be fair i really like this idea. its quite hard to pip as survivor now in the team sided portion of the game where its hard to everything at once.
i know we're not talking about killer emblems here but i actually think the opposite problem is true for them (this isn't me saying killer pipping is in a bad place please hear me out), in a way at least. here me out, a killers having to stretch themselves over 4 objectives (emblems) at once, and for the most part, they actually bleed into each other quite well with the overall objective (killing a survivor/chasing them) giving points for the multiple emblems at different stages of the chase. for survivors this isn't the case for their overall objective. so while a killer has to be extremely good at multitasking and juggling survivors and emblems the survivor only has the ability to focus on one at once, and therefore due to their ability to only focus on one emblem at once, should have other emblems in theory brought up alongside it (to a degree.) My main point is that survivor objectives don't bleed together quite as well, and expecially don't as team objectives towards the overall objective of yours and your teammates survival, whereas the killers objectives do in fact all sort of mesh together (Even if it requires good multi tasking skills and the ability to pressure the map properly which is kind of only present on killers with the ability to do so but thats a whole other argument entirely)
Tldr :
a killer can gain points in most of their emblems from following their main objective - killing a survivor, and simultaneously does not have to focus on multiple emblems, but is instead focusing on multi tasking in game in order to achieve their goals. the killer emblem system has some problems, but its reliant more on what killer you use to achieve the goals of the game rather then any skill based issue and should be tweaked slightly per killer. i mean a leather face can't exactly patrol the whole map at once like a nurse can, and thus should have a bonus for keeping gens up for a considerable amount of time. ( an off meta bonus, which i guess would be tweaked for low tier killers while they are in an "off meta state")
a survivor is forced into a situation of doing only one emblem for their main objective which may lead to being successful in it but is reliant on others to pick up the slack ie one goes for saves one goes for gens while anothers being chased etc. therefore a survivor is forced into multitasking objectives in game in order to pip out of game where the two things should be independent of each other - making base progress in your goals in an overall match should help bring overall progress to all of your emblems. sure if your being chased all match you shouldn't have iridescent in gens, but if all your teammates did gens in under 3 minutes you should definitely get a distraction bonus.
TLDR FOR THE TLDR: A TEAMMATE PIPPING SYSTEM WOULD BE AMAZING. GIVE US A BONUS LIKE KILLERS GET FOR DOING GENS IN A SHORTER AMOUNT OF TIME (whereas killers get a bonus for keeping them up for longer), OR FOR BEING CHASED WHILE ANOTHER SURVIVOR IS UNHOOKING SOMEONE/CHASED WHILE OTHERS DO OBJECTIVES.
thank you for coming to my ted talk
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ahahaha BRO i love your work.
Do you think it would be cool if there was a map pressure thing that you got for keeping people off objectives. For example BBQ and chillie makes everyone hide, or having ruin makes everone search for the totem over doing gens thus people arent doing objectives. So From what it sounds like from your side of the story (which I read btw and thank you for your ideas and feedback) it would be nice if killers got bonus XP for denying survivors from being able work on a gen or do any game progressing objectives.
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This would help solve the problem of red rank games where mathematically its only possible for 1-2 survivors to pip. I like it.
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