Survival category reform
NEW TEXT: Survival category reform.
The unfair category in survivors' scores is precisely Survival: the scoring reform, aimed at rebalancing the gap between killers and survivors, cannot be limited to increasing the rewards for events that fall into the other three categories, otherwise it will continue to be impossible to totalize 32,000 BPs as a survivor, even after an excellent match. By adequately balancing the amounts corresponding to each event, the following events should contribute to cap the 8,000 BPs of Survival, in addition to those already planned:
1) wiggling;
2) recovering from the dying state;
3) surviving for a certain amount of time (within the first nine minutes, to avoid opportunistic behavior);
4) being killed or sacrificed for second, third or last;
5) not being hit during the Exposed status (like against Ghost Face after you have been marked);
6) full struggling points and, if they have Deliverance active, 1,500 extra BPs for the last survivor immediately sacrificed.
Furthermore, to compensate for the fact that those who escape without ever having been downed lose the points related to recovering, wiggling and struggling, I suggest that:
A) the unbroken escape (iridescent emblem) gives 6,000 BPs;
B) the escape of those who have been downed or grabbed with zero hooks is rewarded with 5,500 BPs;
C) the escape of those who have been hooked once are worth 4,500 BPs;
D) the escape after two hooks gives 3,500 BPs.
At least in part, this proposal of mine is in the wake of the announcement contained in the Developer Update June / July 2019: my hope is that the reform of the Survival category will soon be implemented. :D
OLD TEXT: Two questions related to the 3.1.0 PTB, about Survival points and the old Freddy.
I play on PS4 and I can't verify it in person, but last Friday's Developer Update talked about adding score events related to the Survival category, in which it is currently almost impossible to reach 8,000 points: in particular, it was announced that the wiggling action and the duration of survival in the trial would have given points. Reading the 3.1.0 PTB patch notes I found the scoring adjustments to existing events, but these new events are no longer mentioned. Could those who played as a survivor, or some lovely developers, kindly clarify the inconsistency?
Second question. Is there a vague hope that old Freddy will remain playable, as an alternative to the new?
Thank you all in advance. :)
Comments
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Can anybody satisfy my curiosities?
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It's not in the PTB. Though Mclean said during a Morf stream that we are supposed to get them at the full release.
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@CakeDuty Thank you. :)
@not_Queen @Patricia @Peanits I think the last survivor, hooked for the first or the second time, even if immediately sacrificed, should be granted the full struggling bloodpoints by default, and also 1,500 extra BPs, if they have Deliverance: who did better than their mates cannot be punished with the loss of the ordinary score all the others got before them.
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@not_Queen @Patricia @Peanits Perhaps even the recovery from the dying state should give survival points, according to the percentages... In other words, survivors and killers should have the possibility to cap all the categories, up to 32,000 BP.
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@Peanits I read your update to Developer Update June / July 2019 and the risk of abuse related to giving points based on the survival time in the trial. If you allow me, I would like to suggest some small tricks to keep the idea, which is excellent in itself, preventing abuse:
1) points are awarded based on the duration of survival in the first nine minutes of the game (the same time relevant to the Gatekeeper emblem, which prevents the trial from being artificially prolonged);
2) an increasing bonus is awarded to those who are sacrificed or killed per second, third or last (to enhance the talent in escaping the killer's attacks);
3) wiggling and recovery from the dying state give a small amount of survival points (they are actions against the danger of death).
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There will be no old freddy kit. You have swing chains which gives you the old freddy action slowdown, but its only 10% slowdown. Not the old freddy 50%
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@ReikoMori @Peanits No, I'm speaking about two Freddies, the old with his invisibility, aura reading ability and 50% slowdown, with the related add-ons, and the new one, now under PTB. A kind of switch between the old and the new power, which changes the mechanics and the add-ons accordingly. Two killers are better than one.
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They are not doing that. They do not want the old Freddy back at all just like they don't want old Legion back at all. Doing what you're asking would open the door to just that sort of situation of getting bombarded for requests for dual type killers. It would remove the point of making changes and increase the bugfixing and balance workload by trying to make something that doesn't work well continue to function. While also trying to keep and balancing this entirely new thing work and remain balanced as well.
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@ReikoMori The Legion was tweaked, that is they changed numbers, values, percentages. Freddy has a completely different power: he's a new killer with an old skin, something never seen before. Freddy has been reworked because people complained he was too weak: if a player wants a weak killer, why should the survivors raise balance issues?
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Because the reasons Freddy was changed was less to do with how killers played him and more to do with the fact that overall he wasn't fun to deal with. Lower ranked survivors with less skill or completely new to the game get disproportionately destroyed by the mechanics of old Freddy outright. At high ranked play his power just arbitrarily making everything take twice as long to do is seen as a source of undo aggravation rather than interesting play. Outside of that Freddy had inherent universal weaknesses that the devs typically didn't like seeing. They have a universal action pool that they want killers to have equal access to and Freddy was gated off from a large portion of it and needed to balanced around the gating factors.
If they were to allow for one killer to have the old version of themselves playable in tandem with their updated version you create a precedent for letting other killers have the same thing happen. Even if someone like Legion is just value changes, which isn't true there is a lot of backend that changed mechanically as well, if they set a precedent with Freddy then players would have a leg to stand on to ask for their more liked version of a killer added in as a separate option.
As I stated before doing that is also taking on much more work as these characters aren't set in stone. They still need constant tuning and bugfixing. Doing that for two kits even for a single killer is a massive undertaking. It's a recipe for disaster.
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Even if they don't give us back the Old Freddy kit, I hope they give us something for having been an OG Freddy main and prestiging him. At least Legion's gameplan is similar to before, meanwhile Nu-Freddy has gone from a Hit and Run Stall King to a worse Clown with a neat Gen TP.
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@Peanits Thank you all for the great Badham I-V maps (they are wonderful and have nice assets) and for the powerful Freddy, of course. I just have a question. I noticed a meaningful increase in the overall and survival points gains, but I have no scoring events during the wiggle or when I'm sacrificed, according to the duration of the survival. Could you make them visible some way?
@Gcarrara Could you move this thread into the appropriate section, please? It's still "alive". XD
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@not_Queen @Patricia @Peanits Errata corrige. In the first game I had scored over 2,500 points in Survival, but in the following ones the numbers were back to the classical values, ie below 1,000 BP (in case of death or sacrifice, of course). Then, I assume the Survival category reform has been removed from the plans for the 3.1.0 patch.
Consequently, I fully rewrote the OP to make a reasonable and organic proposal about this topic. I'd like very much to read your precious comments about it. Thank you all, great Developers! :D
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It would be nice if every time one of your teammates died, all remaining survivors get 1,000 bloodpoints.
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@michaelrandom27 I agree that prolonged survival should be rewarded, but I find sad to link a bonus to a mate's death (if it's not a compensation for their DC): wouldn't it be better to create a scoring event in the moment of your death, which considers how long you have survived and if you have been moried or sacrificed for second, third or last?
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