15 tries to get out of a beartrap with jar of salty lips.
Anyone else have this happen? Like jeez the rng sometimes i get out in 1 try and sometimes it takes up to 15? Anyone know the actual percentage for getting out of one?
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Idk how to edit lol but i could get the clip from ps. Killer literally had the time to get cross the map to me.
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I thought there was like a 25% chance of escaping a bear trap by yourself without any luck offerings. It's already low to begin with.
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It usually takes 6-8 tries for me, and typically by then I'm not out - I'm picked up. But I don't face trapper that often and when I do, I rarely step in traps...so this experience is pretty few and far between.
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~4% chance that this will happen (1 successful attempt to escape out of 15). Also roughly the same chance that you'll self-unhook on any given try. Probability is funny like that.
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Dunno why,but the last few trapper games it takes more to escape a bear trap :/
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the rng is really poor and the difference of when I play killer vs survivor is night and day; as survivor its an average of 10 attempts to escape, mostly unsuccessful and when I play killer I see survivors escape on their first try. I give up playing as Trapper. it needs to be more consistent, especially when running certain add ons. Same with survivor when running certain offerings. (it makes using those things useless imho, base off experiences)
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RNG is RNG. The "R" stands for "Random".
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If someone steps in a trap for me, odds are they're free in 1-3 tries.
If I'm survivor and I got a RBT on my head. 90% of the time it feels like it's always the 4th box has the key.
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It could be alittle more controlled so it cant take between 1 and 20 tries because obviously a trapper would have a easy game if all survivors took like 15 chances to escape and a hard game if it took them all 1. Like how otz suggested and he is a trapper main. Same with the pig and her jigsaw boxes.
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They could use pseudo-random distribution.
Doubt they will, but it could work.
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1-5 or 1-15, landing an escape attempt on the former vs the latter is still "random". Which instance would you rather have? A consistent parameter, say 1 in 5 attempts (base kit, no add ons) is still "random". Hence why I said it is poor, because when I play as the killer, survivors escape quickly. Than when I verse a Trapper as a survivor, it will take me more than 5 attempts to escape.
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In other words, you want it to not be random any more.
That is what they do. Computers, being deterministic machines, are not capable of true randomness. They use pseudo-random algorithms (already written in every programming language, they didn't write the algorithms themselves) that are indistinguishable from the real thing unless you examine the output values one by one and realize they're in a sequence (of about 2^32 numbers, if not higher).
Guaranteeing that it happens at a certain point is literally the opposite of random.
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You can still have it be random but make it more controlled so you dont take like 15 tries to get out of it and you dont have everyone getting out of it first try. They already made it slightly controlled with slippery meat which makes the 25% chance a 50% chance. So you wanna talk about removal of randomness.
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It's either random (meaning follows a certain probabilistic distribution) or it's controlled (meaning it's pre-determined). Can't have it both ways. Slippery Meat increases the probability, but it's still random.
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Had over 20 tries once xD he managed to chase a survivor, down them, hook them and still make it over to pick me up
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Honestly, when probability gives you lemons... just laugh it off.
The first step is to accept the following.
- Anything with a probability of less than 1 isn't guaranteed to ever happen without infinite attempts
- Anything with a probability of more than 0 can happen countless times in a row
That's extreme of course, you'd have to play a lot of DBD to ever run into absurdly unlikely scenarios like failing to get out of a beartrap 500 times in a row or jumping off the hook 500 times in a row, but just embrace the fact that it's possible 😄
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They could make it cap at like 10 but lower the chance to 20% meaning you could get that 10 more often but your not gonna get something absurd like 20 tries. Survivors get perks and items that make it easier to get out of rng and basically cheat it. Literally deliverance gives you a guaranteed unhook hows that rng?
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Deliverance isn't RNG, as you very well know. If something's certain, then it's not random, by definition.
I think the devs like the RNG factor of the Trapper. Making escapes certain after a number of attempts would require reworking his add-ons.
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Im honestly surprised he doesnt have a addon to make it harder to escape itd still be rng survivors have slippery and how many luck addons? Also other perks like up the ante.
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I must be lucky then, i never attempted more than 3 times in 2.5 years to escape a bear trap. 80% of the time i'm escaping in one attempt
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He does. Several, in fact.
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Guess i have to check again i might have mixed him with pig lol pigs worse on the rng department though if everyone gets their trap off first try your screwed.
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Pig also has an add-on that makes it harder to remove the RBT (by adding an extra Jigsaw Box).
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Oh okay i just find it weird to depend on rng for a stall killer pig you want survivors distracted with your rbt but if they get it off first try its kinda worthless.
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So in 20 seconds he did that? What were your team mates doing that they couldn't even last 10 seconds in a chase?
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I have the same opinion about Pig head cases, you should always get the hat off on the third device regardless of the rng. Same with bear traps, 3 attempts to get out - you should be released.
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So the Pig's boxes are not random is what youre saying. bcs its 1 in 4? but it could happen at any one of those boxes, which is random? ye you make a ton of sense.
Have a smaller parameter of 1 in 5 base kit, is still random bcs it could be in any one of those attempts; having a ridiculous amount of attempts over 15 is utterly stupid; in that time that player couldve done most of a gen, cleansed totems and be rewarded with some points. 15 or more attempts to escape a bear trap with zero points awarded is simply wrong. survivors should at least get skill checks to make the measly 50 points or a new feature: 25 points rewarded for a "failed" attempt. similar to how trapper gets awarded for setting traps. again as I said before, there needs to more consistency with those parameters: base kit, add ons, perks and offerings. fewer attempts on a fixed amount still has random probability; so yes rework the trapper add ons. he did get a rework of resetting traps. its a small feature that adds more structure in choices that are made- if someone gets caught in a trap, pending add ons, does the killer drop chase or not? many times Im in chase and someone gets caught in a trap. so I drop the chase to go to the trap and the survivor gets out before I get there. very annoying and a waste of time.
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They are random. The key is "placed" in a box at random. Each box has an equal probability of having the key, even though only one will actually have the key. It's the same principle as guessing blindly in a multiple-choice test. Each question has an equal probability of being right, but only one actually is.
The devs want randomness. This is what happens when things are random.
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Right which is controlled by a smaller parameter of only having 4 boxes, base kit. Whereas the Trapper base kit for attempts is much larger, hence the title of this post
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The PRD I'm talking about is something I saw in Dota 2.
Instead of Trapper's bear traps being a 25% chance, it would start at ~8.5% then add another ~8.5% for each failure to escape.
This would help stop cases where survivors seem to escape on the first attempt every time, but would also save the people in this thread who said they had to try 20 times (because the chance would continue to increase).
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I honestly believe luck is invisible in this game.
It doesn't exist, and only exists as a false filler. Still have gotten brown toolboxes from Basement Chests with full luck offerings.
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Luck doesn't effect items you get from chests.
The only two things that Luck does is increase your chance of escaping a bear trap and unhooking yourself, nothing else.
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That's probability for you. There are no guarantees, just chances. Also, luck doesn't do anything to chests.
You can put it in as a suggestion, but I doubt the devs will implement it.
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Oh...
Well...
I've been living a lie.
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That's xcom, baby!
Wait, what forum is this?
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Had a game where multiple teammates had put luck offerings on yesterday in which I got trapped. Around 10 attempts and I hadn't escaped; the killer came for me.
Meanwhile I had a ton of traps in a game as trapper on the same night where every survivor instantly escaped each trap, and I had trapped everyone an average of about 3-4 times...it was so infuriating, as if they didn't get out first attempt, the majority of the time, I'd have netted the hook states.
As with the Pig, they need to do something about the RNG with the Trapper. This includes trap spawns, etc. And then, we can maybe have new mechanics related to luck...please?
(honestly, earlier I had a game where 2 stacks of up the ante and 3 jars of salty lips had me attempt escape 6 times on a hook with slippery meat and go to second stage too lmao)
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sounds very much like my games; both as killer and survivor.. luck means nothing from my experiences.
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