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Instead of delaying survivors to prevent gen rushing...

TheHourMan
TheHourMan Member Posts: 1,052
edited September 2018 in Feedback and Suggestions

First off, I will say that i am a killer main who thinks survivors are too powerful. That way you know my bias before any assumptions can be made.

Alrighty then. Instead of delaying survivors to prevent gen rushing, how about adding more content to matches which have a separate objective that rewards bloodpoints and takes a lot of time? I was thinking of allowing the survivors to permanently destroy the basement hooks in order to receive bloodpoints. I will explain the mechanics and numbers that I have in mind:

Mechanics:
-progress will stay even if players stop working on it.
-all four survivors can work on it at the same time.
-tool boxes and perks will not speed this process up.
-can be worked on with bare hands (no saboteur or tool box necessary)
-points will not be under any category and will not receive a bonus from any offerings or perks.
-no points will be rewarded until completion
-survivors must work on it for a certain period of time to receive any points (does not need to be all at once though.)
-killer will receive points for hooks still being intact when the match ends.
-killer will stop making progress in the Gatekeeper emblem if the basement hooks are destroyed.

Numbers:
-4 minutes to complete with all four survivors working on it.
-20 second minimum work time to receive points upon completion.
-10,000 points rewarded for survivors (if destroyed)
-5,000 points rewarded for killer (of not destroyed)

Additional optional mechanics:
-hatch will not be able to open without key while basement hooks are intact.
-basement colors fade from glowing red to a natural mundane color to represent the connection to the entity being severed.
-At least two survivors must be working on it to make progress.

I believe that this would solve the gen rushing issue entirely. Survivors would be rewarded much much more for this high risk, high reward secondary objective. Killers would be compensated with 5,000 points if survivors just ignored the basement hooks and rushed straight through the exit gates, due to the 5,000 point reward for the hooks staying intact. I have put a lot of thought into this and I would love your thoughts on this, especially if you happen to be a dev or mod. Thank you for your time reading this.

Comments

  • projecteulogy
    projecteulogy Member Posts: 671

    Meanwhile Stealth gameplay, which should be a major focus and NOT running to the killer and humping his/her/its leg remains neglected, unfulfilling, and unrewarding.

    Killers like my Doc with Distressing/Monitor and terror rad addons would put survivors at a stand still progression wise. And killers would camp basement areas AND players respectively.

    The idea to break/damage basement hooks was shot down by the dev team already, with quite the ambitious No. Same with delaying generator progression.

    This is a one sided suggestion that has no balance. Its overly SWF friendly. As a solo survivor, I'll pass on the 10,000 bp respectively... Survivors are toxic, and would find a way to make this toxic for other survivors, let alone the killer.

    Survivors are only OP when it comes to SWF. 1v1 killer always wins, unless youre just a terrible killer.

  • TheHourMan
    TheHourMan Member Posts: 1,052
    edited September 2018

    @projecteulogy said:
    The idea to break/damage basement hooks was shot down by the dev team already, with quite the ambitious No. Same with delaying generator progression.

    Actually, they are adding multiple changes soon to make several action take longer for the sole purpose of combatting gen rushing. Making healing take longer for example does nothing against gen rushing, it only slightly delays actually getting to a gen (or getting back into the chase if that's what you were doing.)

    It doesn't necessarily have to be the basement hooks either. It can be any object that has 4 sides open. The devs could do something like adding a giant totem in the map that basically has the same mechanics as I listed. The progression would stay, just like a gen, but it would not give any points until it was completed. This is to make it so that it is going to be time consuming in order to get those points if you want them.

    Also, the addition optional mechanics are as listed. Just ideas for extra possible mechanics. The main point is that making actions that survivors perform more time consuming than they already are is not as good of a solution as adding an entirely new map interaction that has a good enough reward to incentivise trying to complete it before you leave the map. Or even something as simple as adding a perk that makes other actions be worth more points for each generator that is still unfinished. Say "5% more bloodpoints for all actions for each generator that is unfinished." There are 7 gens in every map, so that means you will get 35% more bloodpoints in all categories before any gens are done.

  • projecteulogy
    projecteulogy Member Posts: 671

    @TheHourMan said:

    @projecteulogy said:
    The idea to break/damage basement hooks was shot down by the dev team already, with quite the ambitious No. Same with delaying generator progression.

    Actually, they are adding multiple changes soon to make several action take longer for the sole purpose of combatting gen rushing. Making healing take longer for example does nothing against gen rushing, it only slightly delays actually getting to a gen (or getting back into the chase if that's what you were doing.)

    It doesn't necessarily have to be the basement hooks either. It can be any object that has 4 sides open. The devs could do something like adding a giant totem in the map that basically has the same mechanics as I listed. The progression would stay, just like a gen, but it would not give any points until it was completed. This is to make it so that it is going to be time consuming in order to get those points if you want them.

    Also, the addition optional mechanics are as listed. Just ideas for extra possible mechanics. The main point is that making actions that survivors perform more time consuming than they already are is not as good of a solution as adding an entirely new map interaction that has a good enough reward to incentivise trying to complete it before you leave the map. Or even something as simple as adding a perk that makes other actions be worth more points for each generator that is still unfinished. Say "5% more bloodpoints for all actions for each generator that is unfinished." There are 7 gens in every map, so that means you will get 35% more bloodpoints in all categories before any gens are done.

    i'm just saying that the dev shot down the idea to increase the default time to complete a generator. They already nerfed BNPs so hard they're almost worthless outside of people understanding basic strategy(you'd be surprised how many stupid people i encounter at higher ranks playing solo). I'm all for extra mechanics. Too bad they don't do a damn thing about slugging or looping.

  • TheHourMan
    TheHourMan Member Posts: 1,052

    @projecteulogy said:

    @TheHourMan said:

    @projecteulogy said:
    The idea to break/damage basement hooks was shot down by the dev team already, with quite the ambitious No. Same with delaying generator progression.

    Actually, they are adding multiple changes soon to make several action take longer for the sole purpose of combatting gen rushing. Making healing take longer for example does nothing against gen rushing, it only slightly delays actually getting to a gen (or getting back into the chase if that's what you were doing.)

    It doesn't necessarily have to be the basement hooks either. It can be any object that has 4 sides open. The devs could do something like adding a giant totem in the map that basically has the same mechanics as I listed. The progression would stay, just like a gen, but it would not give any points until it was completed. This is to make it so that it is going to be time consuming in order to get those points if you want them.

    Also, the addition optional mechanics are as listed. Just ideas for extra possible mechanics. The main point is that making actions that survivors perform more time consuming than they already are is not as good of a solution as adding an entirely new map interaction that has a good enough reward to incentivise trying to complete it before you leave the map. Or even something as simple as adding a perk that makes other actions be worth more points for each generator that is still unfinished. Say "5% more bloodpoints for all actions for each generator that is unfinished." There are 7 gens in every map, so that means you will get 35% more bloodpoints in all categories before any gens are done.

    i'm just saying that the dev shot down the idea to increase the default time to complete a generator. They already nerfed BNPs so hard they're almost worthless outside of people understanding basic strategy(you'd be surprised how many stupid people i encounter at higher ranks playing solo). I'm all for extra mechanics. Too bad they don't do a damn thing about slugging or looping.

    I think that punishing looping, slugging, camping and tunnelling is a bad idea because it reduces the number of strategies that can be used, but rewarding other (more fun) things instead and adding perks that are means to counter those specific strategies would be a better route to stop that behavior from being too widespread. Making gens take longer is not going to stop rushing at all. It will only slightly delay the game. Making actions take longer in general is not a solution to rushing. The only solution to rushing is to give players a good reason to stay there.

  • shanks3042
    shanks3042 Member Posts: 163

    @TheHourMan said:
    Numbers:
    -4 minutes to complete with all four survivors working on it.
    -20 second minimum work time to receive points upon completion.
    -10,000 points rewarded for survivors (if destroyed)
    -5,000 points rewarded for killer (of not destroyed)

    Why sould the killer not also get 10k points?

    Anyway I don't like the Idea to be able to destroy the basement hooks. I'm sure that those toxic 4man SWF groups will abuse this.

  • TheHourMan
    TheHourMan Member Posts: 1,052
    edited September 2018

    @shanks3042 said:

    @TheHourMan said:
    Numbers:
    -4 minutes to complete with all four survivors working on it.
    -20 second minimum work time to receive points upon completion.
    -10,000 points rewarded for survivors (if destroyed)
    -5,000 points rewarded for killer (of not destroyed)

    Why sould the killer not also get 10k points?

    Anyway I don't like the Idea to be able to destroy the basement hooks. I'm sure that those toxic 4man SWF groups will abuse this.

    True. It doesn't necessarily have to be basement hooks. In my original post of this, I only referred to it as "an object with four open sides" but simplified it to the example of being basement hooks. And because if the survivors never went after the object, the killer would get a free 10k with no skill or action required. Giving the killer 5k is simply to compensate them for being in a fame where the survs gen rushed straight through the exit gates in like 5 minutes and everyone earned less than 15k bp. So that they don't feel like they TOTALLY wasted their time in that match.

    Edit. Thinking about it more, 10k is not unreasonable at all for being in a match like that.

  • KiraElijah
    KiraElijah Member Posts: 1,187

    @projecteulogy said:

    @TheHourMan said:

    @projecteulogy said:
    The idea to break/damage basement hooks was shot down by the dev team already, with quite the ambitious No. Same with delaying generator progression.

    Actually, they are adding multiple changes soon to make several action take longer for the sole purpose of combatting gen rushing. Making healing take longer for example does nothing against gen rushing, it only slightly delays actually getting to a gen (or getting back into the chase if that's what you were doing.)

    It doesn't necessarily have to be the basement hooks either. It can be any object that has 4 sides open. The devs could do something like adding a giant totem in the map that basically has the same mechanics as I listed. The progression would stay, just like a gen, but it would not give any points until it was completed. This is to make it so that it is going to be time consuming in order to get those points if you want them.

    Also, the addition optional mechanics are as listed. Just ideas for extra possible mechanics. The main point is that making actions that survivors perform more time consuming than they already are is not as good of a solution as adding an entirely new map interaction that has a good enough reward to incentivise trying to complete it before you leave the map. Or even something as simple as adding a perk that makes other actions be worth more points for each generator that is still unfinished. Say "5% more bloodpoints for all actions for each generator that is unfinished." There are 7 gens in every map, so that means you will get 35% more bloodpoints in all categories before any gens are done.

    i'm just saying that the dev shot down the idea to increase the default time to complete a generator. They already nerfed BNPs so hard they're almost worthless outside of people understanding basic strategy(you'd be surprised how many stupid people i encounter at higher ranks playing solo). I'm all for extra mechanics. Too bad they don't do a damn thing about slugging or looping.

    I think that punishing looping, slugging, camping and tunnelling is a bad idea because it reduces the number of strategies that can be used, but rewarding other (more fun) things instead and adding perks that are means to counter those specific strategies would be a better route to stop that behavior from being too widespread. Making gens take longer is not going to stop rushing at all. It will only slightly delay the game. Making actions take longer in general is not a solution to rushing. The only solution to rushing is to give players a good reason to stay there.

    We already have perks, Unbreakable~No Mither/Slugging Borrowed Time/Camping