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Map Pool or Map shown pre Match
This problem is as old as the game. Some Perks (both surv & killer) and especially Killers are super powerful on certain maps, but just as weak on certain others. Resulting in a lot of "not so fun" matches. Some maps make certain surv perks completely irrelevant, but more so are some Killers just insanely restricted or, in some cases, enhanced on specific maps.
For example, as I play huntress a lot: (Always did. Actually I bought the game back then just because I wanted to play her.)
She is really fun to play on most autohaven or farm maps. But getting in any game of Midwich School, Treatment Theatre, The Game, Hawkins Lab or even on most Badham Preschool Maps or Lampkin Lane makes you wanna just leave the game and queue for the next one. Hillbilly is terrible on most of these as well and - most importantly - NOT fun to play.
What I recommend and have always wished for, is for something to not make the Map/Character Combo so random. The Map Offerings clearly don't do the job at all, as you get way too few to use them every game. Two Options come to mind, maybe even a combination of both, as it is used in almost ANY other game for the same reasons:
Option 1: Before Queueing, the player can (doesnt have to) ban 3 Maps out of the Pool he doesn't want to play on.
Option 2: Once the Lobby is found, the players get to know what Map or at least realm they'll be playing on.
This is done, as said, on almost any other proper game. It won't take anything away from the scary atmosphere of new players and at the same time it makes high rank play just so much more enjoyable.
I havent touched the game a lot in more than a year. But with a feature to reduce Map/Character RNG, I'd see myself playing and ejoying this game again to the fullest.
I'd love to hear about opinions on this.
Comments
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I mean, yes. Just yes. I've been behind a change like this since forever ago.
I would also like to see this change because of how map offerings might then be used; trading a known specific map for a realm is interesting to me.
Edit: oops, didn't read the map ban part. Not that part. Other than that, YES ALL THE WAY! (for Option 2)
Post edited by Kind_Lemon on2 -
I’d like this if they did it. 😎👍🏼
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I like this idea but I worry that it could be abusable by swf if it isn't done correctly. Every 4 man would just go for Haddonfield.
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I highly doubt it would turn out like this. The Survs can't PICK their map, they can only ban a few. SWF Queues of course can never ban 3 maps for each player, but only 3 Maps as a group. And even if you personally, as a killer, don't like playing on Haddonfield, you could always ban it and never have to deal with it.
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Cool thought that would actually keep all the Realm Offerings alive. If you don't like the specific Map, you can use an offering to randomly pick another Map of the same Realm as the one given to you by the lobby
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No more opinions on this? To me, this is without doubt a huge quality boost for the game.
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For The Banning System:
And just like that, the game loses minimum 6 maps in rotation per lobby. Ormond, Haddonfield & Pantry are going to go, Hawkins, Lery's & Shelter Woods will suffer the same fate. On paper this sounds good, as it functions as a bandaid for bad map design, but... even if everyone agreed they found X map unfun & didn't like playing on it, there will always be a map someone loathes in rotation, Midwich could come around, banned it? enter Mother's Dwelling, you banned it? Rotten Fields. Your a survivor and have banned Hawkins, Lery's & Shelter Woods, have fun on the pure interactivity that is Ward, have fun on Suffocation Pit against a Doctor. This wont... fix anything, you'll always still get maps that you find ######### & unfun. Then there's SWF who can block 12 maps, so they can increase their chances of being sent to an extremely fun map such as Ormond or such, while blocking of the killer's maps, so blocking extremely favorable survivor maps becomes a must if you don't want to play on them, so you don't even get to pick maps you just find ######### unless you want to have an increases chance of maps your side is bad on, as there are always going to be more maps you find unfun, than are bad for you.
For The Shown Map System:
This one is even worse from a health standpoint. What killer will decide to stay in an Ormond lobby, what sane person of either side will stay in a Midwich lobby, "But they could use offerings", they wont, what purpose is there when you could instead just leave and find a map you like instead of throwing it up to chance, as someone else might bring one. Then there will be people who refuse to play on a map that doesn't favor them, increasing the wait times for the people who don't care. And as you've said yourself, some killers & perks are broken on certain maps, and this will just exacerbate the issue, if it's Coal Tower, there's gonna be 4 Balanced Landings, very fun for the killer to deal with. If it's Game, there's always going to be Infectious or Doctor. Suffocation Pit, Azarov's or Sanctum? Hostage Doc would like a word. Is it a very survivor sided map such as Ward, expect an Ebony & bring spicy #########, is it a very killer sided map such as Hawkins? expect the survivors to bring in spicy ######### & bring an Ebony. This system just worsens so many problems in the game.
Its nice on paper, just not thought out.
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This would just be a band-aid on a more pressing issue. Bad map design. Rather than slap a lazy fix to cover the issue up, they should re-design maps to make them fair and fun for both sides.
Ormond needs less safe pallets or less pallets overall.
Hawkin's needs a little more safe pallets.
I could go on. But I think we could all agree that rather than limiting what is played, we should fix what is being played.
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Saying it's not thought through is not a counter argument to me for implementing this system with all necessary adaptions of course.
Banning System:
Well, as said, literally all other games of a variety of genres offer a Map Pool Selection. Why should the game force you to play on something you don't enjoy? If I enjoy Huntress on open Maps, I don't want to play on closed building, I'd rather spend my freetime with another game. Dbd looses players to this issue (myself and 40% of my friends who stopped playing mainly dislike this exact issue at hand), which can't be what they want.
As I have said before in this very thread: SWFs obviously won't be able to stack bans. The person who creates the Lobby will place the bans, that's it. Also, to give unpopular Maps a better shot at getting picked, I'd suggest a pool of like 8 Maps that could rotate every month. Done in many other games just like that and has people happy. Also, the most popular Map of the last cycle could always stay. It also pretty much shows the Devs which maps exactly get small playtime, so they can work their problems out.
Shown Map:
Also not a feature I invented but done and proven in many other games: If you keep leaving lobbies, you'll get penalties on your queue time. I highly doubt this would cause much of an issue for getting a lobby together.
As in gameplay, for example all survs using balanced landing - Yes please! This just lifts the level of play/competition in this game higher than it could have ever been before. If things turn out to be overpowered, there can always be balance patches. Killers are different, very different. To try to balance them so they're playable equally well on all maps is just not realistic, its impossible. Just accept the fact they're not fun on some maps and let people pick the right character for the right map. Again, the level of play would be so much better.
Also, it never restricts people who just don't care. You don't have to use bans at all if you enjoy playing everything on every map. But high level play needs some sort of map/character RNG reduction to be enjoyable long term.
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I think the OP already addressed this, but I'll talk about why I support Option 2:
I would hope this change would come hand-in-hand with an update to how lobbies worked. Once all five players join a lobby, a 15 second countdown begins. Once that's up (or all players ready up), all players are transported to a secondary lobby. In this secondary lobby, the map is shown, and a 60 second countdown begins. All side-menu prompts except for the loadout and change killer prompts (if killer-based ranking is implemented, killers would have to risk running a killer at the wrong rank to avoid playing certain killers on certain maps) are grayed-out. The leave lobby button is removed, and any players wishing to depart from the lobby must hit escape and d/c from the match. All remaining players are sent back to a primary lobby. Repeat.
Knowing the map before entering a match would allow for players to feel much more secure about venturing out into non-meta builds, which is a good thing. It would also allow for players to better use their offerings.
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