We ought to replace moris with an aggravation meter
Hear me out, this is meant as a genuine suggestion:
We all know Michael's tombstone ability: hit t3 and you can instakill healthy survivors. A lot of people hate it, and seeing how a lot of people play as if they are the character bound to die first in a slasher movie, it is quite overpowered.
But imagine this:
We got a 'split' UI now, meaning UIs for killers and survivors are different. AND we know the game can tell the following:
- where a killer is and where a survivor is
- if someone does anything to annoy the killer: fastvaulting excessively when the killers nowhere nearby, endless flashlight clicking near the killer etc.
The game can tell if these things happen.
So we ought to make good use of it: An aggravation meter: If you are out to annoy a killer you'll pay the price for it.
Survivors would naturally not see the meter, it'd only be on the killerside. Once full for a survivor, you can tombstone them.
Comments
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How can someone be so triggered by stuff like teabagging or vault-spamming? Teabagging and vault-spamming has no gameplay-purpose, no reason to punish it with a severe gameplay-penalty.
People want to play like Myers in the Movies, but complain when the Survivors vault-spam or teabag...
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Yes, toxic gameplay should be punished. It is unhealthy for the game. And this suggestion, while difficult to implement, could be a step towards making killers feared.
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Using 'triggered' as a way of saying 'annoyed'... Cut the ableism.
To everyone else:
vaulting etc are meant to annoy the player behind the killer to the point of DCing. people who do this rarely do anything worthwhile in the match, because they entered a lobby with the intent of 'winning' by getting the killer to DC.
So, they ought to pay for their hubris.
It wouldn't be overly hard to implement, interestingly:
The game can, as noted, tell where people are, who is doing what, etc. It could even, for example, tell apart 'friendly' or 'helpful' (to teammates) teabagging from malicious one, by seeing where people are in relation to each other. how often someone crouches, how the killer reacts etc.
The mechanics are there. It would still be tricky, sure.
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Let huntress hit you with her hatchets so you don't duck and fill her aggravation meter .
How would you punish toxic killers btw?
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We are talking about giving one of the most OP things in the game to Killers by basekit, because they are unable to grow a thicker skin. I have never seen a game like DBD where people are constantly complaining about other players spamming a button. There are so many games where teabagging is possible and DBD has the most offended players by that.
The idea is obviously completely unreasonable.
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I'm Not trying to say I agree with toxicity but if you punish toxicity doesn't that go against having people play the way they want?
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It kind of does, but I don't see why someone would want to ruin other player's fun in the first place.
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Clearly the people saying your so easily trigged by a button have never had a pleasure of facing a swf team that all used deception to spam noise notications all game. I mean all game chase one the rest would just spam lockers the whole chase.
Spam noises are horrible to deal with constant explosions all around the map all the time and then micro clicking of flash lights all damn game.
I don't agree with the op but I agree with them saying these things are very very annoying and unpleasant to play against.
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That's the best idea I've heard since the razor blade frisbee.
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First of all, Tombstone is not overpowered. Second, growing a thicker skin basically means enduring all the toxicity until you learn to ignore it, which everyone does eventually. But why make people go through that? Come on, you have to admit that toxicity must go.
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Even more interestingly, BHVR has stats on the average number of crouches per T-Bag, and the average number of bags per match.
The answers are 3.2 and 1.2, if memory serves me right, which it doesn't.
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@MeltingPenguins, this isn't a good take.
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Well that's a dilemma isn't it? Do you want to punish people playing toxic that prevent people from playing how they want or do you want to let people play how they want and deal with toxicity?
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Honestly, I would rather punish toxic players. People who play only to annoy others shouldn't be playing in the first place. But well, this is nothing more than a suggestion in a forum thread. Toxicity might stay with us for a very long time.
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Other games don't have one player as a slasher movie villain and give T-bagging privileges exclusively to a team of four people going against the power role, and then give them enough second chances to abuse it.
And yes, I know about Ghostface, but I've never seen him furiously T-bag survivors after every hit.
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why are you people even trying with the 'let's bring in this obviously falls and ridiculous scenario to pretend that my opinion is better' rhetoric.
You know that things like that would NOT count into it. but nice try.
tombstone appear OP because of how people play. Myers is a killer where the 'doing gens and chases' is counterproductive. There's a couple of killers in the roster that are decently powered but are deemed OP because people sticking to that tactic benefits them. In Michael's case it's the outright refusal to break the line of sight.
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Or you can just not get mad at a dude sitting behind a keyboard hitting a button rapidly.
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Don't even try man, it's like talking to a brick wall. You just have to accept that there are genuinely people in this world who get mad at someone for making their character crouch rapidly.
And the fact that for some reason the majority of those people play this game.
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Ah, come on. Wouldn't you want see a game without toxicity? There is no reason at all to annoy people.
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I don't think players should be punished because the opposing side gets mad at them when they make their character crouch repeatedly.
I'd love to see the game rid of actual toxic behavior like being an ass to someone in endgame chat though.
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Play a single player game, then, that's the only solution to your problem.
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this goes hand in hand:
People that are toxic in endgame chat are those that will be toxic in gameplay (trying to annoy the killer to the point of DC on survivors side, and tunneling, camping, etc on killer side). the moment you punish the behavior during the match you massively reduce it in the chat.
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It'd be funny if excessive teabagging would cause bloodlust to increase faster when chasing that survivor.
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Yeah, I dont know why I even bother. In the end, an idea as bad as this one will never come into the game.
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I have to say. It is f*cking annoying when a survivor vaults 10000 times a window. It is a noisy noise. I am not saying that this idea is good. Just saying it annoys me. :)
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That's the price you pay for having a survivor not doing gens. Survivor not doing gens is pretty good for the killer.
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that's.... the point. now, one could argue that it is 'a tactic to not have the killer be able to hear other survivors' but that argument falls flat when you realize that when it's an swf they're not even doing gens or anything and if it's a random they usually don't run perks to even know what's going on. so, yeah they're just trying to be annoying to get a cheap win through DC. aven is quite possibly so salty cause that's their MO.
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