Random ideas that may help people enjoy the game a little more
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Hey guys :)
I was just thinking a little about some of the things that are often mentioned here and I had some ideas to try and help certain in-game situations that may affect the player's enjoyment of the game.
Regarding killers facecamping or "tunneling" players (and I mean tunneling as in really going for that one player and ignoring everyone else throughout the match, not just going for the obvious hit when someone unhooks you with the killers close by), I was thinking there should be some kind of global BPs pool on survivors side that is proportional to the general completion of the objectives & successful escape, that is divided equally at the end between all players that are still connected to the match.
Why do I think it could help? If your team is facing a killer that focuses only on one survivor, the rest of the team should be doing gens and not just waiting nearby for the one guy to be hooked and see how to save him. If there's no way for the team to rescue the hooked survivor (facecamping), this option will force the rest of the team into going back to the gens instead of wasting time crouching around. It still sucks for the one that's being camped, I know, but now at least you could actually finish the game with a better BPs reward IF your team does the things right. And it also could prevent DCs as it would be better for the player to struggle all the way until death giving the rest of the team a better chance to complete the match so he can get better rewards at the end.
On the killers side, I'd implement a timer that starts the moment the gates are opened, and the longer it takes for the last survivor to escape or die, the higher BPs he gets at the end of the match. The idea behind this would be to discourage unnecessary teabagging at the exit gates, the longer you want to wait for the killer to watch you teabag the more BPs you are helping him get after match.
So, those were just some thoughts I had while playing my last match. It doesn't really solve much, but it may help some players feel a little better rewarded after having a bad experience.
I know it's kind of a long post, and I wish it's clear enough (English is not my language, so please excuse me if there are any grammar or spelling mistakes).
GGs everyone :)
Comments
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I actually really like these ideas, they seem like it'd be hard to exploit them on either side. You'd have to cut off the survivor BP gain at when they actually died, encouraging them to struggle at least, just I think for how the game works.
I really like the killer one, it'd help encourage more civil gameplay, or even help farming if that's your thing. Great ideas, and your english is really good!
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Wait, they're all bloodpoint mechanics
Good Lord these are good...
I actually like the concept of them that still gives you a reward even if you didn't get anything as long as your team just plays the game normally.
Not bad
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Thanks guys :) I'm glad you liked the ideas. I didn't mention anything about EXP points because I think that neither being hooked or just waiting for survivors to leave require anything special from the player so maybe the BPs would be enough as compensation.
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The problem with camping is that it turns the game into an extremely boring experience especially for new players, I've invited people to play the game (I gifted them the game hoping we could play together one day) and tunneling and camping are so prevalent that they get a really bad first impression of the game, some players expect an interesting game with action.
I Invited a friend and I asked him what his first impression was and he said: ''I had to wait 10 minutes for a match, just to get downed at the start and had to stay there doing nothing until I died on the hook'' this happened to him for his first 5 matches in a row and he sincerely asked me if I thought this game was exciting or fun'' he didn't stay invested and never played again...
Your blood point idea is good for people who already like the game but blood points is not an incentive for a new player who doesn't care about leveling up characters if their first impression of the game is that the game is just boring because they do nothing but watch their character slowly die most of the times, and the ''get good'' argument is terribly bad, if a new player thinks the game is boring from the start he is not gonna stick around to ''get good'' and that's basically a ''lost customer'' for the company.
So the problem here is the terrible and boring experience that most new players get when playing the game and get camped, getting more blood points or having 3 survivors escape the match doesnt take away the fact that the guy who got camped had a boring experience.
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Yes, I know it's frustrating when you are just starting and these things keep happening. The same thing happened to me when my friends introduced me to this game. I guess the first matches are the worst, in theory, both sides should be rank 20 or 19, so some people may not know how to play the game efficiently yet.
Tunneling and camping at the cost of leaving the rest of the survivors to repair gens freely, or unnecessarily crouching behind rocks or hiding in lockers because you hear a terror radius somewhere near, those are mistakes almost all of us made at first and made the game feel kinda lame.
As I said, the ideas I shared don't really help with the way new players experience their first matches, but if it somehow helps them get more BPs maybe they get into leveling characters. New perks may help them with new playstyles, or at least make the grinding experience a little lighter.
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100% agree about global BP. Should be in the game by default. It's a team effort, people should be rewarded as a team.
Unfortunately, I think the BP for longer endgames would actually increase the annoyance because some survivors might want to be nice and would just sit in the gate for two minutes to give the killer some BP, like they already do when they wait by the exit boundary to give the killer one last hit. And would it reward a killer more who slugged someone so the timer was 4 minutes instead of 2? IDK. I like the thought but I think it's a bit iffy; there's probably some adjustment that could make it better, though!
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For sure! I'm sure many adjustments could be made, I didn't even think of a slugged-team scenario. It wouldn't be fair in such a case to reward a player who does that. The idea is to try and build better interactions and something like that would do the exact opposite.
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