Strength values for tiles: a concept for more balanced map generation

Yords
Yords Member Posts: 5,800

I have an idea for some map balance changes. It isn't too crazy and a fairly simple concept of what could be a better more balanced way of generating maps.

You know how you usually get those crazy setups in maps like macmillian or especially the farm maps? I think it is because there is pretty much nothing in the game's code telling the game to not spawn them next to each other.

How about different tiles are given a number from 1-5 representing their strength?

  • Any tile on with a strength value of 1 be just a few trees or any other random props from different realms.
  • A tile with a strength of 2 would just be bigger objects like the first one, and maybe an unsafe pallet or Z wall.
  • A tile with a strength of 3 could be an unsafe to decently strong loop (a T and L wall for example)
  • A tile with a strength of 4 would be a jungle gym of sort (strong). Short wall jungle gym, long wall jungle gym, and a pallet gym (any tile with just a pallet).
  • A tile with a strength of 5 would be a strong landmark loop (ex: crane loop on autohaven) or shack.

So now that we have pretty much have every tile rated, I think the next step would be to make sure that tiles with a strength 4-5 can never spawn together. That is just way to strong. Having a pallet gym next to shack next to a long wall jungle gym is absolutely ludicrous. These insane setups are a bit uncommon, but they do still happen.

Make it to where tiles with a strength of 4-5 spawn far away from any other tile. And allow tiles from strengths of 1-3 to spawn more clumped together, within a reasonable limit.

Finally, a more small change, but allow tiles of 1 to just be tiles almost always with trees or rocks. Please don't allow gigantic barren wastelands to spawn for survivors.

It wouldn't completely fix map design since you still have the size of the maps still being an issue, but this should help.

Comments

  • kate_best_girl
    kate_best_girl Member Posts: 2,184

    Honestly great idea. This is something I think would fix a lot of map related things in the game.

  • Clowning
    Clowning Member Posts: 886

    I could swear I heard that the point system is already in place somewhere, or maybe it's just that I've yet to see a game with heavy map RNG without a "director" system. Though what definitely needs to happen, is that tiles/pallets of certain strength shouldn't spawn next to one another, definitely agree there.

  • Nayru
    Nayru Member Posts: 567

    hopeful, but first the devs would have to have the capacity to accurately judge the quality of a given setup

    which if old instavaults, entity blocker, bloodlust and breakable walls is any indication............

  • th3
    th3 Member Posts: 1,885

    IIRC They already do this as mentioned in a dev blog.

  • Impose
    Impose Member Posts: 400

    If they already do this then they probably dont understand it. If they aren't good at their own game they wont understand why certain tiles are good or bad.


    L T walls are not that good against decent killers, and some killers actually get free hits at them (Nemy, Huntress, Deathslinger, Trick, Blight)

    Meanwhile Shack once pallet is gone is actually a 3 loop at best. The best loop in the game is L wall with pallet and vault on opposite side

    L l < vault there or the vice versa of that vault there L < I

  • Yords
    Yords Member Posts: 5,800

    The fact that insane tiles still spawn on the farm maps, autohaven maps, and macmillan maps provides enough proof that it isn't. I also thought that as well, but it is clearly untrue.

  • FFirebrandd
    FFirebrandd Member Posts: 2,446

    fyi, Long Wall is stronger than shack.

  • Yords
    Yords Member Posts: 5,800

    True, but I did say that T and L walls are "decent" at best. I'm not sure if many people notice, but the strength of T and L walls actually differ across realms. They are shortest on autohaven, slightly longer on macmillan, and longest on yamaoka estate. This makes them a little wacky. But they can definitely still be decent when used by a good survivor, and especially when used with a decent pallet. Overall, they can be decently good at best.

    I know that shack isn't very strong once the pallet is down. But if shack is connected to any other strong tile close by, then it becomes a problem. This is because survivors can start chaining tiles with shack, therefore preserving shack pallet and allowing it to be used for longer than it should.

    The point of this little system would be to make sure tiles of high strength to not chain with other tiles and to have weaker tiles spawn together so that a good survivor can make them work when used creatively.

  • Yords
    Yords Member Posts: 5,800

    I disagree, shack pallet is the safest possible pallet type. A long wall pallet is strong, but more killers can actually do something about it, usually. On average, mind games can help much more with a long wall jungle gym than around shack pallet. Shack is just safer. Not to undermine the strength of long walls tho, they can be pretty insane.

  • Yords
    Yords Member Posts: 5,800

    Yeah, it seems they can't even manage their game properly, nor can they do what is right for it....