Bloodpoint Categories Fix
In this discussion I'll cover a fixed version of the current blood-point earning system.
I'll leave out killer specific points, such as freeing a teammate from a trap and so on.
Disclaimer:
This solution does not aim to tackle the problem of the lack of matching the survivor's ability to gain points against that of the killer, thus will not solve farming.
This solution also keeps itself to the structure of our current bp earning system, meaning that it is still unsuitable for tournaments as a measurement of good-play as it rewards being hooked and saved more than it does never being hooked in the first place and similar issues like that are not tackled here.
Objective Category

Currently, the Objective category is the most unrewarding category there is. Finishing generators in particular was one of the slowest ways to earn points in that category, despite it being the main purpose of that category! A generator, taking 80 seconds to compete awarded the same amount of points as an exit gate, taking 20 seconds (if we ignore the skill-check bonus).
In my quick study on farming, this also seemed to be the category that was often not even maxed out despite people's best efforts. That really shows how broken it was previously.
Survival Category

The survival category is known for it's: 0, 900, 5000 reward outcome. Because there are rarely any in betweens other than some slight variations due to running self-care, this category was rarely ever maxed out, as most of the awards in this category were rarely ever met or in your control, such as escaping the killer's grasp.
Therefore this category was only maxed out in farming games, where killers deliberately let the survivor escape their grasp frequently.
In order the change this I made escaping chases count towards survival and since the category of survival is ALL about survival, I made the act of surviving reward full points in this category.
Recovering from the Dying state successfully now also reward you with survival points.
Altruism Category

Altruism is one of the most abused categories, as it awards points so quickly that it's the easiest to max out. Unsafe hooks were very rewarding and we have seen a lot of those. To tackle this category, I've nerfed the amount you get from an unsafe hook and buffed the amount you receive when having a safe unhook + heal, while overall nerfing the total points received for completing this action, unless the exit gates are powered.
Boldness Category

Boldness now rewards stealth more. (cap increased from 250 to 800). It will also reward sabotaging split among the objective category and the boldness category. The process of sabotaging rewards you 250 objective points while the act of breaking it rewards you 250 boldness points. This totals in the previous total of 500.
Hatch escapes now (and more fittingly) belong within the boldness category.
Let me know your opinions down below!
I hope this solved the problem of:
1. Objective category being too unrewarding.
2. Survivor category not having any real ways to slowly accumulate points other than having 3 main outcomes; 0/900/5000.
3. The Altruistic category being too rewarding when abused.
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Comments
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This is one of the most beneficial threads in the entire forum, I hope devs see this and at least take these new numbers into consideration.
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Why not just completely remove BP gain from unhooking and reward the sum of unhooking and safe unhooking as safe unhooking?
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@PigNRun said:
Why not just completely remove BP gain from unhooking and reward the sum of unhooking and safe unhooking as safe unhooking?Because the player is doing something of value by unhooking, even if it's unsafe.
If, for example, someone is on the edge of entering the 2nd hooking stage/dying, then it's generally worth to unhook even if it doesn't last in the player surviving for over 10 seconds.
To add some justification to such justified plays there's the minor amount of unsafe-unhook bonus as well for acknowledgement, but not enough for it to become a game-throw worthy reward/strategy.
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I feel like the Objective Category needs some changes in my opinion. It should award more BP for doing boring skill check simulator for 80 seconds. Perhaps increase the maximum "Repairs" BP value to 4,000 since it encourages every survivor to do at least 2 generators to max out the category, not 2 and 2/3!AlwaysInAGoodShape said:Objective Category

That's what I have for suggestions right now! Keep it up with the amazing threads, really cool dude!
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It’s true for Blood Points and Emblem Points that Altruism is heavily weighted.
The other categories give terrible rewards and incentives.1 -
I think the biggest problem right now is the category cap. It should be increased from 8000 to 16000, while still keeping the overall Bloodpoint cap at 32k.
Also I heavily disagree with the 8000 Bloodpoints for surviving, it will if anything just make survivors play more selfish. I'd rather see it decreased to 4000 or 3000, survivors should be rewarded for helping as many survive as possible, instead of just surviving themself, and instead, I would love to see stealth finally getting rewarded with more bloodpoints. Like gaining 15 Bloodpoints per second while within a 28 or 32 meter range of the killer in the survival category.
I do agree with rewarding more Bloodpoints for repairing though. And some of the other changes also look good. Especially having escaping a chase now be part of the survival category.0 -
Two things:
1: I feel like 3,000 points for one generator is a little much. There's not really any challenge or risk to it and it only takes 80 seconds. If you're working with someone else, even less, and you get co-op points as well, not counting skill checks either. I wouldn't mind a little more, but that's a little overboard.
2: I'm not a fan of attaching so many points to the exit gate. One of my gripes with the survivor scoring currently is that someone who does really well, gets hooked once at the end of the game and camped (fair game, gates are open, I don't expect a killer to let them go) loses out on a huge amount of points. Meanwhile someone who barely does anything and slips out the exit gate gets showed with bloodpoints. To give a comparison, getting a 4k as a killer only gives you 2,500 extra points, escaping as a survivor gives you 5,000. I feel like this is a large part of why killers consistently get more bloodpoints. Even if you don't 4k, you still have plenty of opportunities to earn deviousness points and the 2,500 you could get aren't a deal breaker.
With that in mind, I would much rather see the points for escaping reduced and instead have those points distributed to other actions. For starters, moving "Bold" (points for being near the killer without being spotted) to survival. Then provide points for getting healed regardless of how you do it (seeking out a teammate to heal you is still best for your survival even if you're not running self care). Might require some tweaking, but that would make it possible to get at least a decent amount of survival if you played well but didn't escape.
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1: I feel like 3,000 points for one generator is a little much. There's not really any challenge or risk to it and it only takes 80 seconds. If you're working with someone else, even less, and you get co-op points as well, not counting skill checks either. I wouldn't mind a little more, but that's a little overboard.
My idea was to translate the points to something more similarly representing x amount of seconds spend on something.
For example: an exit gate gives 1250 points for 20 seconds. By this balance, wouldn't even 3000 be conservative?I think we have this odd mindset of believing that all survivors should finish 3 generators.
Currently we know how over-rewarding exit gate points are if considering the 1250 for generators the norm and we kind of "fight over them".Someone who finished 2 generators by themselves (160 seconds) shouldn't get the same amount of points as someone who just opened 2 exit gates (40 seconds).
2: I'm not a fan of attaching so many points to the exit gate.
I'm supposing you mean this as part of the survival category and not the 1250 points in the objective category. (correct me if I'm wrong).
The reason why survivors SHOULD deserve so much more in the survival category in opposition to the killer in the deviousness category is because the killers have other ways to gain points in that category; things that are under their control.
Survivors do not have anything in the survival category that allows them to dynamically score points other than the tiny amounts of (perk-specific) self-care bonuses.
Since the category of survival is all about surviving, I think it's only appropriate for this category to reward exactly that.
For those who are hooked and camped: This version is also an improvement in comparison with the older one as it counts your escapes from chases from earlier towards the survival category, meaning you would have more points in the survival category in comparison with the current system. (:0

