An Idea For Early Game

When people complain about how gens get done too fast, it's not an issue with how long the gens actually take to complete. Primarily I think the real issue is is how easy it is to get on a generator at the very beginning of the match. Basically the only matches where I'm satisfied with the length are the ones where I'm running corrupt intervention, since it keeps survivors from working on generators the second they spawn into the map. This makes me wish there was some sort of similar game mechanic or side objective in place for survivrs to deal with before they can get onto generators.

An idea I had was to have these shrines dedicated to the Entity scattered around the map. I'm thinking either 4 or 5 shrines per map. Each shrine that is left standing slows down generator repair speed by 20%/25%. Survivors can destroy these shrines to lessen The Entity's influence on the map and get their repair speed closer to baseline.

Alternatively, there could be only one shrine that blocks off all generators until it is destroyed.

Of these two ideas I personally like the former better. It allows every survivor to have something to do at the start of the match, works on a gradient of effectiveness, and less potential for abuse.

Comments

  • dugman
    dugman Member Posts: 9,714

    I think there’s a common misconception that there should be a 50/50 chance the gens get done on a given match between equally skilled sides. But in reality the game is designed so that the most common results are some survivors live and some die, i.e. most matches are in the 1-3 kill range, which means it’s intentionally designed so that most of the time the gens will be completed so some survivors get out. Therefore it really shouldn’t be surprising that gens are completed fairly quickly early on and most games get into a state where the biggest conflict is happening when there are 0-2 gens left to finish. This isn’t an indication of imbalance or gens being too quick, it actually needs to be that way assuming the goal is 1-3 escapes being the bulk of the results.

    So I think that’s actually what drives a lot of complaints about gen speeds, it’s this mistaken perception of how often they should be completed and that “if I play well they shouldn’t be finished”. But if the survivors also play well then no, they probably will get finished anyway and that’s intentional.

  • Faulds
    Faulds Member Posts: 903

    Gen shouldn't fly that easy in early game, as much as killers shouldn't be able to spawnkill a survivor that just got unhooked. It is not a misconception, it is fundamental flaws within the game design that some perks deal with: corrupt intervention and bt.

    Maybe, making BT and Corrupt base kit (instead of creating mechanics that haven't been tested) would actually make the player experience more fun and more fair to each respective side (or should be looked into at least).

  • Chordyceps
    Chordyceps Member Posts: 1,720
    edited December 2021

    For me, it's not so much that I'm expecting to have games where I kill everyone without a single gen being done. I've had games where all 5 gens get done and the game ends in a 4K. I've had games where only 2 gens got done and it was a 4K. But I've also had gens where 4 gens get done and I've gotten 1 hook. At that point I just camp the last person because why wouldn't I at that point, if this game is going to be over soon, I want at least one kill out of it. That would be a match that falls into the expected 1-3 kill range, but I'll have had absolutely 0 fun doing so. On the other end of the spectrum, I've had matches with 8 hook states and 4 escapes. That falls outside the expected 1-3 kills range, but is infinitely more fun than the match with 3 hook states and 1 kill.

    What I want is some room to breathe. People complain a lot about camping and tunneling, which isn't fun for either time, and a fair amount of the time that happens because the killer notices that the match is ending too fast and they need to do something to get the match under control immediately. Most of the time, that thing is tunneling and/or camping. My theory here is that giving the killer more time to breathe could result in less tunneling and camping, as it lessens the amount of those "I need to secure a kill RIGHT NOW" instances. This would in turn hopefully make the game more fun for everyone, cause neither side enjoys camping.

  • dugman
    dugman Member Posts: 9,714

    Actually it’s totally reasonable for gens to be easiest to complete earlier than later since as gens are finished the killer has fewer to defend and also presumably has someone on a hook or slugged not working on them most of the time. If gens were significantly harder to complete in the early game than they are now you could easily end up with the game getting to a point the median kill rates shift into the 2-4 range which is too high.

  • Faulds
    Faulds Member Posts: 903

    Look at competitive dbd... killers always run corrupt for a reason.

  • dugman
    dugman Member Posts: 9,714

    To clarify, I’m not saying people think they should deserve to have “no gens done half the time”, I’m saying they expect “the exits to be closed half the time”. People who think the Exits should only be open in half the matches aren’t getting the math of why that’s not the case.

  • dugman
    dugman Member Posts: 9,714

    I understand why Corrupt is popular, it’s a slow down perk. That doesn’t invalidate anything I said though.

  • Faulds
    Faulds Member Posts: 903

    People that play it on a professional level use it consistently. Maybe it says something about the game's balance.

  • Chordyceps
    Chordyceps Member Posts: 1,720

    Ok, but just take my point about the 3 hook 1 kill match vs the 8 hooks no kills match. The 8 hooks match is the one that's typically fun match, but the one the the 3 hooks is the one that's more likely to happen, and I think that's a big problem.

  • dugman
    dugman Member Posts: 9,714

    It says something about how good Corrupt Intervention is maybe?

  • dugman
    dugman Member Posts: 9,714

    I agree there, if they can find a way to shift people to more hook based strategies that makes for more fun games overall.

  • Chordyceps
    Chordyceps Member Posts: 1,720

    Glad we agree there. I believe that currently the game isn't in a state where hook based strategies are viable, mostly just kill based strategies are viable right now. Having an additional objective at the start of the match should hopefully allow hook based strategies to be more viable.

  • Faulds
    Faulds Member Posts: 903
    edited December 2021

    You say the game is balanced how it is currently. So yeah, we have a very different point of view on what balance is.

  • dugman
    dugman Member Posts: 9,714

    I don’t know exactly how balanced or imbalanced it is since there isn’t much in the way of game data to go on. All I’m saying is that, given what the devs goal apparently is in terms of balance (i.e, 1-3 kills the most common results) then gens being completed most of the time is in line with that. I don’t know for sure that the median results are 1-3 kills since there’s no data to go by, it might not be in which case there is an issue. I’m just saying that you can’t simply say “the doors are usually open even though I played well” as proving there’s an imbalance because even if it is balanced the way the devs want it that would still happen.

  • Faulds
    Faulds Member Posts: 903

    When you look into balance, what you should look at is player experience. I know a lot of people complain about anything and everything. But there is a lot of players that criticize the game on two major problems for each side; there might be a reason behind it. I just think that survivors being able to make gens fly in early game isn't right. As much as i think that a killer being able to spawn kill a survivor of the hook isn't right either.

  • dugman
    dugman Member Posts: 9,714

    I get that a lot of players think it “feels off”, including experienced players, but again a lot of people (e.g. Tru3ta1ent) are literally arguing from a perspective of “I played well and they still got to 1 gen” or “I played well but only got two hooks”, etc. Tru’s opinion is that the game’s balance goals should be different from the dev’s current goals. But that’s not a sign the devs have made a game that doesn’t meet their own goals, though, it just means that Tru is advocating for a different type of game altogether. Hell, he would frequently say things like “I got 6 hooks so I’m 50% to my objective but the survivors finished the gens so they’re 100% done”, showing he actually believes that he should have a 50/50 chance of stopping the gens against decent opponents.

    Certainly I never claim the game is flawless, I have things I don’t like much same as anybody else. But I do think a lot of the complaints about gen speed stem from not realizing that it’s an inescapable necessity to have the doors open most of the time. And that if gens were significantly sped up then it could, if the current median results are 1-3 kills, skew things too far to the point of it being 2-4 kills per match.