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Can BHVR explain why major map changes are not in patch notes?

As can be seen for example in this Otz video, BHVR sees fit to make major changes to maps which alter balance. Why are these not in the patch notes? Is there a reason to hide this from players?

Comments

  • Mooks
    Mooks Member Posts: 14,709

    Yeah they wanna hide this from the players.

    because obviously the players won’t notice the changes while playing.


    it’s weird how those changes are not listed, but really? Accusing them of wanting to hide something obvious? At least accuse them of wanting to hide stuff like MMR.

  • dugman
    dugman Member Posts: 9,713

    Minor point on Otz’s video but he mentions the map being “very large” as a complaint. That’s actually a persistent myth that refuses to go away. Eyrie is literally the median map size, 9984 square meters. 7 other maps are the same size as it, about 14 are smaller and 14 are larger. It’s most comparable to Ormond, which is the same size, and which also has a bright outdoors and a strong central building with a second floor overlooking a lower lobby and god pallets on that floor.

    Everything else Otz says sounds accurate (eg. The main building is strong, the bright background is bad for Trapper, etc). I just wish people would stop saying Eyrie is “large” or “huge”, etc.

  • Altarf
    Altarf Member Posts: 1,045

    It's more that the map is very long and very densely packed with pallets/loops, like old Ormond. It might not actually be "big", but every inch of space on this map is taken up by something, unlike larger maps that feel smaller like Wreckers' Yard. There's essentially no deadzones, there's a strong structure/guaranteed jungle gym in every single area of the map, usually leading directly into chained safe pallets, and the gens are spread very far apart and are notoriously difficult to defend, and have clear lines of sight to spot the killer and run to one of the many safe zones.

    It functionally is very large. Like how Wretched Shop is functionally small despite being a pretty big map size-wize, Eyrie just has too much to contest with and too far distances to travel to properly patrol gens. You often have to pick one side to defend or you're essentially throwing, which poses a problem when you have the choice of god building connected to guaranteed jungle gym connected to guaranteed jungle gym with a load of good pallets in-between, or the shack connected to a bunch of good loops that can't really be mindgamed because of the low walls.

  • dugman
    dugman Member Posts: 9,713

    Again, I’m not saying anything else Otz said is wrong. But the map isn’t “large”. “Has a bad tile/gen layout” sounds like what you are trying to say maybe?

  • Dionysus42
    Dionysus42 Member Posts: 427

    Just because the map is average in size compared to other maps, doesn't mean it still can't be called large. Because it might be the case that the average is still in fact too large in absolute terms, given the game mechanics. And this is actually the case - medium-sized maps in this game are already too large, even before we get to monstrosities like Mother's Dwelling.

    But in any case yes it is the tile layout packed like canned sardines that makes it feel even larger.