http://dbd.game/killswitch
More RNG based aspect into the game ?
I think this game is too skill based as a party game, what if we add much more RNG aspect to the game? I don't know what kind of things, something like environmental hazard and randomly generated buffs/debuffs kinda akin to perks which can be tilted toward survivor or killer?
It could spice things up a bit.
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so many parts of the game are already rng, this would probably kill any semblance of competition in the playerbase, and would relegate dbd to a party game like jackbox tv or something like that. mmr and tournaments would mean nothing if there was more rng than there already is. and there is A LOT already
- tile spawns (windows, pallets, etc this is the BIG ONE)
- Nemesis zombies
- pig traps
- cenobite puzzle box spawns
- Generator layouts
- Totem spawns (HUGELY IMPORTANT at higher levels of play)
- Self unhooks and luck offerings
- Lucky or unlucky hatch spawns
Now imagine adding even more rng? I may have even missed some there is just so much
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Most of those doesn't seems to affect actual game that much, I'm asking for something that can... break a game, in a sense.
I don't think we need "semblance of competition" when most players are just playing casually and not really trying to be competitive, MMR is there to not match 8k hour with 20 hour player and also separating sweaty players to casual players, customs could have a settings to disable those RNG aspect.
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I think zombies are closest to what I'm thinking, they can break the game to the point of unwinnable, or simply do nothing at all.
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I wouldn't mind more RNG if this was actually a relaxed party game. It'd be super fun then. But everyone turning it into a competitive game, plus the added SBMM just makes any RNG unfun.
They already removed ranks. Take out the pips and SBMM, put in more random stuff happening, survivors tripping and stuff like that, and it could actually be fun again.
Right now there's too many conflicting mechanics going on.
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I feel like DbD already made its bed with competitive play/MMR.
But that said; what about something like DH being 98% chance of proc instead of guaranteed? That's less than chance of self unhook. What if CoH had a 1% chance of totem aura being visible to the killer, or boon fail and the totem crumpled?
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You mean a TL wall into TL Wall into Short/Long Wall isn't broken?
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It is certainly broken, but you will expect it every match anyway.
So I won't call it "affect game that much" because well... you will expect it all the time.
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How isn't that broken then?
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Because it's pretty much baseline mechanics, not something you will meet once or twice every day.
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So fixing it so you don't see those all the time would make the game more RNG based, and less broken then?
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Kind of? better make it 50/50 for either sided though, I'm not sure if one LT walls are killer sided.
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Individually not really, when they go into another strong window is the problem.
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