DbD Needs To Fix It's Foundations Before Building Upwards. What Do *You* Want To See?
Look, I'm not going to lie. I love this game, as does basically everyone else on this forum - whether they admit it or not. It's very hard to get annoyed about things that you don't care about.
That said - this game is starting to struggle, and a big problem with that is the foundations are shaky, and where they've been repaired it's been with tape and bubblegum - meaning that the more floors are piled on every six weeks, the more things start to sway alarmingly whenever the wind blows...and the closer we are getting to a collapse.
And yes, that metaphor is getting more and more tortured, so I'll stop.
My point is that adding new killers and survivors on top of a game with severe, outstanding design issues isn't a long-term strategy. We're now in a plateau period, if not a slump - probably the longest in a very long time.
DbD does a lot of things right, but the more that is added to it shows it's flaws.
- The grind is absurd. On top of needing to buy the game and the killers/survivors you need to unlock decent perks, you need to pour dozens if not hundreds of hours into grinding out BP - which is tough enough as a killer main, and probably utterly ridiculous for survivors. And the more perks you unlock, the more serious the grind becomes - I've put 2.5 million into Sadako (no Prestige) and have yet to unlock everything I want. Part of this is the BP system itself, which honestly only feels right during a blood hunt, and part of this is how much better than every other option a few perks are. Solution: For the time being, institute a permanent 1.5x BP gain to everyone, then work out a better system for the long term.
- Map design. There are about...3 map sets considered even somewhat balanced, the rest either favor killer or survivor (generally the latter) quite severely. Then you have maps like RPD which seems to be widely disliked by both sides, generally because it's a confusing mess of a map. Solution: The next patch overhauls Midwich, Badham, Swamp and several other tilesets to be less obnoxious.
- Camping. Facecamping is something the devs have mentioned before that they want to change, but...this really does need to be fixed soon (although I have no idea how). It's annoying how effective this is. Solution: I have no bloody idea.
- DCs. The fact that at least 1 in 3 matches has someone pull the plug seems to hint that the penalty is not severe enough. It's so lenient that people will do it just to be BM, deny the killer points/BP or because they don't feel like playing against Cenobite today. Solution: The system now tracks frequent DCers independently of the penalty system. They are warned once, and then receive an account audit, which can result in bans.
- The community. 'This community deserves a better game'...honestly, sometimes I think it's the opposite. While DbD has a pretty wholesome OOG community, the IG community may be one of the most poisonous I've encountered in ages. Part of this is the nature of the game, and part of this comes down to the developers pro-'smack talk' stance. Solution: Introduce some sort of incentive for good sportsmanship, probably tied to the 'thumbs up' in postgame.
- Balance. True balance in an APvP game is essentially impossible, but that doesn't mean you shouldn't try. Right now, the difference between a high-tier killer and a low-tier killer or a match on a specific map versus another is staggering. About 1/3 of the killers need a serious update, including the newly released Sadako who was clearly not given enough time in the oven. About 1/3 of survivor and killer perks and probably more addons also need an update. Solution: For the next patch or two, priority will be given to updating the base game, even if this means that new content has to be delayed somewhere down the line.
- SBMM. Probably the most divisive thing ever added to the game; whether you are for it or want a return to the days of ranks, I don't think anyone would argue that the system is working properly. At some times of day, it's as bad as ranks, throwing players of far too different a skill level together/against each other. Solution: SBMM will now prioritize match quality over speed, even if this results in longer queue times.
And that's just me. What would you want to see in a bumper 'Foundations Fix' patch?
Comments
-
Map design and sbmm need addressing the most imo. You can balance killers/perks all you want but if maps like badham and haddonfield still exist nothing will change. As for SBMM I think it’s time to cut their losses and just return to eblems while improving them instead
7 -
Optimization - performance just continually gets worse. I've already seen complaints for performance issues popping up on PS5. Every update I wonder if it's going to get as bad or worse than the RE chapter - I've given up thinking it'll get better. They should fix this before adding more ontop of their already shakey coding.
5 -
I don't think they'll abandon SBMM - and I have seen a positive difference overall in my match quality. SBMM could definitely be improved though.
For me it was the Artist chapter, now I have to run the game on Medium to get anything stable at 4k.
0 -
I said this when the Artist came out - every match I know it's her the moment the cameras stop spinning because I get a freeze.
0 -
Add chat functionality to solo q so it's not impossible.
1 -
I want the killers to be more dynamic and for survivor to have more interesting interactions. I don't care if Gens become among us tier and I don't care if Demo is climbing up walls and shredding through vaults- I just want the game to be more interesting.
And would it really be that bad if killers had map specific traps they could interact with?
3 -
Performance optimisation is my only want so I can actually play a game that runs alright.
Console performance has been neglected for years yet the game still is happy to take peoples money for new content that often doesn’t work or even makes the rest of the game function even worse such as the Nemesis launch.
Better hardware has been able to brute force through the issues until recently where we start to see the same problems that have plagued console affecting PC hardware that should not be having trouble running a game that looks and is as basic as DbD.
Just upgrade was the excuse given and that just does not fly now with these issues affecting much newer hardware while last gen consoles are running Horizon Forbidden West and Elden Ring amazingly which not only look much better but also have a much bigger scale than DbD with much more going on and more systems in place.
I could honestly deal with the rest of the complaints if the game actually ran smoothly, and while the 60Fps roadmap always sounded unachievable I would be happy if the game ran stably at 30Fps even with cut corners like lower graphics or animations.
No other changes matter until this is achieved.
If it was then I might start asking again for more controller options on console such as dead zone options and more choice in sensitivity such as dual zone or other response curves to give us more control over the character without sacrificing accuracy for speed or vice versa; lots of other games have these basic options and DbD has been around so long now that it really is a glaring omission made worse by the fact that it is in favour of working on new content continuously and not even on other crucial maintenance or features.
I would love to see content drops reduced to work on things like this and those you mentioned, and would be happy to spend money on cosmetics or something to support the game instead; and more cosmetic drops to fill the gap should not take away from any of that work as people keep reminding us when people complain about cosmetics being released while the game is in such a state as they are separate teams; as in releasing less cosmetics would not help game balance or performance as they have nothing to do with each other.
2 -
The grind - Since they've already said they're not going to remove perk tiers, one idea I had was to make devotion more rewarding by increasing the bloodpoint cap for every devotion level (eg. 100k per level, so a devotion 10 player can have up to 2 million BP stored). The category caps in-game should also be removed (so you can get more than 8k in one category) while keeping the 32k total cap. This better rewards survivors who run a killer all match and don't have the opportunity to do generators because that's what their teammates are doing while they're distracting the killer. I also think the prestige system should be reworked entirely in a way that doesn't involve just losing all your stuff in order to unlock a cosmetic, as this is a lot of sunk bloodpoints.
Map design - Every individual map needs to be looked at separately. There are some that are fine and don't really need sweeping changes, but several of them do. Once maps are balanced, Bloodlust could also be nerfed (imo, keep tier 1 the same and remove tiers 2 and 3), but until the maps are actually balanced it needs to stay. Totem spawns also need improvements on several maps still.
Camping - We know facecamping changes are coming so I'm not gonna add much here for right now.
DCing - Idk what the best solution is here. It definitely happens far too frequently, but it's hard to justify increasing the penalties with how big of a problem cheating is right now/hostage situations that force DCs.
Killer balance - Several killers are still too weak and need more adjustments. We know legion and ghostface are getting changes but killers like Clown need to be revisited again as well. His rework did almost nothing for him. I also think trapper could use a few more changes, although he's definitely in a better spot than he was as he's no longer addon-dependent. Other killers like pyramid head and freddy need addon passes as their addons are particularly awful. On the other end of the spectrum, some of the top-tier killers could probably use a few addon nerfs (eg. Nurse recharge addons could be nerfed and torn bookmark should get reworked entirely, Blight speed addons + alch ring and compound 33, and MDR + DCB for spirit).
Perk balance, the stale meta, necessity of slowdown perks, and repair speeds - There are still several useless perks on both sides that need some serious changes in order for them to be any good. I think sometimes when BHVR buffs bad perks they don't understand why those perks are bad, so the buffs don't really do anything. The latest examples of this include Hex: Third Seal, Buckle Up, and Furtive Chase. I also think basekit regression should be made a bit stronger, accompanied with a nerf to regression perks to balance it out, in an effort to reduce the reliance on slowdown. For survivors, DH needs a nerf and COH can honestly just be thrown in the trash, and I think pretty much anything that increases repair speed shouldn't be as strong as it is (I think Prove is more of an issue than some people give it credit for, along with SWFs stacking BNPs and strong toolboxes with Streetwise and/or BTL). I honestly think UB could be toned down a bit as well but I'm not as worried about that one. BT and DS are necessary perks to deter camping/tunneling and don't need nerfs. Boons as a whole weren't implemented very well and probably need a complete rework from the ground up in order to fix their core issues. Most boon perks right now are either blatantly OP (COH) or too weak/situational (expo and dark theory) and just adjusting the numbers on those perks won't really fix them in a good way.
Early-game related things: Survivor spawns shouldn't be so far apart and survivor spawn points in relation to totems still needs improvements. It's also unhealthy how much it feels like you have to have Corrupt sometimes to prevent too much generator progress from getting done at the start of the match, although I'm not sure of the best way to approach this issue.
SBMM: Honestly shouldn't even be called skill based matchmaking. The emblem system wasn't good either but after ~6 months of SBMM I can't say I have overall had higher quality matches with it.
This isn't everything but that's a lot already so I'm gonna stop here.
2 -
I have too many ideas but honestly I stopped posting ideas a while back due to the fact that this community would rather drown legitimate topics with the constant complaining about X Y and Z without substance. I am not saying don't complain but bring a solution to "said" problem, and for once have some etiquette while at it.
This basically ties into your point about the community. It's embarrassing that this community has basically become what everyone thought was a just "meme". There are people on here that no matter what the devs do, they could end world hunger and they will ALWAYS find something negative to say. So my advice to the devs is don't listen to those people.
As for the game itself, I think the game needs more content related to Maps. I think because the formula of this game is so simple, they need to start getting more creative with maps and how the interaction with them works. Right now it is a basic Throw and Break pallets/doors. There is potential for other interactions too.
Perk meta as it relates to balance, I feel like it is a touchy subject. So I am going to refrain giving an answer on that.
Lobbies need to be updated. Survivors need to be able to see other survivor's load outs so that they can properly 'prepare' for a match. We are in a meta where now more than ever it matters understanding and knowing what our teammates are bringing to the table.
3 -
I really want to see an overhaul to objective. I personally think the survivor objective should be more interactive and "fun" so that bhvr doesn't feel forced into making sure killer powers have be to "fun" to play against.
Plus I don't think it's really good design for survivors to be stationary for most of the game. It limits the opportunity of survivors just running into the killer, it means that at the start of the game there's nothing really stopping survivors from getting gens done since there's no reason to get off gens and do something else until a survivor goes down. Which is why first chase can lead to multiple gen losses on larger maps, because the killer simply can't chase and pressure survivors.
The game just needs more moment of interactions. Survivors need more risk of just running into the killer while trying to push their objective forward. A lot of low tier killers really need survivors to be doing more than just gens so they have time to get going. If the survivor objective was more than just do gens, it opens up more perks for both sides since right now a lot of new chapters are just different flavors of existing perk concepts.
I don't think it would solve all the balance issues the game has, but it's something that I feel desperately needs to happen. Since right now the game is just stale.
1 -
Emblems sucked because the lower you were the easier it was to gain a pip. If they just kept rank 1 requirements across the board then it would have done a better job.
0 -
Separate queues for solo and swfs.
Better gen regression, "fixing" of CoH
0 -
Re-build the engine.
It's far too restrictive and is clearly causing massive performance issues.
5 -
Here is the thing you can balance Perks, Killers, etc but that's not the root cause of alot of the issues.....Maps. To help balance the game all maps need some kind of work done. Here are some ideas I came up with, now just I said these are my ideas and if you see a flaw in it please point it out but in a polite respectful manner as I would do the same for anyone else.
Smaller Maps - Most Outdoor maps are just too large to effectively do ones Job stopping Gen progress. Unless you play a Killer with good travel capabilities or run Corrupt you will likely lose a Gen or two by the time one chase is started or done. So I say making maps about half the size so they be considered medium sized maps would help keep map pressure and not need to use Corrupt on every map..
Now indoor maps can't be shrunk but they will be covered later.
2. Tile Spawns - Now this is a big balance issues is the ratio of Safe Tiles vs Unsafe or Empty Tiles. As it stands there are too many safe tiles that spawn next to each other, yes it's nothing like before but when a T or L loop spawns next to a Pallet Loop next to a shack loop or jungle gym loop can get rather annoying to deal with. Maps should have maybe a 40% Safe 60% unsafe or a 50/50 ratio.
Totem Spawns - Now these seem to be a harder one to fix because of finding spots that can be cleaned or smashed I mean snuffed.
Pallets and indoor maps - Now you can't change the size of these maps but they can fix how many pallets spawn in them. Way too many Pallets spawn on these types of maps, The Game is notorious for all the pallets. Removal of some of these Pallets including the god pallets would improve those maps. I think the biggest issue with RPD besides the size is the god pallets that force the killer to break instead of going around.
As I said these are my ideas but I'm not a game designer I'm just a player like everyone else with ideas to fix a game that we started to play that we loved to play for fun.
0 -
Yes I agree they need to fix a lot of the issues discussed. And yes they might not even comment or see the post. Because they don’t really care about the game. It’s the money. But hit boxes are a must also. We call all just say make a channel for us to uploads videos to so we can show you all your faults to the game that for some reason you all can’t see
0 -
Server side checks for cheating
Make up their mind if they want a competitive game with SBMM and actually balance the game or a casual game that doesnt have SBMM and play for fun.
0 -
Update scheduled: 500 GB
1 -
The game needs mechanical overhauls imo. Maybe that's too far in the future for the current state. But chases could have so much more diversity than "run in circle and occasionally double back". Breakable walls were potential to shake up the chase dynamics. But the majority just ended up being "u have to break this or else it's super strong". As well as one to gens. Killers say gen speeds go too fast and survivors are bored by being on gens. Having to scavenge for parts to do gens at a faster speed while holding repair is far slower than it currently is would be the sort of shake up I'm talking about. Just give us something to do in the down time. Add little interactions across the map that are actually useful. Maybe add glyph challenges that give you better loot from chests. Or some other small buff.
The game hasn't fundamentally changed since it was released. The only real core mechanic that changed was the adding of the end game collapse. Everything else has been perk patches that vary in quality.
1 -
Yes, this. Have/hire a team dedicated to rebuilding the bones of the game with something other than spaghetti so what should be basic tweaks aren't ordeals or impossibilities.
2 -
I’ve been saying this for a while. It’s like their literally putting make up on a sick person to make them look lively instead of treating the person. Like the holes in the games foundation are starting to crack. If BHVR does nothing it will tumble down and hard crash the game for everyone. I wouldn’t even be sad; I’d laugh because they have all the time in the world but chose overpriced skins and pile on the same old new content in their spaghetti code carnival.
1 -
A completely new survivor objective
Gens being boring is a large reason why some people don't bother playing survivor
0 -
in a skill-based game sbmm works well..this game is not skill-based
more like habit, knowledge, or sense (zero talents at pvp game can be top mm in this game)
i think the balance is best when there are 2people and 2apes
what if all four survivors human and also pc players, seeking efficient?
devs balance is aiming for 50% with console survivor vs pc killer unless it's nurse or blight
if sbmm leveled the level of survivors as "expected"
killer player don't want to deal with survivors above certain level as most killers
it's a match that a killer can't beat the survivors unless survivor does more mistakes than usual
there comes a time when the killer has to pray for a free hit
every time they hit one Oh! this guy is an truly ape thank you god send me one
there comes a time when it has to be like this
i don't think there will be a normal match because players who can only play as survivors and can only play as survivors are keep whining
so even the intermittent killer players became survivors
because theres only easy and hardcore level of players left,
even this happening for round now im playing,
killer was oni and this mean im at low-mid mmr
oni chased me first, and passed because he didn't know the campbell or greedy so miss me while trying to turn around
however this shouldn't happend, structures near fortune teller usually cannot be linked after one pallet so i should died there
yes im pc player, i can perfectly incoursing objects while looking back and server was japan so i guess onichan never expected this
and i expected from oni's play but only 1generator running until he make other guy down and powered
after that i ran new generator faster than others, oni keep powered and survivors downed interval of 10~20seconds
so i had to rescue few times in a road but basically he ignored me if there any chase possible,
finally someone dead and another downed... now he looking for vengence
at this point, relaying or chase doesn't mean jack
and next round i died because i being ape and other feng min was console player, she tried to rescue after killer's grab miss hit
but she lain after playing her best guitar solo front of me and killers, i laughed so hard because i realized thats keymapping for console
if she was pc player i could used ds or bt and 3 people escape while someone dying
thats also can be reason why dlc killers and nurse nerfed respectfully but billy totally became bugnet making awkward noise
nurse and blight may "harder" to play with console controller while most killers not even considering range with easier design
0 -
I think a good chunk of dbd's issues can be attributed to the devs and how they 'fix' things. They're notoriously known for bandaid fixes instead of actual I'm game changes that improve the health of the game.
This mainly comes from perks. When the community complains about a certain in game mechanic, Behavior has a habit of making perks to answer that complaint. Don't like getting tunneled? Here's a anti-tunneling perk. Gens too fast? Here's a new gen slowdown perk. Camping? Borrowed time.
The worst part about this, is that if don't have the dlc for said perks then you either have to get lucky and buy it with shards or no convenient perk for you. Oh and even if you do get the dlx you still have to grind.
1 -
Wow, I don't think that Nr 4 could make a better Solution against DC. Even I doing this if my killers is another tunneling bud, like why I need to break myself mentaly if my killer are brain dead?? Why I should be banned from game where I sent a lot of money for all that DLC 's and skins??? Just tell me, if your game will be crushing itself cuz of bad game optimisation you will be happy to get perma ban from game??? U serious??? Or u just laughing???
0 -
They need to change the game engine and fix their da*n code,everything breaks every update,game still lacks basic quality of life features.
They need to listen more to the playerbase and fix things people been complaining for years,dead hard,coh,noed,camping,tunneling,genrushing.
These are things that people always complained about and they dont consider fun.
Add replay option or spectate a game,like dota 2 has,practice mode with bots for all kilers,on any map.
I think this will never happen,I lost all hope in BHVR and i'm just waiting for new games of the genre to be released.
2 -
I want to see drastic graphic and visual improvements including motion blur, plus better hitboxes, a killer power role, massively reduced grind, fair and consistent server connection for all players, removal of add-on rarity, SWF and solo being on the same level, way more perks being relevant, more maps including those chapters which didn't get one, better consistent loop RNG, more frequent balance updates, skill and mindgames prevalent, and a feeling that the devs and the competitive community are playing the same game.
0 -
You may not like hearing this but:
- Why would you DC against a tunneling killer? Either outplay them or you'll be dead soon anyway. The only time DCing is acceptable is if someone is holding the match hostage. This is like saying 'I DC as killer if a survivor keeps looping me'.
- An occasional crash or DC is fine. 1-2 every day is not. Fix your connection, you shouldn't be able to annoy 4 other players consistently by DCing. The fact that I expect people to DC on a pretty consistent basis demonstrates that people DC in this game too much.
Facecamping? Absolutely.
Proxying and tunneling...no. Just because nobody seems to be able to agree what these things are.
Last night, for instance - I was playing Artist on Asylum and managed to down a Feng really early. Said Feng decided that she didn't want to play anymore and ran directly to me off hook, getting in my way - so I obliged and hooked her again. Two people DC'd and complained at me for 'tunneling' Feng in postgame.
0 -
I'm not talking about inet connection, but game crushing it self lol, i do have a really good internet, 200Mb is not enough u think??? And I don't DC just with 1 tunneler, it's OK, but imagine get like 20 in a row and teammates with no BT save?? On front of killer??? Jikes
0 -
I just want something to shake up the gameplay, maybe a new gamemode or new objectives
0 -
a complete rework of the Survivors main objective.
gens are boring - which sucks, cause gens are what Survivors are supposed to be doing most of the time.
this leads to a very big problem, namely the current imbalances between the two sides.
why? because, in theory, the way this games balance works is that Killers dominate chases and Survivors dominate the overall games flow - meaning Killers get to be the powerrole in chases and dominate them, while Survivors get to be the powerrole in the overall progression of the game and get to dominate that, which leads to a race between the two sides to see who can overcome the other side and finish their objective before the opposing side can finish theirs.
but since gens are unfun, the Devs shifted Survivor gameplay to be much more focussed on chases and rebalanced Killers to be more "fair" in 1v1 encounters, which strips them off their title of powerrole in chases, but at the same time they lack the possibilities of properly contesting the overall games flow (simply because its a 4v1 and the Survivors can progress 4 gens at the same time, while the Killer can only properly defend one), resulting in the game being tilted rather heavily in the Survivors favor.
so: rework gens into something fun and interactive to do and we can actually start getting Killers back into a balanced spot (yes this would also require a rework of most gen defense Perks, which are currently the band aid fix to suppress that issue).
then again, this is such a fundamental thing that i have no hopes of it ever happening outside of a Dead by Daylight 2.
0 -
...I'm not sure if I understood this, but let's try.
You don't get to DC just because you don't like how the killer is playing. Either loop/evade better, get your team to distract him or suicide on hook.
If the game itself is crashing, that's a tech support issue and shouldn't happen frequently enough to escalate the penalty. This is why I said 'account audit', not 'automatic ban'.
0 -
I have no idea how bhvr could go about doing this or even if it is possible. As i know nothing about programming.
What i think would really help the game is if we had some sort of program overseeing the flow of a match and adjusts things accordingly. Example, the survivors repaired 3 gens by the time the killer made one down. The entity steps in and affects gen progression in some way. And no, this idea isnt just for killers. Say the killer is hooking people left and right. The entity speeds up how fast you can heal to try to recover.
I dont think it is possible to make every killer viable. This method would adjust the flow of the match on an "as needed" basis. What might be fair for a m1 killer would be op for a meta one. Which is why i feel the match should be worked depending on the killer being used. Just some idea I had. Im sure someone will shoot it down but im trying to help.
0 -
Personally I think the most fundamental flaw in the game, which is probably not something that will ever change, is that the devs decided to build it around a semi-cooperative game model where the survivors are supposed to work like they’re on a team but really they’re out to save themselves, but only in some ways and not in others. Semi-cooperative games rarely work well in that respect because nobody can agree on what the actual goal of the game is in the first place and DbD isn’t an exception. It leads to all sorts of issues like survivors throwing games because they personally think they lost so they don’t care if they take everybody else out with them to constant arguments over who “actually won” and “is it sportsmanlike to abandon another survivor” and such. If it was going to undergo a fundamental shift it should be properly treating the survivors as an actual team and laying out a clear, objective criteria for how as a team they collectively win or lose the match. Getting everybody on the same page over how to win and how to lose and that the survivors are in fact a team would make for a better gaming environment and experience in my opinion.
That will never happen at this point though because it’s far too massive a shift to be worth doing. In terms of things they might actually feasibly do, though?
- Stop showing opponent’s grades on the endgame scoring screen. They’re practically meaningless and too many people see them and think “these guys are awesome because they’re all red Grade” or “why am I going against these Ash players, I’m better than that”? There is zero reason I need to know my opponents’ Grades, just take them off the screen. (I’d replace them with a rough indicator of relative MMR bracket but that’s just me.)
- Implement an internal game replay system where if someone submits a ticket in game the server automatically attaches a replay file for customer service review. It’s hard for me to imagine this wouldn’t be extremely helpful to Customer Service when it comes to evaluating tickets, especially when it comes to checking for hackers.
- Along a similar vein, implement some basic event checks on the server to automatically detect and flag likely hackers. For example, monitor the speeds of characters in game for impossible ones and for impossibly fast and frequent heals or gens being completed faster than possible. If a survivor is running 115% speed most of the match that’s presumably detectable if speeds are monitored for example. Then as above, save a game replay file automatically, flag the account and let customer service review.
- Take a pass at the breakable walls and get rid of the ones that if a killer breaks them the loop is stronger. There should be no breakable walls which aren’t worth the time it takes to break them. And on the flip side, breakable walls should be useful to break but optional, they shouldn’t be something that if the killer ignores them they have an infinite loop to deal with. Walls should either make weak loops stronger but still beatable, or they should open additional avenues for the killer to traverse a map without creating god loops like the extra passages in Midwich.
- Revamp Luck and Mist. They’re relics from when the game first came out that have very little practical effect. Similarly revamp Monstrous Shrine, a perk with a main effect of essentially being a “luck penalty” if someone tries to pull themselves off a basement hook.
- The devs have already said they’re looking into revamping the bloodweb as a permanent long term way to reduce perceived experience grind. So yeah, that’ll be nice, hopefully they’re still on track for it. 🙂
0 -
No, u didn't really understood, and I'm really have no time to explain
0 -
Well.... They do need to recode the game
Bad optimization... Poor performance
Bugs.... Bad balance decisions
Yes the foundation of the game is terrible... the base game mechanics is a bit messed up
1 -
A game in which both sides seek interaction with the other side that are enjoyable and allow for skillful plays on both sides. Meaning the best play for survivor isn't holding m1 and pre-dropping pallets/pressing W, and for killers it is about doing chases instead of proxy-camping.
How that looks, i don't know. Currently the best approach for both sides is to have as little interaction as possible, which is just unfun.
0 -
Remove the outdated "loop" crap and add interactions for the survivors to use against killers to stop themselves being hit.
Wall scraping should be completely obliterated.
Post edited by MilManson on0