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Map Voting?

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Comments

  • Archol123
    Archol123 Member Posts: 4,634

    I also agree that more well designed maps would be good, but when I have to decide between playing 10 good maps or 50 maps where only 10 are good, I would rather go with less maps every single time ...

  • Ghouled_Mojo
    Ghouled_Mojo Member Posts: 2,287

    It would be a vote for all maps on where not to go. A vote on a map from any player would mean that map is not played on. Doesn’t matter if it’s one vote or five.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,866
    edited October 2022

    That means the survivors could remove 4 “killer sided” maps, and the killer would only be able to remove 1 “survivor sided” map.

    Would the killer be able to vote on 4 maps to remove?

  • Ghouled_Mojo
    Ghouled_Mojo Member Posts: 2,287

    Yep. Swf would suck it up for killer just as usual. Also means I wouldn’t be stuck on rcpd three times in a row or the game three times in a row.

  • DBD78
    DBD78 Member Posts: 3,470

    First they need to make all maps the same size so all are fair. Map offerings should be removed.

  • fake
    fake Member Posts: 3,250

    My thoughts are not a vote for a map, but a vote for a map ban.

    Maps voted for map ban will no longer be elected; we will select from about 1st to 3rd place, with progressively lower percentages of election.

    Controversial as it may be, only killers will be available.

    This is because some killer designs make some maps look really bad. This is different for each killer.


    A map ban does not determine which map comes next, and if there is a map you want to play as before, you can use the offerings.

  • KrypticReeps
    KrypticReeps Member Posts: 34

    agreed


    you know what?? kill me next to rollercoaster too lol


    i like the offering idea!! so if i use a RPD offering, it wont go to rpd! i like it!


    i agree 100%. and fun? whats that? lol


    yeah but i still play indoor maps at least 30 to 40% of the time lol


    i honestly prefer that idea more


    truer words have never been spoken lol


    you would think all maps have the same amount of % to be selected but ive seen RPD more than any other map in the entire game lol


    Myers needs completely reworked. but thats a different story lol

  • Archol123
    Archol123 Member Posts: 4,634

    Sure like I said, would be a possibility to give killer and survivor sides equal vetos in total...

    The amount of vetos depends on what seems appropriate... Let's say both sides get a total of 8 vetos that means 16 maps max cannot be chosen from, according to the wiki there are 39 maps so 23 remain...

    Let's for example say the killer vetos: Fractured Cowshed, RPD (both), Haddonfield, Eyrie of Crows, Mother's Dwelling, The Game and Garden of Joy.

    And the survivors coordinate well in a SWF and adjusted their bans to get also 8 bans and ban: Midwich, Lerys, Father Campbells Chapel, Shelter Woods, Azarovs Resting Place, Suffocation Pit, Wreckers Yard and Bloodlodge.

    There are still more than enough maps...

    (I'm really not sure what survivors would ban, I myself just hate indoor maps, but already banned them on the killer side, ofc both sides could also ban the same map... So I just went with maps that are either easy to 3 gen, or indoor maps or just small open maps in general...)

    There are still some maps that are considered strong for survivor, for example bedham, Rotten Fields, Disturbed Ward... But also some fairly balanced or killer sided maps... With the amount of maps you will still have some rotation in it, you just don't need to play on the most terrible maps again... Most terrible for what you feel about it...

    I would even say we could go higher and put 12 bans per side in... even 15 remaining maps should be fine... But with that amount I would not know anymore what to ban as survivor, where as killer I would just ban all Bedham maps xD

  • entertainment720
    entertainment720 Member Posts: 246

    Yeah that would be my question. The 1v4 would create problems, imo

  • DY86
    DY86 Member Posts: 570
    edited October 2022

    Your experiences are not universal lmao u saw it. Its been weeks since I dont see RPD so like ??

    also, Myers was an exemple. No Terror radius Doc in Lerrys is another exemple. Sadako Condemn only build in Silent Hill is another etc etc etc.

  • DY86
    DY86 Member Posts: 570

    Bruh, theres like 17 maps in the game currently lol. If u decrease the pool you WILL get the same maps over and over. Ur thinking of “variations”, theres several more variations of layout but only 17 maps overall. So the problem stil remains, same maps over and over. No diversity of maps for anyone.

    oh ok, i see what u mean, thats better tbh. Choosing beforehand is better but, like I said, its not healthy to have the same map pool over and over. Both killers and survs should have a decent map knowledge to get around to chase and get chased.

    Also, devs put a lot of effort into those maps for us to just “veto” them. We should learn them instead of avoiding for no reason

  • DEMONANCE
    DEMONANCE Member Posts: 800

    god i would love for a map voting system to be a thing. but I can't see a way that it'd work in an aysm game like this.

    i think removing map offerings and balancing maps one by one would be the better option (although it will probably take a long time).

  • Archol123
    Archol123 Member Posts: 4,634

    How is there only 17 maps in the game? You might be talking about realms which only mean you gonna see different stuff, I have above 2k hours in this game and I could not care less about the asthetics... I just want the maps to be fun to play on...I mean I can accept that bedham 1-5 are basically all the same, but every single azarovs or mcmillan map is different... But fine by me we will count the badham as 1 so we're still at 35 maps... The other realms offer fairly different maps... different main structures, a completely different size often times... So you're just wrong about that point...

    They put a lot of effort into the maps to look good, but we all know some of them are just boring to play on or broken like the bushes on garden of joy... It is not about learning a map... When we consider cowshed for an M1 killer... what is there to learn for you? This map is so easy to loop as survivor and I always wonder how some people manage to ever go down on it. It is not about avoiding them for no reason... I can come up with several reasons why the maps I would veto are not well designed for the gameplay... For example:

    • The Game: 25 safe pallets and like 5-7 windows, basically none of them are mindgameable...
    • Fractured cowshed: like I said before has so many connected loops around the shack and to both sides, basically every single pallet on this map is really strong and can be chained back into some window in particular the long loops around shack oftentimes you can run the entire side of cowshed as one giant loop, and basically any m1 killer will just get no hit out of it in a reasonable time
    • Badham maps 3 very strong main structures and a whole lot of other strong pallets
    • Dead Dawg Saloon: Ridiculously strong mainbuildin that if run properly can take ages to get a down which makes it so you basically have to abandon the chase as soon as somebody reaches it, besides 10 breakable walls where you to kick half of them to make the structures easier
    • Mothers dwelling: biggest map in the game just far too large...
    • Indoor maps in general: Basically no crows for tracking, scratchmarks in the distance are a rarity, you can basically know somebody is working a gen above you but you still have to run there for like 15-20 seconds just because of the map layout...
    • Eyrie of crows: many many strong loops in the middle a total of around 20 pallets most of them good, some twigs that have weird physical interaction so you can normal run through them but will trigger a tantrum if you try to go around tightly as bubba, which makes the chainsaw basically unusable at some rock loops
    • Garden of Joy: Terrible hit boxes of the bushes, making many killer struggle to use their power there, a ridiculously strong main building with many good windows and 2 pallets...


    Tell me how this criticism is for no reason man? I don't hate a map for no reason, I hat a map because it is not well designed for the gameplay to happen on that map... I don't want to go around the game and kick 20 pallets to get an m1 just because all pallets are so safe... That is just not good gameplay...

  • ShyPirate
    ShyPirate Member Posts: 379

    A veto system would really be the only workable voting system for this game.

    After the lobby players could be presented with 6 randomly chosen realms (or maps). Each player would choose one to veto. One of the realms (maps) that isn't vetoed would be chosen for the match.

  • Archol123
    Archol123 Member Posts: 4,634


    That would also be fine I guess, but since there is more than 6 maps that are really bad designed it still has a risk to get a bad map anyway...

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,123

    I have maps I dislike but for me personally there are killers I dislike more than any map and these are the main reasons I will not really want to stay in that match. I have a suspicion that this is a significant reason for many DC's but I don't know how they could do anything about that as obviously many people would choose to not play against Nurse or Blight etc and those killers would never get games.

    But I would rather wait three times as long in queue than play against Trickster, Twins or Pinhead... maps though? Meh, not really that concerned

  • Chaos999
    Chaos999 Member Posts: 869

    Mmmm. I don't really see this working at all in dbd.

    Map voting is a good idea in symmetrical games where 2 teams of equal size and capabilities are matched, because there isn't a situation where 1 pick is advantageous to only one side.

    I'm dbd, because there are definite "sided" maps, this would lead to very stale and predictable "favorite picks" situation, and yes, the fact that 80% of the votes comes from 1 side is definitely an issue that cannot be overlooked.

  • Weasdat
    Weasdat Member Posts: 143

    Ez. One side gets to ban maps from a randomly selected list, then the other gets to pick from what's left. That's basically what they do for picking maps in Smash tourneys. Which side gets to ban and which side gets to pick is up for debate.

  • Archol123
    Archol123 Member Posts: 4,634

    Or both sides get the same amount of bans... so Killer: x ,Survivor: x/4 per survivor and x in total

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,866

    That still wouldn’t work. Let’s say for example 3 “killer sided” maps and 3 “survivor sided” maps are randomly chosen. The survivors would just veto all the “killed sided” maps, and the killer would be stuck with a “survivor sided” map. There would be some maps the killers might not ever see again? Because the survivors would always veto it.

  • Ayodam
    Ayodam Member Posts: 3,206
    edited October 2022

    Even if killers received an equivalent degree of influence map vote preference, I still think it would result in a stalemate. Survivors would clearly vote against maps that favor killers—and they absolutely should. Killers would certainly vote against maps that favor survivors, which is also reasonable. Leaving things up to chance is probably the only thing that can really work.

  • Archol123
    Archol123 Member Posts: 4,634

    And then in the end the least one sided maps / balanced maps stay if we veto enough maps... Sounds fine to me.

  • SMitchell8
    SMitchell8 Member Posts: 3,302

    I like the vote to skip idea.


    Garden of joy

    Vote to skip? (4 needed)

    Votes: 5

  • Freesham
    Freesham Member Posts: 262

    Just have it so the game gives the players a batch of 3-5 maps to play on. Everyone votes for what they want, and then the game randomly chooses one to use. That way players still have some influence on map chosen without it leaning towards survivors or killer.