It's still a 1v1v1v1v1....
Survivors are not meant to be a team, each survivor is not meant to have the same chances of survival as the other 3 and a killers chance of killing each survivor is also different.
The simple fact RNG is very predominant in the game makes it so some players are better or worse equiped to get a Win. This also means that skill becomes irrelevant when the game itself is harder for some and easier for others. There's no leveled playing field where players can showcase their level of understanding but also grow over time as players. Wether you get an easy or difficult match is Random, wether the same 5 people playing on the same map get the same results or not is up to RNG.
That's why SoloQ is Shambles and SWF seems unstoppable, it's the difference between having a Team and having Individuals.
The game is not 4v1, never was designed to be but the option exists, this completly throws a wrench against the game. This is why SWF won't be nerfed and SoloQ is getting all the buffs BHVR can come up with.
Changing the core of the game so it carefully reflects what is obviously meant to be a team effort? No, let's make the game as Casual as possible and make it a Free for All that is absolutly impossible to Balance and forces people to play in ways that are of no Fun for themselves, for the other players or for anyone that could be watching them...
This is why the game isn't Balanced. IT's not Survivors vs Killers, it's a Free for All! You don't need the other 3 Survivors to Escape and technically Win, you don't need to even touch a gen or be a god at escaping the killer so long as you're favoured by RNG you're set to take an easy W.
Why do you think certain Perks exist? I'll use a concrete example, why you think Lethal Pursuer exists?
It exists for killers to combat RNG and be able to initiate a Chase as soon as possible since Time works against the killer.
Why does Windows of Oportunity exist? So that YOU, and you alone, not every survivor, just you, can see where there's usable Loops.
This is the issue, the focus is on the Individual not the Role. For killers it will always be an Individual focus but that's alright since there's only 1 killer in every match. But there's 4 survivors that should be required to work together to maximize everyones chance of escaping.
What makes more sense 1v1 against Nurse or a 4v1 against her!?
Making the game proper 4v1 would be benefitial to survivors, to killers, and to the game's health and longevity. It creates a safety net for survivors, it allows to Balance killers towards playing vs the 4 and not just focus in 1v1's and it would make the whole game easier to Balance. The game should literally be an Us vs Them discussion instead of being a Me vs Everyone else.
But that's not the reality, the reality is i have to play against other survivors.
This extreme focus on Casual would be fine if you'd fix the core of the game. It's ok for the game to be for Casuals just build a logical game instead of this 1v1v1v1v1 RNG filled nonsense where my skill is denied by RNG and a bunch of other systems that only make things more frustrating.
MMR is useless since wether you escape or die has no correlation to skill yet everyone plays as if they need to be high MMR for idiotic self validation. We're all High MMR because the MMR Cap is incredibly low because skill has no real meaning in DbD. Someone that starts playing today will be High MMR in a few Hours and will be queued up against Prestige level 1 Billion guys with more hours spent on DbD than the time they've spent making their own bed over the years.
There's already enough Maps to not need RNG, there's already 6 years spent in the game, there's no need for RNG, the exact same people playing today are the ones that were playing it last year and the year before give or take a few dozens...
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To your last point about the veteran players, I'll say this:
If the devs have repeatedly shown us anything it is that they focus primarily on the casual middling players and newbies before all else.
Now I'm not the biggest fan of using Steam charts at all, but recently the game has shot back up to near the top in fresh sales again. So that means many newbies just joining, and right before the event as well. Add to that on Xbox this game has been on GamePass for an eternity and we cannot know console numbers, but free is free.
So with all those new players popping in during what is usually a slower timeframe otherwise, what do you think the devs will focus on?
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You're acting like everyone is running low profile and left behind and not kindred and prove thyself. Of course the game is a 4v1 even most solos with a few dozen hours know that.
You use the example of windows like windows is a selfish perk when just because only you can see the auras doesn't mean that's the case. 1. If only one person had to bring it for everyone to have it that would be insanely broken and 2. It's a useful team perk because one person being able to run the killer for a long time benefits everyone.
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That's all they do ever. But the point is that the game is meant to be this chaotic and "awful for solos" on purpose. That would be fine if playing killer was piss easy and you wouldn't have to deal with the same 4 perks and same cheap tactics every match. I don't mind the game being Casual at all,but the game just isn't well developed, neither side has Fun for 90% of the time they play. We're constantly arguging about the same stuff all over again. Replace Nurse with Knight, Ruin with Eruption and we're all eating the same overcooked rice all over again everytime.
People run those perks for a single reason, for matches to be as quick as they can be to maximize survivability, doesn't mean working for the other 3 to escape... their own escape is still the priority, that's the wrong mentality and that's why this game is 1v1v1v1v1. Just cause we're both working on the same gen doesn't mean i'm doing it because i want to help you (i actually do because im actually a team player, i don't mind dying if it means i rescued from death but for the scoring system and for MMR me leaving you to die means as much as me dying so whoever dies is irrelevant only you and me can share the apreciation if one of us saves the other, the game doesn't account for that, when it already has a score parameter for those actions...), i'm doing it because it helps me have a better chance at survival.
It does end up benefitting everyone if i run the killer for a long time but im still doing it for myself cause i want to survive, if you don't have windows and you die then that's on you, i have a very easy choice to make either do the rescue or let you die.
If the Maps were fixed with no RNG involved we'd all have the same layout of the Map to remember and we could all know where the loops are, that would eliminate the need for Windows of Oportunity to exist.
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Yeah and that's the issue.
I'm not saying it's your fault. I'm saying the game works exactly like that for the most part. Why care about others when nothing you do for others actually matters? You don't get viewed as a better player, your MMR only tracks escapes and sacrifices so if i want to be "High MMR" and have some twisted and completly ilogical sense that i'm sort of gaming god i gotta prioritize upping my MMR by EScaping and let whoever behind to die...
BUT THEN
You end up being queued with people that will only care for themselves aswell. Until the game makes serious changes to it's core gameplay choices to allow for survivors to be sselfless and help each other and be rewarded for it and for killers to have a chance at playing without cheap and riddiculously boring tactics we willl never leave the state we're in.
Your game can be fun, require some skill and still be appealing to CASUAL audiences...Especially when you have the likes of Myers, Ghostface, Freddy, Nemesis, Wesker, etc...it's so easy to make this a good game for everyone.
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This kinda seems like avoiding saying everyone acknowledges working together is the best way to escape without literally saying it. Like of course everyone is trying to escape that is literally the objective of the game. Do you want perks that encourage players to kill themselves to help everyone else? Because I don't think that would be a fun experience and I don't think anyone would run them.
For the People seems like a good example of a selfless perk. It heals a teammate instantly and leaves you broken. It actually can be game changing and a good perk but hardly anyone runs it because it gets you killed a lot and just because you helped your teammate that doesn't mean they're not instantly gonna go down again. Like altruism is not always the best play if done poorly.
As for the rest I mean sure but I don't know that mindset really matters? If I save you and you escape because it helps me or I do it because it makes me feel warm and fuzzy inside the result is the same. And at that point we're talking about altering the psychology of the players themselves rather than the actual game.
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But the players are just as big of a problem as the game itself. The game should demand something more than just "screw others, all that matters is ME" but that's exactly what the game does and that's exactly the sort of players it attracts and then molds aswell.
Me saving you or you saving me becomes irrelevant because the game itself rewards us very very little for it, that's why it's meaningless and virtually nobody does it outside of SWF.
Why is DH so popular? It benefits you mostly rather than the team, the only benefit the team get is you spend more time in chase but that's a consequence of your selfish choice not an act of teamplay. And if you miss your DH then they'll just call you trash for not knowing how to use it...But chances are you're still gonna use DH alot because it will help YOU alot.
Maybe asking for teamplay on a Casual game is just too much or maybe it's just too much for DbD...
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I mean DH is the most popular perk because a third health state is insanely powerful it doesn't really have anything to do with selfishness I don't think. BT used to be one of the most popular perks and that purely benefitted the person you were unhooking so I think it's more people will just use whatever is strongest.
To your other point I don't think that has anything to do with specifically DBD. Shooters have people on teams where thier success is directly tied to each other where they win and lose as a team. They're also far more toxic and you're likely to get flamed for not performing well. In that way I actually think DBD is less toxic because you can still succeed if your teammate does poorly.
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But DH is a third health state for you, you want that protection for you, it doesn't work directly for the team. Whatever benefit they get from you using DH is indirect consequence, you didn't use DH to give them time you used DH to keep yourself alive.
And survivors should win and lose as a team aswell, the only reason people act toxic is because of ego and affordability of internet anonymity.
Why do CoD players, for example, are toxic manchildren? Because of SBMM that forces everyone to play the same lame sweaty style and they all want to be the very best and have massive egos when they're literally just children. They all pick whatever is strongest weapon, they all camp cause moving means death, they all take the safest options because they all care about SBMM.
SoloQ and MMR have the exact same cause and effect in DbD. Every Survivor is worried about MMR ( maybe killers are more, there's plenty of absolutly disgusting killer players) thus making SoloQ players hate each other. Then you obviously have the inter role flame wars, but that's because you're allowed internet anonymity and you're allowed a chat and you're allowed profile searching and you're allowed this and that.
If you know people will behave like animals why do you keep giving them the means to do so?
If facecamping is so frowned upon and goddamn rightfully so, why do we still give killers the ability to stand there, create a situation where the hooked person has very little hope or chance of escaping. Why do we give killers 1 shot abbilities under those conditions? Why do we give killers the ability to summon another character to make facecamping even stronger?
Why isn't that survivor respawned in another place so they get a chance to play the game instead of having to either give up or sit there and wait for their miraculous save or short lived game?
Why is the game in such a way where killers feel that is the only option?
My question is Why this and why that when clearly nobody is happy yet nothing is really done about it. Everytime me or someone else gets to make these questions we get to be shotdown when the reality is more people should be making these questions.
Why after 6 years we're still discussing gen speeds, facecamping, soloq vs swf, survivor vs killer etc, etc, have we done no progress whatsoever in 6 years?
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