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Why do map offerings exist?

irnbru
irnbru Member Posts: 24
edited March 2023 in Feedback and Suggestions

Why in gods name do we still have this in dbd? Everyone knows that 90% of the maps in dbd are bad but some of them are extremely bad such as garden of joy and that awful pallet heaven gideon meat plant.

Disable it until you rework all the maps to perfection.

Post edited by Rizzo on

Comments

  • Ithiria
    Ithiria Member Posts: 236

    It's not like there isn't precedent for removing offerings. Once upon a time the map could be made brighter or darker with them. Two yellows gave you the darkest night possible.


    And I'd probably honestly deal with those rather than map offerings when I'm killer.


    I doubt they'll get removed though, and reworking them is hard with the game's asymmetry. Maybe each team should only be able to have a 50% chance to get a map, and each survivor offering would be 25%, so it'd take two offerings to max out their odds to get X map. If two or more are used it gets further diluted. This might be confusing and frustrating though.

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,013

    Because some people want to get achievements done. Escaping rpd via gates 20 times is long unless you have the badges. And pretty much every map has an achievement for dinishing central gen and escaping.

    I get why ppl dislike them though. When I see opposite team bring a map offering and I'm like "oh no" and ngl I have brought jigsaw piece a couple times with legion when I'm fed up trying hard 🤣

  • Emeal
    Emeal Member Posts: 5,495

    to make it easier to get that map related achievement. dbd lacks useful Map offerings, its pretty disappointing.

    bHVR has not really shown us what they can do with map manipulation offerings, they need to step up their game.

    1. We can control if Survivors spawn close or far from eachother.
    2. we can control how many hooks
    3. we can control where the hatch spawn
    4. we can change the map
    5. all the bloodpoint offerings
  • Seraphor
    Seraphor Member Posts: 9,434
    edited March 2023

    Maps are not as bad as people like to think, and logically there's no difference to being sent to a map or arriving there naturally, it's a fallacy based on perception. If you didn't know your opponents chose the map, you wouldn't have any reason to get salty or triggerd by it.

    I've won and lost on every map, as both survivor and killer, and on a range of killers. Admittedly some killers do better or worse on certain maps, but that's part of the variety between them, and survivors don't know which killer they're going against so they can't influence that outcome.

    I've played on Midwich as Dredge (by far his best map) and completely slaughtered the survivors, I've also played on Midwich as Dredge and had my ass handed to me.

    I've beaten a 3 gen hook camping Deathslinger with the aid of some sensible survivors, on RPD. A map it seems that both survivors and killer hate, because ultimately knowledge and experience of a certain map is likely more important than the map itself. Learn how to run the map in question and you'll perform much better on it.

    Player skill and survivor coordination is ultimately a far, far greater factor, and that's where the confirmation bias comes in, the correlation over causation:

    Did you lose because the SWF you faced sent you to Ormond? Or did you lose because you faced a well coordinated SWF?

    If certain maps were truly so broken, this would be reflected in the kill rates for those maps. Maps like Ormond and Haddonfield would have massively reduced kill rates, while maps like Midwich would have hugely inflated kill rates. BHVR have already taken steps to rebalance certain maps, such as Eyrie, so we know they act on this data.

    Ultimately, I think map offerings should simply be hidden, like mori's and shrouds, so that knowledge of how the map was selected doesn't influence player behaviour or trigger people.

  • Agt_Scully
    Agt_Scully Member Posts: 163

    Please don't remove the best feature of this game. Without map offerings, we would all be subject to RNG and the horrible corn map Hell! 🌽

  • Technature
    Technature Member Posts: 619
    edited March 2023

    "All maps are equal" is a HELL of a take.

    You don't understand pain until you've been on fractured cowshed and 3/4th of the map is one massive chain of loops.

    Also no, do not hide Location offerings, I need to know when I should alt+F4 the game.

  • Seraphor
    Seraphor Member Posts: 9,434
    edited March 2023

    I didn't once say all maps are equal. But there's a lot of things in this game that aren't equal. Solo and SWF, meta and non meta, plague vs medkits, Legion vs dead hard, gen rush, tunnelling, etc. Ultimately maps are a small factor compared to all of these things. Offerings are there to give you an advantage, just like coins, or shrouds, or blueprints, or oaks. These are all functionally on the same level as map offerings. You're using up your one offering slot, to turn one aspect of the game slightly in your favour.

    Yes I've played enough killer to get my ass handed to me on cowshed several times. I've also got 4K's on cowshed too. 🤷‍♂️

    I guess if you want to avoid a challenge and only play the easy games.

  • Technature
    Technature Member Posts: 619

    Anyone that's played long enough has gotten 0k's and 4's on every map, this isn't a point you can make.

    When people are of equal skill, who the map decides to ######### over determines who wins and how badly. Some maps even outright override skill (Haddonfield can be won by pretty much every killer if they refuse to leave the three gen that is created every time). Garden of Joy has several infinites on the house, The Game has so many pallets that there's no point to greed any of them, and do I have to explain RPD?

  • Seraphor
    Seraphor Member Posts: 9,434

    Yes please explain RPD, because as I've already mentioned, I do well on that map as both survivor and killer. It's just a matter of learning the map.

    As I've already said, in the post I suspect you ignored most of, this is confirmation bias:

    You didn't lose because the SWF sent you to a map that ######### you over. You lost because you went against a highly coordinated SWF.

    You didn't lose to someone of "equal skill" because the map ######### you over, you lost to someone of higher skill, or you lost because you made mistakes, but blamed the map.

    Some maps have strong loops. It's your job as killer to catch survivor away from these loops to have a short chase, or use your power to circumvent them, or pressure survivors away from them.

  • Technature
    Technature Member Posts: 619

    Yes, I suppose you're right, I should just play only Nurse

  • Seraphor
    Seraphor Member Posts: 9,434
    edited March 2023
  • Technature
    Technature Member Posts: 619

    Oh, then you know that what I'm saying has merit and we can stop having this discussion.

  • Seraphor
    Seraphor Member Posts: 9,434

    Yes, I know maps have little baring compared to player skill, glad we agree.

  • Technature
    Technature Member Posts: 619

    We're not playing the same game.

    It's obvious that we're not playing the same game if you can actually say that The Game is balanced.

    That Haddonfield is well designed.

    That RPD is anything but an absolute ######### show.

    We're very obviously not playing the same game here, and you need to take the conversation to the right forum.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    It would be fine if the maps were mostly 9000m² because that's the floorplan size that is fair to non mobility killers that are not Nurse/Blight.

    Tiles are too safe meaning you cant have fun with a killer lacking anti loop.

    Maps are too big - allowing Shift W to control chases.