http://dbd.game/killswitch
Why removing RNG in DbD would make the game less fun
This has been a hot topic. There's been good and bad arguments for it. But most online multiplayers even competitive ones have at least a little bit on RNG in their games for completely valid reasons believe or not.
For something like DbD however, this is how it would go if it was removed:
Phase 1: RNG in DbD has been removed. Huzzah! The community can now rejoice with true map "balance"
Phase 2: My totems and hexes spawn in the same place now. Finally! I feel like I have full control!
Phase 3: Wait, now SWFs and even experienced solo q survivors know where they are and keep cleansing them 30 seconds into the match. That completely destroys their effectiveness! Oh well. At least I can control gens since they stay in the same spot now.
Phase 4: Dang, all of my games have just been the same. I keep going through a minute or so chases at the same corner of the map, and since I don't use a ranged killer all sequences act virtually the same. This is getting pretty boring.
Phase 5: Now survivors are complaining about worthless totem spawns for boons. Now there's only a few good spots.
Phase 6: It's been a month and solo q now knows almost all gens spawns and is able to find one in the first 10 seconds. That is crazy.
Phase 7: Luckily, they spawn in the same place so I can immediately pressure at the same location with the same loops in every single game without any variation of each match ever. That's fun... right?
Phase 8: Since SWFs are coordinated they have one foundation to work on each map. They can guarantee a two gen pops in the first two minutes of the game. As a result, gen times are now 100 seconds!
Conclusion: The game would get more boring and ruin any semblance of fun
Comments
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I don't think RNG should be removed, but the extreme and problematic possibilities need to be fixed/removed. Things like totem spawns that are essentially out in the open, ridiculous three gens, hook spawns that either have multiple hooks within spitting distance or miles apart, tile spawns with long continuous chains of vaults and pallets or massive dead zones.
Fix the things that make RNG so infuriating at times for both sides, and it's fine.
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Might as well just make map variations by hand at that point.
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I agree.
The rng and varriety are the reason why DbD is so replayable even though it's always the same gameplay loop.
That it leaves things unbalanced is a small price to pay. People overvalue balance. It's important to not have big outliners but a perfectly balanced DbD would be a boring DbD
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This game would definitely become extremely stale if it was made more consistent. Randomness is necessary to maintain tension.
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