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The R.P.D. Needs another Rework

I'll be honest, the current version of the R.P.D. is both too small (for either map) and too abusable in many areas of the maps themselves. This map is also not very faithful to the original source (despite Midwich and Haddonfield being a lot more faithful) so it really feels like you're not playing a version of the map that's fun.

I know that you guys on the map design/balance team have it rough in trying to come up with a fair and balanced map that looks good, but as someone who has probably spent the most hours inside the halls of the Raccoon City Police Station, this is what I genuinely believe needs to be done about it.

Raccoon City Police Station

  • Change: The map is now consolidated into one map once again, with both the East and West Wings being accessible to all players.
  • Change: The map now has blood splattered upon the walls that can hint toward the location of Generators.
  • Change: There are now maps scattered throughout various areas of the R.P.D.'s rooms to improve navigation.

Outer R.P.D.

  • Change: The graveyard site from Resident Evil 2 is now accessible.
  • Change: There is now a door leading into the West Wing from the graveyard site.
  • Change: Both of the back gardens of the R.P.D. now spawn and are joined together for ease of access. These gardens also have their own distinct loops.

Main Hall

  • Change: The debris littering the front of the reception desk has been removed.
  • Change: The pallet at the main hall stairwell can now spawn on either the upper or lower stairs.
  • Change: A pallet can now spawn either at the upper entrance to the West Wing or the lower entrance to the East Wing.

West Hall

First Floor, West Office

  • Change: The desks in the West Office are now spread apart similarly to the S.T.A.R.S. Office, with the pallet now spawning at either of the ends of the loop or between the desks.
  • Change: The pallet no longer spawns between the desk and the northern wall of the West Office.
  • Change: The West Office now has a vault location at the reception window.
  • Change: The West Office no longer has a vault location in the lead office.

First Floor, Reception

  • Change: The blinders that were previously removed in the Reception area are now brought back.
  • Change: The loop location of the Reception area is now altered to fit within the altered room.

First Floor, Records Room

  • Change: The records room is now larger and now has a desk that allows for the pallet to spawn at the location.
  • Change: The pallet can no longer spawn on either side of the records shelf.

First Floor, Hallways

  • Change: The westernmost portion of the hallway near the stairs now has a possible pallet spawn at that location to turn it into a loop.
  • Change: The open wall leading from the armory towards the Dark Room is now removed.
  • Change: The wall leading to the back gardens is now changed into a vault location.

Second Floor, S.T.A.R.S. Office

  • Change: Wesker's office is no longer accessible.

Second Floor, Library

  • Visual Change: The library now has a set of broken planks and a hole where they came from, referencing Resident Evil 2.
  • Visual Change: That same area has a destroyed hook location, referencing the fact the library can no longer be used to exploit certain...things.

East Hall

First Floor, Observation/Interrogation Rooms

  • Change: There is now a destroyed section of a wall that connects the interrogation and observation rooms together, making the vault location less powerful.

First Floor, Hallways

  • Change: There is now a secret, one-way breakable wall leading out from the press room into the first floor hallway.
  • Change: There is no longer a loop in the northern portion of the East Hallway that leads upstairs.

First Floor, East Office

  • Change: The East Office's window leading in and out of the office is now placed at near the door, significantly reducing its power when looping.
  • Change: The door leading into the main office in the East Office is now set at the same side as the window vault location, reducing its power when looping.

First Floor, Break Room

  • Change: The break room is now turned into a more conventional loop similar to the S.T.A.R.S. office, rather than a place where a god pallet can spawn.

First Floor, Boiler Room

  • Addition: The boiler room is now a location that links the two gardens of the back of the R.P.D. together, and has its own loops.

Second Floor, Chief's Office

  • Change: The Chief's Office is now slightly restructured to have a more conventional looping system in the office. This strengthens the power of the pallet in the office, but does not make it too powerful.

These changes would make the R.P.D. feel more like an average-sized map and become significantly easier to navigate and fun to play around with.

Comments

  • Emeal
    Emeal Member Posts: 5,320

    too abusable in many areas of the maps

    Maybe you could show them and how they are abuseable.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,046

    Please no. Current RPD is by no means perfect but it’s far better than what we had before. The original RPD was way too big.

  • ChaosWam
    ChaosWam Member Posts: 1,845

    I actually really enjoy RPD on both sides, as crazy as that sounds.

    That said, I think characters like Knight are too oppressive on it. Lots of loops are easy to drop a ghost on to get easy pressure or rat them out of a tight loop. I ran a match as him where no loop was safe for them at all, even to attempt to run away when I place a ghost.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,163

    i prefered old RPD. it was more scary and more challenging to know where you are in the map as survivor. current RPD with new shrink size is another 3 gen horror map for survivor to play against.

  • Orthane
    Orthane Member Posts: 436

    Tbh, I feel like it's mostly fine and balanced, it's too confusing to learn at first, but once you learn it the map is actually pretty fun imo.

  • Clockwork_Enigma
    Clockwork_Enigma Member Posts: 529

    It was one of the smallest maps in the game in terms of surface area. It's even smaller now.

    Again, as someone who has played RPD (probably more than anyone in DbD's existence), the map itself is okay, but it's not the best it could be. Still a bit of god pallets and loops that are imbalanced, and overall doesn't feel like it's a good set of maps.

    One map is way too small and the other is West Wing.

  • DavidHypnos
    DavidHypnos Member Posts: 730

    I just want to say you really put a lot of thought into this! I think you have some really good ideas… RPD may have been too big before but it’s definitely too small now and I believe it could do with a change.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,046

    The 3 gens on the new version can be bad I’ll admit, but it sounds like BHVR wants to implement a blanket solution for that.

    I didn’t like the old one being so big on both sides. Big maps are bad for killer in general, and because it was so large and confusing for survivors it often led to people being left on hook in my games (because survivors who didn’t know the map couldn’t figure out how to get to hooks) and it was also too difficult to find generators with too many places to look. Although I eventually learned the old map’s layout (though it took me a while), several of my solo queue teammates never did. I also didn’t like how the front exit gate was a dead end for survivors, the outside area being accessible now was a major improvement imo.

    Maybe in terms of surface area. But because it’s an indoor map you often needed to go through several hallways and/or take multiple turns increasing the distance you need to travel. Going from point A on the far end of east side to point B on the far end of west side simply took too long and splitting the map into two solved this issue.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,163

    i liked the challenge. that map took me longest time to learn out of any dbd map. the totem spots took forever to remember. the optimal looping paths, the generators. that map reminded me for when I was new player in dbd. I kinda wish all dbd maps were like that but maybe the game for survivor would be too hard.

    it’s an indoor map you often needed to go through several hallways and/or take multiple turns increasing the distance you need to travel. Going from point A on the far end of east side to point B on the far end of west side simply took too long and splitting the map into two solved this issue.

    You don't pressure entire map as killer. you can 3 gen the map. by shrinking the map, they made the 3 gen too notorious for survivor to play around. I feel like I am winning too easily on the map. that is not something that killer usually say about maps. usually they complain map is too survivor sided. not killer sided.

  • NoOneKnowsNova
    NoOneKnowsNova Member Posts: 2,785

    However it was an indoor map with two floors. Even if you knew you're away around it perfectly as killer it was too slow to navigate around.

  • Gandor
    Gandor Member Posts: 4,268

    The map used to be too large with too many god loops that could be reusable making it very survivor sided.

    So the solution was to make it 2 very small maps with lots of (mostly unsafe) pallets and a handful of sort of good windows and obnoxious 3gen - swinging the pendulum at killers.

    Sure, there still are killers that don't like the map (e.g. huntress), but for most it's easy win one way or another