http://dbd.game/killswitch
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Comments
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For that exact reason. To make looping more difficult and have room for error.
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you have to account for objects around loops, the killer can get stuck there as much as you
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the killer doesn't have to pan his camera so he can look behind him while he runs the loop
i don't care if they want to make the loops harder but it's inconsistent as #########
sometimes a ######### crate just spawns on an l wall for legit no reason literally the most anonying ######### ever
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It just make the game feel unnecessary clunky. Especially with dbd hitboxes. a very minor complaint
it whatever honestly
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Maybe because wall hugging never was an intended feature and is an unintended effect of how the game handles survivor's collision box. That's probably why they don't consider it when designing maps. They also don't consider that survivors can basically wall hug to not get caught in a bear trap in some instances.
Maybe BHVR can stop breaking the vaults and fix that instead, so people stop abusing smaller collision boxes.
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bro chill gaddamn ☠️
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It's a little annoying as a survivor, but you can't remove completely a small obstacles from every single loop.
It's aesthetically wrong to have a "naked" loops and tiles, while having a loads of garbage (los breaking stuff) around open areas all the time.
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Looping is not an intended feature, so you can't complain about it being inconvenient.
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oooo this is a spicy take.
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I mean when the game was first made, yeah, it wasn't intended because it was a hide-and-seek game. Survivors were supposed to play stealthy and if they were found, they were supposed to go down really quickly.
At this point though, the devs design things with looping in mind.
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Agreed. It doesn't add anything fun to the gameplay. Don't even get me started on the Dead Dawg L/T wall with the random extension that sticks out at the end. There's too much map clutter
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The fact this thread exists proves you wrong.
Also the existence of maps like Haddonfield and Garden of Joy.
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You have to understand that looping as we call it today wasn't originally an intended mechanic. It just organically evolved as people optimized the gameplay. Compared to old DBD, there are significantly less pallets since good survivors don't need that many resources to win against non Nurse/Blights. Loops are also adjusted, random stuff sticking out makes it more difficult to do so that M1 killers are thrown a bone to have a chance of catching survivors.
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I don't understand your points, sorry. At this point looping is a major part of the game and something both sides are expected to be good at in order to do well.
If looping isn't supposed to be a thing then what are survivors supposed to do when found?
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Thank God for those objects!
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While it may not have been an intended feature at first, it is something that we official support and design around these days.
As for the original question, it's a little tricky to answer because at the end of the day, loops are made of stuff. Whether that stuff is a crate, a car, a barrel, walls, or even a pile of miscellaneous junk- at the end of the day, the fact that you have to path around it makes it part of the loop, and that's why it's there. We try to make sure that anything along a loop (or anything that you can collide with period) is big enough that there's no mistaking it since it is without a doubt frustrating to bump into something that's barely knee high and hidden in tall grass, though this is quite a bit bigger.
Not every loop is meant to be perfectly smooth, nor are you meant to be able to press yourself right up against all of them without bumping into something. Sometimes a loop will have an object sticking out, creating a 'concave' area like this one. When that happens, you need to move away from the wall and follow the shortest path that gets you around that object. To give an example, say you're running along a big L shaped loop. Around the outside, hugging the wall is the right move. But on the inside, hugging the wall is a bad move because it would be much quicker to cut straight across.
In short, you're not meant to hug every single wall. Sometimes you need to watch for bits that stick out and path around them. Though we do try to avoid overly small objects that don't look like you'll bump into them.
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ahh i know that pain lol.
You damn near have to know every loop inside and out or u taking a small chance of getting stuck on something. Weird hit boxes on objects and odd collision on certain structure. DBD map knowledge is crazy! no wonder people need 1000 hours hahaha
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They are anti-Blight objects, designed to make it more difficult for Blight to navigate the loop using his M2 power.
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imagine wesker and blight if such bumps didn't exist.
with experience, you'll be familiar with tiles and the "random junk" around them and bump into them less and less. as the CoMa said, you'll need to play around them at some point and not hug every single wall you see. noone wants to fall asleep while looping you know.
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