Survivor Emblem Change Suggestion
The game we are playing implies that several players must survive the time in which a maniac is hunting for them, performing actions for the team that will ultimately allow them to escape through the gate.
If the game scenario corresponds, then why is one of the emblems that increases the player’s experience related to the time that a survivor must run after a maniac or spend much more time in the terror radius?
I ask you to raise the issue of changing the principle of accruing experience for an emblem, in order to eliminate the search and pursuit of a maniac to gain an emblem, as well as to eliminate actions hinting at collusion when survivors deliberately circle around a maniac in order to gain an emblem and not lose experience after the match.
I propose to change the principle of accrual for the time when there is no chase, for those participating in the chase to award points based on the principle of points for repairing the generator, or rather a small percentage of the actions of players free from the chase, as well as from stunning with pallets.
Comments
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This change needs to be addressed and it looks like she will be going up until it happens.
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Does everyone really think that a survivor should run after a maniac in this game?
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1. I have another question: Why shouldn't a survivor be rewarded for effectively hiding from a killer and effectively stalling for time in chase?
2. Secondly, if the player is playing +- actively, he will be 100% in chase of it in the radius of the killer's terror several times
The emblem system sucks not only for this reason.
4. No one writes comments on discussions in this category.
Stop rising this concept, this is at least useless
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1. What do you do when you collude with a maniac? run next to him. What does this lead to? To earning all available emblems simply for being near the maniac.
I propose a mechanism that partially blocks collusion and the desire to run after a maniac.
Active actions in the match, repairs, healing and the like are useful, but running after a maniac is obviously not.
Therefore, I want to award points to survivors, provided that they were found because the survivor during the chase helps other players perform active actions, and does not just run around the maniac, colluding with the killer to gain rank or find other survivors in the match.
2. If a maniac finds a survivor and runs after him, the survivor still receives points for the actions of other players in the match, but less than if he himself performed those same actions himself. This encourages you to finish the chase as quickly as possible and start earning experience for the match.
3. I want to ensure that the player who spends the entire match running around with a maniac, sometimes helping a teammate, loses his rank since priority should be given to all other actions except running, trying to eliminate the chase as soon as possible.
4. Also, this condition will inevitably provide the opportunity for each survivor to run, testing him, and the rank will more reflect the essence of the player’s usefulness and not just the time of his pursuit in the match
Thank you for your criticism, truth is born in conflict
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