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Houndmaster is a Devs lesson to never use AI
Title Devs should never again use an AI as a Main power they should have seen this coming from Nemesis zombie Ai they'll never be good always jank and getting stuck.
I'm finally putting my dog in the kennel shelving this killer maybe in a year or two she'll be a a better state but she needs a lot of work and I'm sad cause I really tried to enjoy this killer.
Comments
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Every time a killer that wasn't just one person, it was a disaster.
Nemesis, then Twins, then Knight, and now Houndmaster.
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Their AI stuff would work better in a game with less accurate map collision to worry about. Unfortunately, in DbD, every little twig has full, pixel perfect model collision for some reason (even stuff players can't normally reach), so having AI try to path around things in a consistent, user friendly way is a monumental task that I just don't think the devs are equipped to pull off.
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I've said it before and I'll say it again. BHVR should slow down their schedule for releasing new content and use the extra time to rebuild the core functionality
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They're buffing her so badly, is this killer that bad in matches?
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You're right about the AI being bad, but that's on the devs, not AI. The way it's worded, you sound like one of those people who hates on AI because it's trendy to do, and then assign "bad cuz AI" to anything they don't like.
But other devs could pull it off.
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Snug (❤️) should glide around objects but be velcro against Survivors.
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She's bad because she's Pinhead but slower and with extra steps. You fire the dog at someone, and can manually control the dog to get a second dash out of it, all just to latch onto the survivor, not injure them or anything. Once he's latched on and biting them, it randomly gives him massive control over their movements or vice versa, and if the survivor gets it, they can go to a pallet and stun the dog off. So all using the dog does is give a chance of slowing them down so that you can hit them. And if they're marked from his scanning ability, they get deep wound when hit, I guess. But this is yet another killer whose power is countered by slightly twitching to the left or right to dodge, or by hiding behind a single rock, tree, or barrel.
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This, 3 Chapters per year and thats it. 4 Chapters with Side-Paragraphs just does not work. The Winter Chapter is usually one of the buggiest patches they release and it is usually the one chapter which is not really good received.
I think this is a clear sign that 4 Chapters are just too much.
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Don't forget that if another survivor is there, they can just take the dog off their teammate in a half second.
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Houndmaster needs another hotfix and balancing. She’s still on the weak side.
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to play devil's advocate, the AI controller system used in DBD is still a bit fresh and theyre evidently still trying different ways to make it work. remember that each new mechanic released is a platform for more tools and tests for different types of mechanics/future killers. this is especially evident in the way that survivor bots are configured. usage of AI in gameplay was only (officially) introduced in 2021 with survivor bots which is still pretty young for this game.
an AI that you take control of that also performs pathing calculations (per map with every unique tile generation), recognizes interactions, hitboxes, reads gamestates, and making adjustments in real time while having to account for in-place rules is much more complex than people realize with a game that has so many different things updating at any given point. i'd say for what its worth, snug is a very good attempt at refining the AI in the game.i'm not quite sure how BHVR has pathfinding setup for maps just yet, but part of the struggle with the AI is its reactions to collision. i'm pretty sure collision is being auto-generated and wrapped by UE based on the mesh of objects which could be causing some inconsistencies. tie this with triggers that could be overlapping with said collision and the AI is gonna struggle with calculations.
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Other devs wouldn't have to work around the map collision that DbD has in the first place because their games don't rely on pixel perfect collision to facilitate the meat of their play experience. A lot of "realistic" games have really smooth, slippery walls (even if they don't look smooth) because they don't need anything else. Makes AI pathing a lot smoother since there's physically less room for error (also keep in mind that DbD didn't start with the idea of putting AI in the game).
DbD would be a very different (and arguably less nuanced) game with simpler map collision, though admittedly there are things that are really annoying to deal with like the original Garden of Joy bushes or the mannequin feet in the CCTV on Gideon.
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100% agree, especially now that events and stuff like skin collabs can fill the void between chapters. After seeing Doomed Course get such little marketing and come out so buggy without even a map, it really does seem like a smarter idea to slow development to 3 chapters a year than 4.
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They put out WAY TOO MUCH content with no time to polish it.. Slow down and fix the core game.. Stop piling mess after mess on top. Quality over quantity.. All of this goes in one ear and out the other, because they know best and blah blah blah.. NEWS FLASH.. BHVR never knew best.. The legacy of DBD is based on luck of the draw, not developer skill unfortunately..
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Reduce the number of chapters per year.
4 full ones and 2 paragraphs are way too much to handle.
3 would be more than enough.
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