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Food for thought on Asyms (and praise to DBD)

UndeddJester
UndeddJester Member Posts: 3,735
edited January 22 in General Discussions

I just saw this video from Choy, which I'll link here:

It discussed the other asyms that have come and gone throughout the years, and the TLDW version is what tends to kill asym horror games is attempting to control and limit the killer role too much.

His bullet points of what these other games shared as a problem that ended up killing them was: -

  • Players need to have player agency to stay invested in the game.
  • Casual players tend to make up the Survivor role.
  • Competative players tend to make up the Killer role.
  • Majority of players and the Devs themselves also tend to be more casual.
  • Games tend to market/cater towards the largest audience to pull in the most players.
  • This ends up resulting in the killer role being hit with nerfs that limits killer agency and an inability to meaningfully work around the limitations posed on them.
  • Competative killer players lose interest, and switch sides to Survivor, and combined with Competative survivors abuse the one sided mechanics.
  • Casual players trying Killer get trounced... No one plays killer.
  • Queue times for survivors balloon
  • Game eventually dies.

Now we've had a lot of talk lately about limiting slugging, limiting tunneling and alike, and imposing all these new rules for the health of DBD. However one thing that tends to be common amongst them is they tend to try and make killer strategies completely unusable, even those legitimate instances being conaidered "worthwhile sacrifices" for the "health" of DBD...

I recently found out I'm a soloQ survivor main from my stats (I'm not impressed... gotta get my numbers up), but I like to think I'm pretty fair to most sides... I believe the AFC and anti 3-gen mechanics were good mechanics. The common thing with both cases is it only comes up in the most extreme of circumstances.

With every call for Basekit Unbreakable or Basekit DS, or some other hard stop to killer agency, I think reflecting on this video is worthwhile. The killer isn't an NPC that has to jump through hoops for your entertainment, and the game doesn't function without them.

Comments

  • Marc_123
    Marc_123 Member Posts: 3,702

    I think it was also Choy or maybe Coconut who said in a video that streamlining the playing experience to much makes a game dull and boring.

    A lot of the unbalaced things in DbD made the game what it is and also the constant anger and rage keeps more players investing than they might realize.

    I don´t like some of the simplifying and skillless directions the game takes. I hope they don´t do to much.

    But nevertheless DbD is holding up a lot better than all its recent "killers"…

  • UndeddJester
    UndeddJester Member Posts: 3,735
    edited January 22

    I do of course disagree with that playstyle, this "slugging is better because bleh mechanic" is more of a protest to the hook timer increase to my mind and a case of kicking toys out of the pram.

    There is no instance I can think of that slugging is more viable than hooking. Any killer that is strong enough to full team slug, can also full team hook.

    The point is still quite strong when you look at the dev lifetimes of other games, and in a lot of ways if you look at AFC, A3G and such, while I dont think these things are a problem and were good additions, if a pattern starts to form and these things continue, Choy wouldn't be wrong to think DBD is going a similar route.

    In that context, his actions make a degree of sense, even if I do disagree with them.

  • TieBreaker
    TieBreaker Member Posts: 1,030

    It's true that this game keeps going because of how much variety can exist in a single match. But there needs to be limitations on certain things. For people that don't play survivor, it's easy to say that being slugged or camped to death is fine, as there's no time where the killer is unable to play. That's a problem that is exclusive to the role of survivor.

    Anti slug needs to be there, as nobody should be in a match, whilst not being able to do anything for minutes at a time. It's awful design. It's also too strong as a griefing tool. But fixing that requires changing things like pallet saves. Which are a core part of how the gameplay loop works.

    Tunneling is somewhat easier. Make it harder to tunnel someone out until a couple of gens are done, or until a few minutes have passed since the match began, and then deactivate that system. That way nobody is forced out of the match straight away, and play variety still exists. Then gives killers better tools to find and down new survivors.

    The problem for this game, is that it has been out for a very long time. Players know how to exploit the game thoroughly, and there are many massive design flaws that the game has never addressed, and has simply chosen to sell perks to fix. If BHVR wants to make real changes to the game, they will have to rework all that content that has been sold for years now. I just don't see that happening.

  • UndeddJester
    UndeddJester Member Posts: 3,735

    Tunneling is somewhat easier. Make it harder to tunnel someone out until a couple of gens are done, or until a few minutes have passed since the match began, and then deactivate that system.

    But do you not see you are literally satisfying the exact point being made... you're imposing limits that remove killer choice, and the more you slice away at that, the less of a player the killer is and the more of a performing chimp that must adhere to the shackles the game becomes.

    There are numerous mechanics to combat tunneling in the game already, if you start imposing some arbitrary system that prevents it completely, then survivors can unhook for free without having to think about what the killer might do.

    For slugging I do agree that it has more problems. My suggestion has always been to be ablento enter "Desperation" once above 95% recovery:

    • Bleedout 75% faster
    • Make 50% louder grunts of pain
    • Move 50% faster

    This doesn't remove slugging, it doesn't remove killer agency, but it adds more agency to survivors, which should be the goal. This would be a change I would welcome. However when people say stuff like "basekit Unbreakable", then we really start to have problems.

    This is the entire point being made in the video and my OP, you can't keep placing arbitrary shackles on the killer role, it is a poison pill that seems to keep killing asym games.

  • Crowman
    Crowman Member Posts: 9,685

    Honestly we can even see it with the basekit protections that have been added to survivor. Despite them being added, complaints about the game only get worse. This isn't to say the basekit BT or anti-facecamp systems were bad to add, but I have yet to see people feel like the game has actually improved with them.

    DBD isn't likely to die anytime soon as the devs seem very cautious about trying to change the gameplay loop too much, but I don't think people really understand the consequences of limiting killer's ability to kill in an elimination game.

  • SoGo
    SoGo Member Posts: 1,697

    If only FT13 game didn’t get stuck in lawsuit hell.

  • GentlemanFridge
    GentlemanFridge Member Posts: 5,879

    I distinctly recall F13 was already on its way down before the lawsuit hit.

  • Crowman
    Crowman Member Posts: 9,685

    FF13 had it's issues, but IIRC the lawsuit hurt the devs ability to push updates to the game. Without the lawsuit in play, it's possible the devs could have improved the game.

  • GentlemanFridge
    GentlemanFridge Member Posts: 5,879
    edited January 22

    Maybe, but I still think F13's biggest issues required a large overhaul. One that I don't think they were willing to do.

    Being found early as a councillor left you practically defenseless. Early eliminations were unstoppable, and so being found first got very dull, very fast.

    The Jason-player being randomly selected could have worked, but not when you're also pushing players to make meta builds for him (in the sense of metagame, not necessarily the best stuff available). You couldn't just go 'I wanna try this build out', you only got a chance at trying that build out every match.

    Jason being killable turned the entire premise on its head, once players figured it out. You're supposed to be the big scary, not the one scared of being hit by too many wooden bats.

    One thing I've noticed, though I've also got no idea how relevant it is, is that almost all of the games that had a fairly short run, used health bars instead of health states. Health bars immediately kill the immersion for me, since it's blatantly obvious that all I'm doing is wailing on a character model until some number hits 0. DbD is much simpler, and therefore much more elegant here by using health states. Hit = injury. Simple. VHS used this system too, and it had the best run of all the 'DbD killers'. Only TCM stands out here.

  • UndeddJester
    UndeddJester Member Posts: 3,735
    edited January 22

    If this game was better designed, there wouldn't be any need for a bunch of restrictions.

    Urgh, I hate this lazy, generic, ambiguous, buzzword of a line so much. There are reasons why things are the way they are, and so many people throw out this phrase whenever talking about something they don't like to give their point gusto, when in reality there is no tangible assessment of what makes it "bad design".

    If the devs added a mechanic that disabled the killer's ability to move for four minutes, would you be in favour of that, even if it was balanced somehow?

    No of course not, that's why I have acknowledged the issue of excessive slugging in many threads, including this one. That lack of player agency for survivors when excessively slugging is a problem. However there is a reason why slugging exists, and that is because survivors are meant to scatter when a killer turns up on them, it's to ensure there is an appropriate risk involved when trying for saves. The 4 minute timer is a means of making is LESS efficient to slug the whole team compared to hooking.

    The Unbreakable PTB demonstrated this perfectly, where the "risk" of sticking around to save became completely moot by virtue of the fact there was no need to get past the killer to actually pick up a teammate. The risk was drastically reduced because all survivors had to do was stall long enough from safety.

    Just because this problem of lack of survivor agency while slugged exists is no reason to nuke the ability to slug completely from orbit. There has to be a risk associated with survivors being caught in pairs and sticking around for saves.

    I hear so many people harp on about "bad design", while simultaneously proposing absolutely dire suggestions that keeps putting more and more shackles on the Killer where the "design" is so much much worse.

    I made a suggestion to address the lack of player agency for Survivor, while not nuking the Killers agency either, thisi s the point I'm striving for, being careful not to put in aggressive solutions to things that tie the killers hands behind their back.

  • Coffeecrashing
    Coffeecrashing Member Posts: 4,034
    edited January 22

    Survivors pretty much have the same agency when they are slugged or hooked, except for the fact that slugging doesn’t allow players by bypass DC penalties.

    If survivors are slugged, then teleport them to 2v8 cages after 60 seconds. That would end the game earlier, without giving survivors yet another way to bypass DC penalties.

  • UndeddJester
    UndeddJester Member Posts: 3,735
    edited January 22

    If someone has what seems to be a well constructed argument that lines up with your own observations in other games, it is a debate worth exploring is it not?

    From.points others have expressed as part of this discussion, this individual does seem to have a rather poor reputation that leads the validity of their point into question...

    However the point he's making is not automatically wrong because of it, and I do agree with him that a common thread of a lot of failing asym games is the killer side tends to become very unrewarding to play and subject to bullying, drastically reducing their power in the supposed power role.

    I do feel his point is relevant when we keep getting threads flooding the forums demanding basekit Unbreakable, despite how God awful a suggestion that is.

  • dbd900bach
    dbd900bach Member Posts: 756

    When it came to TCM, I was under the impression that the lack of content is what is slowly is Killing the game, plus being limited to a single universe.

    The devs don't really add much to the game, and when they do, it's nothing really worthwhile. The skins are extremely bland and generic, and even when they add new characters, you can still be denied playing that character if someone chooses it first, or vice versa you're denying someone playing that character. Someone can go several matches without even being able to the touch the character they paid for.

    The new game mode they added certainly breathed life back into things, but that only last for so long. The devs just seem painfully limited, which is a shame when they've obviously built a good foundation when TCM has lasted this long, yet it's dwindling hard.

  • Coffeecrashing
    Coffeecrashing Member Posts: 4,034

    People dropped TCM because of 2 things:

    1. The devs actually tried to balance the game, and people were mostly playing the game because it had lots of unbalanced stuff.
    2. The devs started introducing a lot of high priced DLC content.

  • Lixadonna
    Lixadonna Member Posts: 375

    Taking away agency is just a fancy way of saying my control is being taken away. For whatever reason Survivor balance is being dictated by the control freaks.

  • wakesafe
    wakesafe Member Posts: 70

    I do agree asyms die when one role feels like it exists to be bullied.

    I also agree there is valid concern to be had about a basekit UB for survivors and how it could cause the Killer role to be miserable.

    I don’t think this video is well constructed tbh and at worst actively discredits the opinion. I understand not wanting to make a giant text wall but I think you alone could have made a better argument than him and have brought up much better discussion points in the comments.

  • JPLongstreet
    JPLongstreet Member Posts: 6,168

    To address the possible changes to slugging, I firmly believe they intend to go after early trial no gens done all four survs down slugging for the four minutes. I think that narrow kind of slugging is the target, just as the AFC feature was only added to deal with a specific situation.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,947

    people really take dbd for granted

    I love tcm the game but even I admit some stuff is overpriced in that game