Feedback and Suggestions

Feedback and Suggestions

Remove Map Variants!

Member Posts: 2,157

Before you start assuming things, keep in mind I mean the ones marked with roman numerals, that only shuffle the map around.

They really, really suck.

First of all, they are yet another thing to learn (as if we didn't have enough maps to learn) and be confused by. I cannot tell Badham II from Badham IV and I don't think anyone does.

As if Badham wasn't enough, they added one to each MacMillan map, 2 to Ormond (so you won't see the new map even if you bring an offering) and one to each Yamaoka maps (even though they are fine).

And, with the 8.6.0 Patch, they are adding one to Forsaken Boneyard. Yet again, why even waste time on this?

My suggestion?

Remove Badham II - V and the new MacMillan, Ormond and Yamaoka variants.

Post edited by SoGo on

Welcome to BHVR Forums

Please sign in to join in the discussions.

Comments

  • Member Posts: 2,157

    in my opinion, the developers should keep the best version (and improve it if necessary) and remove the other varients

    With the upcoming Realm Repeat Prevention, we will see more different maps which means we don't need these variants any longer for more diversity.

    These two points. Agree 100%.

  • Member Posts: 3,987
    edited January 28

    It's not a bad point to be fair.

    I guess the reason is along with all the other spawns in a map, having the variants gives a greater illusion that the game is more random and less predictable...this obviously works less and less the older the community gets.

    I suppose another reason is different killer powers interact differently with how strong or not each map variant is for them, and the sane us obviously true for perks on both sides... it's likely an attempt to mitigate how influential map offerings are for both sides.

    Ideally in a Utopian world all map variants would be equally fun and engaging, however there is an obvious tax of maintenance for that and I suppose the question is are the above 2 points (perceived randomness and map offering strength) worthwhile sacrifices to make the maps more learnable and consistent, as well as easier to maintain?

  • Member Posts: 2,157

    Imo, yes.

    Randomness can still happen on all of these maps (aside Badham) and the confusion caused by the variants hurts players more than it helps (although that is just my opinion)

    The abusability of certain maps via map offerings has a solution, and it's adding new maps into existing realms (now yes, the variants do that, but to a lesser extent).

    Take Greenville Square as an example. After it got added (and people figured out the great 3-gen spawns), I have not seen the offering for the realm at all.

  • Member Posts: 3,389

    I really like that we have map variants, what I would really like is for them to add variants that favour the opposite side. So we get current Haddonfield AND one of the older ones, current Eyrie plus another smaller one that favours killer.

    Then if someone plays an offering they don't know if it will benefit them or not.

  • Member Posts: 978

    I agree makes 0 sense imo why this is a thing and there is 0 differences specially with badham

  • Member Posts: 2,157

    There are differences. The layout of the buildings is different. On the other side tho, who even cares or notices? I certainly don't.

  • Member Posts: 978
    edited March 7

    Oh yeah I honestly could tell the difference or just didn't notice lol. Unlike garden of joy that spawn either a gazebo or a green house

    Post edited by buggybug on
  • Member Posts: 330

    Yes!!! I wrote about this in the most recent community survey. I'm glad to see other people feel the same way. Dead by Daylight feels so "same-y" and boring because of the variants. We have the Blue Woods, the Green Woods, the Orange Farm and 5 versions of Poop Preschool. I haven't played with the Realm Prevention System yet to have an opinion, but the game used to be very stale.

  • Member Posts: 2,157

    Honestly, my dream would be a killer sided map in the Forsaken Boneyard realm that would stop all the toxic people from sending me there.

  • Member Posts: 278

    I only partly agree. My issue is that due to variantions they have a bigger chance of being selected. So like since there are 5 Badhams, the chance of going there is 5/59. However there is only 1 Dead Dawg Saloon. So the odds of going there are. is only 1/59.

    I think they should keep them, but make it so that they count as the same map for Map selection. So instead of Badham 1 to 5 all counting as 5 seperate maps that all have their own chance of being selected there is 1 Badham-option that has the same chance of being selected as one sole map, like Dead Dawg, and if it is selected you randomly get 1 out of the 5 possible maps.

  • Member Posts: 5,582

    I dont hope bHVR stops making Map variants, its great diffrence in gameplay.

  • Member Posts: 1,030

    No, I rather wanna have one fair balanced map instead of one killer- and survivor-sided map because it is just unfun and means little when you play/win on a map that favours your side. Winning on Eyrie as a survivor means nothing because you get carried by the map. Same goes for killers and their best maps.

    The developers should focus on reworking the existing maps into fair balanced maps for both sides so you can fun and prove your skills.

  • Member Posts: 2,759

    The only even remotely compelling reason to remove them was that map prevention system would not work for variants however now that map protection has been changed into realm protection, this is no longer a reason.

    The maps are weighted to have similar appearance rates to a single map with no variants, badham historally has a weighting that is significantly lower than other maps. These variants create additional gameplay variety, and now that there is realm protection instead of map protection there is pretty much zero reason to remove them, and yes people can tell apart the badham variants, they all have a very distinct shape, just because you haven't bothered to learn that doesn't mean that's the case for everyone.

  • Member Posts: 1,280

    These variants create additional gameplay variety

    Which would be fine if it didn't come at the cost of map balance, but this is DbD we're talking about and they never get this right. There's so many maps in dire need of changes that they should not be wasting time making variants and instead focus on making the maps we have good. We can add all the variants we want AFTER we no longer have disasters like Haddonfield (which is on it's 3rd? iteration and is still horrible).

    people can tell apart the badham variants, they all have a very distinct shape, just because you haven't bothered to learn that doesn't mean that's the case for everyone

    These forums never miss an opportunity to try and pull a "skill issue" on casual players. Please, this is tired. 99.9% of players do not know the difference between the Badham maps and they're never going to. The game needs to be balanced with the majority in mind.

  • Member Posts: 2,759

    The map balance ship has already sailed, maps are never going to be balanced in DBD. New maps are added faster than they rework old maps and even when they do rework old maps half of the time they create new problems or fail to resolve problems that previously existed. BHVR's mapping team either doesn't care about or doesn't understand enough about balancing to reliably improve the balance of these maps. Look at haddonfield, how many times have they had to go back and update it, and it's still a terrible map.

  • Member Posts: 2,157

    The gameplay variety they give is not that big, imho.

    I mean, who asked for MORE MacMillan maps when there are 5 already?

  • Member Posts: 1,030

    With the announcement of a new Eyrie version, I am kinda scared that the developers won't get rid of map variants/choose the best version and removes the other ones.

    I played on Ormond II and Meg is running to a filler pallet that connects perfectly into a Labyrinth Gym (on the other side you see the mainbuilding). I, the Knight, stay btw at another filler pallet tile

    I don't want deadzones or anything (that's boring for both sides) but it is kinda disgusting when good filler pallets connect so perfectly into stronger tiles and I noticed a lot of these issues on variants.

  • Member Posts: 2,157

    It's kinda weird to me why do they even waste time and resources for maps that are, for many, completely indishtinguishable from the original.

    Plus Ormond Lake Mine might as well not exist because all people will get is one of the 3 normal Ormond variants.

    Alas, we can only hope.

  • Member Posts: 16,796

    I completely agree. I hate Map Variants, I dont think they add anything to the game. They are mostly pretty imbalanced (mostly killer-sided) and are also really ugly to look at, since they appear as if someone really did not spend much time shuffling all those structures around which were previously carefully placed.

    There is no need to have 5 Maps for Badham. Ideally you have 1 Map for Badham and then add another, different and new Map to the Realm. But not a map variant.

    I dont know why they decided to add Map Variants to every Map in MacMillan. Those maps were regarded as some of the most balanced maps in the game and for some reason, they decided to ruin this. IMO they look especially ugly as well.

    And for Ormond - it is kinda sad. They added two variants, which, again, are imbalanced and ugly only to add a completely new Map to the Realm, which is different. And the worst thing is that the Map is really good - it looks great and it is also really well balanced. I never had a bad game on this map on either side. And yet, if you get Ormond, you get one of the other maps.

  • Member Posts: 2,157

    Yeah, the Ormond Variants are especially infuriating given how unique the Lake Mine is but NOPE, we have to only look at the same map we had for years, but slightly different.

  • Member Posts: 905

    Agreed! Get rid of them! All they do is make it harder for new players to learn the maps..

  • Member Posts: 442

    Waiting for a variant of Treatment Theatre where most of the walls collapsed from neglect and more Line of Sight.

  • Member Posts: 1,030
    edited April 2

    @SoGo the devs announced in their stream that they will remove all variants while the original ones will remain. Happens this patch.

  • Member Posts: 1,880
  • Member Posts: 16,796
    edited April 2

    I did not get a timeframe, but from my understanding, all of them will be gone. So there will only be one Badham Map, there will only be one Ormond Resort-Map, there should be only one MacMillan-Map for each Location (so one Coal Tower, one Suffocation Pit etc.) and the extra Yamaoka-Maps should be removed.

    Those are all of them, if I dont forget anything.

  • Member Posts: 1,030

    My game is still downloading/updating. They said they remove the map variants with this patch (Tokyo Ghoul). Idk if we can play them in custom.

  • Member Posts: 1,880

    Thanks for the clarification. Funny enough I don’t even know what the original maps are of all the realms except of yamaoka and Ormond. I wonder if I will like the old maps more or the new ones?

  • Member Posts: 2,157

    VICTORY AT LAST!!!

    I'm glad this is happening. For most of the maps they didn't do a lot of good, and in some they actually had a bad influence (3 Ormonds outnumbering the Lake Mine, for example).

    So, I'm glad they are being removed.

  • Member Posts: 5,582

    What the heck? What are the good reasons to remove the variants? Variants are perfectly fine.

    Yes, they are another thing to learn but that isn't a bad thing.
    A truth that has always been in the game is that you run with what you got in the area where you are chased. I know most Survivors want to know where the strongest tile is in every map and run there directly at the start of every chase, but I tell you as Killer when Survivors know where the strong stuff on every map, I get real tired of seeing the same walls every game as Killer.

    Most of the time if you just focus on playing the game instead of wanting to know where the best tiles, you dont need to know where the best tiles are. Honestly this has totally ruined this release for me, a major content downgrade.

    Is this the dbd we want now? where every player knows the location the most abusable tiles so they can run there and abuse it?
    By this logic why even bother with making tiles, just make one tile there and keep it like that forever. Why even make new tiles?
    Nah, dont make new tiles, cause why? Because someone always says they suck and its another thing to learn.

    I find this logic INCREDIBLY BAD and immensely unreasonable, what happend to you BHVR, what made you suddenly lose faith in like 15% of your map content. Whats the logic you are going to be working with forward?

  • Member Posts: 1,030

    Just out of curiosity: Did you, the dev team, take any feedback or ideas from the variants like "what was balance wise good and what was bad" in order to maybe improve the original ones.

    I also hope that we will get the Badham rework/update, now that you only have to balance one map instead of five.

  • Member Posts: 2,157

    I feel like the variants changing up the layout only confuses newbies, and even then they still have WOO, which does that job for them.

    While variety can be good, I'd rather see new maps added into the game, instead of a lazy reshuffle of an existing map.

    And as for Ormond, it was by far the worst offender after the update to map selection, because the 3 variants of Ormond (who needed 3? Really.) blocked the Lake Mine from appearing.

  • Member Posts: 5,582

    confusion isnt a problem, only if you tell them you are supposed to know where you are going at all times.
    Rather people are just supposed to remember what they ran past the last min and plan an escape route while moving around the map.

    I think reshuffle of existing assets are fine, its getting more content our of already existing work. It isnt lazy.

    The reason it blocked Lake Mine from appearing is that BHVR for some reason, treats Map Variants as Map and not Variants of a Map in the map selector system, instead of making appropriate changes, they opted for wasting 100s of hours of the map team.

    Honestly I dont buy the "everybody disliked it" reason they give out for removing Map Variants, people always complain about the maps, because they blame the map, when they themselves are just bad at the game. Otherwise you would have better reasons to remove the map than "everybody disliked it", you would collect stats to show what problems the maps had. But then damn you would be on your way to fix them.

Welcome to BHVR Forums

Please sign in to join in the discussions.

Welcome to BHVR Forums

Please sign in to join in the discussions.