http://dbd.game/killswitch
What was the Rationale Behind Blood Generators' Lack of Interaction?
They make a huge number of Killer Powers and addons totally useless, as well as Perks for both sides. Making an event where you can do less stuff than normal seems like a bad idea to me from a design perspective. The change in strategy from normal generators to Blood Generators is potentially interesting but the rest of it removes a whole dimension of gameplay. Does anyone have a different perspective on this?
Comments
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They probably wanted raw, pure data regarding alternate methods to base generators.
My guess is that bhvr is thinking of something to combat 3 gens or something by offering an alternate route. It'd be harder to get that data if survivors lose the will to be test subjects because Freddy with Pain Res/DMS keeps teleporting to the blood gens. No thank you
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That's pretty much it, even though it's 100% favorable to survivor, as a survivor, I just stopped playing blood moon because the idea of these gens that can't be regressed and depending on RNG can be filled incredibly quickly isn't really what I call fun, it's just competitive advantage.
As a killer well… Why would you play blood moon except to farm bp ?
Making an event where you can do less stuff than normal seems like a bad idea to me from a design perspective.Sums it up. I find it so uninteresting I just see it as "normal gamemode but survivor sided and more bp"
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Not sure the right way to get raw data on that was "disable everything also completely unrelated to enhanced regression".
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They've already implemented some very effective anti-three-gen changes though, and I very rarely see them be the deciding factor in games anymore. Raw, pure data is also not what you'll get if Plague, Freddy et al can't actually interact with half the gens on the map.
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What I don't understand is that they do have interactions with the killer's powers, but only negatively. Unknown can't place hallucinations nearby and Pyramid Head can't place his trails. But yeah, Freddy can't tp to them and they don't activate the Pig's traps. So what is it, BHVR? Are they supposed to interact with killer powers or not?
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They could have simply kill switched gen regression perks in the event mode and let killer powers function as normal. Whatever data they get is functionally worthless because its already flawed as variables that should be there aren't as a fair amount of killers are excluded, because who the hell is playing gimped killers with half functioning powers?
They also already have mechanics to combat 3 genning.
No, more likely they just released an unfinished, untested event to try things using BP bonuses as bait rather than throw it in a PTB where it should have gone if they cant even get killer powers functioning properly for a live game mode.
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Ive been playing a couple of events and i dont know what is going on really. Barely any interactions with survivors at all. feels like i am running with 0 perks and that gens are done quicker. Can someone explain to me what this is ?
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Because the blood generators are WAY easier and quicker to get finished and 4 out of the 7 generators are Blood Generators, so the survivors only have to do a single normal one.
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Thanks for Clarification, i thought why suddenly it felt all survivors are sponsored by SK-Gaming.
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Now that the BP bonus has been confirmed in the normal game mode, there is no need to do this mode anymore. Do something about the flawed design of Halloween 2024 and the lack of event gimmicks on the killer side or the lack of time to try to take advantage of them in the first place.
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Also, not only are they faster, but people just aren't going to be on gens much, so working out where anyone is without running a bunch of info perks can be… tricky.
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The change in strategy from normal generators to Blood Generators is potentially interesting but the rest of it removes a whole dimension of gameplay. Does anyone have a different perspective on this?Different perspective - changing strategy up is worth removing a dimension of gameplay in a temporary mode.
That's kind of what the special events / modes are for, to temporarily shake things up. If you don't like how they shake things up, normal 4v1 is still there of course, but it gives the people who like the switch up a good change of pace.
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I think the point of this event is the community challenge to get to 500% bp incentive. It's based around blood gen interaction, so imo they simply wanted intentional interaction as opposed to passive interaction (so physically kicking the gen instead of perks doing it for you)
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It seems a lot like breakable walls, where they saw a community idea (finding parts and/or fuel for generators) and unfortunately ran in the completely wrong direction with it.
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The rationale is that it's meant to be a fun side mode. Stick to the main queue if it bothers you that much.
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The real issue with these generators is the atrocious blood point gains. Unless you're the one to complete it, you get fewer points than three great skill checks, without even factoring in the generator completion points.
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IMO there are two reasons for it. And with the first I assume that they are at least testing out a new possibility to complete generators (which does not mean that it will ever come to the regular queue):
- They want to have good data how many Gens get repaired without any Slowdown-Perks in the mix. Are the Gens too fast? Are they too slow even without Slowdown-Perks? Maybe they will bring a similar mechanic in the future, but allow Perks to affect them or make it take longer to fill them up. But Slowdown-Perks would just make it harder for them to actually see the required time it should take for the Blood Gens to be completed.
- Their spaghetti code makes it only possible to disable all Gen-Interactions (by not letting the Blood Gens count as Gens) instead of only Slowdown-Perks. This means that they had to go this route becausae it would be too hard or not possible (in its current state) to let only a portion of Perks affect the Blood Gens, therefore all things which affect Gens do not work on them.
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As an idea i like them a LOT. I've been asking for different types of gens for ages.
The excution, however, is so poorly made... Not only the gens award no points as survivor, the killer can't use any perks with them, they are absurdly fast to complete (like 10 second with 2 survors at most, they take 2 cans and probably 0.2 of another?), regession of them is inexistent (watching and protecting a 75% new gen for 2 mins only to get a survivor complete it in 10 seconds later is ridiculous)...
If a killer downs a survivor, the can should be lost. Cans on the floor shouldn't lose gasoline. Vaulting should make the can lose lots of gasoline. Running is fine as it is. Regression on these gens should be WAY more, if it 10 seconds to do like 48% of the gen, kicking should make it regress on the same rate. Killers should be able to interact somehow with the pumping station (maybe kick it so it loses all the blood and has to charge from 0?)
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