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Dead by Daylight is way too unintuitive for new players

conradoo
conradoo Member Posts: 7

Hey everyone, just wanted to share some thoughts after playing Dead by Daylight for around 2000 hours.One thing that really stands out to me is how unfriendly the game is for new players. It's honestly kind of brutal.

I’ve invited several friends to try it out, and pretty much every time they quit after 2 or 3 matches. They die fast, don’t really get what they’re supposed to do, and just feel completely lost. I’m sure a lot of people go through the same thing. The game just doesn’t explain core mechanics well. Stuff like looping, map pressure, or even the idea of wasting the killer’s time to help the team — none of that is taught properly. You either figure it out by watching videos or just by playing a ton.

I see DBD almost like a speedrun: your job is to keep the killer busy while your teammates get things done. But trying to explain that to someone who just downloaded the game? Not easy.

For example: surviving 60 seconds in a chase and going down on the opposite side of the map can be a great play. It buys your team time. But for a new player? That kind of decision-making isn’t intuitive at all.

Honestly, I think the game could be much bigger than it is — all the licensed content, crossovers, etc. It has huge potential. But somehow it still peaks at around 40k players, which feels low for a 9-year-old game of this scale.

And one last thing:
Even though DBD is considered "casual", I think it would benefit a lot from having separate ranked and casual queues. A ranking system could actually motivate new players to improve and give them a goal to work towards. Right now, getting matched with experienced killers as a newbie just ruins the experience.

Anyway, that’s been my experience over the years. Curious to hear from others —
Do you agree? Have you seen the same things happen with new players?

Post edited by Rizzo on

Comments

  • Destaice
    Destaice Member Posts: 113

    In my opinion the biggest hurdle to overcome when I started playing was how much jargon is in this game.

    As an experienced player the concepts of generator speed vs charges vs regression are second hand where as first learning the game was convoluted and poorly explained.

  • humanbeing1704
    humanbeing1704 Member Posts: 9,091

    glad I started playing back in 2019 when this game only had 3 years of content the amount of licensed stuff in this game is way too much of a money commitment unlike other live service games

  • SpitefulHateful
    SpitefulHateful Member Posts: 446

    This game shouldn't get new players.

  • kosaba11
    kosaba11 Member Posts: 312

    Given the fact the developers don't care about the Survivor experience, the best thing you can tell new players is to not bother with that role. It's an unfun mess ruined by crap balance and terrible game design. The game will never be big because the developers don't know what they're doing and instead endorse toxic BS while punishing the role that needs the most refinement. Whoever came up with the design of the Survivor role needed to go back to the drawing board the moment they thought this lack of agency and stale gameplay loop would ever truly work.

  • DragonMasterDarren
    DragonMasterDarren Member Posts: 3,077

    Completely agree with the idea of revamping the tutorial, completely disagree with the idea of a separate casual and competitive queue

    Nobody would play a queue where people have to actually try to win, most people just want to relax and win with minimal effort, ranging from content creators, normal players, and those sweaty players who bring every bit of cheese and overpowered stuff they can to secure a win

    The idea that a Competitive queue fixes anything is a patently and demonstrably false one

  • JPLongstreet
    JPLongstreet Member Posts: 6,986

    DBD definitely has its own unique vocabulary, much of it borrowed from other games and mutated to fit this one.

  • cogsturning
    cogsturning Member Posts: 2,111

    I agree the game needs a kiddie pool mode for new and low rank players, but it would have to have good restrictions to keep out people using new accounts to slaughter them. It could be done. If you do too well too quick, the mode closes to you. When I first started playing, I tried survivor and did so abysmally bad that I felt like I was dragging my teams down. I switched to killer so I could only affect myself. It was months until I went back to surv, during a 2v8, since it's a disaster for survs anyway and it was a good way to learn.

    My partner is thinking about playing with me and I feel like I'll have to go through a bunch of custom matches just to show him what things are, how they work, and teach all these endless terms. Then I'll have to babysit him in matches and try to take all the chases for awhile, and it kinda sucks that thats needed.

    Like literally everyone, I think the tutorial needs massive work. You should be able to choose a bot killer to go against and play it like a match, with constant hints and a slower pace.

  • thrive2survive
    thrive2survive Member Posts: 321
    edited June 29

    This one gets it. I've been saying the tutorial needs a major overhaul for years… It won't get done. BHVR have priorities and those priorities have always been to keep the bare minimum #s possible each and every day. As long as those player #s reach that bare minimum, stuff isn't just magically going to get better. People have to stop playing to send a message that the Survivor experience is lame. I can't keep any of my friends playing this game due to the whole agency thing.

    The Survivor role in DBD is dull and boring for what could be an even bigger audience of people playing DBD, especially in comparison to other games. It really does suck at the end of the day for people who want more depth on that side of DBD. One of the big problems besides how badly the maps are designed is how much filler is in this game. Too many useless perks isn't a good thing. Trim the fat. Condense this stuff so it's easier to digest for newer people…

    It's simple but apparently to BHVR it isn't simple. Maybe they don't actually know what they're doing. DBD was a beautiful mistake in many places. They didn't know it was going to be popular when they made it and "luckily" it was. They asked the first license holders if they wanted to have their character represented in DBD, which "luckily" responded with a yes. DBD has been kept alive for so much longer than other asymmetrical games, and a lot of that time is due to sheer dumb luck. Most people who glance at the game won't ever consider that, but it's true. If every license that BHVR asked for a character early on simply said "No.", DBD might not even exist today.

    Just imagine how much lower the player #s would be WITHOUT those fancy licenses. Chew on that for awhile and if you're not in denial, the answer will show itself in the form of exactly what happened to every other asymmetrical game over the years. Cult following, barely staying afloat, not much going for it, and bad balance. BHVR have spent so long banking on the licenses and the love that their fans have for those licenses to bring in the $$$$, when they should've pretended like they had nothing to encourage that mindset of constant innovation or bust.

    Complacency is their real enemy. BHVR is so comfortable with what they have, why would they try anything harder than just asking for another license? That's all they need to keep the people coming right? :/

  • Marc_123
    Marc_123 Member Posts: 4,034

    New player experience is bad for some time now.

    But it seems not to be that important for some reason. (…and to mitigate the grind we get fewer event cakes on top)

    Also - 40k players on Steam. You also have PS, Xbox, Epic and Switch players.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,365

    Yeah, I am not gonna lie. When I first started playing 2 weeks after Wesker came out, I was so lost. I did the tutorial, but it really didn’t help. Played killer, lost match after match after match, got teabagged on.


    It took a long time to learn. Thankfully people I met along the way took me in like a lost puppy and helped me. Fun fact I still get Killer Anxiety to this DAY 🤣🤣


    I think it’s based around having to perform well and not playing terrible since all the pressure is on me. The higher I get prestige wise the more anxious 😅

  • francesinhalover
    francesinhalover Member Posts: 376

    Got 1000hrs its crazy how little is explained.

    Crouch to Dodge blight hits? Crouch to deal with hag? And so much stuff.

    Plus all the dumb map variety game is just awfull to play. My Chases still last 5-10 seconds

  • Mr_K
    Mr_K Member Posts: 10,338

    DBD is very hands on training. There are so many things you can learn about the game that it would overwhelm a new player that just wants to press play.

    Also, there's no amount of information you can give to someone that hasn't played that will make them good. Trial and error has always been the building blocks to getting better at this game.

  • tjt85
    tjt85 Member Posts: 1,653
    edited June 30

    Part of the problem is that they've heavily nerfed stealth over multiple patches with the changes to distortion, the new AFK system (which to be fair has been made more lenient), a wider FOV for Killer, a ton of new Killer aura/info perks and the gamma settings for console (a good change, given how dark some maps were on console).

    Some of those changes are justified. But this is still a curious choice, given that stealth is the play style that makes the most sense to newer players. If you don't know the maps or how to loop and you're likely to go down in less than 10 seconds, it makes way more sense to play cautiously while still trying to be an active contributor to the team.

    If DBD is moving in the direction of creating fast paced trials based primarily around looping, they should probably add Kate to the roster of free characters (she's already free on Switch, but she should probably be made a free character on other platforms as well). And revamp the tutorial to include a section on basic looping. Explaining basic things like status effects wouldn't go amiss either. At present, the tutorial teaches you almost nothing about actually playing the game.

    Ideally, newer players should be kept in their own match making pool for longer as well. Judging by the baby Bill I had in my Myers game the other day, it doesn't seem to take many hours at all to be thrown in with the rest of the player base.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Camping, tunneling, and slugging, makes the most sense for new killers, so I guess we shouldn’t nerf those strategies, because we wouldn’t want to make things more difficult for new killers.

  • tjt85
    tjt85 Member Posts: 1,653
    edited June 30

    If we're talking about new Survivors going up against new Killers (as should be the way), Killers won't need to do any of those things to win.

    They'll have all the time in the world to get hooks and Kills because gen progress will be glacial, chases will always be short and there's pretty much zero chance of any pallet or beamer saves happening. Killer is incredibly easy at low / beginner MMR. All that those strategies will do at low MMR is frustrate and annoy Survivors in trials the Killer probably would have won easily anyway.

    Post edited by tjt85 on
  • Madmillennial
    Madmillennial Member Posts: 120

    Back in 2017 when I started playing there was way less perks and unique killer powers to learn. It's become so large now I can't imagine someone new playing and not be overwhelmed.

    YYou'd Go through 50 matches at least seeing something new for the first time and getting creamed because you don't expect whats happening. I can see why new players don't keep at it.

    TThis game takes patience and time. Dying ALOT over and over to finally get to the point where you feel any confidence whatsoever. Unless you really want to love the game I'd say many people stop after dying so fast and so often and just assume this is how it is.... and then quit..

  • hermitkermit
    hermitkermit Member Posts: 980

    No tutorial will ever be a substitute for experience, but it can give new players a fighting chance before they get discouraged and quit. A little guidance doesn’t hurt the skill curve, it just flattens the frustration spike. Having the ability to practice before facing live matches would be a fantastic first step in trying to close that skill gap, as it gets bigger and bigger with every new character added. Hopefully we eventually get some better resources for this with quality of life changes.

  • Mr_K
    Mr_K Member Posts: 10,338

    The question is how much information is sufficient? Some have said how to loop, but looping wasn't part of the game until pallets were reduced. What happens if looping became obsolete? They learn how to loop but ha ha nobody does that anymore.

    The game already has practice matches with bots. How many should a new player have before going from a curated experience to a chaotic one?

    This day in age most information players get about games come from online resources like youtube and wikis. While the wiki may be too much for a new player, which is an information overload issue, youtube videos from other players can really help get the feel of the game.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,738

    I come from LoL and OW, so I'm not really qualified to give my input.

    game sense from managing other human beans is universal; the art of war here applies over there so that was what held my head above water. I love things like perks and builds so I had a lot to keep me engaged as a lower level.

  • hermitkermit
    hermitkermit Member Posts: 980

    I appreciate you taking the time to give your thoughts, especially the point about outside resources like YouTube. They’re definitely valuable and I agree that for many players, that’s where a lot of the learning happens. But I think that outside resources I feel are a substitute and should not be considered the same as in-game support.


    You mentioned that the game already has practice matches with bots, but currently that feature is only available for killers. Survivors don’t have access to bot killers to learn from or practice against, which creates an imbalance in available resources. A major part of what makes learning in DBD so tough is that one role has built-in support, and the other doesn’t. Before we even get into the idea of how many practice matches are enough, both roles need to have equal access to practice in the first place.


    I also think there are some really easy possible implementations here. There is a learning to play section already , which great. I think including killer guides on how to play as/against for each specific killer and then getting the option to practice as/against them in custom lobbies could be implemented quite seamlessly right there. 


    Now, I agree that some players won’t take advantage of these tools even if they’re there. But that’s a very different issue than expecting them to figure things out when those tools don’t exist at all. If a player ignores the resources, that’s on them. But if the game never offers the help in the first place, the burden falls on the design.


    And lastly, I do think it’s important to recognize that “trial by fire” doesn’t mean what it used to. Years ago, learning this game with 200 hours looked very different than now. There were fewer killers, fewer perks, fewer mechanics, all the map changes the constant updates with perks etc. The game has gotten significantly more complicated over time, so the entry gap has grown.

  • Malkhrim
    Malkhrim Member Posts: 1,192

    Yeah, the tutorial and the game manual are indeed very lacking. Lots of basic stuff about the game, like applying pressure, looping, knowing when to drop and when to break a pallet or not, are not explained in either of them, so people rely A LOT on content creators to learn to at least play decently. But not every DbD player is going to immediatly look for online guides, the game itself should provide more information so new players didn't feel lost right upon starting.

  • Mr_K
    Mr_K Member Posts: 10,338

    Applying pressure, looping, knowing when to drop and when to break a pallet or not, are not explained in either

    How do you go about teaching someone with zero knowledge of the game this? The concepts of safe vs unsafe pallets is something you learn over time. When you drop a pallet is not a science but a feeling when another loop is not possible based on position and experience.

  • Mr_K
    Mr_K Member Posts: 10,338

    You had me questioning my memory so I had to go check. There is a Survive with Bots where you face a Trapper AI.

    20250630184820_1.jpg
  • Aphy
    Aphy Member Posts: 49

    The tutorial is fine. I've been playing since 2017. The tutorial wont teach skill or strategy. That is all personal preference. You can learn about every characters perks, etc in game. It's really up to the person to look them all over and pick someone and test it all out. Streamers, YT etc have always been the go to for advice, tips and tricks. The problem I see more and more is the players get younger and younger and have no clue how to develop skill and strategy. Constantly going for the camp/tunnel 4k right away or ratting out other teammates to save themselves. Grown As* people don't play pathetically like that unless they have some serious issues.

  • hermitkermit
    hermitkermit Member Posts: 980

    Yes, I shouldn’t have said no killers. It has 1, but there are 39 without tutorials.

  • Malkhrim
    Malkhrim Member Posts: 1,192
    edited July 1

    I understand it doesn't feel obvious and a lot of things can't apply to every situation, but to bring an example, one very basic thing to be learned while playing survivor is that you want to loop the killer when they are close so you can waste as much of their time as you can in a single pallet. Also, you want to loop a killer on a dropped pallet until you force them to break the pallet so you can gain distance.

    As killer, the same logic applies but on the opposing side, and because of that, you usually don't want to break a pallet if a survivor immediately leaves the tile, only if they stay on it, and on that situation evaluate if breaking the pallet will be needed or not.

    But because these stuff aren't explained anywhere within the game, many begginer survivors just drop a pallet, immediately leave the tile and get hit, because they don't even know they are supposed to loop! Many beginner killers just instantly break every pallet and don't understand what they are supposed to do since they never catch up to survivors. Just a very brief basic explanation about this on the tutorial would make a difference to at least tell new players what they should learn and aim to do in first place.

  • ImWinston
    ImWinston Member Posts: 641
    • After 5 years of playing and 5 years trying to introduce new players, i gave up. all my attempts were a failure. it's too complicated to start playing when you have zero knowledge of the hundreds of dynamics to learn. So either you love dbd from the start, or you will run away from it as fast as possible. Maybe my mistake is to make my friends start being survivors... today i would recommend starting as a killer
  • Elan
    Elan Member Posts: 1,427
    edited July 1

    Sadly I've been playing survivors this event as killer queues take too long and this is by far the most frustrating time to play survivor. Not only that every game killer massively tunnel lower skill players but on top of that bring the sweatiest thing they can and more than anniversary event to celebrate it feels like finale of tournament and that was every single game to the point I gave up and said that it's not worth the frustration to get enough bloodpoints for prestiging some killer to 100. As a new player I've wouldn't play longer than one day.

  • Orthane
    Orthane Member Posts: 614

    I started when Tools of Torment released and honestly I'm surprised I stuck with the game. The Tutorial literally teaches you nothing, really it's sort of just like Dark Souls where you kinda just have to figure everything out on your own. The problem is Dark Souls is a single player experience (well, can be online but you get the point) while DBD is a multi-player semi-competitive game. Having to learn things on your own in an RPG is fine, it can even be a lot more fun than hand holding.

    In a game like DBD you have to teach the player at least some of the basic things like how Killer Powers work. That's the biggest one imo, they NEED to have a Tutorial for every killer that shows you how their power works and what you can do to avoid it. Like holy ######### the amount of people that still don't know you can crouch Skull Merchant Drone beams is insane. Or also have Killer specific tutorials that teach things like "Use your Vile Purge on a Generator to infect any Survivor that interacts with it" because you're really just dumped into the game with no way to learn other than just playing, which can lead to a lot of frustration.

    Also ffs give more free perks. The best free perks were taken when Stranger Things came back. I relied heavily on Jolt when I started the game since it's the only free regression perk you get, now new players get literally 0 regression perks, that's really bad. Same with Inner Strength for Survivor being a great self-heal perk, that's no longer free. They got to take some of these really old Survivor and Killer perks that are important and give them for free, like Pop Goes the Weasel or hell even Windows of Opportunity. Both from the same chapter and both are very good to help new and veteran players on either side. Those are perks that a new player can rely on for every game.

  • TicTac
    TicTac Member Posts: 2,682
    edited July 1

    Thats not how it works. New players should play the ranked mode, not the casual one.

    "Casual" is misleading. In every game i played the casual mode is more like a free for all. One time you play against new players, some time against pros and then everything inbetween. That means that this mode benefits good players the most, because they get easier matches.

    As new player you want to play ranked, you want to play at the lowest rank against other bad players. You are safe from the good players in the high ranks.

    But to be fair we have only a ranked mode right now, a hidden one (MMR). So why doesnt it help? Bc matchmaking time. So i wouldnt have thought i said it ever, but maybe they should fill the low mmr brackets with hidden bots to create a safe environment for new players. It would also deter smurfs bc nobody wants to play against bots.

  • Mr_K
    Mr_K Member Posts: 10,338

    Correct but, have you played it? The AI is not that good and I don't believe BHVR has the time or resources to make a viable AI for every killer. Old, new, and every chapter after. You may point at 2v8 killer AI but that killer goes pretty hard and against new players? They be better off learning in actual matches.

    But then we get into heart of the matter. Why is it not ok to learn in actual matches? Why is it not ok to play a match completely ignorant of the game and how it works? Does playing with bot bring anything to the table besided learning the quirks of the AI's pathing? You can practice in a simulation for hours learning bad habits that will bite them in a real match. The purpose of the game is to be PvP not PvE and there is a big difference how each on is played.

  • Mr_K
    Mr_K Member Posts: 10,338

    its not explained because these are tactics brought about by players. The Devs didn't think of them and that is very clear by looking at old map designs.

  • DragonMasterDarren
    DragonMasterDarren Member Posts: 3,077

    New players would never so much as attempt to play ranked and if you think a ranking system would protect new players from experienced players then you haven't seen how bad the Smurfing issue in games with a ranked system is

    A ranked system does not fix anything, it has never fixed anything, and it never will fix anything, stop suggesting it

  • Malkhrim
    Malkhrim Member Posts: 1,192

    They didn't think of them initially, but balanced the game around it over time and even commented on it during dev streams. The tutorial itself didn't even exist when the original maps were made, only the game manual did. They updated the game manual, but neither it nor the tutorial ever explained some of these strats that have been required to be known to play decently for years already.

  • hermitkermit
    hermitkermit Member Posts: 980

    You’re right, AI bots aren’t perfect and can’t fully replace real matches. But the point of practice tools isn’t to simulate high-level play. It’s to give players a way to safely learn the basics before jumping into live games.

    It’s not about replacing real games, it’s about giving both sides the same starting tools. Killers already have this kind of mode. Saying survivors don’t need it feels like a double standard. Right now, survivors have no real way to learn how killers work beyond random matches and vague tips. A practice mode would give them a low-pressure way to learn the game’s basics and I disagree that it would be a bad thing. I feel it’s unreasonable to say one role can have access to a resource and the other shouldn’t. 

    Look, you can have the opinion that no tutorials or tools are necessary. But what’s not opinion is that the game’s complexity is growing, and the tools to support that growth are not growing at the same pace. I feel that gap affects both roles, because a lack of understanding leads to frustration, misinformation, and division. Equal tools won’t solve everything but I believe it’s a good place to start, in my personal opinion.

  • TicTac
    TicTac Member Posts: 2,682

    You really are an expect in a constructive conversation. But i will let you in on a little secret. If a player creates a smurf account, he will always play against new players. Doesnt matter which mode it is.

    Funnily enough there are smurfs in dbd without a ranking system right now. Shocker! Why? Bc the mmr is a ranked system. The only way there wouldnt be smurfs is a completely random matchmaking system.

    So how do you combat smurfs?

    1. Flexible rating-systems with massive gains if you win all the time like the mmr in dbd. If you dominate with a new account, you will almost immediately play against better players. Like you could see in a famous Hardcore-survivor-challenge. But you could avoid it. Dominate your opponent and let them win (escape/kill you) in the end.
    2. Difficult repeated entry. Not feasible with dbd. You can share the game and not pay again, its cheap anyway and you dont need progress. Perks etc are nice but you dont need them to dominate weak players. Other games force you to play quite some time until you unlock ranked, so smurfs need to invest time, but you cant do it with one mode. And it wouldnt help new players.
  • Mr_K
    Mr_K Member Posts: 10,338

    yes they started balancing around it because the players started looping more than not. But why did that happen? How did that many players start doing the same thing without provocation? It's like knowledge was somehow relay to a vast group of people without the Dev's influence. 😉

    It's somewhat funny to me that we want the Dev's to teach us how to play but in the same breath say they cannot balance their own game. Playstyles and tactics don't come from the Devs, they come from us. You learn it through interactions with other players. A killer will see a survivor pull one over on them and do the same when they play survivor. You cannot expect the Devs to keep up with the newest tech or meta and somehow make a tutorial on it.

  • Mr_K
    Mr_K Member Posts: 10,338

    You have to look at it from a practical sense. The Dev's can't make an AI for every killer and balance it around new players. The Trapper AI in the tutorial is laughingly bad, will swing a you at a distance. To be frank, the tutorial match doesn't teach anything of use. Throwing you into a bot match teaches you about holding M1. But many are here cooking up ideas about advanced systems where you point, hey killer did this, now do that, now do that but not that.

    Yes, the game was simpler when I started. But I wasn't trying to get my Phd in DBD. I ran around and held M1 on gens praying the killer would find someone else. I would run to a pallet and die. I would sometimes escape. I didn't need to know the killer's power. I just needed to play and find out.

    -Side note-

    Even worse, I started playing Dec 2016 when the game crashed during loading a lot. This placed me in many 1v2s and the killers just wanted to move to the next match.

  • hermitkermit
    hermitkermit Member Posts: 980

    I do understand your perspective and your points, I think we just respectfully disagree on what is reasonable or not.

    I’m not suggesting ultra-advanced AI that mimics perfect PvP behavior, just the same basic learning opportunity that killers already have with AI survivors. You may be of the opinion that because the AI will never play as good as a real player, that there is no value to be taken from playing against AI. I simply respectfully disagree. Using AI to teach you the basics before going into live games is not a new concept in the gaming space and is still used to this day. I believe it is because it does offer value. You may disagree, and that’s fine.

    You did previously bring up 2v8 killer bots from before, and how you disagree that they would be useful as custom practice, but I do disagree. Not perfect, sure but better than nothing, and I’m not asking for perfect AI. I don’t expect real players to be perfect either. And if the 2v8 killer AI is good enough to be in a full game mode, I feel it’s good enough for a practice mode.

    At the end of the day, I’m not trying to reinvent DBD. I just believe both sides should have equal access to learning tools. If one role already benefits from it, I don’t see the harm in giving that same support to the other. Survivor bots aren’t great AI either, but I disagree with the idea that because they aren’t that great you can’t learn from them or that there is no benefit from having the option. Real players aren’t always great either, but I've still been able to learn from them.

    I respect your stance even though I don’t agree with it.

    I believe AI killer bots would be valuable for survivors just like AI survivor bots are for killers, and you don’t, and that may just be where we differ, and that’s alright. We may just have to respectfully agree to disagree here. 

  • Malkhrim
    Malkhrim Member Posts: 1,192

    Well, talk for yourself when you say "we". I definitively don't think the devs "cannot balance their own game", at least not today. Sure, it's a hard game to balance and there are things that still need changes, but the devs have been doing a really good job in the lattest years. Of course, it's something they do based not only on stats but also feedback from the community, but that doesn't mean they "can't balance their own game", it means that listening to player experience is important.

    And come on, players started looping instead of playing hide and seek because the way the game was designed favored that, even thought it wasn't intended. The design has a lot of influence on what strategies players use because whatever stategies players decide to use is based on the tools the games gives them. Looping having been "created" by players would make a difference in this matter if we were still in 2017, but we're not. The game is 9 years old and it's maps have been DESIGNED around the efficiency of this strategy for years. It's not some new tech the players invented just now, nor it is just a meta, is a very basic thing expected to happen almost every time a survivor reaches a pallet in a chase and, if a new players don't know about that and don't do it, they get a really quick and frustrating chase where they almost immediatly go down. That's why it is important to help new players know how their resources are intended to be used and played around, or at least what they CAN do with it, instead of leaving them in the dark only for many of them to leave the game after a couple of days of a frustrating experience.

  • Mr_K
    Mr_K Member Posts: 10,338

    The royal "we" as in the community as a whole and not necessary including you or I.

    And come on, players started looping instead of playing hide and seek because the way the game was designed favored that

    That is incorrect. Only players new to the game hide most of the match. Then they find out they can't win by hiding. Only time hiding came into play was Claudette blending in during a chase. Before looping it was pallet to pallet running. Back then there were two pallet at every tile and jungle gyms with two windows and two pallets. You simply didn't need to loop in the sense of getting the most out of a pallet.

    Telling a survivor to loop a pallet is what it sounds like. Hey you need to run in a circle around that pallet. Oh ok. Wait you are running the wrong way. Wait you need to throw the pallet now. No you could of bait a swing there and got an extra lap. No what are you doing you should of thrown the pallet now the killer can hit you.

    Good luck relaying the concepts of pallet looping to someone that hasn't even played a match yet.

  • Malkhrim
    Malkhrim Member Posts: 1,192

    The royal "we" as in the community as a whole and not necessary including you or I.

    Well, you say "it's funny" to you that people do two different claims on the same breath. One of them seems to be based on what I'm saying and what OP said, but is not widely discussed in the community, the other is often used to attack the devs, but I never showed any sign of agreeing with it, nor did OP. So… you find funny that people say "on the same breath" something that don't even seem to be said by the same people very often. It would make sense to tell me that if I had agreed with the second statement, but I never did.

    That is incorrect. Only players new to the game hide most of the match. Then they find out they can't win by hiding. Only time hiding came into play was Claudette blending in during a chase. Before looping it was pallet to pallet running.

    Did you realize you said it was "incorrect" but then followed with a comment that supported exactly what I said? "Only players new to the game hide most of the match. Then they find out they can't win by hiding." Yeah, because the game's design makes looping more worth than hiding! Again, players make strategies and metas based on what is made available by the design, and the design lead them to looping, beause once players find out a strat is not reliable, they switch to one that works better.

    Back then there were two pallet at every tile and jungle gyms with two windows and two pallets. You simply didn't need to loop in the sense of getting the most out of a pallet.

    You didn't "need", but it was the best option regardless. You didn't "need", but looping would create situations the killer could never catch you AND help you preserve pallets until the end of the match instead of spending them and creating dead zones. The game's design LED people to loop, even though it wasn't intentional, and with time that lead the game's design to change according to that. Medium vaults were added, infinites were removed, the number of pallets in maps decreased, and once the devs even talked about "loop money" being considered when reworking Badham. Looping is a very basic thing to know to at least try nowadays and the game is balanced around it.

    Telling a survivor to loop a pallet is what it sounds like. Hey you need to run in a circle around that pallet. Oh ok. Wait you are running the wrong way. Wait you need to throw the pallet now. No you could of bait a swing there and got an extra lap. No what are you doing you should of thrown the pallet now the killer can hit you.

    Good luck relaying the concepts of pallet looping to someone that hasn't even played a match yet.

    You are talking as if a tutorial had to necessarily be a very detailed recreation of every possible situation that told you in rich detail exactly what you should do and when. You're exaggerated so much you even included baiting a swing. You KNOW a tutorial isn't that and you KNOW that's not what I'm suggesting here. You keep talking as if I we were talking here about advanced techs that can come and go at any time, when we are talking about a very basic thing. New players often don't even know they need to stay on the same tile for a bit in order not to get hit, and that they shouldn't just instantly drop any pallet and run away. They start completely lost because the tutorial and the game manual don't explain even that. Some very simple introduction to that would already be enough to show new players what they should TRY to do instead of letting them have multiple frustrating matches until they either stop playing after quickly dying every match or search for youtube content that tells what they are supposed to do.