You need to set rules for killswitching
In light of recent news from a CM, letting us know that:
"Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game."
Clearly the dev team needs to have a public sit down and really talk about what constitutes "game breaking". And note, this is not on the CM, they just let us know what they know. This is on the incompetence of the developers.
I want to know, what game the devs are playing where literal infinite toolboxes that can complete a gen in 40 seconds is somehow, NOT game breaking? I want to know, what game the devs are playing where a perk that would delete all progress from a gen in seconds is somehow, NOT game breaking? I want to know, what game the devs are playing where survivors being able to recover from exhaustion WHILE SPRINTING is somehow, NOT game breaking?
Because you can go see for yourself in that entire thread of the "Why hasn't streetwise been killswitched yet" post where the CM got downvoted to holy hell, and the entire dev team is currently being clowned on basically on every platform available, because of this arbitrary criteria to which killswitching is allowed.
Somehow "nemesis go fast" is game breaking and needs immediate killswitching but INFINITE TOOLBOXES THAT CAN COMPLETE A GEN IN 40 SECONDS WITH ONE SURVIVOR AND NO OTHER GEN PERKS INVOLVED is not?
This is not arguable. This is not up for debate. When both the casual players AND the top players are all calling you crazy, because you're just clearly playing a different game from everyone else. Quite possibly you may need to sit back and say "hey, clearly something is wrong here and we should disable this thing because the people who would know what's game breaking more than us are the people who actually play the game"
Instead of ya know… the dev team that couldn't even be bothered to launch one singular test run of their game to at the very least see the massive pole that is just in the loading screen. When your entire playerbase is telling you something is broken and when your entire playerbase is saying "yo this is like practically every game with at LEAST one person being a scumbag and abusing this exploit"… you should listen. This is embarrassing.
So:
- You don't turn off the game breaking perk
- You also don't ban people for clearly abusing the exploit (that you can't do on accident) with the game breaking perk
Embarrassing…
Comments
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Sorry, sweetie, we'll ignore all of your complaints and we'll give a backhanded triple down response at the sheer GALL of players asking to KILLSWITCH the broken thing.
Sowwy, sweaty :)))))4 -
For reference to any commenters coming in without reading the Streetwise Killswitch thread, the three exploits that Rapid99 is discussing are:
- The Streetwise Exploit that is currently in the game, and the larger discussion threads are here and here
- The Merciless Storm glitch, where after it was originally killswitched, it had the ability to reduce the gen to 0%.
- The Bloodrush glitch, where players can use Sprint Burst every 24 seconds even while exhausted. The bug report thread is linked here for any users with further videos or logs
- Rapid also mentions the Nemesis killswitch, and Scott Jund mentions in the linked Streetwise thread of a exploit with a Skull Merchant add-on doing a similar effect
Sorry for doing a quick tl;dr, Rapid (edit: WRONG NAME), but I did want to make sure the links to the appropriate discussions were in place for any users who had experienced the exploits and needed to submit their feedback or bug report.
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They stopped playing their game
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They couldn't even be consistent with effectively the same bug between different killers:
Nurse had an issue where blinking into grabbing a survivor off a gen caused the nurse player to not be able to interact and soft locked the killer. Couldn't move, use abilities, nothing, and just stuck in the grab animation until the game ended. Nurse was kill switched for about 6 weeks for them to fix it.
Twins had a nearly identical issue, where something about switching between Victor and Charlotte would occasionally cause the killer to soft lock, not be able to move or interact, and just stuck until the game ended.
This has happened to the twins twice. The first time they were broken for 3 months. Neither time were the twins kill switched.
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This issue is notably still a problem with Twins, and we only have a few weeks to find out if it's still on Wesker in his 2v8 version, or if they finally fixed it the third time around.
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seems like it's on us to punish these people since the authorities won't.
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Well that's annoying. I don't play twins, personally, but I very vividly remember a couple games as survivor where the twins killer got stuck.
You know it's bad when the survivors are trying everything they can think of to maybe bring the killer back into the game before just giving up finishing gens to go next.
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