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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Anyone Else Remember Almo's warning and insight?

"Disclaimer: after 6 fun years of working on DBD with an amazing team, I've moved on to another studio to work on something new. These opinions are mine, and not those of Behaviour Interactive.

First, it's extremely hard to set up an asymmetric game of any kind that works. From a game design perspective, you're not able to assume that any rule fair to one side is fair to the other. Worse, asym horror games tend to put multiple players against 1. There are a whole host of reasons this is difficult to get right, but that's a huge topic better left to another discussion.

With regard to games that set out to compete with DBD, they often start by saying "we're gonna fix X which is a deep problem with DBD". Why not learn from the competition, right? Well, sometimes it then turns out that X is something that makes DBD work.

I was a VHS (Video Horror Society) early adopter, and a Superfan (large DLC purchase); I'll use this one as an example. Much of the discussion of how this game works comes from my 110 hours spent with the game as well as discussions with my Twitch audience.

VHS failed in large part because the Monster couldn't tunnel or camp. It seems clear to me from the design that they looked at DBD and figured that the biggest thing its players hate is tunneling and camping, so they eliminated those tactics.

But that meant the Monster ended up fighting 4 Teens most of the match, and there was no way to deal with a particularly difficult Teen. You'd finally kill one, and then they'd get the book of the dead and you're at 4 again. It was miserable to play Monster, so few did. I am a DBD Killer main, and I even gave up playing Monster because it was so miserable to play. I'd rather wait in a 15-minute Teen queue and play something else in the meantime than deal with that.

The difficulty in killing one Teen early also made its 25-minute matches feel very samey the whole way. DBD matches have phases: 4 Survivors, 3 Survivors, do we try to finish gens or hatch jockey, hatch hunt. That results in large shifts in play style over the course of one match. There are issues with some of these stages, but that they are present adds variety to each match.

There was also the ping system, another response to something DBD is perceived to be lacking. It hurt the atmosphere and made it much more gamey. Also, it meant Teens had a much easier time learning to coordinate against the Monster.

Then there were the Journeys; these were sets of challenges for players to do to earn stuff. Nice in principle. But some of these encouraged VERY bad behavior on the part of the Teens. Imagine you're losing as Monster; the Teens have one more Sigil of the four to take to win. Instead, they keep chain stunning you with the other attack types in order to fulfill their Journey requirements. They're encouraged not to win, but to bully the Monster for their unlocks. We can't fault the players... they're just behaving in the ways that the systems encourage.

But part of this issue steams from another thing they wanted to fix from DBD: "We want more interaction between the Killer and Survivors, and we'd like to be able to hinder the Killer more than we can in DBD." One reason DBD works is that the Survivors try to do gens to open the gates, and the Killer tries to stop them. It's never about stopping the Killer, but delaying them until you can get the gates open and escape. In VHS the Teens want to kill the Monster and the Monster wants to kill the Teens. I would argue that the goal structure being set up like this means DBD can give the most important thing to the players: the sense of an unstoppable Killer. When I boot into a game as a Killer, I don't want to be afraid there might be a Survivor lurking around any corner with a weapon. I want to go in and watch them scatter like rabbits when I come near.

This brings up what's called "ludonarrative dissonance". When you see VHS or DBD advertised, you are being sold "80s movie monster runs around murdering civilians". What you get in DBD is largely that. In VHS, it's considerably harder to kill individual Teens, and so you're not getting what you were sold. You may have a difficult time actually completing kills in DBD as it's difficult to learn to play. But that's a totally different feeling than what you get in VHS where so many systems and rules are set up to make it systemically difficult to kill a Teen.

It's easy to give reasons like "DBD has the licenses", "it has more content", or "it's already established" as reasons for competitors' failures. Or that "they didn't market it right", or "their early access was not done well". VHS shipped with 3 monsters, 6 teens, and 3 maps. Over the course of their one-year early access, they released 2 new Monsters, 1 Teen, and 2 Maps. They tweaked a lot of things, and listened to player feedback. It was very impressive for such a small team.

But my experience as someone who was on the DBD team for 6 years and having played VHS and Evil Dead quite a lot is that these competitors just aren't as much fun.

Like it or not, despite its flaws, DBD is a brilliant game that's just fun to play and competitors have to beat that part to survive. Focusing on DBD's flaws and fixing those first is the wrong way to go about it.

I'm never happy when my fellow game developers slave away on a game for years (VHS was in the works for 5 years) and then fail and lose their jobs. They worked hard, they cared about their game, and it's clear they put everything they had into it. The studio behind VHS unfortunately appears to be gone now, and that's a shame."

The PTB is literally doing the thing…..

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Comments

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    We have a go next epidemic because this game refuses to buff the Go Next system to where it should be.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    A giant portion of the ragequits are completely unrelated to camping, tunneling, or slugging. So it won't fix the ragequitting problem.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667
    68 inflated.png 51 actual.png

    Actually, my official (inflated) stats are 68% escape rate, and my actual is 34/66 = 51% escape rate.

    Which means my survivor stats are probably way better than yours.

  • ControllerFeedback
    ControllerFeedback Member Posts: 565

    that's just plain whataboutism. you're better than that.

  • BbQz
    BbQz Member Posts: 414

    I mean he's only played 66 trails. If he is a killer main bring in full meta perks by farming on killer vs baby killers and has really good game sense from his time on killer plus ideas on how to loop and mind game. I doubt low MMR killers can even touch him. Add in some natural talent for gaming and bam you have a mast of the low to early mid ranks. Even more so with friends.

  • ControllerFeedback
    ControllerFeedback Member Posts: 565

    I don't think it is very relevant, as all it effectively boils down to is publicly asserting your assumption that X person is biased because your brain recognized a pattern, and furthermore deciding to (by conscious intent or no) publicly disregard their opinion/feelings on the matter just because of that observed pattern. When you could just…not engage with those people who you feel aren't worth talking to, and perhaps instead try to understand & address the actual subject matter in a meaningful way (the subject matter in this case being Almo's takes on player agency in VHS, and how some feel like his take is relevant with regards to the new changes).

    Like if all we're doing is trying to point out others' biases, then I guess I'll throw my hat in the ring and say you clearly watch too much Jund based on my own pattern recognition. Not a very useful take in and of itself.

  • ControllerFeedback
    ControllerFeedback Member Posts: 565
    edited September 4

    is the OP one of those people that directly made fun of him or are we just doing the "I assume you're biased and did the thing without recognizing my own bias/preconceived notions while ignoring the actual validity of the discussion at hand" thing like pulsar was doing earlier

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    I'm surprised no one noticed the other really important fact from the screenshot….

    It was 66 survivor trials during this tome, and 0 killer trials during this tome. As in, the only reason why we are able to calculate my official stats for survivor is because I played 0 killer games in that timeframe.

  • Chadku
    Chadku Member Posts: 777

    Almo's mind is an enigma and works in mysterious ways.

    Like for Ruin he went "newbies wont know the gen is regressing" on reddit.

    As for the new changes, they're easy to trigger unintentionally and as expected they activate on Condemned/RBT kills.

    It needs fine-tuning

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    It’s more like “survivors are purposely breaking the game rules, and therefore should be punished”.

    “Not having fun” isn’t a valid reason to ragequit.

    Killer mains aren’t a hive mind.

    And this was the only person in the entire company that we knew was at Red Ranks. And people can say whatever they want about how easy it was to reach Red Ranks, but the fact was that every other BHVR streamer was hard stuck at like Purple Ranks or Green Ranks.

  • drag27
    drag27 Member Posts: 169
    edited September 4

    except your fun is not the Killer's job. you're responsible for your own fun. there are anti-tunnel/slug perks, use them, otherwise if you refuse and get tunneled or slugged thats your own fault. Also the killer cant tunnel or slug you if you never go down

    Post edited by Balrog on
  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667
    edited September 4

    And this is exactly why there will still be a Go Next problem after this patch.

    The number 1 reason for ragequitting are people that think “not having fun” is a valid reason for ragequitting. And “not having fun” could mean so many things. Maybe the survivor didn’t like the killer, or the map, or their teammates, or something else entirely.

    And the only way to fix that problem is by punishing ragequitters. People need to learn that ragequitting is unacceptable, even if the player is “not having fun”

    Post edited by Balrog on
  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    The whole 1v1v1v1v1 should be abandoned - I entirely agree. The survivors should all win, tie, or lose together. Plus it allows survivors to have a higher win rate without affecting killer win rates too much. Im also tired of having to explain to people that it's not currently a team game and that each survivor gets their own win condition and ties are literally impossible. If survivors were a team, then we could balance with ties in mind. I forget the math off the top of my head, but it could be balanced where both teams on average would win in the 40s percentile with a 30s percentile chance to tie (again, I forget the actual numbers, but I can grab them if needed). That means we could have it where teams flat out losing is the minority of outcomes where they otherwise more commonly tie or win.

  • ControllerFeedback
    ControllerFeedback Member Posts: 565
    edited September 4

    I dont engage with much DBD media outside the Forums these days.

    Fair enough. That's why it's bad to base our arguments on unfounded assumptions and flimsy correlations. And to that end…

    They were not giving valuable feedback. Saying, "Killer is not allowed to Kill anymore" or that "Go-Next has absolutely nothing to do with tunneling or slugging" is both incorrect and quite foolish. For the latter, there is no way to know what causes the majority of disconnects or suicides. It stands to reason, however, that addressing common player frustrations would help.

    …these things aren't being said in this thread. You can argue that Coffeecrashing in particular is placing a lot of emphasis on the go-next prevention system's integrity and failing to see the PoV of how much tunneling/slugging/camping has caused the go-next issues in the first place, but assuming that means they think that "go-next has absolutely nothing to do with tunneling or slugging" is a blatant, hyperbolic, bad faith assumption on your part. And the "killer is not allowed to kill anymore" is an oversimplification of the issue and failure to address the actual words that are being said to express the broader concept of killer agency, again…on your part. You want to talk about the people actually saying those exact things (because yes, there are, and yes, I also think it's a bit hysterical when taken at face value), go for it. But that's not what's being said here, in this thread, in particular (unless I missed one comment in which case flay me).

    And as a side note I'll state what I've stated before about Almo's overall take on VHS: I think he's just wrong about the primary reason why VHS failed. I think monster agency and not feeling like the big bad was a part of it, but I think they just screwed up by not letting the wider public play the game for as long as they did, and then the whole hacking situation that happened near the end. Maybe they still wouldn't have retained their playerbase because of the monster issue, but they didn't even attempt to pull in enough players to begin with. Hard to grow a playerbase that doesn't exist.

    With the former, again, this is a huge exaggeration designed to incite panic from less experienced players. It has been happening every time Killers have been broadly nerfed since I first started playing. Old face-camping, old old mori, old mori, Ruin, Eruption, removal of hook grabs etc etc.

    "Designed to incite panic from less experienced players" as if this is some coordinated effort being put forth to push a narrative and not a mass gut reaction to changes to killer agency that people don't like but don't have the words to describe why exactly they don't like it.

    The people who were reacting to all of those old changes are by and large not the same people today. I'm sure some of them are, and I'm sure there are some that are doing it just to troll or because they're miserable IRL, but again…not very relevant to the topic unless you really value finding those specific individuals and publicly shaming them. Otherwise it's just narrative pushing on your end.

    It is important to point out that the reactions are exactly the same and occur even when the changss are objectively good. This is also ignoring that broadly speaking, Killer is doing extremely well. Every group of Survivor is escaping under 50% and it has been that way for years.

    This change will shake up the meta, but it is also directly addressing something, which BHVR has historically been reluctant to do.

    Again, I just don't see it as all that helpful. You're not going to convince people who are critical of the changes that they're wrong by making blanket statements about perceived hysteria/bias. All you're doing is essentially virtue signaling for the people who already think like you do. And if I may be frank, implying that these anti-tunnel changes are objectively good (or perhaps you're referring to something older like swivel hook or whatever change you want to pull out of a hat, but this point still stands) just because you agree with the general idea that something must be done to target the issue of tunneling (which I tend to agree too, but I think these changes suck) is foolish. There is no objectivity here. "Good game design" is not an objectively agreed upon thing, clearly.

    And yeah, killer on the whole has been eating good in terms of kill rates, I'll agree. Personally I'd look at the 6.1.0 gen charge change (a lot of killer mains here would disagree evidently since we still have people complaining about gen speeds) and go from there (focusing on reducing the variability in how fast/slow gens go) instead of messing with killer agency, but that's me, and I don't work at BHVR.

    And I completely disagree with the idea that BHVR simply trying stuff is a good thing. I think the particulars of what they're doing matters a whole lot more, perhaps to the point where it's the only thing that matters in my mind. I'm not going to give them a mental participation medal just because they made changes when those changes actively make the game worse in terms of what I find to be good design, or otherwise removes texture from the game like Myers being turned into another goddamn dash killer with horrible animations and seemingly no thought put into preserving the fantasy of playing as the character. I don't think BHVR needs coddling, I think they can take the harsh criticism as long as it doesn't devolve into them being personally attacked.

  • Coffee2Go
    Coffee2Go Member Posts: 773

    In all honesty i feel like if they keep majority of the changes and do touch ups here and there before it goes live as well adding mini corrupt that still allow further gens to be repaired but at slower speeds and it cant be influenced by perks until 90s timer runs out.

    The downside is you wont know which gens are blocked with the aura white reading.

    Corrupt perk will still exist fully blocking the gens and it deactivates upon down, mini corrupt would go off as soon as u land a hit injuring a first survivor or downing too.

    They also serious need to remove pop and add pain res instead.

    4 hook states needed before u can kill is faar better than miserable 6 where it feels like general limitation of killer capability.

    The haste is fine by me it allows 4.6 killers to traverse 6 to 8meters extra which isnt much but still helps 1s of time for anything including abilities.

    Bbq is a bit quite limited and very conditional same as pop…

  • BlackRabies
    BlackRabies Member Posts: 1,313

    Thinking it's mostly due that the teens had to much power to fight against the monster to the point the monster role no longer felt like monster role and the teens were the hunters. It got to the point all the monster players quit.

    This update is a massive buff for survivors and the same time punishing killers for just doing their objective. Killer role won't be feared anymore and good survivors would have a lot more tools to abuse. The anti slug is mostly good with a few more tweaks needed. The anti tunnel needs heavy changes to it only affects the early game when tunneling is a problem and not late game when it becomes a more viable option that the killer needs.

    Give survivors to much to fight back against the killer's and chances are the killer players will likely leave.

  • ControllerFeedback
    ControllerFeedback Member Posts: 565
    edited September 4

    a lot of this is still just reiterating the same narratives & assumptions so idk what to say anymore. i feel you just don't get it or care to get it, and that's fine. know that i acknowledge and understand your viewpoints, but disagree with their effectiveness when applied with the specific goal of getting people to share said viewpoints. i'll address some particular points, but i don't want to spend all day replying today (silksong)

    However, even changes that were objectively good, like swivel hooks, were met with the same derision simply because BHVR touched the role these players liked.

    swivel hooks were not an objectively good change. again, subjectively good (or really popular) game design =/= objective. objectivity would be more along the lines of "does this game function at a base level or does it blow up my computer/console" or "does this thing do the thing the developer intends it to do or does it function improperly because of a coding error". the game still functioned when killers were able to facecamp with no chance of rescue, just like the game will still function even if they pushed these anti-tunnel changes through with no other changes. would most people consider it unfun to be on the receiving end of the facecamp? of course, that's why it was changed. but it was not changed because it was actively causing the game to not function as intended.

    i know it's semantics but semantics really matter. if we stray from the hard definitions, the meanings of words, our ability to communicate (let alone formulate) basic ideas crumbles, which is something this community (and perhaps gaming communities on the whole) desperately struggles with.

    The attempt to address this using game mechanics over perks is a good change from BHVR's part. There are issues, there will always be issues when BHVR doesn't really understand the game (Myers), but a shift in design philosophy away from band-aid fixes is a net positive.

    agree to disagree. i have no faith that BHVR's new(ish) design philosophy going forward is going to consistently be a net positive for the game given the severity of the problems that have cropped up with these anti-tunnel changes, their scrapping of the original finisher mori system, the needless complexity/downright entropy of new killer designs/killer reworks, and their implied stance of "oh we can screw up because the community will tell us when we're wrong" (E: i suppose that's making assumptions and coming up with a narrative on my end, though it's not like we can confirm or deny this stance given that the devs don't really speak their own minds anymore). i would have faith in a BHVR that has sense on their own merits (which they did for awhile, even though yes, the bandaids were real), not a BHVR that has to waste a bunch of time developing for systems that bozos like me or ex devs like Almo can pick apart instantly.

    we're stuck with what we're stuck with and if current BHVR is better than old BHVR in your eyes then that's chill.

  • tjt85
    tjt85 Member Posts: 1,654
    edited September 4

    That last point is something I totally agree with. It's not all doom and gloom for Killers, either. Like, how long have players wanted base-kit gen regression that's way better than just dry kicking a gen? This change alone has already buffed my Billy because I hardly ever use any gen regression on him. I'm already thinking of what perks I could use instead of regression on some of my Killers. It might actually lead to more perk variety on both sides, if players don't feel the need to run so much regression and anti-tunnel.

    Besides that, players are acting like BHVR are just going to dust their hands off and say to themselves, "that's it guys, we've solved DBD's game balance problems forever. Time to down tools everyone, we'll get that labour of love award this year for sure!"

    Obviously they're going to make adjustments if kill rates start to dip below 60%. Like you say, maybe Killers could even get a mini corrupt that lasts until the first chase begins to stop Survivors getting on the first gen they spawn next to or maybe it could be something else. The point is, it opens up a new way to address some long standing issues and that's got to be a good thing, surely?

  • Pulsar
    Pulsar Member Posts: 22,924

    That is the way I felt as well.

    If they commit to this way of development, then I think that's a much better way to go about things than constantly locking solutions behind paywalls.

  • Mr_K
    Mr_K Member Posts: 10,338

    I guess the OP was TL;DR. Here's the relevant part.

    VHS failed in large part because the Monster couldn't tunnel or camp. It seems clear to me from the design that they looked at DBD and figured that the biggest thing its players hate is tunneling and camping, so they eliminated those tactics.

    But that meant the Monster ended up fighting 4 Teens most of the match, and there was no way to deal with a particularly difficult Teen. You'd finally kill one, and then they'd get the book of the dead and you're at 4 again. It was miserable to play Monster, so few did. I am a DBD Killer main, and I even gave up playing Monster because it was so miserable to play. I'd rather wait in a 15-minute Teen queue and play something else in the meantime than deal with that.

  • Whitey
    Whitey Member Posts: 32
    edited September 5

    Have you not seen the last few batches of PTB? PTB has nothing to do with actual testing, it's a glorified preview where little to no feedback is accounted for unless the biggest streamers threaten to pull the plug. Now even they're just outright ignored for anything killer related.

  • LordGlint
    LordGlint Member Posts: 9,779

    Thats true, but protection FROM tunneling can kill any sense of threat. If you know the killer won't bother chasing you until they get another hook or 2 from someone else... all of a sudden, your not too worried about that approaching terror radius. Thats why DS was so effective before conspicuous actions were a thing. You could sit on a gen and the killer was punished if they did anything about it.

  • LordGlint
    LordGlint Member Posts: 9,779

    You have the glass shard thing from DS and I'd include locker doors with Head on. They can ALSO use explosives with blast mine and chem trap. My head has caught plenty of pallets, and you can also drop kick killers with last stand. Can we toss in Steve's aggressive screaming as a weapon of psychological warfare?

    Alot of this kinda just makes things more reminiscent of Home Alone than a horror movie slasher, lol.

    image.png

    Here's our next licensed killer