Why I think BHVR get so much flack for PTB changes (and how to address it)
Hi BHVR,
I've noticed there is this general tone lately of "calm down, don't get mad" in your communication with the community. Now there have been some pretty sizable disasters that have led to backlash, but there is one consistent problem you've always had, even in regards to your more recent renaissance of making big changes and having a much more open door for the community... This will hopefully be constructive criticism to help address the barrage of anger and push back regarding announcements you tend to get both for changes in the PTB and for live releases.
I've listened to numerous content creators, had discussions with many players of lots of different skill levels and experience over the 2 and half years I've played this game, and listening to and gone over the posts and streams many times with keen interest. One thing repeatedly sticks out in occasions where patch notes have gone well, and when patch notes have gone bad... It is simply a case of does the community feel heard and their opinion respected?
As 2 polar examples:
- Hillbilly in 4.1.0 getting his overheat mechanic for example is a case where the community doesn't feel heard... the issues there were his instasaw add-ons, but instead of addressing that, he got a new mechanic that didn't address the problem, and brought a load of new ones. This made no sense and the community didn't feel heard or respected at all...
- Hillbilly in 7.5.0 getting his overdrive mechanic, undid this and with his instasaw add-ons already changed, these changes went very well, as they addressed the very talking points the community had about Billy... in fact I don't think I remember a more glowing period of where the community felt more heard than this PTB.
Now the important distinction here is, just giving the community what they ask for is not the point... the point is, even if you don't give the community what they are asking for, they still need to feel heard...
I've heard I few times in streams the phrase "we hear you" or "its on our radar", but the problem is a lot of the time, we get a very high level, vague description of your thought process... and that thought process often is riddled with logical holes, and missing huge amounts of talking points with big repercussions elsewhere in the game.... More often than not, the devil in the details, and we as a community need to know that you've considered them...
Now I am known for being verbose on these forums... I'm sure there are several people who think "oh God here's UndeddJester with another reader's digest post", and I wouldn't blame them tbh, but... I have always held the belief that you need to take as much time as needed to say what you need to say, even if you have to be a bit pedantic and boring sometimes... However in a lot of your updates and discussions... explanations of your thought process rarely have more than a single sentence or a short paragraph.
What am I referring to? Well for example, in this PTB going by, we have a lot of talk about tunneling and slugging and camping and how they're not fun, and survivors are quitting in droves... However these things are complex, there are so many layers to these things that have effects through the entire game... this is why the "evil killer" thing didn't go down well... it's fine point the griefers out, but you need to acknowledge the mid ground, where even reasonable killers sometimes do these things... it is actually mahority of the time not a result of innocent Survivor persecuted by mean Killer, but often hand forced by going down under pallets, and other such aspects. The Game and everyone screaming "pallets" for example, kinda showed your hand you hadn't considered this...
And thisnis the issue... the biggest problem is when we have concerns and issues with things, we never hear the talking points we would raise and expect come back at us. Now no one expects you to reply to every possible talking point and every person... but we never get an idea of the big picture, what factors you've considered, and where your overall conclusion came from... and when you miss something like that, we never get a follow up to that effect…
I have no idea how you go realistically about gathering your feedback, but however you do it, when we don't hear the talking points we expect to hear, it makes us question if you've listened to us at all.
As some examples:
- The slugging changes: anyone with any experience will look at the slug changes and immediately an alarm goes off in your brain to say "what about Oni and Twins?". We hear nothing of these killers at any point. What about sabo squads, or teams repeatedly going down under pallets? These things are big enough to factor into your decisions, and yet we hear none of it... we don't know if you thought about it at all, and often the concluding changes seem to suggest no...
- The tunneling changes: you talk about not weaponising the anti tunnel changes, so you add no clip, but then have to revert cause survivors can clip in the killer and force hits, so remove it... but we never talk about this talking point again? Are you looking for another solution? Are you gonna compensate somehow?
- Skull Merchant or any rework on any killer: we get asked for feedback on their changes, but we never get any idea what your objective is, we never know what points you've considered in your rework. We get given a preview, we react to it, and then either none of what we said is mentioned or seems to feature into the rework whatsoever… a breakdown of the parts you want to retain of the killer and their identity, and the reasons changes don't fit into this idea would be great to hear... if we raise issues with something and things change, hearing that reasoning come back and what youre trying to achieve, or at teh very least a "it wpuld be nice, but we have this problem" response would go a lot way to making people feel heard and respected... heck we may even come up with a solution for you!
- Last minute changes on the PTB or rapid changes before anything settles: far too many times we give feedback on the PTB or issues in the game, and everyone thinks we've put in meaningful feedback... only for a whole heap of big sweeping changes that are completely untested get thrown in last second/suddenly to live. Some examples include Sadako, Krasue, the Fog Vials back to back double nerf, Dracula and Chucky constantly flip flopping buffs and nerfs. These things don't make sense, with many things feeling like they come way out of left field.
- No explanation why things aren't done: Even if you have to give the answer "we can't think of a good solution", that is a fine response, but you have to explain it… such as the Self Unhook to die issue, that was a hard issue to solve, and understandable why it took a long time to come up with the solution...However you never gave us the talking points we expected to hear, such as "we want self unhooks to be in the game, but we can't keep allowing people to continue subvering the DC penalty", "the DC penalty is necessary because the game doesnt function without 5 players, if you agree to play, you should honour that agreement", "we're reluctant to remove self unhooks, because it removes player agency", etc.
The overall point is, we as a community don't really know where a lot of your decisions come from, and what factors you've considered in making them. This allows people to form their own conclusions, that usually results in saying you don't know what you are talking about, or are "whatever" sided, or don't care about the community and just do whatever you want, etc.
While you don't owe us an explanation for every little detail, if we could understand/see the factors that went into your decisions, got mentions regarding our concerns (maybe even state you know something is an issue for <splot> killer or perk or survivor gripe, and ask for suggestions about that very issue), it'd make us feel much more heard...
Even if the changes don't go our way, it's a much easier pill to swallow, if we at least get to plead our case and feel it will actually be taken in.
Unfortunately opinions are like buttholes, everyone has got one, and some people are biased and only oit for themselves... so I dont know how you achieve that with the mountains of feedback you receive, but if you can manage this, help us understand the factors you're considering, I do believe believe on the whole tempers would not flair anywhere near as often or intensely.
We aren't your enemies, on the whole all of us here want to help, even if we do end up bickering like children sometimes.... but it's because we care, and want the game to do well.
Saying "we hear you" is not enough, we need to actually see it.
P.S. the Legion 2v8 situation is a great example of understanding your thought process would be appreciated... do you ever intend to bring them back? Are you looking for suggestions? Are they gone for good?
Cheers, and best regards
UndeddJester
Comments
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id like to add a message for the devs who get offended by the players being angry with it being on PTB… "oh but its just testing"… yeah, but if you are testing, it means it looks interesting for you… what is problematic by itself in some instances and talking about a game, when any player can hear a change and think "that will be some bullshit" and yet you are testing it, basically it means that you are wanting some bullshittery to happen or you dont even have that ammount of game knowledge, what i doubt
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Sigh, as if on cue this is exactly the kind of thing I'm talking about... and it's why people get mad at you...
Why not just say this is a nerf to Pyramid Head in line with the anti-tunnel initiative? Why not just say that?
Take a stance for God sake...
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The whole "it's just a ptb for testing" claim went out the window when Made For This was on the PTB. It had a ton of negative feedback regarding how broken it was vs already weak killers. There were a TON of productive suggestions to address the issue. However, the devs came out and just said something along the lines of, "We will keep an eye on it and change if necessary." It went live...AS-IS regardless of the deluge of negative feedback about it and took almost an entire year for the devs to acknowledge that it was a problematic perk and eventually get reworked.
That gives us absolutely no faith in any problematic PTBs because we dont want to have to deal with a year of a problem before it is eventually fixed.
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You make a lot of interesting points, and I'm not here to say you're wrong in any of it - I can completely understand how it must seem to players when they don't have the full picture…and often that full picture is because there's things upcoming that we cannot yet talk about.
A lot of what you've brought up is what we intend to address in the Community Streams, which we've just started, to give players a better understanding of where we're having to focus our priorities and what our goals are for the larger changes. We're also going to explore adding more of a "dev note" to the patch notes when there are changes to give an idea of why a change has been made - which should hopefully give a more clear understanding of the thought process / reasons, without bloating the patch notes too much. Design previews we will be keeping for large reworks, we have started to do more with particular Focus Groups of players where we can share design information under an NDA and get more player input, this is particularly relevant with killers such as Trickster. We'd also like to share more data where it's relevant so that you have further context on changes that we're making - its not all about data though, it's a mixture of things including sentiment around something. There's never just one factor that goes into making a change.
For Legion, although we did explain that on the stream, I will say again - we've removed them temporarily, their power is such that in the 2v8 mode, it's a lot more oppressive than in the 1v4 game. As I'm sure you could tell by the feedback we received from the last iteration of 2v8. Our Design team is looking for solutions where Legion can still feel like Legion to play, whilst addressing the concerns raised since their introduction to the mode. There is no obvious solution here that we could implement, we tried nerfing them in the last iteration but the problem remained - getting that injury super easy is not so much of an issue on 1v4 because they still have to get the down, but that's not a problem in the 2v8 mode given the 2nd killer in play. So it's gone back to Design for them to look into further.
I know this is just words, my team is on these forums as well as the other platforms that we cover daily, and we do take this feedback to the relevant depts when it's warranted. We also work very closely with the other teams such as Designers, and make sure that your voices are heard.
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Cheers for taking the time for such a thorough and clear response Mandy.
For what its worth, I do tend to err on the side of giving the benefit of the doubt, and I certainly don't hold the opinion that any of this is easy to manage. A lot of the points you raise are fair and do make sense, and I certainly don't want to come across like I don't appreciate the challenges that these issues pose.
I am also aware there are so many voices all screaming at you from all sides, and I do want to give credit where credit is due, there is definitely a noticable shift and much stronger attempt to listen to the community compared to previous eras of the game. The questionnairs and alike sent out to different platforms for all players to answer are really good too!
If you will indulge me, a small improvment that I think would help a lot, instead of proposing changes first and asking for feedback after the fact, perhaps if BHVRs balance teams were to pose an open question to the community once in a while before any changes were made... That would go a long way. Before tackling the issue, posing a question to the community and asking for players thoughts and ideas for your consideration might be worthwhile.
Say you decide you're going to buff, I dunno, Invocations. A month or so before you start working on it, put a quick survey out like your other questionnaires asking people what they think of Invocations, how strong they are, how strong they should be, and ask for suggestions on what could be done for existing invocations, and ideas for new ones. Even a simple "what one thing would you change? ", would be something.
Just the fact you actually asked for a suggestion would mean a lot to many people I'm sure. This would save dev time regarding fixes and reverts, and let you get a finger on the communities pulse around it and see the common talking points before you commit to a path. It would also let us argue it out before you commit any time resources, and generally have a better shot at smashing it out of the gate, instead of being the ones in the firing line and having to juggle rolling back or making further changes after the horse already left the gate.
Anyway, at the risk of rambling, appreciate reaching out 🤘
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I do like that idea and it's something we've discussed within the community development team, it's definitely not outside the realms of possibility, that's for sure.
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Post edited by ShanoaLegendaryPlz on0
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i dont really take the critism seriously when the ptb has some good points or qol and yet people completely just shut it down because it nerfs killers or buffs survivors in any way.
dont believe me?, when sable was revealed, everyone was complaining and shitting their pants
that her perks would break the game, it did not
and this continued with every survivor release since 7, and til now, nothing really did even anything,
not even finesse or anything else that got freshly released.
(this is not counting perk buffs or reworks that didnt release in some time like babysitter)
"but what about shoulder the burden"
aww yes the perk that instantly died post ptb and killed any soloq potential it had due to its nerf.
not only did that idea get put into a perk with a heavy penalty.
it wasnt free and cost 9k shards or buy the perk for 5 bucks
(half if you wait for halloween or anni)
instead of being it basekit like it will be eventually ,
once bhvr gets tired of the consistent complains and eventually sends one through,
to eventually see that the game indeed will not die because of some minor qol that makes killers actually use more than just hold w and target one survivor.
the funny thing is, it doesnt even solve the problem for how strong it is, if the killer targets the weak link, they will die even if all your support, i tried with babysitter and burden, but i cant do anything if the tunneled survivor cant help themselves or the killer is too oppresive.
"just join a swf" isnt a real solution that effects majority of people that cant always play with friends or be bothered to queue with strangers who will shout some questionable bs.
even if those people get their wish, they would get more compy survivors, more losses and probably whine regardless.
no one complained that hook respawns "was handholding because killers cant be bothered to use their brains to position and target hooks properly"
it was a qol because hook placements were sometimes off and people abused the permament hook removal.
yet for survivors, even for a small minor thing like surrender or a pointless hud update,
people lose their minds and think "cant have that, it ruins the game".
i feel for the devs being confused what the problem is because most feedback, you cant take seriously.1 -
Eh they get flack because the community is beyond toxic. This game has devolved into "How to punish the other side" and not at all about having fun and interacting with the game mechanics. In fact most matches are about circumventing or preventing game mechanics for the other side.
They also lump all sides of the game into one, which makes it impossible to achieve balance. SoloQ needs targeted changes, SWF need targeted changes, S-Tier Killers need targeted changes and Lower Tier Killers need targeted changes. BHVR is unwilling to do any of that though and instead lumps everyone on both sides together which creates a merry go round of imbalance.
Like do SWF's need any semblance of anti-tunnel? No, but SoloQ sure does need it, though any changes that benefit SoloQ are too much for Killers to deal with in SWF's, so then Killers need to be rewarded for not tunneling or slugging, rewards that S-Tier Killers absolutely do not need nor deserve. End product is a more convulted game with reudced player agency because BHVR can't develop actual balance changes.
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i agree but this wouldnt solve the tunneling issue,
so it is just unavoidable to eventually put more obstacles in the most easiest way to play killer.
i honestly do not see the issue in making tunneling an actual challenge just like seperating hooks, bring out a new meta of juggling between survivors. it may be still frustrating but it gives survivors alot more of a fighting chance than just tunnel one guy out and win in 3v1 macro.0 -
The only reason why the new ptb is a problem is that killers are so unbalanced to other that are extremely underwhelming to point where 8 killers won't care, 12 will struggle massively and rest will straight up lose. The main issue isn't the content but how lack of buffs some killers get. how come Myers got so overbuffed and Pig got some ridiculous tweaks? How they can compete each other?
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