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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

Did you add unsafe palettes to all the maps they told you to? I'm not playing this game anymore.

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Comments

  • vol4r
    vol4r Member Posts: 893

    I would never have 11k hours in a stealth game. Too boring

  • Ghost77
    Ghost77 Member Posts: 44

    The killers just want to have fun and play the victim in every update that helps the survivors, so that it actually benefits them.

  • runningguy
    runningguy Member Posts: 787

    the fact that people have 11k hours with the "tunneling issue" and wouldnt have 11k hours with stealth says a lot lol. thats why i have no sympathy for the general player that complains about the state of the game…. people are putting the hours in so it cant be that bad can it?

  • Rogue11
    Rogue11 Member Posts: 1,959

    How do you make an asymmetrical pvp stealth game interactive and compelling for both sides? If you can answer that question, you could make a better horror game than DBD. Other games like Hide Or Die tried and failed.

  • azaxydbd
    azaxydbd Member Posts: 29

    i think u did not understand my comment, i said once they revert the changes, now currently, currently killer is ez mode in most cases, i said if the tiles gets back to normal, those killers which are used to play around unsafe pallets all the time will feel a lot of pain since they wont be used to normal looping xd.

  • runningguy
    runningguy Member Posts: 787

    i have already said other games have been way better than dbd. TCM and f13 were both better than dbd. the failure of both games had nothing to do with stealth. f13 had legal issues, prior to that the game was doing pretty well. TCM failed due to fumbling the dlc, the cosmetics and generally offered no content. part of dbd's success is due to being the only option available regarding asymmetric games, its this or nothing. its not due to the fact its not stealth based at all.

  • tes
    tes Member Posts: 1,215

    F13 is extremely miserable for killer role. I doubt there are only legal issues here…

  • Rogue11
    Rogue11 Member Posts: 1,959

    I went into TCM hoping for more of a real "horror experience" and getting away from the DBD competitive mindset. To my surprise and immense disappointment, from the first match I played, all my teammates were immediately making as much noise as possible, looping killers with door slams and the character that had the shoulder charge skill, etc. It was LESS of a stealth game than DBD from the start. Then the DBD comp mindset really set in for a game that wasn't remotely designed to accommodate it.

    You still haven't given an example of the game you want that wasn't objectively a failure. Keep in mind, I'm not saying that to win an argument. I don't know how to make it work in an engaging way that would retain a viable playerbase. I would personally love something like a PVP version of Until Dawn, where its more of a horror simulation with players making critical decisions trying to outsmart each other. Again, idk how to make it workable in a way that would actually be fun.

  • runningguy
    runningguy Member Posts: 787

    TCM had issues at the start regarding shoulder charge abuse and various different things but they were being worked on pretty well. Shoulder charge pretty got stopped, loops ended up being pretty minimal and no where near as effective as in dbd due to 3 killers. Even the loops were better, there was more of a route to take which was way more interesting than the dbd pallet/jungle gym system.

    As for players making noise, thats in any game, even in dbd there are players that grief and intentionally blow gens, get the killers attention, and sabo the match. Thats nothing to do with the game or style or stealth or interactions….thats just toxic players which is seen in any game.

    i have given an example of a game that made it work in an engaging way. TCM. i believe if they handled the dlc and the content better it would be doing very well by now because the gameplay was better for both sides. killers had a team, no real loops to deal with, there was no dash slop killers, they had actual unique powers. Survivors had comms, it felt more horror like, more tense. More ways to escape, way more fun the doing gens. i stopped playing dbd and only played that game until i maxed everything out shortly after i found out they are stopping updates. After that, i went back to dbd….not because its better or more fun but because its the only option. Im hopeful for the halloween game, literally all that needs to happen is a stealth game that handles other aspects well like content, cost, maybe a long term prestige system similar to dbd and players will flock to it. i know i would.

  • runningguy
    runningguy Member Posts: 787

    i never had any issues with killer in that game, playerbase was steadily going up for a while, then the legal issues kicked in and it killed the game before they could address any issues. dbd has been around for nearly 10 years and still has big issues. its just a shame that f13 didnt get the time it needed to iron out any major issues that dbd has had due to legal issues.

  • Skillfulstone
    Skillfulstone Member Posts: 1,128

    While players would, initially, flock to a new assym (assuming it's good), it would likely be temporary for two simple reasons.

    1: BHVR, like Blizzard when Marvel Rivals showed up and started stealing their OW2 playerbase, would "suddenly" deliver on a ton of promises and would lock in for balance changes/QOL that have been asked about for years.

    2: BHVR would just switch up the roadmap and start pumping out licensed chapters, automatically bringing back players and drawing new players. Just look at what happened after the latest update: people started to loudly complain, and suddenly we got Stranger Things chapter 2 trailer, lo and behold, complaints died down a bit and was replaced with speculations and anticipation for the new chapter.

    It would kill the new assym, unless it was exceptional, and then BHVR would de-lock-in and we'd go back to now.

  • Rogue11
    Rogue11 Member Posts: 1,959

    I don't know how you would call it a success when it was basically dead within a month. Look at that drop straight down on the player chart. When players lose interest that quickly, I don't see it as a DLC / content update issue. That's core design problems that just didn't retain players or spread positive word of mouth.

    Some elements you mentioned like unique objectives and different escape methods were nice. The noise thing was literally every match. When the survivors start out hanging and are supposed to quietly wiggle out, everyone just spammed it as loudly as possible. Then most survivor matches were stumbling around in the basement for a few minutes until getting insta 2 tapped by someone playing the most min-maxed Bubba build. Pretty boring to me. And the single license nature of the game limits the possibilities for expansions.

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  • Nayaselay
    Nayaselay Member Posts: 26

    You're just a killer lining your own pockets, that's all.

  • runningguy
    runningguy Member Posts: 787
    edited December 6

    like i said there was no content, there was nothing to do after the players maxed everything out. dbd has a p100 system and perks to unlock and chapters. TCM never had any of that which explains the drop in players. DBD has ups and downs and they get that by releasing content. i bet if dbd stopped releasing content the playerbase would drop. This has nothing to do with the gameplay of stealth being the downfall of TCM.

    Also that initial drop wasnt due to players losing interest it was due to a major game breaking issue that took them so long to sort out. Playerbase dropped and there was nothing released to get them back. general stealth gameplay was still better than this scooby doo mock up horror.

    i can only really go from my own experience but if TCM had p100's, better cosmetics, more maps ect i would 100% play it more. Im pretty sure im not the only one that feels that way.

    Post edited by runningguy on
  • runningguy
    runningguy Member Posts: 787

    True it does seem that when dbd has competition they pull out the big guns and start releasing licenses which proves my point… players initially leave because they find something better but then go back to dbd for the content not the gameplay.

  • vol4r
    vol4r Member Posts: 893

    I personally don't.

    There is required tunneling and unneccesary tunneling.

    Which one would you call blight tunneling at 5 gens, running pop, painres, dms, grim?

    I only have a problem with tunneling when it occurs on my friends without the experience.
    This makes them feel bad.

  • runningguy
    runningguy Member Posts: 787

    im not saying you personally, im just saying with so many people complaining about tunneling yet still play the game, if these people wouldn't play the game if it was stealth based then the tunneling issue cant be that bad. could be worse, could be stealth based and players wouldnt play the game lol.

    Although for every player that has racked up thousands of hours due to the scooby doo style loops, there are players that currently dont play the game for that reason and would rack up thousands of hours if it was stealth based. i personally know people that tried dbd and stopped playing after about 100 hours because they didnt like the looping and wanted a more stealth horror feel.

  • JimbusCrimbus
    JimbusCrimbus Member Posts: 1,220

    If you require a pallet to be safe in order to be good, that's entirely a skill issue. An abundance of safe pallets overall is objectively bad design. There's no gameplay with safe pallets. There is only "lolbreakpallet". It's not a show of skill. There is no skillful play for a safe pallet on either killer or survivor.

    If you think a pallet has to be safe to be good, you're not very good at the game. Plain and simple. Any other opinion is cope.