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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.

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Idea: "Experimental Changes" Queue

This is something that's been on my mind for a while, but I'm only just now getting around to it.

So, in short, I think that it would benefit the game to have a separate way of testing certain changes that exists in tandem with the PTB, not replacing it. Utilising the "event queue" system that we have now, I think it would be interesting if we had a permanently-active "Experimental Queue" or some such, one that gets updated once a month with different changes to test.
Obviously, not everything that would be tested on a PTB even could be tested here, let alone should be, but for certain changes I think there'd be the benefit of easing the strain of each PTB.

For example, perk changes, map changes, and killer tweaks could all easily be tested in an Experimental Queue, and then when it comes time to load up a PTB with things to test… well, the devs already have valuable feedback and real-match examples for all of those changes, meaning they can be added to the PTB as a formality, only needing to be tested in conjunction with whatever big things are being tested on that PTB- say, a new killer, or a full rework, new system mechanics, that kind of thing.

Putting changes in this Experimental Queue also has the benefit of allowing console players to pitch in with their feedback, which is nice.

It also has the benefit of allowing more iterative changes before things get plunged into live servers. In fact, while the focus of an Experimental Queue would largely be less substantial changes, every once in a while something like PTB 9.2.0 could be moved to an EQ where it could be iterated on until it's in a better spot without the restrictive scheduling of PTB updates.

Broadly it'd also be a nice way of keeping players interested, because they'd have new things to toy around with on a set schedule without the overall balance of the main game being adversely affected by any changes that don't work out as intended.

Now, I'm not naive, I do recognise this would represent a fair bit of extra work on BHVR's end. I do think it would be worth considering, though, as the benefits stand a very good chance of justifying the extra effort.

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