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Combatting camping.
We clearly need an anti-camping mechanic, but I feel like what a lot of people suggest is too drastic.
My proposal is simply to apply the hindered status effect to the camping killers.
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A more flushed out idea:
If you've been within 16m of the hook for 8 seconds, a debuff begins charging (unless you're chasing a survivor or you are looking in the direction of a survivor within a 20m radius). Every 4 seconds after, the debuff receives 1 additional charge. After exiting the 16m radius, the debuff will lose 1 charge every 2 seconds. If a chase initiates (like when a survivor runs in to unhook someone) then the debuff will trigger. Upon triggering, the hindered status effect is applied for 1 second per charge and the swing speed of the basic attack is reduced during this time.
Ideally the hindered effect would be stronger if you were camping closer to the hook, but I can't advise on how to implement that.
Comments
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the game already has anti camping mechanic , that being just do the gens and leave
people play this game for different reasons and sometimes those reason are staring at some one for 2 minutes straight while a spider eats them, some of those are to tea bag at the exit gate, and so many others
this is a versus game and sometimes people are gonna play in a way that you dont like, you just gotta suck it up and move on
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grow up. simple.
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Deliverance + DS + Borrowed time
Unhook them in front of the Killers face, body block and then use Deliverance to get off in his face when he goes for you instead. Use DS to get away when he immediately downs you
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Your proposal has some issues that it doesn't take into account.
The first to get out of the way is that camping is seen a legitimate approach to playing the game, but it yields very low returns. Second, simply applying a hindered debuff to killers aren't going to make the leave the person hook. If you know you're just gonna get slowed down any and you already don't feel you could deal with the chase you're not gonna leave. Third, what if you see a survivor further than 20m away, but there is a survivor that is behind you that is only 16m away? The way you've written your proposal means coordinated SWFs or savvy solo survivors could potential game a killer into a camping scenario which gets them stacks.
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Ultimately, people view camping as an action that should be discouraged. Having said that, the "legitimate approach" reason is why I suggested this approach instesd of a more drastic one. You can still easily get a hit in or a grab on anyone that's unhooking, but it gives the survivors a decent chance to actually get away or initiate a new chase - effectively if you don't feel you can deal with the chase, you're going to have to chase regardless. It doesn't entirely invalidate camping as an approach, but it does discourage abusing camping as an approach.
As for the survivor being behind you thing - my idea is that camping is the actually a logical choice when you're aware of someone's presence nearby, so we should avoid punishment in those scenarios. If a survivor is outside of 20m, they're not nearby. If the killer is consistently not looking in their approximate direction (which is a pretty large radius), they're probably not aware of the survivors' presence. A good killer would have to identify that a SWF player is trying to bait them away from the hook and respond by searching for the hidden survivor.
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Ironically, one of the least mature ways to respond.
Also ironically, I'm an adult that's studied games design.
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@SamuraiPipotchi Sadly, you'll find very little amount of people on here who care. Don't try and boost your opinions "value level". An opinion is an opinion and I think the majority of players (at least, on the forums - Facebook is unreliable though) have made it clear hundreds of times that camping isn't a problem.
Besides, I only see it at Rank 10 and above.
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I don't know what you mean by boosting my opinion's value level, but camping is more common and problematic at lower ranks.
People who are invested in the game typically don't have much issue with camping, but the reason camping is an issue is actually related to new survivors or people who simply don't have as much time to play the game. Businesses require those players to want to keep playing, but when those survivors constantly de-pip or struggle to even play because of the killers camping (especially with long lobby times), it quickly encourages them to give up and invest their time elsewhere. Those people also aren't typically invested enough in the game to make a forum account.
Camping isn't just annoying - it's bad for business.
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The same argument has been made many times, yet business is booming.
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Granted, challenging camping could earn them the equivalent of loose change - you're not wrong. But on the other hand, it could be what nets them thousands over time.
I have two groups I typically play with. One the groups is about 8 people - One of them recommended the game to us. The other of which is about 6 people, who I recommended the game to. Between us, we've spent over £800 on the game so far.
If that one initial person didn't like the game because he got camped, they would have lost at least £800 in sales.
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