POSSIBLE SOLUTION FOR CAMPING

Can U Dev's do something like:


killerPosition = killerCharMapPosition(charMapPosition);

hookNear = hook.range( 5ft );

If ( killerPosition == hookNear ) { entityProgression( pause ) };

Comments

  • prettyf
    prettyf Member Posts: 442
    edited June 2019

    you can try to counter it for borrowed time but most time you can't

    cause grab is not that hard and if killer have one hit down thats it

    most of dbd actings are onesided don't try to change it

    it can't be change

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807
    edited June 2019

    What purpose is the Killerpossition variable serving here? You could just use the position function directly in the if statement.

    Also entityProgression() would be 0 not pause. I highly doubt you would feed a string value into that sort of function

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    Also you can camp by just standing 6 ft away

  • ramon386
    ramon386 Member Posts: 3

    I didn't know that was tested before. And how survivors took advantage of this?

  • Karl_Childers
    Karl_Childers Member Posts: 669

    How was this implemented on the test? Was it a straightforward “if killer is within x meters, hook progression stops”, or was it done like the current emblem penalty where if the killer is in chase or another survivor is in the area, there is no stall to progression. It seems like the latter could work so I’m curious how it was being abused.

  • ramon386
    ramon386 Member Posts: 3


    We all see now that u're a dev, don't worry... It was just for illustrate my idea. The real job to achieve that is for the game's dev team ;)

  • AStupidMonkeyy
    AStupidMonkeyy Member Posts: 718

    Don't get caught.

  • ReikoMori
    ReikoMori Member Posts: 3,333

    We tested this change on PTB years back. If the killer stayed within a certain distant of the hook the progression would stop. Survivors caught on rather quickly that you could force a killer to chase you around the hooked survivor or use two survivors to openly make false attempts at saving the hooked survivor which forces the killer to try and deal with them. The remaining survivor would then go do the gens or 99% the gens as was really popular then. The person on the hook wasn't in any danger of dying to the entity because the timer was paused so the survivors had infinite chances to get the person off the hook.

    The game was also a lot different then as we didn't have the emblem system. Also if I remember correctly killers didn't have the bloodlust chase trait just yet either? So, it was much more effective a strat for survivors during that PTB. It exposed that there were times when a person can be led to believe they needed to be at the hook and that without threat of imminent sacrifice survivors would make the games less interactive for themselves thus losing out on bp. The game was just in less thought intensive and fun when no threats were posed.

    They've seemingly cycled away from trying to outright do away with camping and moved on to making overall worse killers with abusable weaknesses. Hooks also swivel when a survivor goes to unhook which removed true face camping. As well as having perks like Borrowed Time and WGLF to incentivize survivors into saving each other. Playing survivor actually used to be a terrible experience in the early days of the game as survivors tended to not save each other. Now, you can't put a person on a hook without someone already breathing down your neck trying to take the off the hook.

  • se05239
    se05239 Member Posts: 3,919

    @Karl_Childers @ramon386

    Survivors learnt that circling the hook made killers stick around and with the killer being unable to leave the hook due to survivors literally watching them like vultures, the person on the hook had their sacrifice progression slowed down to a crawl while some gen-jocky finished the generators.

  • Karl_Childers
    Karl_Childers Member Posts: 669
    edited June 2019

    @se05239 @ReikoMori

    This sounds like it was a poorly designed test though. So am I correct in saying it was not done to the specifications of the Chaser emblem penalty? If it worked like that, survivors circling the hook would not work. If the survivors are in x range of the hook (I think it’s 16m?), or if the killer is in chase with one of them, the progression would work as normal.

    I’m not saying they necessarily should do this, just that it doesn’t sound like from what you guys are describing that the test was done properly at all.

  • ReikoMori
    ReikoMori Member Posts: 3,333

    The test was done to the specifications the game allowed at the time. Keep in mind the emblem system wasn't even thought of or implemented yet. We tested slowing the timer and stopping timer, but due to how the game handles certain things it tends to be too difficult to keep survivors from forcing bad interactions during that situation.

    Also for the person hooked, the situation of not being able to do anything other than just hang isn't really fun. You're hanging there hoping and waiting to be saved, but then rest of your team does the gens and you've gotten next to no bp. You've also got no guarantee that you'll be saved. Now imagine that situation now where you spend the whole game on the hook, get nothing and then EGC happens. Even if they do finally get you off the hook and you escape your team has forced you to depip and not gain bp. For that same outcome it would have been faster to have died and went to another game.