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Help - Can't navigate on indoor maps
I can't navigate them at all. The indoor maps are an instant joy kill for me. HELP! How do you do it. Also, I feel claustrophobic as hell.
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the point of the game is to "explore", not to "know".. i'm sorry about your claustrophobia.
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@chieftaco I don't agree with you man. Map knowledge is a huge deal.
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you're welcome to do that, but i think you're mistaken knowing "map tiles" for knowing maps. you should recognize map tiles, but fact of the matter is everything is randomly generated, windows, doors, pallets, etc. so until you "explore" even if you feel you "know", you still don't "know".
explore the map tiles. remember where you're seeing pallets, windows, etc. break totems if you see them.
it'll help you find the totems and the generators, especially on the indoor maps, while giving you a knowledge for the current game of where to go and how to react when the killer shows up.
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@chieftaco I have more than 1000 hours in this game. I'm not talking about anything but map tiles. I'm saying I can't distinguish between them when indoors. Hence the trouble navigating.
To be honest, I'm a bit annoyed that you drop a very vague comment that I respond to, and then lecture me about basic game knowledge.
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I think this will be great for newcomers. I use the different markers, but get lost anyways :-(
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Same problem and same number of hours.
Indoor maps are annoying sometimes there are very powerful tiles, sometimes you can run for 15 with no windows or pallets.
Extremely annoying :(
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i have more than 5k hours in this game. why are we comparing?
what you call vague i call precise.
the only way you can understand the current map you're on's layout is by going and looking. why? because it was randomly generated. you can't "learn" it. most times once you leave an area, you'll forget where it was and have to explore again to find it again on indoor maps.
hence the vague comment i left about "exploring" vs "knowing".
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@chieftaco you're actually the one dragging in your numbers to the mix.
- I make post about having trouble navigating indoor maps.
- You reply with vague comment: "it's not about knowing, it's about exploring". -//-Meta comment: Do you see the lack of mention of tiles? Not one question on my actual issues - just an assumption that my basic understanding of the game is incorrect. That's what I refer to when I say it's vague. -//-
- I reply that I don't agree with vague comment.
- You reply with long post about basic game knowledge, this time with actual definitions - which I on the whole agree with. It STILL doesn't solve my problems with navigation.
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i'm sorry if you were offended. i didn't want to take a super long time out of my day to answer completely scientifically with diagrams and such.
i assumed from your post that you would understand the difference between the two and that would be sufficient to point you in the right direction.
perhaps i should not assume, and that's fair enough.
if the game wanted you to know where you were and be able to navigate, there would be non-random landmarks. perhaps there would be a 2d map, and maybe an on-screen indicator of what direction you are heading in.
they do not want you to know this information. they want you to have fun exploring and to use your wits and the knowledge you've gained in the current match to try and avoid the fright that's coming for you. they are not only aware that it's difficult to navigate but it was done by design.
i hope that clears everything up. again, my bad. and again, i was not dragging my numbers in here, you approached me as if your thousand hours puts you above my answer/response, where in reality it's irrelevant. i know people with more hours than i have that have spent 90%+ of them standing in a closet or pretending to be a rock.. that doesn't lend itself to in game knowledge or experience.
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You could just let it go. Theyve proven a point and you are being rather rude about their attempted explanation.
They're not wrong. You cannot KNOW a map. When you think you do, you turn a corner for a door that, guess what, is a wall this time.
That's the long and short of it.
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@Carpemortum Again... I have never argued that you can know a map. I don't understand where this comes from. I have even said to @chieftaco that I agree with his/hers points on tiles, but that it doesn't help my case on navigation.
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you can't "navigate" something you don't "know".. it's a forced assumption. again, my bad.
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@ chieftaco I wrote a super long response, but you know what? ######### it.
At the core, we agree - no doubt about it. I don't know why this escalated as it did, but I can see now that I have misunderstood you. The thousand-hour-thingy was definitely not intended to put my response above yours. I felt that you bypassed my original post and brushed it off as a newbie-complaint, and wanted to put my experience of the game in perspective. Doesn't matter anyway. I'm sorry if I came across as rude, it wasn't my intention!
I do stand by my original post though. I'm crap at navigating and need help <3.
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@chieftaco But I see your point though. I'm trying to navigate with the help of fixed tiles. Maybe I'm making assumptions on which tiles are fixed and not? That would definitely mess with my perception of the map. For instance, I have this notion that the exits on Lery's always are opposite one another. What if they're not?
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yeah @kamisen the exits on lerys are a perfect example. they are NOT always opposite of each other.. sometimes they're on walls in an L pattern.. it really just depends on how the map is generated. you are intended to look for the "exit" signs near the ceiling in the distance in outer hallways, and explore the outer hallways until you find them.
ultimately the quicker the games of dead by daylight are, the less fun & rewarding they are (imo), the more tilting they are when things don't work out the way you thought they would.
you're loading into each trial as a brand new experience with brand new people in a brand new place and seriously a lot of the fun in the game comes by slowing it down a little..
explore to find your escape routes.. this doesn't necessarily mean fully explore the map before doing anything, it means walk down the hallway and pass 3-4 rooms, looking around in each one on the way..
identify where you are coming from as a reverse escape route for when the killer comes, that way you'll know "okay this first room i can use the pallet between the bunkbeds and that will get me to the next room where there's a safe window on the right.. then i'm home free if ######### goes down.."
now that you have a plan for when it hits the fan, work on a gen, hopefully with others, and cross your fingers and hope that the killer comes up so you get to try your super sweet planned escape route..
the less you stress about getting things done or navigating or whatever else you got going on rn, the more fun you'll have period, and it'll actually help you become a much better player, even if you legitimately are a super awesome player already..
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@chieftaco Sorry about the tag-spam but I re-read you second reply and want to apologize for my response - it was way off. Your reply was thoughtful, and I was ignorant. Sorry!
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no worries friend & tyvm as well. only trying to help, could possibly all have been avoided if i wasn't too brief and dismissing originally.. i apologize for that & will try to at least explain a little in the future if i'm taking the time to comment on something.
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On the game map, whenever you see a closed metal door that fills almost the entire wall, you can be sure that a gen is in one of the rooms that are seperated by that wall. If you don't see a gen in the one room you are in, it has to be in the other room at the other side of the wall.
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The Game: As much as I hate it, it's the simplest indoor map.
-Doors are ALWAYS opposite each other (as I think they should be in every map)
-Generators are marked by seeing a closed door so as soon as you see a metal wall, you know there's a gen there.
-The layout doesn't change too much and basement only has one spawn
Lery's: Really random as hell with which windows are opened and closed, where doors spawn, and sometimes you get the unfortunate library basement spawn when you don't expect it. It is SO hard for me to find gens in that goddamn level when they aren't on the edges.
The new level: Good luck, I haven't played it yet but it looks complicated af and it might take me a while to understand from what I've seen in streams
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just in case anyone comes across this and reaps benefit from reading it in the future, allow me to add that this is not specific to indoor maps. this is intended for every map.
if you explore a few tiles and build a route for when the killer comes, you will have a much better time in general. once you finish what you are doing and are moving to another area, do the same thing.. check out a few tiles on the way and see what you can use to get away when the killer comes.
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