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Should we get rid of RNG in maps ?

Witas
Witas Member Posts: 477

By RNG in maps I obviously mean the random prop (pallet/window,tractor,gen etc.) spawns on a map.

Personally, I think they should go. I understand why they were there in the first place, back in 2016 the game had few maps, so this RNG made the game feel less repetetive, but at this point we have so many maps it's not needed, and for the game itself it's bad in every aspect other than the variety (which like I said, we already have), it's really bad in terms of balance, some stupidly op setups can spawns, that good players can exploit, but at the same time you could get an awfull spawn, that gives survivors very little to work with. Handmade maps, while requiring more work, would be sooo much more balanced, fun and healthy for the game. Not to say the RNG also kinda reduces the skill ceiling, learning map layouts is fun and takes dedication, it's skill expresive too, if you know where to go, you can plan your chases accordingly.

What do you guys think ? I'd take less hand crafted maps over more random ones any day, what about you ?

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Comments

  • Venom368
    Venom368 Member Posts: 321

    No, I think addressing OP setups that can occur on some maps would be enough.

    Part of the skill and experience you get from playing the game a bunch is being able to recognize certain structures and doing surveillance ahead of time to see where you can/should go if you get into a chase. The game would get really stale really fast if pallets, windows, and structures were always in the same place.

    Sure, pre-made, consistant maps would make it a more 'competitive' game, but this isn't CS. It's a game you play for fun, and a lot of the skill gap in the game comes from recognizing tiles and considering potential risk of what may or may not have spawned in the direction you are headed while in a chase

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Would fix so many problems and give people a new reason to gain experience in the game.

  • Venom368
    Venom368 Member Posts: 321

    Also, in this type of game, there would become an 'optimal' route to take on every map that would evolve eventually as a map-meta type of thing. Then, every game at high ranks would start to look exactly the same

  • Witas
    Witas Member Posts: 477

    That's just untrue, sure some areas would be stronger than other, but that's already the case oftentimes. There are just too many variables for something like this to ever occur.

  • Exerlin
    Exerlin Member Posts: 1,352

    I think it would be better to have ~3 different pallet/window setups for each individual map. That way we'd still have some variation, but obstacle spawns that are deemed too powerful will be guaranteed to never spawn.

  • Venom368
    Venom368 Member Posts: 321

    I don't mean like precisely the same routes, but I 100% think there would be an optimal route for survivors on every map. I am certain it would become something like: "play this pallet until you need to throw it. Then, always take the chase towards the house because there is a very safe pallet there. Never take the chase to the east of this structure because the pallet there is not very safe, and there are no other structures close by to it."

  • PistolTimb
    PistolTimb Member Posts: 1,413

    I can get behind this. No maps should be able to spawn 4 damn jungle gyms, but no map should be devoid of tiles.

  • twistedmonkey
    twistedmonkey Member Posts: 4,302

    To an extent but if the maps were fixed and pallets and windows always spawned in the same place it would be a lot worse.

    Knowing a pallet will be at a spot means you know it's safe to run too while right now you will know the structure but not where the pallet will spawn or if it will.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    True, a good compromise might be fixed structure spawns but otherwise its still mostly random.