Comments
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Sounds like a game design issue. Creating mechanics that allow players to hold a player hostage for several minutes while shrugging their shoulders and go "It's perfectly fine" shows more about the competency of the developer then the killer. I find it hard to blame players for certain actions while the mechanics that…
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Not even sure the win conditions are comparable since you can have a state where both a survivor and killer can win the same game or lose the same game.
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Exactly this. Maybe the devs will test a new mode that removes tunneling and if successful, replace the main game mode. Otherwise it would be a wait until a sequel .
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Looking at the bloodpoint bonuses, Killers get their bonus for a 4k and Survivors get theirs for escaping the trial (does not matter if anyone else survives).
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Dead by Daylight 2 with no progression/character transfer and just riddled with more microtransactions (I think all that's left is a optional subscription model).
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The only way you would get rid of tunneling is if a substantial amount of survivors stopped paying and playing DBD enough where the financial impact is greater then the cost of developing a modified game without tunneling. Besides that, play the board game. The mechanically superior version of DBD.
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4) Because it's easy to do and the reward for doing it is high.
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The face looks off but the voice is key. Glad they got that in for the character.
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If you are trying to sell him on the game then I'm going to assume he is brand new. In that case at the lowest level it's killer sided for the most part until you get some game knowledge, perks and a SWF. It really depends how much your friend wants to suffer until he can "get gud".
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That is generally why gens are kept at the speed it is and gen regression is highly regulated. I doubt anything would change unless the core mechanics of the game is changed. No point in complaining about gen speeds or tunneling since tunneling is tied to the core mechanics.
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If Killer is able to snowball then it would only make sense to allow survivors a counter. As long as tunneling remains as an option in the game, gens will continue to pop rapidly. This is balance.
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And a survivors job is to survive. This is always such a weird statement.
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You take the board and flip it over.
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Survivors wouldn't need base kit help if the underlying issues they were supposed to help with are removed.
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There seems to be this death grip that killers have to ensure they still have to option of camping and tunneling when those are discussed.
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By themselves each killer would be able to have it's specific flavor of horror but jamming all the subgenres of horror into one blob makes the game less like a horror anthology and more like Cabin in the Woods. You can definitely feel a shift from the original design recently.
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Generally in games, if you do poorly you lose which then encourages the player to do better.
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Might be good for a YouTube video.
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My personal opinion is that while it has some moral implications on the killer, the vast majority of the blame would be on the devs who allow and continue to allow it to happen for, as you said, years. If survivors were able to exploit game design to their benefit with no repercussions, they would. Both sides are human and…
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It's basically the equivalent of spawn camping and the developers insisting on it being a valid strategy only for FPS games added in the future to no longer allow it. Wait until DBD2.
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If you use the original you could always have the human killer running around with the ability to possess the dolls scattered around the map. If they ever do add Chucky, I'd rather them get the license for the original then the copy. Still wish they were able to do that with Freddy.
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If you want to address the camping and tunneling permanently then you would have to remove the hook mechanic.
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The biggest issue with tunneling is how easy it is for a massive benefit. How would you punish tunneling enough to offset the payout of a huge upfront advantage? On the survivor side it's very easy to fix the gen speed problem which can be done with numerical changes, not so with tunneling.
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You should have told the devs that when they started, could have saved them a lot of money and kept all the wonderful features people enjoyed.
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So what would you replace them with?
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Both camping and tunneling are strategies that can only be as effective as they are because of the base game design of being able to remove a player from the match.
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I don't blame any person who min-max their play style because players will ALWAYS try to min-max as much as the game rules allow. This has and always will be a thing which is why game design is important, because players will always try to break the game. So I don't think it's the players fault, the design is just garbage.…
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It's really hard to keep a horror movie scary after the 50th viewing.
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Hey, if the game slowed down and chases were quicker then you wouldn't need to tunnel because you'd get a 4k easier then if you tunneled. Now that would be a carrot solution! Win/win for everyone!
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That's like saying dealing with camping and tunneling effectively then genrush will decrease.
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I will give you $5 not to take this gold coin worth $500. You won't get in any trouble for taking said coin, only an issue with morality which you can come up with any number of excuses to justify why you took the coin. Also you and I are complete strangers. Incentives work.
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I would ask a nerf to both killer and survivor. You would need a massive reward incentive to shift away from tunneling because it's easy to do and has game changing potential.
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Like tunneling, teabagging needs a gameplay incentive so people can defend it by saying they use it because they want to win. I suggest gaining a token that increases gen speeds by 10% everytime you teabag in the killers TR while in line of sight. Cooldown is 60 seconds and you lose the tokens when hooked.
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I remember a youtube video trying it out.
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Base game design. At its core, if the foundation has issues you will always end up issues down the road no matter how much new flooring or paint you add.
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The longer a match goes, the more of a chance the killer will kill survivors, thus there is no incentive for survivors to do anything that not decrease their time in the match. Aka, survival.
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So flashlights and being able to sabo the hook should be removed from the game because players are using flashlights and sabotaging hooks in ways that the developers intended? In that case I got a list of stuff that irritates me that we can get rid of as well.
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Because in the long run it would cost more money to properly fix the issue then any consequence of just small bandaid fixes that make it seem like trying to fix the issue. If people wanted it fixed, stop spending money?
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Flashlight saves and sabotaging the hook trying to get the killer chase a new person while ignoring the downed survivor seems pretty much the intended goal. Basically anti-tunneling.
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They are not exploits but regarding the devs keeping the mechanics in play can still be up for debate. Game developers are not faultless beings, in fact they can end up messing up a lot because game design is complex and they are human. Feedback is an essential tool for game devs.
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The hook wiggle change was excellent, the carry wiggle definitely feels disconnected. The old one felt like you were actually struggling.
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DC'ing off the get go is pretty dumb but you can basically tell how a match is going to go pretty quickly due to the intended snowball the game promotes.
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What would happen if you removed all generator speed perks/items/addons from the game? Would the base speed be perfectly fine on both sides?
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I am all for the removal of snowballing on both sides.
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Wasn't there a thread recently where the standard response was "if you body block, I will tunnel you"?
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I'm not sure about Chainsaw but the other two you can actually fight back. Shooter skills transferred over.
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Didn't it get worse because of the adjustments to on hit sprint lasting shorter? I don't remember Overcome getting buffed to compensate for the nerf.
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So how would you change Overcome to make it more engaging while not making it weaker?
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Sounds to me like compensating for bad game design.
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But that's just another bandaid. It doesn't fix the problem. Tunneling would still occur and it will feel just as terrible as before. Killer doesn't need a catch up mechanic or a "make my life easier" mechanic. If you do poorly in a game you should lose, for both sides. You should design the game so that both sides have an…