Comments
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Thanks for your input. You highlighted to me something that I had not considered; that not only can tunnelling present itself as a strong choice, but given the structure of some maps and the difficulty of applying pressure on these safe/large maps, tunnelling could be seen as the only option that some killers (m1 killers)…
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I have certainly experienced games like this, where the gens do fly, and only slow down once you have one person on the hook and another in chase. But I have also experienced games where I have ample time to work with, and rarely have to be in a rush. I think it's important to note that players will have a wide variety of…
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Well I seem to have typed up something lengthy that has disappeared... But, I wanted to thank you all for your input, and wanted to highlight Blueberry's contribution for pulling something to my attention: Tunnelling can be employed to draw a game back to one's advantage, when faced with odds stacked against you (that you…
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Specifically in relation to your observation "it's not really the player's fault to choose the most efficient path but the dev's fault to make that path available in the first place." This is very true, but also it can be a matter of reliability as well as efficiency. Once you hook a survivor, one of your 4 primary…
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To address some of the points: *** I've tried to make a general and brief analysis of why tunnelling might be perceived as a strong or even needed strategy. I'm hoping we can understand this problem, so we know where we are starting when we are looking for a solution(s). I believe these solutions are to be found in the…