Are we leaving pallet density as is?
Comments
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Currently, there are no plans to look at the pallet density. Pallet density was last changed in 9.3.2 to address the rest of the feedback and find a middle ground between Killers and Survivors after the original pallet density changes. What is currently in the game is the current pallet density, and they are behaving as expected.
Whilst the team doesn't have any specific plans to share, the team is always open to feedback and we want to iron out any bugs. Specific screenshots of areas and other information is always helpful and passed along. These can be added to the Forums feedback section or suspected bugs can be added to BetaHub so that we can look into any major issues.
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Thank you! I will gather any findings and set it under Feedback.
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This is SO appreciated; the more specific the better!
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i guess there are no plans to reduce the pallets since it makes the survivors job easier and makes killers a living hell, i thought this was dbd not pallet breaking simulator BECAUSE THERE ARE 25 PALLETS ON EVERY MAP. Stop with the half assed responces.
Post edited by FoxGhoul on-14 -
You probably have some gameplay? Because most Pallets are really unsafe. If you get run around those, you will most likely make something wrong. My guess is that you break Pallets you can actually play, which obviously gives the Survivor free distance.
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pallets being unsafe only matter if survivors loop them and they dont, because they have no reason to BECAUSE THERE ARE SO MANY DAMN PALLETS AND EACH ARE 5 FEET FROM ONE ANOTHER. The whole "well most are unsafe is bullshit when there are so many god damn pallets.
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I mean, if that happens, they'll be out of resources very quickly and have massive dead zones. Using Windows to braindead run from pallet to pallet and drop them without any looping is very bad playing. Killers get stronger as the game goes on and the resources dwindle.
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Just show gameplay. Wouldnt it be great if you get tips to deal with the problem? Or are you just here bc you want to complain?
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If anything Ive noticed less pallets for the last few weeks
examples
Disturbed Ward - missing long downstairs indoor pallet (no pallets downstairs in main anymore)
Lerys - seems to have a lot less of them little loops on edges of map6 -
Thats the thing, some Pallets are straigth up missing, because they got removed when Pallet Density got worked on. Also some Windows and breakable Walls got removed when they introduced the first version of Pallet Density (the one with way too many Pallets), but those never got added back in.
Examples are the Breakable Walls in the Main Buildings of Groaning Storehouse or Gas Heaven or the best Window which can spawn downsides in Father Campbells Chapel. They also reworked the Fun Bus back then to not really be a strong tile anymore. And then they removed the extra Pallets again, which was the second version of Pallet Density with too few Pallets.
Now the amount of Pallets is fine (obviously if you only count them, it seems many, but as I said previously, many are not really playable for the Survivor), yet those things I mentioned got removed, so overall those Maps are a bit weaker for Survivor.
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I would like to see the outliers adjusted. Decimated Borgo comes to mind as an insanely strong map with too many overly strong pallets and some strong windows.
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I will tell you, this is not a bad strategy. Actually, this is one of the best strategy survivors can do. The map has way more pallets than necessary to loop the killer and still have time to finish all the gens. I say it by my own experience.
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Good strategy for who, someone who just wants to hold W away from chase? And what about your teammates that don't know you ripped through all the resources and they can now be herded into a surprise dead zone? The maps have pallets, yeah, but many are garbage edgemap pallets that will buy you seconds before going down, or useless things between a small rock and tree.
But yeah, please do this in all my killer matches. Predrop a pallet I can just walk around and return to break at my leisure.
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A good survivor can waste a killer's time even in a "bad" pallet. You just need to be patient, which is a very difficult thing for survivors to have in this game.
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This is the opposite of predropping and holding W.
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This is not really true the way you think it is. Yes nurse blight spirit ghoul etc don't care. But we are talking about MOST of the killer cast not the top ones which are a different issue. So keep that in mind as you read this.
All it takes is 2-3 pre-dropped god pallets, and 3 gens are going to get done, let's imagine say, a legion, who effectively has no power after the first hit.
Breaking a pallet takes 2.34 seconds. A pallet covers about 5 meters from 1 side to the other (a little under a lunge which is about 6 meters). A killer breaking a pallet, if the survivor shift+w away, the survivor will gain 9.36 meters of distance for a total of 14.36 meters of distance. In order to hit that survivor, the killer needs to lunge at them, a lunge makes the killer move at 6.9 m/s for 0.9 seconds. the last 0.3 seconds of which they can hit, and then for a few frames after they are able to land a hit. The distance of a swing for killer is about 1 meter. Which means that the killer needs to be 1 meter away for the final hit. Because survivors move at 4 m/s, when factoring the lunge and the distance, this means that to hit a running survivor with the very tip of your lunge, you need to be 3.61 meters away from the survivor. (During that lunge the killer moves 6.21 meters and their hit extends out for 1 meter for a total of 7.21 meters, but during the 0.9 seconds the killer is lunging, the survivor is able to move 3.6 meters. Thus, 7.21 - 3.6 = 3.61 meters).
So in summary:
- Dropping a pallet and the killer breaking it puts the killer at 14.36 meters away from the survivor
- They need to close the gap to 3.61 meters of distance in order to hit the survivor at the tip of their lunge.
- This means the killer needs to close the gap by 14.36 - 3.61 = 10.75 meters.
How long does it take the killer to catch up to the survivor at 10.75 meters? Well the killer moves at 4.6 and the survivor at 4. So every second, the killer gains 0.6 meters of distance. So simply 10.75/0.6 = 17.916 seconds. To account for lag, and human reaction and to make math a little easiy, i think we can safely round this up to 18 seconds. And that is in the best case scenario.
So, in our scenario, lets say the survivor just shift+ws to a pallet and predrops it. No mindgaming, no looping, no nothing, just pure shift+w and predrop. Every predrop extends the chase by 18 seconds.
This doesn't factor in the time it took to start that chase. Land the first hit, find the survivor, any of those things. But, lets say the survivor predrops 3 pallets (keep in mind these days maps have around 20 pallets at this point), then they just shift+w to a corner of the map. This means, no looping, no mindgaming, no nothing, just pure, predrop a pallet and shift+w away as the killer breaks it.
In that scenario it will take the killer 3*18 = 54 seconds to down the survivor. Then they have to, wipe their blade, pick up the survivor, sit through the pickup animation, find a hook, walk to the hook, put the survivor on the hook, wait for the hooking animation, THEN they can start the next chase.
How long does that all take you think?
54 seconds + 2.7 seconds + 3 seconds + 8 seconds + 1.5 seconds = 69.2 seconds.
Again this factors in nothing else. This is assuming the killer starts their chase at 14ish meters away from the survivor, the survivor doesn't try to mindgame, they don't try to do anything, they just predrop a few pallets. And its a legion. So the survivor is assumed injured, but the killer has no power to speak of to deal with this in any meaningful way.
So by the time you do that, the other 3 survivors are 20 seconds away from finishing 3 gens? Now how many resources did that survivor "waste" oh 3 pallets? Well how many are left? 20? Oh so they still have 85% of the map to work with.
All of this to reason is WHY killers are relying more on tactics rather than pure "mechanical skill" to win games. And those "tactics" are the very things you don't like. Tunneling at the right time, slugging at the right time, hit and run tactics, playing a more macro game instead of a micro one etc. And these are the types of things that survivors complain about the most, even more so than blight or ghoul. Look at how many people complain about say, the knight, or skull merchant before they intentionally made her bad, or sadako who goes for condemn instead of hooks. I personally like to play a more macro style, and most matches i get tons of anger and vitriol thrown at me more so than if i play nurse and just end chases in 10 seconds.
So, this isn't really a complaint as it were about the situation, more of just an analysis. The problem here is that this type of thing LEADS to killers adapting and using strategies that survivors find unfun. The only fix to which is really fundamentally changing the core game to make chases and hooks more important than kills while making tunneling/slugging/camping etc not only not good, but just not possible to do. But this is too much of a task for the devs i think, which is why nothing will change.
Post edited by Reinami at3 -
As a killer main, this is amazingly true now the math is mathing. I can chase and they just run from pallet to pallet if I choose to drop chase then time is wasted esp if they pre-run you and do the same thing to you. Its a damned if you do, damned if you dont situation which is a weird way to feel as a "power role" and even more strange to make someone feel when its already 4v1 perks not even included
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That's also not to say its impossible to deal with. Its personally why typically my strategy is to immediately drop chase after breaking pallet and going somewhere else. And i tend to play either highly mobile killers like blight/ghoul etc, that can get around quickly, or ones with great macro like sadako, knight etc.
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Ah yes, the three god pallets that you can easily chain on every map. We all know those. They definitely exist. You're ignoring reality in favor of a math equation that assumes everyone moves in a straight, mechanical line, and the killer somehow has nothing to help them, while also breaking every (somehow unavoidable) pallet. Most pallets aren't god pallets—most pallets are bad. If someone predrops it and keeps going you just walk around it.You're also ignoring the fact that most killers have some way to hinder your journey on this straight line of perfectly spaced and stellar pallets. Killers have either mobility/catchup/dash (Ghoul, Nurse, Chucky, Spirit), a ranged attack (Deathslinger, Huntress, Plague, Unknown), an antiloop ability (Clown, Doctor, Dredge, Pinhead), or a pallet chewing ability (Oni, Bubba, Micheal, Nemesis), if not a combo of those things (Henry, Billy, Oni, Blight, Singularity, Vecna, Dracula). Plus there's instadowns on many of them. Oh yeah, and popular anti-pallet addons (Legion, Wraith, Wesker). That's not even bringing up perks. And once those pallets are gone, they're gone. You're also ignoring the reality of the maps themselves, like Ormond and Yamaoka, with areas of a bunch of useless rocks and nothing else at all. 70s for a down and all you broke was 3 pallets? If that happens you're bad, terribly outclassed, or you screwed up. You can pretend all this isn't the case, but I know very well that you know what reality looks like in this game.
The problem here is that this type of thing LEADS to killers adapting and using strategies that survivors find unfun.
The pallets were likely put in to help with tunneling, so survivors have resources to slow down the targeted attack. Half the perks killers are complaining about—like Babysitter, DS, and OtR—are anti tunnel perks that have zero effect on you if you aren't looking to double hook. If perks and pallets simply existing has lead to slugging, then slugging needs to be adjusted, not perks and pallets. You shouldn't be able to say you just don't like the proper gameplay and you won't participate in it until you get your way. That shouldn't even be possible.
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