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报告翻译问题
Also in Nightmare on Elm Street the kids did hunt down Freddy with the intent of killing him.
Same with Friday the 13th. Jason died many times after being lured into traps or being hunted in one way or another.
Hunting and killing the killer happens pretty often in horror movies.
except the killer always come back, and it gets bloody again.
This isn't the movies and it's certainly not real life.
It's just a game.
To the OP, There are two things going on here. First, the fear wears off pretty fast when you know how to toy with the killer. Secondly, this game is balanced around new level 20s vs Killer.
Here's the rundown:
Survivor "Skins" (let's call them what they are, cause we all know what perks are used) have a very high skill ceiling. They can eventually begin to 1v1 Killers for 5+ minutes solo.
All Killers except the Nurse have a skill ceiling that can be reached by chimps.
Scrub survivors get rekt by any killer.
Skilled survivors can 1v1 the killer for long enough to make the generators pop, and make the difference.
Skilled Killers get rekt by skilled survivors 1v1, not counting the other three, unless you are a Skilled Nurse.
Skilled Nurses can wreck everything. (Can. not will.)
Scrub killers are a joke.
The Devs can't balance the game around high rank survivor play, because that would mean huge buffs to the killer, and low skilled survivors wouldn't have a chance in hell.
So, they balance it for low skilled survivors, and hamstring the killer at higher survivor ranks, due to the abysmal skill ceiling for all killers not named Nurse, and a few autistically good specialist killers who are outliers. (They do exist, and the term "autistically" is not being used in a derrogatory way. It's a compliment to the outliers.)
There you have it. DBD in a nutshell.
M2: Nerf everything
I don't want a yakety-sax themed circle chase but that is what it has come to.
Dufflebags is absolutely right. It can't be both an e-sport and a survival horror game. It doesn't work. You can't please everyone as the cliche goes..you just end up pleasing no one. A long time ago, I said that the desire for equity between the survivors and killers would kill the game for alot of people and it seems to be happening.
You can't have equity in a survival horror game. The survivors should never feel in control or safe. Once that happens, you have robbed the game of what makes it unique.
The problem is the mechanics of the game lend itself to abuse for both sides. There is no way around it unless people "self-regulate" (both survivors and killers) and that is just not going to happen.
I had a crazy thought today that I think could fix some the gameplay issues that people complain about and breathe new life into the game. (not the bugs..different story) but I don't know if it is viable or a good idea.
The lore of the game already says that the survivors are in the realm of the entity. Another dimension with it's own rules and reality. One of the mechanics of the game already makes use of the fact that the dimesnion is "malleable": The closure of windows by the Entity.
Maybe carrying that idea further would alleviate some of the problems in the game and make it less "static".
- What if Generators, upon reaching certain levels of completion "shifted" to another portion of the map? This would force surviors to stay on the move and would alleviate some of the "gen rushing" complaints that pop up. This would also make the map more valubale to bring in as the survivors would have to hunt for the generator a couple of times to bring it to completion.
- What if Survivors upon being hooked, instead of staying put, shifted to another random hook? This would alleviate alot of the "camping" complaints. The killer could try to track the other surivor down before help arrived but it would be a call they would have to make. Facecamping would pretty much be over.
It's impact on sabotage would be interesting as well: The more hooks that are sabotaged, the more limitations on where the survivor would appear, increasing the odds that they may end up in the basement or found by the killer again. Now, obviously the killer could just go right for the basement anyway but this happens regardless.
- What if certain obstructions that are prone to "infinte" loops, simply vanished after a few times around? Reality shifted and the Entity intervened.
I don't know. Part of what makes horror what it is is the unknown. The above ideas bring an element of that into the game, while mitigating some of the problems that keep getting complained about.
You're entitled to your opinion, but I disagree. The game after you play it boils down into culture dictated by points. You chase, circle, hook, unhook. The simple fact you can even rescue someone from a meathook is an excuse to make a horror game more of a competitive experience. Then, of course, there's the fact there's a rank mode but no unranked, and they're CONSTANTLY trying to balance the game to be more skill based.
You can see it in high ranked play. There's no fear - it's just players trying to outwit players, juking, distracting, guarding, chasing, hooking, unhooking... just mind-games and open running and play. There is no fear or horror, that's just the makeup to the game of chase, hook, and defend/attack the hook.
I've had different experiences than you, I guess.
The game can't exclusively be about 'killer's killing.'
Everything spawns at the same place always
I got a friend of mine to play DbD with me and she was really wondering that I knew everything by heart
I spawn on a map, read the name and directly know everything: gens, chests, pallets, good hiding spots
If it could be possible to actually get lost again, not knowing where you are, not knowing where the next pallet spots are and with no idea of the gens (I see gens across the whole map they are easy to spot...) survs might concentrate on the actual stealth again and not run around and farm a killer
(Just my expressuin