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I think when people talk about this they imagine a tryhard talk over comms like when JRM, Otz, Dowsey and Ayrun made the hardcore challenge. But the reality is probably stupid banter and jokes, with the occasional callout where the killer is.
I'm a game designer IRL. Not videogames: tabletop games. My job actually is playtesting and evaluation, so I know a thing or two about game structure - videogames included. I'm not boasting, it is simply my job.
Looking at Dead by Daylight it is easy to see how it was ideally based on the "50%-50% choice" concept. A Survivor is hooked... Is the Killer using it as a bait or I should go for the save? (notice how the very first trailer foe DBD was about this) I'm tunneling/camping a Survivor... Is this smart? What the others are doing? Will gens pop from under my ass? Even the "two gates" finale is 50%-50% - for both the Survivors and the Killer.
This equilibrium was either never reached or broken by some fundamental change - because both camping and tunneling should be basic tropes of a horror movie simulator, not "toxic behaviours" (examples: in "The Shining" Jack Torrance didn't tunnel Wendy enough, managed to surprise Halloran but he lost when he tunneled Danny too much... In TCSM Bubba was the worst tunneler ever and at the end the final girl escaped).
Now you have a game where legit tactics - baiting and chasing to death - are considered toxic and actively countered by the developers themselves. To this add an astounding fix: Survivors with Mindhive! If there is a horror movie where the Survivors have this talent please point me to it - because I never saw one. From "Alien" to "X" either the Survivors understand the danger and how to counter it, or they die (usually one by one).
I have about 250 hours in DBD so I'm far from being a expert. However, what I see are beautiful pieces of a horror game kept together not organically but by some miracle. And now the 50%-50% choice is "Will we help the Killers and damage the soloQs, or nerf them and make SWF even stronger?
TL;DR: I see no silver bullet solution. The developers painted themselves into a corner and this is the situation we are in for the time being. INHO, it is time for a DBD 2 with the core playability redone from the ground up - but I fear that Behaviour is too scared to kill their golden egg goose until it will croak by itself.
This. The biggest thing I’ve seen from killer mains on this forum are complaints that they can’t easily walk their way to a 4K every match. And no I’m not saying ALL killers. There are many people here who play killer who have openly said they want the match to be fair, they don’t want easy wins and they want the thrill of the chase and the challenge of it. But it seems like more killers just want the easy win whether it be for their ego or because they think pvp games are supposed to be a cakewalk. Who knows?
Killer's role is never easy, unless the survivors screw it up really bad or have no idea what they are doing. When people argued that the game is killer sided because of tunneling, camping, and slugging, they mistakenly see the consequence as a cause and a reason why the game is killer sided and easy for killer. Rather tunneling, camping, and slugging is a counter force to the survivor biased objective that is the foundation of the game.
I think when killer players complain about the game, it is not the fact that cannot 4k or 3k every matches. Rather it is the killer experience in general, the enjoyment as playing as a killer, that has nothing to do with kills. Killer often complain how stressful or frustrated it is, just to keep up during loops and chases meanwhile defending the gens. It is a feeling of hopeless that they feel where they cannot really do anything, rather than caring about kills. Killers' complain is exactly like solo q, how hopeless it feels in a match, where IMPORTANTLY it is neither fault of any sides. It is just a bad designed objective.
I sense this post intention is to further divide the community rather than a post of discussion with good-will and intention. The community does NOT need such division.
I've also seen a lot of survivor posts here and on the official forums have a similar trend. Lots of buffs for survivors meant not to be fair, but to give an unfair edge against all killers be it because of a few OP killers, playstyles, or just because they don't want to work around certain mechanics with no thought how it effects killers trying to play fair.
It's the byproduct of PvP games unfortunately, and asymmetric games suffer the worst of the player's expectations and demands.
I mean, she got like 8 point awards for it, so people definitely fell for it.
One of the strengths of the Onryo is her stealth ability, which can be increased with add-ons. With the right build, the right approach and good timing she can even pick Survivors off generators just like that.
However, all the above goes out of the window as soon as Sadako meets a SWF group - as she is very possibly seen by another Survivor who immediately warns the target. When the target runs away, if Sadako chases the other Survivor goes to the gen immediately.
Rinse and repeat.
This means that. Behaviour created (and sold) a Killer whose very strengths are negated by… “the way the game is meant to be played”??? What’s the point, then?
This is why I found ScaryLoopz’s video so to the point. The Killer can’t hide - the Survivors can. He is the only player in the game with no assistance. The Survivors act according to info they can’t possibly have. And some tactics can even negate the basic powers of the Killer.
“I’m on 1, going for…2”
“No! No! Go to 12 then do the top mid gen. I’ll pull the Killer away towards 3”
“OK”
…I mean… for real?? Survivors with mindhive and drones? Possibly using the playbook of a modern mechanised infantry platoon?
If this is “the way the game is meant to be played” I would like for Behaviour to clearly spell out how, yes, DBD has nothing to do with the idea of four scared Survivors learning to cooperate so to escape a dangerous Killer - which is what their propaganda made me buy.