Pure RNG sounds wrong for map generation
Example with Shelter Woods map in 2021
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Quick tour around the map:
- Dead zone in center of map ... because fixed design of Shelter Woods
- Dead zone in all 4 corners
- Shack
- Single wall with pallet
- More or less isolated L-T walls
- More or less isolated L-T walls
- More or less isolated L-T walls
- More or less isolated L-T walls
I never experienced the opposite version with 4 strong jungle gyms on Shelter Woods (I do think I would remember this unexpected strong variation on either survivor or killer side) ... but this would also sound wrong!
The RNG design of map is an issue since the origin (I am beta phase player), while being one interesting concept of DbD, but this is definitely worse and worse as time goes by (see recent autoheaven maps)!
Stop with the 100% RNG please, you have to add some quality check during loading stage and discard the extreme map variations and regenerate one reasonable map variation on the fly ...
There are also the same kind of issues with generator locations, and this problem is more present at the moment than before ... with cluster of 4 or 5 generators in quite small area of the map (see topic here, https://forum.deadbydaylight.com/en/discussion/202528/wrong-generator-locations )
TIA to investigate these critical issues
Comments
/Edit: just created a new topic instead of reviving this old thread (mods may delete this comment, tia :) )
https://forum.deadbydaylight.com/en/discussion/343431/wrong-generator-spawns