So, When Did it Happen?

Ive been seeing a few posts lately about ways to fix camping (nothing new there) how ever what I have seen thats new, is people claiming the devs have attempted to do this in a PTB and survivors just abused it, I dont ever recall such a thing. Can some one give me a date?

Comments

  • They tested it back in 2016 and found that survivors could abuse the idea they had, so they went against it.

  • It was tested in 2016 basically if a survivor was in the terror radius the hook progression stopped the issue is all survivors just ran within the hook area forcing the Killers to camp some even looped around hooks just to waste the Killers time. Once Behavior witnessed how it was so easily abused they scratched the Idea and took the approach of accepting that its in the game but designing perks to make it less unfun as well as the camping penalty in the Emblem System.


    Long story short they exhausted the last avenue they had to remove camping as a strategy from the game this is why they just accept it as a strategy now.


    Also fun fact Camaraderie was birthed off that failure.

  • @MonsterInMyMind said:

    It was tested in 2016 basically if a survivor was in the terror radius the hook progression stopped the issue is all survivors just ran within the hook area forcing the Killers to camp some even looped around hooks just to waste the Killers time. Once Behavior witnessed how it was so easily abused they scratched the Idea and took the approach of accepting that its in the game but designing perks to make it less unfun as well as the camping penalty in the Emblem System.

    Long story short they exhausted the last avenue they had to remove camping as a strategy from the game this is why they just accept it as a strategy now.

    The last avenue? They could just make it so if another survivor is within a certain proximity of the hook, the hook stage proceeds as normal.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2174831#Comment_2174831

    The last avenue? They could just make it so if another survivor is within a certain proximity of the hook, the hook stage proceeds as normal.

    It wasn't that simple Im sure they tried everything to make the idea work that's the only thing they went public with was that survivors kept killers around the hook while others pressed Gens.


    They later admitted that they were going to just accept Camping as a strategy but would design things to assist In making It not as unfun which they have we have seen perks like DS, BT, Camaraderie (As mentioned above Is a birth result of the original failure of the mechanic they tried)


    Point Is I don't forsee them making any more changes too It as It was made clear then just as much now that Its accepted and Is one of the strategies that you have to be willing to accept when playing this game.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2174842#Comment_2174842

    It wasn't that simple Im sure they tried everything to make the idea work that's the only thing they went public with was that survivors kept killers around the hook while others pressed Gens.

    They later admitted that they were going to just accept Camping as a strategy but would design things to assist In making It not as unfun which they have we have seen perks like DS, BT, Camaraderie (As mentioned above Is a birth result of the original failure of the mechanic they tried)

    Point Is I don't forsee them making any more changes too It as It was made clear then just as much now that Its accepted and Is one of the strategies that you have to be willing to accept when playing this game.

    Sounds like they tried one option and gave up.

  • We'll never actually know because as far as what they said it wasn't the only thing they tried that didn't work or at the time wasn't possible to do.

  • Well, they sorta did. The thing is, they seemed content with embracing the band-aid fix way that is relatively simple to maintain for basically any design issues. Basically, if players don't like something, there's always a perk that helps witj that something.

    That way, the burden for suffering the game flaws transfers from the devs to the players for not using the perks that the team has kindly made available to us.

    Fairly astute.