There's No Clear Indication Of Objectives For Survivors

Too many survivors think that their only objective is to Survive, and that is how they will pip up. So with the introduction of SBMM they are gen rushing, and getting upset (namely at the killer) when they are not ranking up. When actually to rank up, you need to perform saves, heals, cleanses, and escapes as well as complete generators.

There is nothing in the game teaching survivors that's what they need to rank up, and nothing in the game giving them the incentive to do that to rank up. The tutorial doesn't teach you that, it teaches you to escape. In game you can't calculate that, you see your Bloodpoint categories, which you get more bloodpoints by just doing Objective category, which is working on gens.

I suggest adding something in game to track emblem categories, but that may cause issues when survivors just stop making saves when they know they got an Iri in Benevolent.

Another suggestion would be to add to the tooltips in loading screens the importance to performing these other objectives to rank up.

Updating the tutorial to teach how the emblem system works for both sides is an added plus. Teach them 2 CHRS (2 Cleanses, Heals, Repairs, Saves).

We all want to get to Iridescent 1, and after I got to Iri 1 the game becomes a lot less stressful (Surprising how the game changes when you don't have to run slow down and just have fun with it), and I want to see all players there but I am seeing players not able to pip up because they are just rushing gens.

IMOD: Ranks = Grades/Pips

Comments

  • Reading everything in the endgame screens should give you enough information, but of course people don't generally read things.

    More capacity for counters in game would be great.

    We have save and totem counters baked into WGLF and Small Game. There's calls to make the latter a base feature of the game so I don't know why the same can't be true for other counters too.

    Gens repaired, health states healed, totems cleansed, hook rescues (safe and otherwise) hooks sabotaged, syuns, blinds.

    Make it an optional part of the UI, a small checklist that runs along the top of the screen.

    Alternatively, give more perks counters like this.

    Add SGs totem counter to Counterforce, Detectives Hunch and Inner Strength.

    Add hook rescues to BT, Babysitter/Guardian and We'll Make It.

    Add stun/blind counters to Blast Mine, Smash Hit, Power Struggle, Flash Bang.

    Basically if a perk interacts with a distinct action that awards BP, that that perk count that action.

  • I think you have hit the nail on the head of all the toxicity on the game.

    As you say, the survivor has a choice to do gens and escape, or do gens, go for saves and the other stuff, however a lot of this depends on what rank teams are matched together with and how the killer plays. Its as simple as this.

    Good team / Good Killer - The game will last, each player will be willing to take hits, run the killer, go for the saves as well working on gens.

    Bad team / Good killer - A game that you will find players hiding behind walls or in lockers, trying to avoid being seen, scared to do anything. The killer then looks like they are tunnelling the same good players as they just want to play the game

    Good team / Bad killer - This is where you find the gen rush team and the camping killer. The killer chases one survivor sent to run the killer while the other play the game. The killer then catches that survivor and camps then, knowing that the other team will be able to do gens. The other survivors and don't bother going for the saves, they just escape.

    Bad team / Bad killer - Just give up

    Not to mention the killer that just slugs the team and leaves all four survivors to lay on the floor to bleed out, to get bloodpoints.

    This is where the problem comes from. Survivors come into the game with the want to escape, to survive, after all there is no rule to say that you have to do anything other then get gens and get out. The killer comes into the game knowing they have to get kills, if they can't catch survivors or don't want to try, then they go for the one kill and get the blood points. There is nothing to say that they have to hook every survivor to get bloodpoints.