Trial secrecy

Simple proposal:
1) nobody sees anyone else in the lobby (the silhouettes are enveloped by the Dark Mist, while the label with nickname and rank remains legible, and also that of the killer must be);
2) nobody sees the offerings burned by others;
3) nobody sees others' equipments in the endgame screen before the trial ending.

In this way it is not possible to alter one's style of play in order to score against the others: each one will use the perks, the add-ons and the offerings that they consider appropriate, without being able to calculate the moves of the others.

Comments

  • Would be nice if we get a solo-queue at some point.
    But with SWF currently the idea doesnt make sense

  • @Orion @Master I do not agree with the idea that, since a reform cannot be perfect (because of SWF), then it should not be done: the excellent is the enemy of good, produces only immobility.

    SWF poses undeniable problems of balance: if you balance on SWF, the solitary survivors are passed off, while balancing on the solitary survivors, the killers complain about a game too unfair: we all know, do not need to repeat it every time: in my opinion, the only possible solution is to give the survivors some passive skills that reduce the gap with the organized teams, and then calculate the counterweights on SWF.

  • @Entità said:
    @Orion @Master I do not agree with the idea that, since a reform cannot be perfect (because of SWF), then it should not be done: the excellent is the enemy of good, produces only immobility.

    SWF poses undeniable problems of balance: if you balance on SWF, the solitary survivors are passed off, while balancing on the solitary survivors, the killers complain about a game too unfair: we all know, do not need to repeat it every time: in my opinion, the only possible solution is to give the survivors some passive skills that reduce the gap with the organized teams, and then calculate the counterweights on SWF.

    Because if your house is on fire, ignoring the flames and storing wool in a room adjacent to them is a bad idea.
    Suggest ideas to balance the game mode we do have first, instead of suggesting more unbalanced game modes.

  • @Orion I think your example is quite disproportionate: the killers can win against organized teams, and sometimes they succeed. The game is balanced if, on large numbers, the average of each game is two kills out of four.

    However, I have already given a possible solution to reduce the gap between survivors and SWF: passive abilities for survivors, incorporated into game mechanics. I have read some proposals here in the forum, for example:
    1) Bond III;
    2) Empathy III;
    3) Kindred II or III;
    with consequent rework of the perk transformed into passive skill and consequent balancing for the killer (for example, greater number and better positioning of the totems or something else).

  • Survive with friends exists
    Would be kinda pointlesss but make solo que more fun
  • They want people to see who has what.... this way killer can prep for what survivors have and survivors can work with each other... it's also why survivors have a chat in the beginning and end game lobby...... this idea would only set the game back a step 
  • @Entità said:
    @Orion I think your example is quite disproportionate: the killers can win against organized teams, and sometimes they succeed. The game is balanced if, on large numbers, the average of each game is two kills out of four.

    However, I have already given a possible solution to reduce the gap between survivors and SWF: passive abilities for survivors, incorporated into game mechanics. I have read some proposals here in the forum, for example:
    1) Bond III;
    2) Empathy III;
    3) Kindred II or III;
    with consequent rework of the perk transformed into passive skill and consequent balancing for the killer (for example, greater number and better positioning of the totems or something else).

    nah kindered maybe but i feel buffing solo survivors is just giving sfw what thye want aura reading shouldnt have to be implanted nerfing sfw by reducing available perk slots fixes everything

  • Entità said:

    @Orion @Master I do not agree with the idea that, since a reform cannot be perfect (because of SWF), then it should not be done: the excellent is the enemy of good, produces only immobility.

    SWF poses undeniable problems of balance: if you balance on SWF, the solitary survivors are passed off, while balancing on the solitary survivors, the killers complain about a game too unfair: we all know, do not need to repeat it every time: in my opinion, the only possible solution is to give the survivors some passive skills that reduce the gap with the organized teams, and then calculate the counterweights on SWF.

    Your idea does not ignore the swf problem it even worsens it.
  • @Master said:
    Entità said:

    @Orion @Master I do not agree with the idea that, since a reform cannot be perfect (because of SWF), then it should not be done: the excellent is the enemy of good, produces only immobility.

    SWF poses undeniable problems of balance: if you balance on SWF, the solitary survivors are passed off, while balancing on the solitary survivors, the killers complain about a game too unfair: we all know, do not need to repeat it every time: in my opinion, the only possible solution is to give the survivors some passive skills that reduce the gap with the organized teams, and then calculate the counterweights on SWF.

    Your idea does not ignore the swf problem it even worsens it.

    unfortunatly thats true the only way to fix sfw i found is to limit perk slots per member


  • Net of the SWF issue, that is, assuming that it has already been solved, do you share my proposal in and of itself? :)


  • Are you all gone? XD