Offerings Could Be So Much Better
Survivor main from way back with a few thousand hours, apologies if this is discussed elsewhere, I don’t spend much time on the forums. Happy to be redirected to other discussions on this issue or any dev responses.
Offerings kind of suck.
Most players want BPs as a priority. Therefore, most players exclusively play BP related offerings, even choosing which character they play based on who has the strongest BP offerings. Alternatively, some very experienced players simply forgo offerings completely because they don’t need BPs.
This emphasis on BP offerings (1) renders non-BP offerings largely redundant, (2) discourages players from playing their preferred main in favour of playing the character they are currently levelling and which therefore has the best offerings, and (3) creates enormous variation in BP match rewards due to offering choice by other players and whether the current event offering is stackable or not.
This system in particular disadvantages newer players who are the most in need of BPs, when their more experienced teammates simply forgo BP offerings (particularly strong stackable event offerings) out of laziness/indifference.
Therefore I would love if offerings were changed to reflect their OG/stated purpose which is to make small(ish) tweaks to the match about to start, creating greater gameplay variation. To achieve this, the game needs to:
(1) Get rid of all BP-related offerings (as sad as I would be to see birthday cake disappear lol)
(2) Compensate for their absence by increasing the base amount of BPs player receive from matches, this making rewards a lot more standardised across matches. (This could be still be modified during events to make events more exciting/enticing for players.)
(3) Keep/edit offerings to meaningfully impact individual matches, like setting spawn points/fog quantity/hatch spawns/hook density - in the absence of BP, these remaining offerings will add variety to individual matches and encourage people to use offerings to compliment their builds/playstyle.
(4) Creat new and interesting offerings that affect gameplay like increasing/decreasing pallet spawns,, or speeding/slowing hook gen progress, wiggle bar progression, gate opening etc.
(5) If necessary, prevent players unfairly stacking strong offerings (either on purpose or by accident), by applying diminishing returns to them or having them cancel out and return to inventory.
There is an engineering term that can be applied here. POSIWID means the Purpose of a System Is What It Does. Right now the primary purpose of offerings is to make players either happy with or annoyed by their teammates before a match has even begun based on BP offerings. Its secondary purpose is to give experienced players who don’t care about offerings more time to pee before match start by lengthening the loading sequence. I would love to see this changed.
Comments