Idea involving Bots to improve anti-camping measures

So, had a half-baked idea to try and solve the killer cheating/camping issues that has plagued this game for 7 years. At least until the devs actually enforce rules that disallow such.

The base idea of the game is for the killer to hook a single survivor 3 times. Some killers just camp and try to make it so they need less hooks than the established 3.

What if... the game keeps track of hooks for each survivor... and if a survivor is killed with less than 3 hooks... a Bot arrives for the remaining hooks and the killer doesn't get credit for a kill until the 3 hooks are had. Of course, there will need to be code established to note if the survivor tried to Kobe and lost a hook state due to this. If so, that hook state is not transferred to the bot. Maybe the devs can track this by time. If 1st hook state lasts 10+ seconds and they go to second... +1 hook state to bot waiting on the bench. At that point, the programming just needs to know whether the survivor gets rescued or dies. If dies, +1 hook state to boy waiting on the bench. This is because.. either the killer camped and the survivor couldn't be saved or the survivor killed themselves.

I know killers love to camp at end-game, thinking this is acceptable play... I've come to accept it, with an eye roll. So, perhaps this function gets turned off when the gates are powered, giving these killers their precious late game camp tech.

This solution also helps remaining survivors, when a disgruntled survivor kills themselves on hook. As currently, the bot will not deploy if this happens... even though, this is still basically a DC... which is the entire reason for the bots.

Follow-up question from the attentive audience: What if the survivor is playing with bad teammates and they just don't get rescued... but the killer was not camping?

  • This will be the hardest part of the dev programming. They will just need to apply the killer's proximity radius (which is already a thing being used) into the calculations. i.e. The above applies only if the killer is within 15m. Maybe they can make it like a token thing. For every 3 seconds the killer is within 15m of the hook, a token is gained towards the above. If 3 or 4 tokens are gathered, then the above goes into affect for the current hook state.

#Bots4theWin


Btw.. Obviously this will not apply to Mori's... it couldn't anyways, because of the Token solution suggested above. So, you cheaty tombstone Myers mains can continue to ruin games and waste the survivors' time.

Comments

  • @jordanjustice said:

    So, had a half-baked idea to try and solve the killer cheating/camping issues that has plagued this game for 7 years. At least until the devs actually enforce rules that disallow such.

    The base idea of the game is for the killer to hook a single survivor 3 times. Some killers just camp and try to make it so they need less hooks than the established 3.

    What if... the game keeps track of hooks for each survivor... and if a survivor is killed with less than 3 hooks... a Bot arrives for the remaining hooks and the killer doesn't get credit for a kill until the 3 hooks are had. Of course, there will need to be code established to note if the survivor tried to Kobe and lost a hook state due to this. If so, that hook state is not transferred to the bot. Maybe the devs can track this by time. If 1st hook state lasts 10+ seconds and they go to second... +1 hook state to bot waiting on the bench. At that point, the programming just needs to know whether the survivor gets rescued or dies. If dies, +1 hook state to boy waiting on the bench. This is because.. either the killer camped and the survivor couldn't be saved or the survivor killed themselves.

    I know killers love to camp at end-game, thinking this is acceptable play... I've come to accept it, with an eye roll. So, perhaps this function gets turned off when the gates are powered, giving these killers their precious late game camp tech.

    This solution also helps remaining survivors, when a disgruntled survivor kills themselves on hook. As currently, the bot will not deploy if this happens... even though, this is still basically a DC... which is the entire reason for the bots.

    Follow-up question from the attentive audience: What if the survivor is playing with bad teammates and they just don't get rescued... but the killer was not camping?

    • This will be the hardest part of the dev programming. They will just need to apply the killer's proximity radius (which is already a thing being used) into the calculations. i.e. The above applies only if the killer is within 15m. Maybe they can make it like a token thing. For every 3 seconds the killer is within 15m of the hook, a token is gained towards the above. If 3 or 4 tokens are gathered, then the above goes into affect for the current hook state.

    #Bots4theWin

    Btw.. Obviously this will not apply to Mori's... it couldn't anyways, because of the Token solution suggested above. So, you cheaty tombstone Myers mains can continue to ruin games and waste the survivors' time.

    This idea isn't half baked, it is just straight up raw and spoiled.

    You're wanting to fundamentally alter the game in a way that punishes a killer for having the upper hand or because survivors make a decision regardless of what the killer is doing.

    If someone wants to exit game via hook, why does that have to be something a killer is punished for? Why do the survivors get a bot if they choose to just let someone who isn't part of the squad die on first or second hook? Your system also falls apart if someone proxy camps or is just actually successful at defending hooks till someone goes to second stage without camping.

    Killers don't love to camp at endgame, there is nothing else to be done at endgame except secure kills. The gens are done and there is no reason not to play defensively at that point because if you don't you're likely not getting the kill. I don't understand why some survivors take it the way you do that killers love it as if there was more to be done when the gates are powered.

    This is just bad idea. You don't have to shoehorn bots in this hard and you have to accept that sometimes you're just gonna be at numerical disadvantage and that you can get put out early.

  • You are not a moral arbiter, you don't get to decide that camping is cheating, nor do you get to decide what is or isn't an acceptable way to play and dole out punishments accordingly. That seems to be a real problem this forum has when it comes to suggestions. It's not, "How do we adjust X?", it's always, "How do we punish people for playing in a way we've decided is wrong?"

  • Sorry guys... But camping, tunneling, and slugging is cheating. You know it. If the survivor isn't doing well, they can't just decide to take over a game like camping, tunneling, and slugging killers. Its fundamentally wrong and that is why people get upset with it. Its not a real debatable topic. It's just wrong. You know it. All I'm going to say.

    @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/385543/idea-involving-bots-to-improve-anti-camping-measures

    This idea isn't half baked, it is just straight up raw and spoiled.

    You're wanting to fundamentally alter the game in a way that punishes a killer for having the upper hand or because survivors make a decision regardless of what the killer is doing.

    If someone wants to exit game via hook, why does that have to be something a killer is punished for? Why do the survivors get a bot if they choose to just let someone who isn't part of the squad die on first or second hook? Your system also falls apart if someone proxy camps or is just actually successful at defending hooks till someone goes to second stage without camping.

    Killers don't love to camp at endgame, there is nothing else to be done at endgame except secure kills. The gens are done and there is no reason not to play defensively at that point because if you don't you're likely not getting the kill. I don't understand why some survivors take it the way you do that killers love it as if there was more to be done when the gates are powered.

    This is just bad idea. You don't have to shoehorn bots in this hard and you have to accept that sometimes you're just gonna be at numerical disadvantage and that you can get put out early.

    No one said the killer is punished for a survivor exiting via hook. The idea put forth was literally trying to get the game to determine if this happened or not. The "how" was up for debate and could of had suggestions to it. I tried to suggest a system that I thought could accurately determine such. In such a way, the Killers would not be punished at all for suicides. The proximity of the killer to the hook during the hook states determine a lot. Literally, if the Killer is not within X distance of the hook during this time, then there's nothing done.

    As far as Survivor bots, for survivors killing themselves... This is in here because currently the bots activate when a survivor DCs and there are many threads about this. Trying to kill 2 birds with one stone. A suicide is a DC, so I was suggesting the game to treat it as such.

    As for end-game... You chase survivors and defend gens before this, right? Why do you stop doing this? Why aren't you chasing and defending the exit gates? Its just a style of play... whatever floats your boat. Its not that the killer has "nothing else to do".. Its that the killer really wants a Kill and this is the best way for them to secure that.

  • @jordanjustice said:

    Sorry guys... But camping, tunneling, and slugging is cheating. You know it. If the survivor isn't doing well, they can't just decide to take over a game like camping, tunneling, and slugging killers. Its fundamentally wrong and that is why people get upset with it. Its not a real debatable topic. It's just wrong. You know it. All I'm going to say.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498173#Comment_3498173

    No one said the killer is punished for a survivor exiting via hook. The idea put forth was literally trying to get the game to determine if this happened or not. The "how" was up for debate and could of had suggestions to it. I tried to suggest a system that I thought could accurately determine such. In such a way, the Killers would not be punished at all for suicides. The proximity of the killer to the hook during the hook states determine a lot. Literally, if the Killer is not within X distance of the hook during this time, then there's nothing done.

    As far as Survivor bots, for survivors killing themselves... This is in here because currently the bots activate when a survivor DCs and there are many threads about this. Trying to kill 2 birds with one stone. A suicide is a DC, so I was suggesting the game to treat it as such.

    As for end-game... You chase survivors and defend gens before this, right? Why do you stop doing this? Why aren't you chasing and defending the exit gates? Its just a style of play... whatever floats your boat. Its not that the killer has "nothing else to do".. Its that the killer really wants a Kill and this is the best way for them to secure that.

    Camping, slugging, and tunneling aren't cheating in any sense. The devs have literally made this clear multiple times for multiple years. The game is designed to facilitate these actions on purpose and actual issue isn't that it happens, but the outsized effect they can have on outcomes. You are right that it isn't debatable though because again the devs have spoken and made it clear they want to reduce the effectiveness of these strats, but not remove them entirely. Things like facecamping where the goal is obviously not to win, but to antagonize are getting sharply hammered on.

    The game can not determine context of why someone may or may not be doing certain actions such as killers lingering around hooks, survivors killing themselves to leave a game vs them just trying to kobe and getting unlucky and then deciding to just give up. Survivors dying hook regardless of context is an outcome that is expected and should not under any circumstances result in spawning a bot. If that is what you view as solution then in reality you want the game to be fundamentally different that has been for 7 years. For all that just remove the ability for people be permanently dead and add respawning then adjust every single other part the game that is predicated on the existing design to function with and accommodate that.

    If you've played killer with any amount of frequency and paid attention to details of that role you would see why people don't chase at the endgame once they have someone hooked.

    Once powered exit gates take 20 seconds at base to be opened.

    The average chase in dbd variables like overly strong tiles, search time, and perks not withstanding is about 35 ish seconds. This doesn't account for powers that offer mobility and lethality. We're just talking average m1 moving at 115% speed in the hands of an average everyday player.

    If you get someone down and hook them in the endgame you can immediately understand two things, 1) You don't have enough time to chase in most instances and 2) You don't even need to chase because unless the team is completely mercenary they will come to make save attempts which means you skip out on wasting time searching for someone only to lose the hook you're already dealing with. You can just as well dictate the last exchange having to happen around the hook which means shorter engagement time and possibly another a down. Which will force the remaining survivors to either disengage and leave or engage on the killer's terms rather than own as they have to make two saves rather than just one.

    Another thing to keep in mind, maps are not remotely made equal and sometimes door spawns are basically right next to each other meaning they can reliable patrolled and defended or they can be on opposite ends of the game and completely unmanageable. You basically pick one and hope you see folks on it and if you don't pray you make it before the door opens which again only takes 20 seconds.

    The game isn't over in the truest since, but the time for dedicated chasing has passed and now achieving your goal requires you to focus on getting the situation under your control.

  • Camping is a situation that requires the team to overcome, the killer put in the work for the down and now the survivor is a new objective. If your on hook, it's due to failing multiple aspects of play and the opportunity for any additional chances is up to teammates to provide.

    I think survivors that consider this an issue are being very dismissive of all of the survivor's mistakes and killer's efforts that happen before a hook can even be made. The situation isn't a free kill and counterplay doesn't even require perks (which only improve the odds of success)

  • @jordanjustice said:

    Sorry guys... But camping, tunneling, and slugging is cheating. You know it. If the survivor isn't doing well, they can't just decide to take over a game like camping, tunneling, and slugging killers. Its fundamentally wrong and that is why people get upset with it. Its not a real debatable topic. It's just wrong. You know it. All I'm going to say.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498173#Comment_3498173

    No one said the killer is punished for a survivor exiting via hook. The idea put forth was literally trying to get the game to determine if this happened or not. The "how" was up for debate and could of had suggestions to it. I tried to suggest a system that I thought could accurately determine such. In such a way, the Killers would not be punished at all for suicides. The proximity of the killer to the hook during the hook states determine a lot. Literally, if the Killer is not within X distance of the hook during this time, then there's nothing done.

    As far as Survivor bots, for survivors killing themselves... This is in here because currently the bots activate when a survivor DCs and there are many threads about this. Trying to kill 2 birds with one stone. A suicide is a DC, so I was suggesting the game to treat it as such.

    As for end-game... You chase survivors and defend gens before this, right? Why do you stop doing this? Why aren't you chasing and defending the exit gates? Its just a style of play... whatever floats your boat. Its not that the killer has "nothing else to do".. Its that the killer really wants a Kill and this is the best way for them to secure that.

    Sorry guys... But camping, tunneling, and slugging is cheating. You know it. If the survivor isn't doing well, they can't just decide to take over a game like camping, tunneling, and slugging killers. Its fundamentally wrong and that is why people get upset with it. Its not a real debatable topic. It's just wrong. You know it. All I'm going to say.

    Please stop saying it, because you're objectively wrong.

    The Survivor Rulebook isn't real.

  • bHVR has come out multiple times and said camping, tunneling and slugging isn't cheating and therefore not reportable.

    image.png

    Why don't you listen to the developers of the game?

  • Right when you said that camping, tunneling, and slugging are cheating I stopped reading your post. Please play the other side before making suggestions on how to change it.

    We need to have a feature that spawns more generators if they are finished too quickly, as genrushing is 100% cheating.