Fartnuggetpooper
Fartnuggetpooper
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@Spiritbx said:
Have survivors look around for gen parts.
Then they can install it in a gen, and only then can the gen be repaired. There would be an equal amount of parts to gens, no more, no less.
It would give more insentive to be sneaky since being in a chase with a part means that 1 gen cannot be repaired.im not to sure about that tbh, one unlucky spawn could lead to a loss to no fault of the survivors, or if there easy to find then whats the point in hiding them? its too much RNG to be viable imo
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@Timebomb0800 said:
So this is just a bit of an idea that I have only put a little bit of thought into. Something like increasing gen times at the start, but decreasing them towards the end, but in a way that kinda balances it all out overall.So for a quick example, lets say the first 2 gens that get completed require 100 charges to complete, the 3rd 80 charges, and the last 2, 60. Now obviously these numbers could be tweaked and be something like 100 charges for first, 90 for 2nd, 80 for 3rd, 70 for 4th, etc. So what would happen is that it would work out to take the same amount of time to do gens, but slows down at the start to I've the killer more time to start with and relieve pressure or feeling of being gen rushed to begin with. Assuming this is an average game, chances are you've likely hooked someone at the very latest by the time 2 gens are done. Assuming this is the case for this new version of gens, the new problem/option of needing to save your teammate is now something that needs to be addressed, thus taking at least 1 other person off a gen. So the idea is kinda like creating a balance by to a small extent, punishing the killer for playing/doing poorly for the whole early game (remembering those first gens now take longer) and rewarding survivors for avoiding the killer/escaping without really changing anything except the curve of the game. It also punishes survivors for playing poorly early game if the killer has manage to dominate them with 4 gens left, but makes it easier for them if they've still managed to survive and get past those first two gens.
Now obviously more than 1 gen can be worked on at a time so the question is how is that implemented into the amount of charges required for each gen and my solution would be to reduce the amount of charges of the remaining gens by 10 charges minus the current % completion of that gen. So for example, first gen is completed so the next gen only needs 90 charges to complete. So all gens will now need only 90 charges or less to be completed). So lets say a gen is at 60%, the next gen was meant to be 10 charges less, however the gen is 60% completed, so we'll subtract 60% of 10 which is 10-6=4. So that gen only gains 4 charges rather than 10 (This stops gens from being auto-completed when another gen is powered and big jumps when it's nearly finished). So at 90% a gen only gains 1 charge when the gen before it is completed. So the idea is that by the time there's one gen left, that gen was only required to need 60 charges, which is 40(40%) less than the first gen, but lets say it's sat at 10% progress all game and not been kicked or touched, then the amount of charges it was getting reduced by each time a gen was done is 9, meaning as the other 4 gens got completed, the amount of charges it need was reduced overall by 36, rather than 40. Obviously there's the issue of reducing gens by (10 minus current completion % ) as it means if lets say in that last example, has only been reduced by 36 charges, rather than 40, then regresses to 0 means it needs 64 charges rather than 60, but that could be worked around.
The other quick idea which I literally only had whilst typing this, so I'll literally just throw the one line of the idea out there, was something along the lines of the same thing, increased gen times at the start, but reduced the first time a survivor is hooked or something like that.
whilst this does help the early game a bit, tool boxes are basically a monkey in the works for this idea, a 100 charge gen can still be done in 66.6 seconds with a top tier tool box, now lets say you find a toolbox during the match or save it for the later game, a 60 charge gen for the final gen with a 1.5 CPS toolbox is now 40 seconds, the issue with the charge system is when its more then 1 cps it actually gets more efficient in terms of time saved, all this will do is cause toolboxes to become meta, and if you nerf toolboxes overall, people will still bring better toolboxes coz its still a net gain, once again we come across the issue of needing to add enough time to make it worth it in the early game and with your idea the late game will be alot easier, what we also have to think about is the ease of implementation, the reason why a charge system is used rather then making it time based is simple and easy to adjust, since your system works off of multiple percentile factors all working off of each other there are alot of things that could go wrong in the creation, implementation and actual use of the system, overall whilst its a interesting concept the implementation of the system and the uncertainty of it actually solving the issue is just too much of a risk to invest into. merely testing its feasibility could be hefty.
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@Ashenstride said:
In response to OP: So if increasing gen time isn't the solution, why not add an extra objective to complete? For instance, let's say that survivors cannot work on gens at all when the match starts: they have to go find a tool somewhere first? There will be 4 tools that spawn somewhere in the map that will allow gen repair. If a survivor cannot find a tool, then they cannot work on a gen. They could even add an animation for this: The gens might have a control panel that needs to be removed to access the inner portion of the gen and the tool allows you to remove the cover on the control panel. Each time the survivor leaves the gen the entity re-secures the cover on the control panel.the issue with that is your basically doing the same thing as adding another gen to the game, what ever is added is gonna have to be significant enough to to fill the role of a gen and so falls into the same issues as above. and if its not significant enough then youve just got more totems
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@Dreamnomad said:
Here's one idea that I think deserves talking about. A portal that only the killer can use to get from one side of the map to the other. This would increase the amount of pressure the killers can apply without fundamentally breaking the game.all i can think about with this is pac-man
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no, its art
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@Peanits said:
Just going to go ahead and merge the witchcraft into here.༼ つ ◕◕ ༽つ S O O N T M ༼ つ ◕◕ ༽つ
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༼ つ ◕◕ ༽つ S O O N T M ༼ つ ◕◕ ༽つ
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@White_Owl said:
Yes because most don't consider them important. The point is to give an objective that could rival to gens.
issue with that is your basically just adding another gen, to which i point you towards my initial argument at the top
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༼ つ ◕◕ ༽つ SUMMON THE CHAPTER. ༼ つ ◕◕ ༽つ
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@White_Owl said:
True, increasing gen time wouldn't achieve much, that's why many ask for added objectives: to distract survivors from gens. Because the best way to slow dow gen progression is to not have survivors working on them.i dont think secondary objectives will achieve this ethier, totems are secondary and their largely ignored, the nerf to healing however would achieve this, since ethier you Self care for 32 seconds or with mangled 40 seconds or you pull someone else off a gen to heal you, this artificially creates pressure, whilst it wont fix the problem entierly its still a hefty increase.
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@not_Queen said:
You can check out last Q&A where the Designers talked about our plan to make games longer and bring back more things to do for surviors!
https://www.youtube.com/watch?v=pyI0huMpFcE&t=2sso im not gonna lie i feel kinda dumb for missing this bit haha, but these changes are basically exactly what i was refering to when i said other areas, thanks a bunch for reposting that QnA
i may do another right up on these but as for my immediate thoughts all these changes are amazing, the healing allows for better pressure, lowering toolbox speeds the whole package, the only thing id like to see added are changes to clean rag and solvent sockets add-ons
Again thanks a bunch


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@Kebek said:
Very well said and yes it's true, nobody should ask for increasing the gen time insted we should either make other possible objectives that could potencially slow down the gens or give killers abilities that are able to preassure survivors.thanks a bunch

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༼ つ ◕◕ ༽つ Summon the chapter. ༼ つ ◕◕ ༽つ
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@not_Queen said:
@TheBean I was there yesterday too! I am trying to spend a bit more time in forums. Now that we have @Patricia it's giving me a bit more time to do so!
this mean you get to take half your time off thats how that works right? Kappa
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@Master said:
They are running a no mither- no DS build. A somehow competent SWF with meta perks would give the killer a lot more trouble, just imagine 4x DS+unbreakable
Trying to make survivors use a certain strategy and then hardcore-nerfing the killers only counter of that strategy is a really bad idea IMO
Thats more of an issue with DS and unbreakable though, and not with sabo itself
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@Kalec84 said:
@not_Queen said:
Soon™Not much to speculate on...
But we can work it out...
Now...
The "S" written in caps means the start of a sentence, but is a single word, so it mai be for importance, that mean is "a lot soon" maybe sooner than we think.
Soon is made of 4 letters, two of them can be mistaken for zero, wich means S00n.
Talking about numbers, on a calculator S is written as 5, so is 500n n obviously is newton... TM is obviously tim... 500 newton tim time
newton discovered gravity... wich is 9.8mxsec so, 500n means 500xnewton=500x9,8=4900 time before the dlc...
but what time?this is difficult, can be seconds, minutes or hrs.
Hrs is irrealistic since it will means monhts of waiting
Minutes is more realistic, it will means 81 hrs... 4 days... seems acceptable...
Thanks not_Queen! yr the best!!Now i have to go, doctors are coming and i don't want to take my medicine...
*run awaythats some wizard #########
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@Master said:
Offering a secondary objective thats not mandatory doesnt work as we saw with totems, survivors can simply ignore those.
Since the gens at its core are not changed, games like this will still be possible:
https://www.youtube.com/watch?time_continue=67&=&v=rJqFxk8U0OY
And I am really not happy that you plan to buff sabotage and at the same time make it 3 times easier to pick up a slugged survivor since slugging is the only counter to sabotage.
See another video for this, just to get a rough idea what a coordinated SWF with troll perks can already do with the current sabotage state

The thing with the no mither sabo squad is the sheer co-ordination and skill it takes to pull off, whilst its strong its always risky as hell have your entire team being 1 shot so i dont really see this as an issue, whilst i do agree the buffing sabo might not be the best i dont think it should be written of entirely
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@not_Queen said:
You can check out last Q&A where the Designers talked about our plan to make games longer and bring back more things to do for surviors!
https://www.youtube.com/watch?v=pyI0huMpFcE&t=2sThanks for dropping by! and i watched the QnA and love the ideas spoken there, espically horvaths crazy box haha, i spoke about the blood warden idea in a previous post as well
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@Master said:
This speaks for itself:https://www.youtube.com/watch?time_continue=67&=&v=rJqFxk8U0OY
the toolboxes, mmph
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༼ つ ◕◕ ༽つ Summon the chapter. ༼ つ ◕◕ ༽つ
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@Elegant said:
Making gens take longer is something they have thought about but not a route they want to go down. The way they see it is that games are going by too quickly and they want to combat this by giving the survivors more things to do during a game besides just afk gens. This can be done with things like decreased healing speed or maybe even adding another objective or thing for the survivors to do. They are aware that the games are over too quickly and they are trying to find what they think is the best solution.honestly, i wrote this more for the community then the devs, i kept hearing people saying why dont they just make gens go slower, had a think about it myself, and figured id write it so that others can see it
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@Zaije said:
Oof lol you're response amused me more than it should have this morningi just read that i was like... well #########
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@Bravo0413 said:
In short--- survivors need an additional fun/interesting objective to complete before gens can be worked on... it doesnt matter with or without tool boxes the gens are completed far too quickly and far too easy..personally i dont think another objective is the right move, smaller maps and smaller loops will give killers more pressure
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im assuming he did, he raises another fair point
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@Zaije said:
Extra time playing generator simulator would be boring for survivors and the added time to complete gens would help the killers who camp with 5 gens are left get more kills.that's... you just wrote my entire 1500 word essay in two sentences... FeelsBadMan
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tbh, i actually like this idea, sure this means you'll have it back for every chase which was a problem but for a perk slot thats a pretty good trade, and with the upcoming SC and DS changes this will allow those people who want to focus on the chase rather then stealth still do there thing
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i have to agree, i admitedly dont have the best internet and since i play killer survivors suffer because of it, dedicated servers would be amazing
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@Master said:
As far as I know the mid chapter patch is supposed to drop between the quarterly DLCs, its been almost a month since the curtain call DLC now.Is there not gonna be a PTB this time for the midchapter patch?
There will be a PTB, it is estimated for it to release next week
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ill be doing these sort of things for every patch, be that new chapter or mid session up date, stay tuned!
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Update: BNP changes - Installing a brand new part will now complete 15% of the generator over 5 seconds, during the install there will be 2 difficult skill checks,hitting a skill check will add an additional 5% each. Now only the add BNP is consumed and not the tool box
https://www.youtube.com/watch?v=gewbR10ekeo&t=187s