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Nhastraze

Nhastraze

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Nhastraze
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  • Right now, when you reset it's easier to pip or double pip since you need less point from emblems.

    For instance, as a survivor:

    • You are in the red ranks (1-4) before the reset and so you need +9 to safe pip, +12 to pip and +15 to double pip.
    • After the reset, you'll be in the green ranks and so now you only need +7 for safe pip, +10 to pip and +14 to double pip.

    It makes a big difference since you need to do less to rank up.

    What could solve the problem you talked about is an elo system (at least hidden) to be matched with and against players with a similar skill level. But I don't know how they would calculate this elo.

  • What is wrong is that it impacts negatively on the game and not having fun 1 trial isn't a reason to let you die on the first hook, because it's part of the game : survivors can't expect the killer to play by their rules, to be friendly or not camping. It is basically a rage quit without dcing. It messes it up for the whole team especially if it happens very early. I wouldn't mind if this kind of behaviour was a rare occurrence but it seems like it's not (especially at higher ranks).

    The main issue is that with the report system it still happens too often and even if they are punished as best as possible it seems to be not enough so it might be better to prevent it instead.

    I can understand that it's annoying to be the first survivor hooked or to rely on your team when you don't want to but deteriorate the game experience for the other players isn't something we should be ok with. This game was thought to be a 1v4 asymmetrical game, not 1v3 in 30 seconds-1 minute because someone "isn't having fun" even though the game is far from over for them.

    Still, I would like to know how dedicated servers will improve that since they already have an in-game report system and can auto-detect people who disconnect. For me, dedicated servers will only improve the stability of the game but I might be wrong.

  • Yes, it's the main drawback.

    Do you have any other idea to prevent people to kill themselves on the hook for no reason? Because when someone doesn't struggle on the first hook after a failed attempt to escape stage 1 and die in 5 seconds, denying altruism points to the 3 other survivors, the game goes from 1v4 to 1v3 and it becomes quite harder to survive and pip even if you play decently.

    I wouldn't mind if someone can tell me that the game already auto-detect this kind of behaviour but I'm not really sure about it. Obviously there is the report system at the end that I use but it doesn't seem to be enough to dissuade them to stop.