Agent_Grey6008
Agent_Grey6008
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It's like I tell so many players in Soo many different games....just because you might be the best doesn't mean you should expose yourself as being the best. Though it may feel like it at times not everyone out there is a teenage boosted muppet with delusions of grandeur. So it's rare nowadays there still are players out there who are smart calculating and can make the necessary adjustments mid-game to turn the tide in their favor.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1663624#Comment_1663624
There is logic.
In among us, 2 friends make it impossible to win If its you (imposter) and them, they'll just vote you out. If you kill one, they tell the other.
Dead by Daylight isnt that bad, but one survivor knowing something and telling everyone means that move is useless, whichis why OoO is broken in SWF.
And this is exactly the build I run when I play in a four man swf group. and the thing is me and my squad are the definition of casuals we will play dead by daylight maybe for three rounds out of a three week. We consistently get 3 to 4 escape because granted we might be old gamers but we understood very early on that this game is essentially playing tag and hide-and-seek.
And sense most of us stop playing those games 25 to 30 years ago we have the real world experience regarding the essentials on how to get things done. But when you throw in an OoO empathy kindred SWF... It's a wrap for the killer you don't even need meta perks because literally everyone has eye in the sky.
I guess it is what it is. Dbd has been around for 3 to 4 years now and while it is still a great game and highly enjoyable I think it's clear at this point the devs have no intent on addressing this because maybe for them that's not a big issue. And to be fair I can see both sides of the argument.
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I like the dbd. I really really do. But I also like f13. I really really like it. Granted that was a long post but you did make some excellent points. And the thing that amazes me is that a lot of people like to hate on f13 but it doesn't have any of those problems that you just listed. I wonder why?
My two cents... Is that whether they were geniuses and knew ahead of time or they'll actually played dead by daylight and understood the problem early on... They knew that voice comms was something that had to be addressed. And in f13 making a swf group not only hurts your group but it hurts all of the counselors as a whole. The reason being because now the lobby is split and two or more groups of people who aren't working together on the same page because they don't know what's going on.
on top of that anytime someone open their mouth or said something in the game chat Jason got a notification which makes perfect sense and is fiar so that's people can't get a round done in 6 mins.
So based on what the OP was stating I really wonder why a game like that generated so much hate when it seems to be the answer to long posts like this because Lord knows this isn't the first one.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1657710#Comment_1657710
DbD didn't have a tutorial for years and did quite well. As for the "it's too complicated for casuals" argument, many successful games are complex. Arguably, the most successful games are those that are simple when you first start playing them, but require a lot of understanding to master all its mechanics.
F13th failed because it was a bad game that people did not enjoy playing. Whatever the reason, it all boils down to that one, simple fact.
I hear your argument and I understand your point. But for some reason it feels like that would be comparing the complexity of checkers with the complexity of chess. Sure dbd may have not had a tutorial for a good while but you could just fire up a YouTube video or just play with it for a few hours and understand the gist of the gameplay loop.
From a survivor perspective what more can you do outside of vault Windows drop pallets hide in lockers and work gen's?
But like I said in my previous posts before, that the combat system in f13 alone was a shining light. Having the option to confront the killer instead of always having to run or hide really added tension. To use your own quote f13 is a simple game very similar to dbd but once you invest in it you learn and begin to understand the complexity behind it, you actually start to enjoy and understand what they were trying to accomplish. But again to riterate most players today want something that's pick up and play not something that's moderately or heavily complex. (Which makes me understand why potatoe survivors are so infuriating. A game this simple shouldn't rest in so many bad plays being made) 🤭
And for what it's worth dbd2 or (insert asymmetrical horror game name) moving forward needs to copy Chris Darrils and stormwind games Remothered: Tormented Fathers. A multi player 5 to 8 vs 1 game using that engine would blow dbd outta the water.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1657660#Comment_1657660
F13th's lawsuit came after the game was already on its last legs. F13th failed because most people did not enjoy it.
And again I feel this is due to the lack of an effective tutorial combined with a gameplay loop that was more in depth than what the average or casual player is willing to invest in nowadays. My friends/family till this day still have the quality vs quantity debate when it comes to dbd and f13. But to be fair with the proposed and recent graphical updates to dbd they will be closing that gap within a year.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1656513#Comment_1656513
I played it since 2017, it wasn't truly trash, hell we were supposed to get a new jason and a new map but then the lawsuit hit and that took away a majority of the playerbase. Personally if I play now I play to troll around with friends since escaping isn't hard (you could easily run a full lobby of repair people who are basically the toolboxes of F13 and force the Jason to split pressure if he doesn't want everyone to escape). So nowadays I just try to fight Jason and then after I run out of resources i run them for as long as possible so my teammates can escape. If I die i usually come back and kill jason. The major issue with the game besides lawsuits are like this game, the playerbase, it's either toxic little kids or full grown adults, which taught me to make use of the mute button
The combat system of f13 is really what stood out and shined for me. I'm surprised that even to this day since it was made for free on Xbox last October that's there are people who still don't know you can dodge, block, attack, and power attack in that game. It's a well-designed an effective system that lacked an effective and efficient tutorial to teach its players.
And while I'm probably in the minority for this I really enjoyed the way that the stamina system worked because contrary to what someone said earlier it actually did make things tense as the fear indicator (which was a blatant rip off of battlefield s suppression mechanic) combined with limited stamina actions (unless you had a certain build with Vanessa or bugsy) made it so you couldn't run around for infinity evading and looping the killer without eventually having to go into a showdown.
although It probably will never happen I still think dead by daylight needs to make a killer power to have to deal with skill checks. ( And no pigs helmets don't count) The rock paper scissor system is there so if the killer gets a great skill check and the survivor gets a good they go into the injured state. If the killer gets a great scale check and a survivor Misses, it should be an instant dying state. And if the killer gets a great and the survivor gets a great just reroll and try again. Something like this would be perfect for legion as they still are a killer without any power. Throw in a couple of blood point rewards, for example boosting the survivors chance to score survival points to get that 8k...And obviously the survivor should be benefitted as well if they get a great and the killer misses for example it can have a similar repercussion to that of decisive strike, head on or pallet stun.
A killer like that or finding some way to make something like that base kit for a Mori or hat h showdown would breathe or breath of fresh life into the game that needs it.
Just my two cents