AlwaysInAGoodShape
AlwaysInAGoodShape
About
- Username
- AlwaysInAGoodShape
- Joined
- Visits
- 2,498
- Last Active
Comments
-
@Paddy4583 said:
Ihatelife said:Okay this is the most interesting and balanced idea I've ever seen on this forum. I hope the devs will see this
Me too only so they can implement it and I can watch all the threads on how balanced this is as an event haha.
like I said some good ideas but not having the ability to create your own points based on your contribution and longevity, takes away risk reward play style, giving survivors IMO nothing but a bit of extra end game and a set up that promotes SWF coordination that solo players don’t have just doesn’t sound like fun to me, killers already dodge SWF enough without having an event that promotes the worst behaviour of a Toxic SWF match, which will lead to lobby dodging and typical day to day BS of DBD event life.
Spoiler alert: SWF was superior in all the events or the event introduced game-throwing.
Solo's will do great without SWF's in this event too. They literally have an item with which they can solo a killer. (as power distribution changes upon survivor death.)
-
Damn, your site is really cool!
-
it was a risky gun to take, later on, it became not as risky
That's a good idea! The intensity of the sparks would start off very high, but gets lower upon absorbing a soul of a survivor (stabilising)
-
@ToxicFengM1n said:
@AlwaysInAGoodShape said:
@ToxicFengM1n said:
I read it all, even the wunderwaffe(wonder weapon in german) and BOY, if I miss read it tell me, make it to where wunderwaffe causes the survivor to spark blueIn the OP i only suggest that the weapon makes sparks, thus there is increased visibility (together with a little bit of audio).
Do you mean sparks, similar to the moonrise event on the survivor themselves?(Fun fact, I considered making the survivor have a facial tattoo glow blue like the avatar when wielding the Waffe xD )
Yeah, moonrise event fire, but as electricity going around the survivors, or what I thought at first, they glow like the zombies do when shocked by the wunderwaffe
I'm not inherently against that.
Thought i'd tell the Devs to be cautious when playing around with how many sparks because after all; the Waffe is still supposed to be a late-game item that you should be able to hide with.
To the degree that's possible; why not
-
@ToxicFengM1n said:
I read it all, even the wunderwaffe(wonder weapon in german) and BOY, if I miss read it tell me, make it to where wunderwaffe causes the survivor to spark blueIn the OP i only suggest that the weapon makes sparks, thus there is increased visibility (together with a little bit of audio).
Do you mean sparks, similar to the moonrise event on the survivor themselves?(Fun fact, I considered making the survivor have a facial tattoo glow blue like the avatar when wielding the Waffe xD )
-
** double comment? **
-
Only if you have a vessel you still get all your points for your participation up to death.
Simply wrong. If you die, and your teammate escapes with the Waffe, you get your points. It's in fact the only system in the game that supports a teameffort to such a degree.
-The event points are scarce; you compete among teammates over event points.
Again only for vessel, which you can claim if the survivor with one messes up and gets hooked.
How were you competing over event points with your teammates again, lol? You literally get it all at the same time. There's literally no competition between teammates in this event. xD
-Under the condition of resources being scarce: If such points can be stolen from someone without having to unhook them, then there's less reason to do so.
you have only 1 resource of use that stops this being a typical game day for a survivor, of the hooked person drops it you don’t need to unhook to steal it. If they don’t drop it wait for them to die and steal it.
Resources are event points. It doesn't matter that there is only 1 waffe. If you "steal" (it isn't really stealing) the waffe you aren't stealing event points.
I don't understand that you cannot see how blatantly obvious this is.
-
I did not read the op, so consider me your guinea pig for understanding what the event is about. As I said, keep it simple, but you can't exclude any information about changes to the "normal" DbD. The guinea pig needs to be informed about everything.

So, what is this special item? Is it like the vessel but just another skin?
Are there any bonus bloodpoints involved?
What's with the special hooks? That summary felt way too short. I don't know what's going on. I'm a clueless event participant!Okey, so imagine it like this: You are playing survivor in this event.
You are facing a stronger killer as usually... why? Because this killer has 3 special hooks with 6 different powers attached to it that will take effect if the killers hang a survivor on it! There are 6 type of effects that range from giving you bloodwarden all the way to allowing you to fully regress a generator all the way to allowing you to sneakily shove in Hex: Lullaby skillchecks among their normal pool of skillchecks. In other words... you're dealing with a stronger opponent.So what do survivors get? There's a special item in the game that absorbs souls from dead survivors; the Wunderwaffe (placeholder name). A metal item with blue lighting that gives them more and more repair speed the more survivors die. On top of that; It's the only item that allows someone to sabotage those new dangerous hook. The person with the waffe has their aura revealed to all other survivors.
The item is spawned on either 1 of the 5 racks, which spawn on a totem spot. After someone takes it and gets hooked with it, the item becomes more and more damaged. if 4 people were hooked with the Waffe, it breaks.
When you are hooked with the waffe, you can "drop it", making it return safely to a random rack. If you decide to hold on to it, then your saviour will take over the item upon being unhooked, passing the experience on to the other.Here is your dilemma as a survivor:
So the item is vulnerable... Should you pick it up? It has 4 lives... and you'll definitely need it in the end game for repair speed. You can choose to tap into it's power, but make sure to do so what it's safe... the Waffe leaves special traces... generators start making blue sparks...If 1 survivor managed to escape with the waffe, every survivor gets their event point. If the killer managed to kill all survivors/force them out while keeping the item in the map, then the killer takes their win earning their event point. (:
There are a lot of fine details that are interesting to cover. Strategies etc. But the main takeaway is; if you have the waffe, you become a monster of a survivor; a target of the highest priority~
-
Eer because apparently if you save someone who had it and hasn’t dropped it you now have it, your rules not mine, see now this is where it gets difficult, because you’ve implemented a reason not to save via your own comment, because searching for it is not the same as being lumbered with it, so now in your haste to keep hammering home your point your arguing the one I made.
See the slight of hand there: "If". If not, then not. That is not a design flaw. That is a misplay on the survivor's part. At best they get tunnelled 1 time and realise the killer tunnels. The item has 4 lives. Make the same mistake 4 times and then it's still not the event screwing you over.
1: Your whole idea is based on that survivors do not press 1 simple button.
2: And in the CASE where they do not press the button and say, the killer returns, things work EXACTLY the same as in the VANILLA game. The only difference is that instead of tunnelling the unhooked survivor, the killer will chase the other one who now has the item!
That is literally how everyone prefers the game to be played. The VANILLA on the other hand more often leads to tunnelling the unhooked. Thus again; this is the superior version, even in the scenario in which you believed things to go wrong. We basically enter vanilla with less tunnelling of the unhooked survivor. xD3: So now this person is getting chased after the hooked survivor made a mistake by keeping the item with the killer nearby... and the person gets hooked... so now HE gets to control what happens with the item. Literally everyone (especially if they go for the unhook!) increase their influence over the game!
You must believe people don't unhook in vanilla, because after all, what if the killer will chase THEM afterwards!
Here is the premise again:
-Your own life is all that matters. You losing your life completely cancels out your reward.
-The event points are scarce; you compete among teammates over event points.
-Under the condition of resources being scarce: If such points can be stolen from someone without having to unhook them, then there's less reason to do so.I'll help you out:
-Your life isn't the only thing that matters. You are in a team-effort; as long as you die in a way that benefits your team, you benefit yourself. (unlike the moonrise event)
-Points aren't scarce. In fact, all survivors get them awarded at the same time. It's impossible for 1 to have them if the other doesn't. (unlike the moonrise event)
-You cannot steal points from teammates. (unlike the moonrise event)Also, you use a very devalued definition of the word "Gen-Rush", which is at this point basically doing a gen, which is your objective, not a problem.
and I said gen rush meta not gen rushing!
Yes, the meta is finishing your objective. What a surprise.
In a gen rush meta you gen rush btw.Do you still believe your "Sabotage-Check", when there's literally only 1 person who can sabotage those hooks, meaning that if you down that person, nobody else an sabotage those hooks? Remember all those times solo saboteurs ruined your game? I don't.
-
You didnt "dare to criticise His idea"Paddy4583 said:Bring what evidence, evidence of the words you put in my mouth? Try to stay on track, so butt hurt because I dared to question and criticise His idea, and didn’t act like a fan boi and say how amazing and balanced it all was.
You came up with a false premise. You got the unhooking incentive wrong. You avoided answering the correct premise gave you.
Instead you went on about how 3 Dc's dont give you points... how people with the waffe wont do gens while this event promotes gen rushing...
You started randomly check-listen false issues.
Etc.
I could provide a list with criticisms and issues and imperfections with this post, but your claims are just false perceptions of what will happen, for very easy reasons.
Perhaps when thinking someone with the waffe wouldn't do gens, you could've asked yourself; why did they pick it up in the first place?
You seem to have no comprehension on the item utilisation effect, where the survivors have control over whether to use its power and thus making it vurnerable.
You also do not show to comprehend the effects of percentile total repairspeed per survivor, on target prioritization, as evident by your claims.
If you understand Dying Light, and you now imagine a non obsession being hooked and KNOWING a non obsession going for the rescue, then you should easily understand how that makes you less likely to return to the hook compared to the same scenario but without Dying Light. -
Even the Devs believe it. Not having it forced them to create the whole mending mechanic.NoxiousOnnyyxx said:I think self care should've been built into the survivor already.
The unfair interaction between sc and the old bt was already awkward, but having such an unfair interaction between sc and a killer would just have been unfair.
-
My troll account?Paddy4583 said:
You know the IPs can be seen right so your troll acccount isn’t making you incognito...PoisonHurts said:
Yes, yes u are a dumb* c u n tPaddy4583 said:
I'm a dum c u n t
Then shows the IP's. It'll make you look ridiculous, not me. -
-
You absolutely are. Now apply the premisePaddy4583 said:
Gen rushing doesn’t mean all survivors on gens.AlwaysInAGoodShape said:@Paddy4583
Your unorganized criticism just tried to claim that 1 person would not be doing gens while you claim it creates gen rushing.
Doesn't look like you understand how it'd actually turn out.
Your "checking" is dead wrong. Can't say much as your checking comes without any content. After all you already contradicted yourself and you already weaseled away from applying the premise.
I do know exactly how it would turn out based on your rules, but I’m not blinded by bias. -
@Paddy4583
Your unorganized criticism just tried to claim that 1 person would not be doing gens while you claim it creates gen rushing.
Doesn't look like you understand how it'd actually turn out.
Your "checking" is dead wrong. Can't say much as your checking comes without any content. After all you already contradicted yourself and you already weaseled away from applying the premise.
-
(Video from an unfinished post about map generation in DBD: See 2:44 map sizing)
https://www.youtube.com/watch?v=MQka-HbsdgkIs this about the size you're thinking about?
-
Do you have a video of it happening?
-
Personaly I have not noticed the lack of unwillingness to save in this current event.
You should try reading the forums. A lot of people complained about it.
Even Puppers stops rescuing people... of all people! And he plays very friendly towards his teammates.
I’m using your words and your comments and applying the same premise to your idea.
This is the premise for someone not having a desire to save you:
-Your own life is all that matters. You losing your life completely cancels out your reward.
-The event points are scarce; you compete among teammates over event points.
-Under the condition of resources being scarce: If such points can be stolen from someone without having to unhook them, then there's less reason to do so.Now apply the same premise to my idea.
-
@PhantomMask20763 said:
A gamemode where there's every 16 survivors and 14 killer in a match. But you can't have two of the same killer. It's a huge map and the survivors have to repair 30 generators since there's more of them and gen time remains as it is now. However every killer is in the match which means pure chaos. Moris are not allowed. Survivors take 5 hooks to die. There are many hooks in a match all close to each other. 4 exit gates. Survivors take 4 hits to down. All perks available are active for both sides. There are 25 dull totems. The Map is huge and lots of pallets are scattered around the map. The map looks like a dark forest and appears to be corrupted by the entity and has a ton of fog. I call this event/ game mode "Chaos"Imagine if you're that 1 guy and you take the DS 16 times...
That seems brutal xD -
And if dropping it is the object after the save, again where’s the insensitive to bother?
Where is your incentive to not bother would be the better question.
-
Errrm what? How is this any different to the current lanterns, technically when they are hooked the lantern is dropped, but yet you insist it promotes not saving?
They are fighting over a scarce resource and if they die themselves, they lose everything. In this event, you can afford to die yourself as long as it advances your team effort. It's the difference between night and day.
Though what I was actually referring to was YOUR rules that the waffle is passed from the saved person to the rescuer..
so the killer just needs to wait for the notification of the save an tunnel the waffleThe killer can wait for the notification. But if the waffe isn't there, why would the killer return where the waffe is guaranteed to not be? The basic strategy is; you hold on to the waffe until the killer is out of sight. You either keep it (more time efficient) or you drop it (safer). That is the basic consideration.
If you make the comparison with the vanilla game and this event, you'll see that there is even less reason to return to the hook:
1: If the survivor kept the item, meaning that you'll have to "tunnel the saviour", which the survivor side gets to select, then you are chasing someone who is healthy. This would already be the healthier version of the game. (Tru3Ta1ent play-style = focussing saviour where possible).
2: If the survivor kept the item but you try to tunnel the hooked survivor, then you will let the savour off who now has the waffe, without the team needing to pick it up again. On top of that does the waffe compensate for survivor's death.Thus:
1; You have every reason to save your teammates as it's not only your particular life that matters, as you get rewarded as a team-effort. Dying even doesn't halt your point progression.
2: You have every reason to save your teammates as the survivors on the hook can make the decision whether things are safe or are not and can thus choose whether to put the killer at a disadvantage or not.
3: You have every reason to save your teammates, because if you're the better player, you'll be able to utilise the item better and carry your team. Unlike running object of obsession, it's harder for the killer to ignore you, if the item was kept on the hook.You have more reason to save your teammates than in the vanilla game... and on top of that... dying is less frustrating due to our team-oriented design!
-
@Paddy4583 said:
It baffles me that you include this: Rarely contested: The dynamics of the event shouldn't incentivise players to not rescue. Because players lost their vessel when hooked, there was little incentive to rescue them if you could already steam their vessel» If for example only vessels were lost when being unhooked, then such incentive wouldn't have been lost. We want a system that thus promotes rescuing etc.And then think a good promotion to save someone is to be tunnelled by the killer after saving so they can destroy this bluewaffle, it’s like a baton race, and the waffle gets better for each dead survivor, seems counter intuitive to me.
Why would that person be tunnelled? If the killer is close, there is no reason for the survivor on the hook to hold on to the waffle. They simple drop it and have it respawn in a rack.
It's a primitive mistake on the hooked survivor's part, not a design flaw.
What the design of either keeping it when it's safe or dropping it when it isn't, is that it allows other players during the same match to also gain a hold of the item, so that it isn't 1 person with the item all the time.One step ahead of you there, bud.
-
Thing is that most of the time, his statistics are synthetic and don't coincide well with the actual experience. But he won't admit that as a flaw.
What statistics are we talking about here?
-
The event is simple, really: There is 1 special item in the game. If the survivors manage to escape with it, all survivors get an event point. If no more survivors remain in the map (either dead/escaped) but the item still remains in the map/is destroyed, the killer will get an even point.
+
3 special hooks spawn with 2 hooks each. Depending on on which hook you hang someone, they get 1 buff out of a list of 6.
-
Here's my attempt at it!
New Event: The Wonderwaffe
https://forum.deadbydaylight.com/en/discussion/46239/new-dbd-event/p1Something that should inspire real teamworks among survivors, and making killer even more exciting while creating tense end game scenario's

-
Are there rules to how many resourced we'd be allowed to use? (:
Own map sounds like a lot!Edit: I'm making 1 in a few hours!
-
@Orion said:
@AlwaysInAGoodShape said:
@OrionI'm saying that the Department of Justice is not the Department of Foreign Affairs, whether they are related to the government or not; it's not impossible to make the distinction between the 2.
But you are saying that we should look at things as if they existed in a vacuum, even though that's a gross oversimplification of the game and all its parts.
No, I'm saying that you can separately evaluate the Department of Justice, Similarly how we can separately evaluate the game-play elements from Pricing elements.
Maybe we created an experience both the survivors and killers enjoy so much can no longer turn of the game. We can then evaluate the underlying principles behind the game-play elements and see why they worked or not.
If this ideal design in gameplay between the killer and survivor was ruined as there were no good looking skins to earn or whether they accidentally inserted the number 1.000.000 (vessel points) for pricing, then this shouldn't distract us from the fact that the game-play elements of the event were perfect.
They may form an overall negative perception on the event in this example, but it would be wrong to therefore conclude that there was anything wrong with the game-play elements of the event.
Therefore when designing the next event, we should separate the feedback in the 3 categories when deducing what principles work and which do not, because if we didn't then in this example even though we perfected the formula for perfectly healthy gameplay, we now have a more negative view on it because of the feedback on ugly skins, because as you suggest, we should assume it all to be connected and not distinct between what we got right and what we got wrong.
-
I'm saying that the Department of Justice is not the Department of Foreign Affairs, whether they are related to the government or not; it's not impossible to make the distinction between the 2.
-
I'm not sure if you're confusing ratio's between rewarding systems, because if you meant that, then that would be a gameplay element.
Since both killers and survivors have 2 variables, changing the ratio between the 2 is indeed affecting the gameplay.But in this patch where killers got more points, their bonus was simply to give them more points in general, not complaints about their ratio's and the ratio's remained mostly unaltered.
If that is the misunderstanding with calling the reward system a game-play element, then I've mentioned it here;
Ratio changes in reward systems are indeed a gameplay element. But the reward system&rate itself is not part of this category. -
I don't think the distinction between game-play elements, pricing elements and cosmetic elements when it comes to designing events is that hard to make.
Everything is connected and the sum is called DBD. But that's not to say that DBD is comprised of 1 mono-element.
-
No Cathy Newman, Numbers are not People. I'm saying the Number I mentioned is not part of the Gameplay design of the event. It's only the degree and rate at which the Devs want people to unlock cosmetic.
You can keep the numbers the killers have the same and lower the event price (in vessel points) in the store to achieve the same speed survivors previously had, and no; I also don't consider prices in the store to be game-play elements.
-
Everything is connected. You can't say that queue times are not related to gameplay by ignoring the fact that it is the poor gameplay that gives rise to people not wanting to play killer.
Changing a variable in the script for something that affects a number in the menu screen after the match has ended.
No, that is not game-play and no that is not connected.There is nothing connected about the blight events game-play and time taxation on the survivor's side, and the faction cap on earning points causing queue-times. Those 2 things can be evaluated completely independently.
-
@Bongbingbing said:
The Mechanics of the added objective were not well thought out in my opinion.Killers had to get a hook and search for a lantern that wasn't already taken which could've been anywhere on the map, This gave survivors time to get a safe unhook and do gens. Not the best thing when killers are already under a time crunch from fast gens, which became even more of a problem since the event gave incentive to gen rush to get points.
But on the other Hand all a Survivor had to do was find and Hold the Vessel, No real Impact on gameplay at all. It was sort of a reverse of the Hallowed blight event with less BP Bonuses.I got my 3 coins playing survivor to get the huntress skin and then just kind of forgot about the event.
Yes, the issue here was that the time-taxating aspect of the event was on the killers side, which turned the event into a statement about faction balance, ruling the the survivor's favour, though it did this significantly less than the Blight Event.
I did experience a significant change in gameplay though. Grabbing the vessel is of course 1 thing, but I also made sure to not be in the area where I grabbed it, as that gives a killer a clue to where the vessel might spawn. Teammates also showed very interesting and aware behaviour. During 1 game against an overcharge clown, nobody did the last generator, and everyone was stealthy, yet we circled around the gens like wolves until they started poking at them. I've never seen such a thing happen in any other event!
Other times it created engaging teammate scenario's (Third vid 9:00) where both play very immersed and coordinated, because they actually value their life.
The game-play influence on the survivor side might not appear more than just grabbing something, but it really did have a special effect.
-
Best toxic event. 10/10 would never play survivor through an event like this again. The Halloween event at least saw survivors and killers coming together to get the vials filled up and have fun and relax. I changed my name to event farming and legit had a blast with killers nodding and shaking. This event just brought out the worst of the worst people. I've never seen so many ebony moris and iridescent add ons. I've been left to die on the hook so many times I got deranked back to 15 then climbed back to rank 9. Then back to rank 13. I hated this event so much I forced myself to get the fancy feng min and haven't really played at all since. I'd even take the summer bbq event over this one.
Are you sure you liked the blight event because it was "less toxic", or because it simply made getting event points easier?
Did you like the Blight Event just as much after you filled your viles? etc? -
My thoughts on this event are that it's quite fun and refreshing... I feel that most players are being babies when it comes to the point gain for killer towards the event I feel it's good considering that atm you can get insta lobbies and gain more points in an hour compared to the survivor gain... I feel that they fixed the envelope spawn problems... however I do feel a tiny bit more bp would have been nice!
I totally agree with you there. It's a waste that people blur different aspects of this event by not clarifying what about it is actually what they didn't dislike.
Not only was there no inherent problem with the point gains (There wasn't a forced 1:1 faction play ratio), they created a system that allowed people to get all the skins, instead of using a cap, only allowing you to purchase the rest.
People have mainly complained about:
- Envelop Spawns (non-gameplay-related)
- Low Blood-point Gain (non-gameplay-related)
Unequal Event Point Gain, thus long queue-times (non-gameplay-related)
The time-taxation being on the killer's side, because you're the one who has to give up momentum for breaking vessels. (Game-Play related)
- The way/moment vessels are removed from a survivor (Which allows team-members to steal it from you while you are immobile not giving them motivation for a safe.)(Gameplay related)
etc.
It would be a real bother if the next even had a Blight-Event-esque earning system where after you get x amount of points, you can no longer earn them, just because people had failed to see how healthy the current event point-skin unlocking system is.
Or if people forgot how much compelling game-play this event added: From player visibility risk considerations, to making your own life more valuable once you have a vessel etc. People played with more awareness too.
The competitive nature of this event also prevented the game-throwing seen in the blight event. -
@Bravo0413 said:
Theluckyboi said:It was just below decent, quite bad , not enough cosmetics but i dont rank it lower because daddy Ace got a chinese cosmetic that look noice
You do know that back in the day there was only like 1 piece of a cosmetic as a reward righ? Like... 1 huntress mask and the donkey jacket for David?... and you're gonna whine that theres not enough?.....
Exactly. The Blight Event (I think) had 6 skins but would only let you unlock 2 through the event.
And people complaint about the point progression system! It's a lot better to have a long grind to attaining all the skins than to have a flat CAP forcing you to buy the rest.Even though this event only had 3, I think they spend more time on the art and design of the skins in comparison to the blight event.
-
That includes gameplay, queue times, player attitudes, and so on.
Yes, that is why I clarified we're talking about game-play aspects.
Many of the events didn't even really add much gameplay. Points were either attached to a Gen or Just to a hook.The blight-event was one of the few that added a lot of game-play, and here a lot of the complaints where about the gameplay elements. The ratio between gameplay-complaints and queue-time problems (which came in the opposite direction as this one) was a lot more even.
That is what I notice about this event, is that even if I clarify asking for opinions on game-play, the first reaction a lot of the time is to bring up non-gameplay elements. That's a good sign.
-
@Orion said:
People are being honest. They didn't like it. This was made evident by forum complaints, player population (survivor queues spiked as more and more people stopped playing killer; some survivors even stopped playing survivor because of how unexciting it was), and even the devs' acknowledgement that people were unhappy.The majority complained about the points and queue-times caused by 2 too low variables.
survivor queues spiked as more and more people stopped playing killer
In your example you also mention a non-gameplay element.
-
Alright. So buffing the perk;
As @Peanits mentioned, there might be problems when increasing the chance by too much.
What about buffing this perk in such a way that skillchecks never decrease healing, but instead only give 10% per token up to 50% as usual?
Meaning that picking the perk cannot be a net disbenefit and also doesn't bother your teammates? -
Im not sure of reading your intentions right, but do you indeed simply want to buff the perk or do you actually want more concistency in the skillchecks to get guaranteed value from the perk?
-
Where as the Blight event was time taxing on the survivor's side, this one was time taxing on the killer's side.HatCreature said:I liked the idea of the Lanterns, but they couldn have been implemented better, it really sucks that you have no idea where they are and you don't have long to search for them, no time at all if the Survivor dies.
This whole event I played more Survivor than I do Killer because it was more rewarding and fun, no DCs when I'm Survivor, actually get points for Coins, etc.
I am really excited for it to be over, I also hope that the ''new objectives'' they spoke about in past streams is not only for these Events, I would love for something new and refreshing like these Objectives to be in the normal game.
I joked about it earlier, bit ot could've been possible to have survivors only lose vessels upon being unhooked and have the killer only gain them after killing someone with a vessel, meaning both survivor have to save and the killers cannot tunnel and get vessels.
Not only that but it would've also eliminated the searching and cost on the killer's side now you mention it (:
The fact that survivors didn't know where the lamps where was pretty cool imo. -
It comes down to you can't comprehend that someone dislikes something that you like and feel strongly about.
Your collection of soft insults and attempts at painting me as impotent aren't going to change the fact that you still inflate disease diagnosis with acknowledging your stomach pain.
I acknowledge your stomach pain, but it's still not cancer causing it, no matter how long you maintain the idea that I deny your stomach pain for not repeating that the cause is cancer.
-
@Theluckyboi said:
It was just below decent, quite bad , not enough cosmetics but i dont rank it lower because daddy Ace got a chinese cosmetic that look noiceTry his new hair with a black suit;
Godfather Ace
-
@fcc2014 said:
@AlwaysInAGoodShape i think @twistedmonkey has expressed that he didn't enjoy the event as you did. Some of us miss the bloodpoints, or had long wait times, or crappy teammates, or people not burning offerings, or disconnects or didn't get progress on multiple occasions. Maybe they experienced all of those things. You remind me of a Jehovah witness at my door.All the Bold parts of the quote are not really relevant and aren't part of creating compelling gameplay/denouncing it;
What did you guys think about the game-play aspects of the event?
Twistedmonkey doesn't like this event, but he doesn't understand why he doesn't like it, and as evident from his claims, it's something else than stated.
-
@ItsYourBoyGuzma said:
It wasnt exciting.There's a difference between wanting to play a game for limited time content that'll be available for free VS
Forcing yourself to play a game because the event is hardly any different than the previous one before it .You have to be joking lol even the Dev's had to adjust one sides coin unlock rate because hardly anyone was playing that side
Yes, that was the rewarding aspect. But I'm strictly talking about the gameplay elements in this post. Not bugs, rewarding amounts, store, cosmetics, etc.
-
You are either seriously screwed up or trolling, I hope it's the latter I really do.
You said you didn't like the competitiveness of this event, but the 2nd most disliked event is the opposite of that.
Maybe you've mis-diagnosed what you dislike and only know that you dislike "it".Not sure what that has to do with your soft insult.
-
You keep inflating 2 things.
You feel miserable because of a pain in your stomach. You say that it must be the disease: cancer. I try to tell you that it isn't cancer. And you tell me that I should stop trying to convince you that you don't feel a pain in your stomach.
-
I really REALLY do not want to spend the BP on these stupid tickets all the time. The blood web basically forces you to buy it. I get they want people to get them easy but it's the first node. I want to have easy access to them IF I WANT THEM but as it stands I'm gonna like like 50 of these things after the event ends.
True. They could've maybe made it simple and give you a BP return on every extra event offerings you have left.
-
@The_Crusader said:
Survivors not soing gens, trying to get each other killed, and not unhooking.It has been awful.
As killer I noticed a few more people give up on hook when they realized nobody was coming to save them but beyond thst not too much difference.
Funny thing to think about: If they'd make it so that the vessel was only returned upon unhooking for survivors, then survivors would HAVE TO go for the rescue. Then the killer would only get the vessel automatically when a survivor with a vessel died, meaning that they cannot tunnel and get vessels.
Can you imagine? xD
-
I'm not trying to push anything on you. I'm trying to make you state the underlying principles based on which you like an event. I'm not trying to change what you like, but what I do try is to make you see that it's not:
I think it was a mistake to make it versus each other player as events for myself always brought the community together
The event where people no longer vs'ed each other you disliked the most. If that is what you liked, then there is nothing wrong with that, but that isn't what you like, yet you claim that the principle of you not liking an even is it's competitive nature.
The event that you distance yourself one is the one opposite to that.You simply didn't formulate what you actually believe.
https://www.youtube.com/watch?v=uok4ET-WbDg