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Revansith

Revansith

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Revansith
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  • Indeed. This will then give a slugged survivor purpose.

  • I have now gotten the described rig as my new gaming laptop. I am mildly optimistic I will be able to enjoy game playing more as a result. Thank you for your response.

  • Be thankful survivors now tell others what challenges they are doing so the team can help.

  • The new torso looks like a leather jacket of some kind. It will probably sell a lot as jackets like that are popular.

  • Simple fix for slugging, allow the slugged survivor to crawl and earn points crawling...

  • Then there is the (possible myth) fact that the order of hooking can also affect the outcome of a match. In the lobby the killer can note which players have toolkits, a flashlight, a key, a map or a medkit. Clearly four survivors all equipped with toolkits and bloody clothes suggests an experienced group. Four survivors in the default outfits, no customisation, with no items are more likely to be new players.

    So as killer you would likely wish to eliminate threats as soon as possible. Franklin's demise is a good example for depriving a survivor of an item.

    But in my own experience...

    Being first hook should usually result in a save unless the other three are SWF and not that interested in doing anything other than winning the match as quickly as possible.

    Being second hook should result in a save especially if there is already one disconnect or dead survivor (dead where the killer decides the survivor must die at all costs and the survivor who dies will later complain they were "tunneled".)

    Being third hook is bad. Its bad when the first two in the team are eliminated and its now just you and one other guy. The fourth player knows if you die on the hook then the endgame will start with a hatch being available.

    Worst case scenario is 5 generators still up and you are the last player alive and the killer has just closed the hatch. Will the killer experience an epiphany and let you escape or will they fill you with false hope as you open the exit gate and at 95% they appear like a raging bull and bop you?

    And for those that suggested voice comms... "Please Mr. Killer I just need to open the gate with Bill as my daily.. you can kill me right after the gate opens..."

  • There is a pattern of behavior, typically players have a series of bad matches and feel like sharing their experiences (which can be amusing to read as I can sympathise with them) on the forums. I mean I am just as guilty as a post from me about ranks and pip usually means I didnt not have fun deranking in a series of matches for whatever reason.

    To me a fun match is being able to stuff, get some points and not depip.

  • So tell me the new survivor currently being evaluated, does she have a perk called "motorcycle" which spawns a bike and she can ride it to escape the killer about the map? If not, is this simply a variant of an idea of giving all the survivors bikes and the killer as well and racing each other about the maps... OK OK ... but picture the Clown on a Penny Farthing, and a survivor using a perk to knock him off his bike...

  • Well matches could be played regular, just allow a separate lobby. In the regulars whatever rank you are would be used for matchmaking, but there would be no emblems (as not needed to determine pips up or down). Regular matches would still qualifiy for ALL Rift challenges and player experience earned in a regular match would count towards overall player experience.

    I am sure if all you want to do is fix three generators in the same match and not depip or even pip up cause you did three, but stay the same rank when you started it would be nice.

    I personally believe the harder challenges should not be objectives in a PVP arena.

  • I thought the rift challenges for survivors met the requirement of "additional objectives to do while in a match"?

  • The only real solution is to make the master challenges completely optional and stick them on their own track. So instead of the fancy map layout you have four lines of objectives.

    Survivor

    Killer

    Survivor Master

    Killer Master

    This would stop the crazy situation of having a master or killer only challenge blocking the track.

    Making Master Challneges optional and not roadblocks to completing the tome would be better

  • Imagine the outcry if a master challenge was "as (insert name of your favorite survivor here) be the first to die in a match by whatever means possible" and you discovered a disconnect worked.

  • Most survivors can solo or co-op at least two generators every trial (the ones the killer doesnt spring up behind them using the weird perk "unexpected spawn point") its the remaining ones that matter. If you fail to finish the third solo or the third co-op before the remaining team members have done the required number to pop Find the Exit, the challenge is a bust.

    Or better still you spawn in next to your first generator and find it has ruin on it, or some perk that will make repairs incredibly slow. Of course I could pick another master challenge to do and simply avoid the three generators one, but I feel avoiding a tough challenge now will not help when I get to Tome 4 and find "completely repair four generators in a single trial".

  • The stats would be private to the player concerned and simply be a good guide to areas they are strong or good in and areas that need work. I agree if I could see tables of "stuff I did wrong in a trial that ended up getting me killed " it would help me learn as a survivor.

  • But you agree that four solos might be less of a challenge than a full SWF team, pre made with extensive experience in matches and all on voice comms.

    There is one idea which I think would be heavily downvoted. If you want to play as pre-made then use the KYF menu option,otherwise que solo ranked.

  • I agree solo survivor is more of a challenge. And since voice comms is a good way for an SWF team to communicate with each other its not going to go away unless they stop people grouping up to play with each other. And, has often been said, this will greatly affect the game.

    Some people have suggested flagging a player if they are in a group.. the problem is killers would more likely consider if they want to go up against an swf team or not.

    Its the same argument used about showing the killer to survivors before the match. Survivors would consider if they wish to face off against a certain killer or not.

    At the same time a solo survivor may also be trying to progress certain master challenges which can get somewhat frustrating. The "complete in a single trial" one objective ones seem to be easier, as in "gank someone from a generator from behind" for one of the killer master challenges.

    Imagine if a survivor master challenge was "survive and escape unbroken in a single trial" it would mean as soon as you were hooked it would be all over you couldnt complete the challenge and I suggest some players might simply dc at that point.

  • The behavior of some players may reflect the rank reset debacle. Every month on the 13th ranks are reset which means all active players drop a few ranks. Some want this purposefully due to experience in higher ranks (toxicity, selfishness, not much fun), others want to regain their rank as quickly as possible. Like for the first 48 hours you would think there was a challenge "complete all generators in under 2 minutes in a single trial", but I am told after a week the matches settle down again.

    I wonder tho if they removed the ability to depip, and just gave neutrals which would not allow players to lose nor gain rank, or the +1 and +2 pips for actually doing something in the match, would really everyone be at rank 1?

    Presently you cannot depip at rank 17 and lower, at rank 16 you can lose and gain pips. I wonder if the devs made it so you could not depip until you reached say a higher rank of 12, it might make matches less messy.

  • In reply to the OP, I have seen some killers act in this fashion, whereas depending on the number of disconnects the killer is obliged to murder everyone left playing in the trial. I suspect this is not so much to get more bloodpoints as to avoid a depip situation.

    My recommendation would be if a survivor disconnects all remaining survivors are guaranteed not to depip (that is they would black pip at least), the same would apply to the killer who would also be guaranteed a black pip.

    Currently if a player disconnects while the trial is loading all remaining participants are given a black pip or "neutral" or "safety pip".

    I would much prefer to play the rest of the trial knowing nobody is going to depip because of one selfish person.

  • Actually I was. The first and second generators I soloed and finished, I was a third of the way when working the third generator solo when the final generator in the tally was completed. The one I was actively repairing remained unfinished and I did not get the credit.

  • I think luck is a big factor in the challenges. The progressive ones by their nature are able to be done across several matches. The master challenges however require completion in a single trial.

    It is the master challenges that perhaps present the greatest difficulty to newer players.

  • I learned early on that killers dislike survivors breaking hooks (especially during the blight event) and using flashlights offensively. When I first started playing I would ask, after being tunneled and killed in what way I had upset the killer? Had I offended them to a degree they felt I should be finished and eliminated from the match as quickly as possible. Then I learned that some players are like that they will tunnel and camp survivors because they can.

    I think the best way to cope with this is not to get upset and simply complete the trial and move to the next one.

  • Might I offer an alternative suggestion? The killer can see both the survivor character and if the survivor is carrying an item such as a toolbox or medkit. The killer cannot see the rank, but can see the name of the survivors.

    What if the survivors could see:

    a. The killer's name? Well this would let more knowledgeable players skip out of the lobby due to the comment made by the OP

    b. Which killer it is? Well if it was Spirit, regardless of rank, the tendency might be to leave the lobby.

    c. The killer's rank? Well again that might hurt the killer especially if they are new. Like a rank 20.

    d. The killer's addons? Well this might allow the survivors to modify their load out in the same way the killer can do theirs.

    So my suggestion is that the survivors are told the Killer is either ranged, stealth or melee. So far as I know there is more than one killer in each of the list. Example: Huntress and Clown might be considered ranged; Wraith and Pig and possibly Ghostface are stealth (heck even Michael is a bit stealthy in Tier One); and killers like Spirit and Leatherface are melee.

    I am sure a more veteran player can see what I am driving at, but the actual killer character remains an unknown. Would this be a fair compromise?

  • I don't have my game loaded up right now, but I believe I am at Tier 34, with my active challenge being the repair three generators in a single trial.

    I have posted elsewhere about the challenges locked behind a killer challenge, which have been a mistake when they created the tracks for survivor and killer.

    I do think the master challenges that require a player to complete them in a single trial seem more likely to upset people. Sure the progressive challenges can be annoying, it is unlikely a player would get 200,000 blood points in a single match... but I feel they are less likely to promote obtuse actions on the part of the team members.

    Even a bit of mindgaming… like "why is that survivor frantically trying to finish a generator while I am right next him?" chances are the hapless player is only needing that gen to finish the challenge. Sadly I can also understand the killer's mindset that letting the player finish the generator may mean three other players escape.

    I know I have muttered at times "please let me open the gate.." "please let me heal this last person" when doing the challenges... but the Entity tends to be deaf to my pleas.

  • Well how about this idea (if its not already in place) an MVP vote for survivors by survivors at the end of the match. Not a thumbs down as that could easily be abused, but a simple MVP vote to the survivor who in the player's opinion did the most effort to make the match work. Then MVP score could result in some award, like a cosmetic (a rare charm even) The idea behind this would be to encourage better and less toxic play....

  • Well a few weeks ago I suggested backfilling but if that happened survivors might join a game and have very little time to do anything before an opportunity to escape appears.

  • I think if more players tried to find something nice to say in the endgame chat it might go some way to encouraging others to try and look at the more positive aspects of a trial.

    For example, recently I was in a match where each time a survivor was downed the killer was marching them over to the basement. I was in there twice. The third time I knew I was going to be downed and hooked I voluntarily went to the basement and the killer dutifully hooked and killed me.

    After the match I asked if he was working on a challenge, and he admitted he was. I remarked it was only one match and that was why I made it easier for him to get the challenge done.

    Bear in mind I knew the next time I was getting hooked it would be end of match for me.

    I admit at times I want to say something rude or obnoxious to the killer, but instead of cussing them out, I might type gg and exit, or simply exit.

  • I have Nancy at P1 as she was the first ever character I got to 50, and I have Kate as well at P1. I am 57 and use a 4 year old Lenovo laptop at lowest settings in a window. I have 400 plus hours and I am still trying to get and keep rank 14 as a survivor more than a day.

    I could blame my age for slow reflexes or the aging laptop for my game play but this is really the only game I play with anyone else.

  • I had several poor matches today. And for a moment I considered as I struggled on my second hook why players simply disconnect when they are not having fun. Then I was rescued off the hook which bought me a few more moments game time.

    A close friend of mine shocked me today by saying she didn't give two s-- for ranks, all she wanted to do was the dailies and the challenges. Which is fine. But I guarantee she would be upset if every match she was denied her daily or the challenge or kept failing. She has logged off before due to these frustrations, but in my case unlike her I play to get better, and part of that is showing to myself I can rank up and hold the rank.

    Maybe its a poor reason but I consider players who are level 50 P3 and higher rank than me are better at the game and give me something to aim for.

  • That might work better, as an elimination and encourage players to not hide or be afraid.

  • I havent had the chance to play Spirit as she is a level 5 gray rank 20 killer. If I que up using her I will wait and wait and then maybe I will get four rank 13 survivors because thats how matchmaking works.

  • OK I had not appreciated that important fact. My bad. In that case if you are still subject to ping from Killer host it may cause lag if the ping is high.

  • So you would base your music choice on the customary look of a survivor as opposed to their back story? Each survivor has a back story. For example Kate Denson is a musician, I think in the country and western side of things ... not sure as I dont have the game open right now to refer.

    But a few ideas spring to mind: Detective Tapp likes blues, especially Slim Harpo's "Got Love if You Want It.; Claudette Morrel is big into botany and insects and such, so maybe Celtic (Enya)? Just a couple of ideas

  • A lot of the disadvantages experienced by the opposing side is due to smart combos or "builds" of different perks. Might it not be more challenging to offer matches where all perks are nullified and the match is fought with pure skill only.

  • I am sure the game may keep additional stats that the players will not see by design. If the matchmaker used stats over which a player has no control (and never gets to see) to pair up teams of survivors with a killer maybe the focus on rank will be reduced. The rank would then become something like player experience rank, a number to show off but not have much bearing on how matches are made.

    Or as an alternative a greater emphasis is given on achievements made by a player and at what point in their hourly play those achievements were acquired.

  • Well you mention Adam... why not go the whole Zorro look complete with hat face and the bolero jacket? Of course he could have a sword as well ... it could hang off the other side of his belt to the lucky charms.

  • Blame the dedicated server, you are getting lag due to the data center assigned to you

  • I play SWF which due to my friends rank put me in the rank 10-12 killer as the opposition. So I have a reasonable amount of experience playing survivor at higher ranks I just dont have the rank to do it solo. What I did notice was the matches were tougher obviously but I got some measure of satisfaction coming in third or second on the list with my rank 7 lower than some.

  • I think its just a good indication that rank reset for all its noble aims is somewhat self defeating. More controversially why not eliminate the depip so you either pip or you dont. OK sure by the end of the month all the good or better players would be in the red ranks but ... the sheer number would surely improve que times?

  • Is it possible to play a game where as part of a team of four survivors we can work on gens and do stuff which will allow me to pip up occasionally or get a black pip,and at the same time the killer can get stuff down that helps with their points... without having all the gens done in three minutes or exterminating everyone with a mori in the same time period.

  • The preferred method to practise is to ask to make a group and do a "Kill Your Friends" trial.

    I believe one of the forum sections is for players looking for other players to team up with?

  • OK how about this idea. If you reach rank 15 (not rank 16) you cannot depip to a rank below that either by depipping or by rank reset. If your rank is 16 or lower you get reset to a lower rank. Then you gate the rank 16-20 so nobody higher than 16 can play in those matches, nor can they afk in a corner of the map and rely on rank reset to put a level 8 killer in the lowbies for farming.

  • So I guess each player has a preferred play style. Personally I see it a win when thru me dying three team members get to finish the gens and escape. I see players hooked in the basement knowing nobody will save them and yet I will try if I am able, assuming the killer isnt camping the poor guy on the hook. Thats why I would like a perk that stuns the killer for long enough to let me unhook the person he is camping and have us both escape.

  • @JakeDaSnake said:

    Just give all survivors bats and they can beat the ######### out of spirit when she comes out of phasing as counter play and tea bag her at the gates before they all message her ggs EZ☺

    I suggest katanas. There could be some amazing sword fights take place over the Estate, oh and we need the swordsman epic music playing while they fight....

  • @Avocet said:

    Thing is, a rank 10 killer player with a level 1 killer character will still destroy beginners. Same is true in the other direction.

    Edit: Also the queues for grey rank killers are terrible even with the current matchmaking where you get matched with up to rank 7 (in my experience).

    So the underlying issue assuming everything is left the same is a complete lack of low level survivors for new killers and likewise a lack of lowbie killers for new survivors. The matchmaking system will expand to make a match and in doing so will use players whose rank is higher than 14 (the six rank limit not applying to ranks 16-20 due to the excessive que times that would otherwise occur)

  • Well maybe they need to grant each survivor a cloak of invisibility, which will require an action button to be pressed. Such that they hear the sound they can all vanish for like ten seconds and move while stealthed.

  • I wonder if it would be possible for a killer to select "bypass dedicated server" as an option when seeking a match and survivors likewise? A crazier idea would be to turn the dedicated servers off for a period of time in the evening, see if a pattern of behavior emerges. That is do more players play when the servers are "off" as opposed to being "on"

  • Well KYF is currently unranked. What you seem to suggest is that SWF cannot play ranked matches.

  • Theoretically any killer perk can be included in a killer's load out once acquired thru the bloodweb. This means if a player is prepared to study each perk carefully they can think up some fairly evil builds. Are we seeing that sort of thing more often now, or is it somethign thats always been there?

  • Then maybe the ranking should be changed to a per character ranking, That means as a Rank 20 killer I should only get Rank 20 survivors. It would be based on rank earned while playing that particular character. It would stop bloodleveling as well.

    In other MMOs I have seen the rank that the game uses to determine which group the player is matchmade with applies to an individual character... this means in my suggestion a killer who earned rank 10 playing nothing but Freddy would be a rank 20 if starting Pig new at level 1.

    I am sure nobody would agree that is fair and would object to being forced to earn blood per character and not per player.

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