knell
knell
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"The Papercut"
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Announcement for a new Civilization game.
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This is what I wrote in another thread:
"With a name like "Legion," I kinda wish they had a semi-decent AI, so that in addition to your character with its current speed and terror radius, 2 (or 3) more Legions with their own TR are patrolling the generators around the map. They would probably be weaker than the actual killer player, with only having ~105% speed that slows down more as survivors die, and if they are able to "find" them and get close enough, are only able to injure and stun the survivors for 4-5 seconds (and notify the actual killer player where they are) but not down them. The killer's power could be something like "Raid" where the killer in chase can summon the other Legions to come surround the target, and help out (by injuring or stunning), cutting off loops and windows.
That's just an idea off the top of my head, and I'm sure there are plenty of problems and loopholes in it besides the whole AI issue, but I would think it would have been more interesting than just playing 1 out the 4 Legions and just having a "speed boost" power. Or at least different enough from the other killers.
I do think it's cool that this new killer can jump over pallets, but that's about it. I don't mind the artistic direction they took the killer in, since I understand what sort of horror genre they were inspired from. Wish it just had a little more "woah!" factor from a novelty perspective."
In addition, I think part of the problem is that the expectation that a name like "Legion" sets off. Legion means, "great in number" or "multitude of people or things." But when playing as Legion (or watching someone play as Legion), there's absolutely nothing in the gameplay or his/her appearance that indicates the meaning of the word. You are just one person who can move quickly sometimes. The only way the players would know that the character they are playing is part of the Legion is if they had read their story that is spelled out for you. We as players have to be told that we are playing as Legion - we don't experience it.
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With a name like "Legion," I kinda wish they had a semi-decent AI, so that in addition to your character with its current speed and terror radius, 2 (or 3) more Legions with their own TR are patrolling the generators around the map. They would probably be weaker than the actual killer player, with only having ~105% speed that slows down more as survivors die, and if they are able to "find" them and get close enough, are only able to injure and stun the survivors for 4-5 seconds (and notify the actual killer player where they are) but not down them. The killer's power could be something like "Raid" where the killer in chase can summon the other Legions to come surround the target, and help out (by injuring or stunning), cutting off loops and windows.
That's just an idea off the top of my head, and I'm sure there are plenty of problems and loopholes in it besides the whole AI issue, but I would think it would have been more interesting than just playing 1 out the 4 Legions and just having a "speed boost" power. Or at least different enough from the other killers.
I do think it's cool that this new killer can jump over pallets, but that's about it. I don't mind the artistic direction they took the killer in, since I understand what sort of horror genre they were inspired from. Wish it just had a little more "woah!" factor from a novelty perspective.
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Just as sabotaged hooks regenerate in a short time, I propose that killed survivors regenerate back onto the map in a short time.
You know, for "variety of play."
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Inclusion of any match that contains DCs will skew the result, since having 5 generators to do with only 3 survivors obviously will tilt the game in favor of killers, and even those that may have survived are much more likely have died because of it - further reducing the survival rate. So if 30%-40% of all survivors are able to escape despite the DCs, then the actual rate at which survivors could escape in normal games are probably much higher. Of course, that depends on how much DCs there actual is, or whether DCs are even counted as part of this data. But if they didn't count DCs, then were the DCs discarded individually, decreasing the overall sample size for the escape rate, or were the matches themselves taken out?
So unless we know how they treated the DC variable, for me, it's difficult to swallow the statistical data without questioning it.
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Fair enough.
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Great! Game on! Let's see who will not be able to come back to this forum. Perhaps even both of us!
Hi, there seems to be some confusion among us about the time period of when the data for Escape Rate Statistics were taken. The consensus seems to be either 7 days or 17 days before rank reset. Despite rewatching the video of today's stream, we can't really tell. Can you clarify it for us since you were there?
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No, I do not hear "seventeen" at all, partly because Cote is talking over him. I don't really think you do, either. But do you know what I do hear clearly? "That's 7 days before the rank reset." at 26:27.
But we can go back and forth. Or we can make this interesting - whoever has the wrong number of days about the time period of this statistics can be banned from the forums forever. We'll see if we can get the community manager who was there confirm it for us. I'm sure they don't want misinformation being spread around either. How about it?
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At 26:27 in the link you provided, Horvath clearly says, "That's 7 days before the rank reset." Not 17. Not 70. Unless you want to take a poll in the forums to see if whether I'm the deaf one, or you are the deaf one, I don't know if there's anything much more to say about this. I just find it sad that no one had bothered to question your claim, just as no one questioned the statistic handed to us by the developers.
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I find it sad that people here don't really question these types of escape rate statistics, without any details on whether they had counted disconnects/games with a disconnect like in one of their previous display of statistics. But I find it even more sad that people haven't even questioned the claim, "70 days is what they stated" made in this same thread.
Horvath: "Before the rank reset."
Cote: "That's just before the rank reset."
Horvath: "That's 7 days before the rank reset."
not_Queen: "Yes."
Cote: "Oh, ok."
Horvath: "I don't know if it will change otherwise for a whole month or whatnot, but we'll keep an eye on this as well."Around the 26 minute mark on their youtube video of the stream.
No wonder misinformation spreads so easily these days. People don't check back over anything, and yet are able to claim anything.
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In a previous stream, a developer stated, "The Kill Your Friends Mode and Survive with Friends Mode were always intended. It's just that at the time we only had time to do one of these modes before release."
From that, it sounds like you initially intended to make a SWF Mode, like the KYF Mode. Instead, SWF was forcefully integrated into the same mode as solo-players and killers. And from what I understand, no balancing changes were made (to compensate for the numerous number of SWF advantages) when this was implemented.
So my question is, why wasn't a separate SWF mode made (so that it would be fair to solo players and killers who enjoyed the game as is), and if forced incorporation of SWF to normal matches had to happen regardless, why wasn't re-balancing prioritized before SWF was released to the public?
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@Jack11803 said:
Based on the whole team and if they’re all solo. Win is at least 3 live, tie is 2, lose is anything under 2.So you are saying that even if I survive and got over 20k, unless I've somehow forced two more survivors to survive with me, I didn't win.
And you are saying that this definition of survivor's win was provided by the developers.
I see.
@Jack11803 said:
3 survivors OR MORE (only reason constant 4k’s didn’t occur was hatch, proving why it’s needed) dead occured 70% of the time. 2 deaths 20%, and a win 10% (4 survivors probably occured 2-3%). This was recorded and shown during the howling grounds I believe.So even though this forum doesn't provide the backlog of developers' streams all the way back to the Howling Grounds event, reddit's apparently been doing a pretty thorough job instead. I skimmed through Developer Stream #89-91 (which was when Howling Grounds was taking place), but I didn't see those statistics. Maybe I'm just missing it somewhere.
But I imagine you have a link to this statistic since you seem very sure of these specific numbers, as well as how the devs defined "survivor's win." So can you please provide it for us?
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@Jack11803 said:
EVERYONE forgets about the solo lose rate.... solo players lose over 70% of matches at rank 1. They tie 20%. Which means they win..... 10%I don't remember this being mentioned in any of the developer streams, and I can't seem to find this statistic on the overview of the streams - can you please provide the source for this?
Also, if you are considering "a win" as surviving, and "a loss" as getting killed, what is this "tie" at 20%?
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Is using voice communication an intended game mechanic? As in, was it designed and balanced for this game in regards to solo survivors and killers?
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@Khalednazari said:
Great work! I love it.Thanks!
@Doc_W__HOLLIDAY said:
I thought of one that could be used for Bill."Guess about all I get left now is doubts. Doubts and scars" - John Marston
Cool, never played Left4Dead or Red Dead Redemption. Would you care to tell us the reason for that character/quote?
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@ACEvHEARTS said:
I love it but I don’t understand the use of Brady Bunch for Hillbilly lolYeah, I kinda had to just go with my own thoughts on that one. I kind of imagined him, while being bricked off in his room when he was little, that he can slightly hear the sound of television that his parents were watching. And the one thing that kind of gave him a positive feeling in all of his childhood was that repetitive jingle.
But yes, it's a stretch. Perhaps I should just have gone with a GWAR lyric or something.
You're welcome to come up with better ones too!
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@Rex_Huin said:
You have spent a lot of time on this.Probably more than I should have. The longest part was translating Wagakki Band's lyrics from Japanese to English.
Thanks!
Just thought of a better one for Feng Min.
Feng Min:
"Well, you found me. Congratulations. Was it worth it? Because despite your violent behavior, the only thing you've managed to break so far... is my heart. Maybe you could settle for that, and we'll just call it a day." -GLaDOS, Portal -
@ScottJund said:
In this hypothetical situation if I had to choose between stomping new players and waiting in lobbies more than playing the actual game, unfortunately as a streamer yes I am going to choose stomping new players. #########, I know, but I don't really have any other option other than just play survivor, which I don't want to do much.Well, thanks for at least being honest about it. It's more obvious now to non-streamers like me where streamers' priorities lie. I think it's good that I ( and possibly others) understand what your perspectives are.
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@ScottJund said:
I don't know how many times I have to repeat the same sentence: I derank for faster queues. Before the emblem system, I never deranked because queues were faster. The end.I think inkedsoulz is saying that if you are deranking for faster queues because all the best survivors are also deranking, then you (and those deranking survivors) should just stop deranking, and encourage everyone else to stop deranking - so that you would be able to face each other at the appropriate rank, along with all the other Rank 1-3 folks who don't derank in the first place.
But if you are saying that this isn't enough - that even if all the red ranks stops deranking and you are all where you are supposed to be, that this still isn't creating fast enough queues for you, and that you need to play with the bigger pool of lower ranked players (who would actually be lower ranked players if people stopped deranking) to keep your stream going, well then, you don't really care about stomping on people who can't fight back, do you?
Or not care enough about them to inconvenience your queue time.
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Why didn't Rin's father just sell Yamaoka estate to pay for both Rin's tuition and her mother's medical bills, considering how there are many people in Japan living in apartments that are half the size of the Entity's basement, without a yard, bamboo garden, or gazebo?
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?
Yes, I joined 5 months ago and only have 5 posts. No, I do not have any other accounts on this forum. No, I do not think that the date I joined, the number of my posts, or whether this is or isn't some "sub account" have anything to do with the observation I made about what I read in this thread.
Anything else?
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I find it sad and disappointing that there are so many people here who continually find justifications and excuses to suddenly DC from the game just because they don't like what his/her opponent is doing (whether they are playing as killers or survivors.) If they don't have enough self control to play the game as intended, perhaps they shouldn't be playing the game in the first place?
What are the community managers' thoughts on this? @not_Queen @Patricia
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Can you make a separate mode for SWF and killers with increased buffs, instead of going the "buff solo players and killers to equate SWF" route that you seem to be currently in favor of?
For many players, I think we enjoy the horror aspect of the game with minimum information on both sides (and its simplicity), rather than the typical multiplayer competitive action games that are already abundant in this field. I think having two separate modes that are independently balanced for each will allow all types of players to enjoy the game, while making them much more balanced overall.