CupCakeMunchy
CupCakeMunchy
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This perk has now caused a mass problem in almost every match I have where one or two gens get done and that's it because there's always one or two survivors running the perk trying to pull it off only to get hooked within the first 2 mins of the game.
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@Technature said:
How is the game supposed to know?
You are not answering this question, you're just repeating yourself!
The game is just made the way it is and there are awful people that will exploit it.
But punishing people that are actively being pressured, because they're really unlucky for the round or something, is not the answer!
If you have someone just crouching or walking around not participating as in not doing gens, unhooking survivors, cleansing totems, healing survivors/themselves, or searching chests for a long period of time (let's say 3 mins) then the game would acknowledge all of that. It's not a difficult mechanic. Of course, it wouldn't trigger if they are being chased. There are so many ways of helping around in the matches and to have a player just doing absolutely nothing to help the other survivors is literally just letting them get a free win and that's not fair at all. I've played so many games where there was only 2 gens left and my random just gave up and left me and the other survivor to do everything. How is that fair? So implementing an aura shown to the killer for 3-4 secs isn't the worst thing. This would encourage a lot of players to actually play the game, possibly. It wouldn't hurt for them to do a beta test for it.
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@Technature said:
Ok, but how can the game tell the difference?
You can give all sorts of what ifs but the game can't even tell when Wesker hits a solid wall half the time, how the hell do you expect it to know when survivors are legitimately unable to do anything?
So there aren't any what if's. It doesn't take someone 3 whole minutes to find a gen, search a chest or heal a survivor. In the same manner, when a player is AFK, they receive crows above their heads giving the killers an indication that the survivor is AFK. This system works just fine as it is for ones who haven't moved all game. I'm not talking about those kinds of survivors. I'm talking about ones that benefit from doing absolutely nothing all game and still manage to either escape or never get caught by the killer. That in itself is unfair to anyone playing the game as a survivor. The survivor should get highlighted to the killer in this instance to alert the killer that they are active in the game just not active in working with the team. Therefore, if you don't participate, then you shouldn't be rewarded for it either. That's all I'm suggesting. It makes the game 10x longer and so much more unfair when you're down a player because of that.
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I recently posted something about the offerings and stuff myself. I think there should be a completely different system to it. For me, I think it would be cool to have some sort of system where if you had and used multiple of the same one and combined it with 1-2 more different offerings, you could essentially "craft" a new offering that is given for the specific day. For example:
4 Shiny Coin + 2 White ward = Bloody party Streamers.
( we'd still have the blood web and all, but this would help to get offerings that we actually want to use. I feel like this could also work for perks, add-ons and items.)
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@Technature said:
People give me ######### because they see me prepping chests to open later for green med kits. I don't need the game itself to punish me because I'm somehow in a bad spot near the killer yet somehow evading them several times before I can find a gen on top of that.
I'm not saying to punish those who have been actually staying away from gens and whatnot due to the killer gen camping and such. I'm talking about whenever other survivors are actually doing gen and there's another survivor or two left and they both are just walking about until someone gets caught because they don't want to help rescue a survivor off a hook or do anything on the map besides crouch walking throughout the entire map for the whole game. I have never been put into a situation where I can't find a gen within 2 mins. If you're taking that long to find a gen, then I'm not really sure what to even say about that. If you happen to open a chest, cleanse a totem, heal a survivor, or even unhook one, then you would be fine. I'm talking speaking on the behalf of those who don't do any of the above. My friends and I or even with me alone and just 3 randoms have managed to escape when there's sometimes 1-2 gens left and only myself along with a friend or a survivor and the two of us get out. It's about teamwork and if the game doesn't really enforce that, then we'll continue to get games where one player makes it out and another doesn't. The mentality that "I have to survivor to level up or win", is dumb.
Personally, if I know I've done more than enough to level up and still risk it and die, it's whatever. I'm not going to cry over spilled milk when I and another teammate ACTUALLY TRIED. Most players are cruel and won't even put themselves on the line to even take a hit for a teammate even if they haven't or have been hooked once. Sometimes the games and actions of the killers or other survivors aren't fair game, but that can absolutely change if the game were to encourage players to actually play the game instead of leaving a survivor on the first hook to be sacrificed.
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@BenOfMilam said:
yeah I feel the same. you should get crows for doing nothing, not for standing still
Yeah, Doing nothing is initially what I meant. I'm just so tired of players doing nothing and getting away with it.