FizzWare
FizzWare
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- FizzWare
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@Dermott said:
Sure, why not. But I prefer having all challenges to be active all time, like other games with Battle Passes. Our system brutally bottlenecks progression and creates a lot of unhealthy behavior. Players enter the match with the intetion to complete challenge, which may greatly shift focus from actually playing the objectives to selfish gameplay.
I did consider this, but I figured the devs had their reasons to make it so. I don't necessarily agree with that, I just didn't want to sandbag my suggestion...
Playing DEVil's advocate, perhaps their opinion is that making all challenges active at once makes challenges easy to complete by accident, reducing the player's active attention in the tomes and archives (which are used to give the characters more backstory and expand upon the lore).
Maybe they also think that having them all be active at once is too much like the Daily Rituals, which are indeed, all active at once.
So, thinking of those, I definitely tried to cater my suggestion to whatever... vision... the devs have in mind for the challenges. I think it would preserve the requirement of active attention if players still had to select challenges themselves, but remove a lot of painful menuing that happens between games
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@vladspellbinder said:
"Allow players to select up to TWO challenges at once, as long as ONE challenge is exclusively actionable to survivors and ONE challenge is exclusively actionable to survivors."
I think your "survivors" at the end of this sentence was meant to be "killers".
As someone who has multiple times gone into matches with no Archive Challenge or the wrong type of Archive Challenge selected I fully endorse this idea. Being able to have both a Survivor and a Killer challenge running at the same time would save me time when I flip between the roles, which I often do to get in my "first game as" games of the night.
For the corollary it should be easy enough to "pulse" the Challenge bar in the lobby to show that, hey, something is wrong, you may want to fix it. And for the people who have finished all of the possible Challenges for their lobby they don't get the pulse.
The very nature of the Challenges means two things 1) they track what characters can do them, so they already know that if you're in the Survivor lobby with a Killer only Challenge selected that's not right and 2) if a Challenge has been finished or not since you can only do them once. With those two factors in play it's easy enough to set up what is needed to check what Challenge is selected, if it's viable and if not if there is a viable option or not.
If the game wasn't run on spaghetti code that is.
You're right, caught my goof! I've fixed it.
"If the game wasn't run on spaghetti code that is."
Too real!
Honestly I think DbD is due for some QoL enhancements to make it feel less janky. The updated map graphics are a great step in the less-janky direction, but... boy, I wish I was on Behaviour's development team...
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@tjrsla said:
https://forum.deadbydaylight.com/en/discussion/comment/2046469#Comment_2046469
Lets say a huntress bring iri head the survivor will 100% kill themself on first hook or DC its always like that. So saying killer can always use their addon is false.
Because it will be just like before and survivor will have a ton of addon and no purpose to use BP while killer need to spend BP like crazy to get some addon in my opinion its only fair both side lose the addon after a match.
You may think im a bitter killer and its fine with me i will give you a reminder a player cant go in a custom match alone to practice or learn the map layout so if someone want to do that he need to do that in a real match. So i use the fact that survivor want a fast game to practice my jump with viktor and honestly i learn some great pathing in some map. I used to do that a lot in valorant with sova so i know where to send my arrow to get the most of it and i did that for hours like i said in dbd you need to do that in a real match
Lets say a huntress bring iri head the survivor will 100% kill themself on first hook or DC its always like that. So saying killer can always use their addon is false.
No, this is actually false. What do you mean the survivor will 100% kill themselves on first hook or DC? You can't say 100% unless you mean literally 100%...
Because it will be just like before and survivor will have a ton of addon and no purpose to use BP while killer need to spend BP like crazy to get some addon in my opinion its only fair both side lose the addon after a match.
The reason I'm saying it is not fair is because the killer has complete power to make a match useless to survivors. Survivors don't actually disconnect that often, or die on first hook on purpose. Meanwhile, it is rather common for a killer to go afk for an entire match. It's even more common if you count times when the killer is just farming or encouraging survivors to do gens etc.
Meanwhile survivors can't make a match useless to killers
I think the common ground here is if the killer doesn't perform any attack that would use the add-on, then the killer should keep the add-on too. That's highly dependent on add-ons, of course, but I think that's completely fair.
I didn't mean to say there are no situations where the killer should keep theirs, rather that the killer is in complete power to make sure their add-on is used - all they have to do is use that attack or do the thing that uses it. Meanwhile a survivor has no point in using a flashlight add-on on a killer that is afk, or sabotage a hook if the killer is afk, or heal a teammate if the killer is afk. For the killer, there's always a survivor that can be hit, or the match is over.
For DC's, DC penalties cover those cases. Currently there is no penalty for afkillers, which makes the system easy for killers to abuse. If Behaviour doesn't want to penalize the killers who do it, at least don't penalize the survivors who have no choice but to leave and erase their add-ons for no reason.
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@tjrsla said:
I really dont think survivor should keep the addon after a match even if the killer is afk.
My resonning is killer dont keep their addon when a survivor kill himself on first hook or is afk.
I know its frustrating im the type of killer who see a key and say to himself i will practice my jump with twins during this match so im part of your problem and honestly i dont intend to stop
There isn't really a way for a Killer to have a reason not to use their add-ons, since they persist for the entire match. Unless all four survivors DC before the killer can do anything, or if the killer is afk the entire match, then they probably used their add-on.
I mean, why do you think the survivor shouldn't keep their add-on in this situation? Just because you're bitter that the Killer doesn't have any situation where they keep their add-on?
This isn't a zero-sum game, survivors can have a QoL improvement without the need to buff killers (as letting killers keep their add-ons would be a buff if they've used it at all, which is a lot easier to do than survivor add-ons)