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dbdfan92

dbdfan92

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dbdfan92
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  • They brought it back!!!

  • Had it happen twice yesterday on Xbox, really sucked because it ate my progress for a tome challenge and slapped a matchmaking ban on me on both occasions.

  • Must a win for the survivor be an escape though? Like I mentioned before, I consider a victory to be when I pulled my weight enough so that some survivors escape at the end. If all 4 escape, that means that we all played remarkably well or that the killer is bad. If the killer is absolutely devastating, it is fair to say that even good teams should all die by the end of the trial. At least, that's what I see when I think of an asymmetrical horror game. I thought the pip (emblem) system is to help determine the win condition as well as rank?

    I might of assumed incorrectly but I always thought that a pip means you won, a safety means a tie game and a depip means you lost? Everyone is free to define a win as they like, but I do see the point some of you are making in Behavior having a clear win condition for all.

    I just hope that players aren't beating themselves up at the end of every game that they don't escape or in the killers case, don't kill most of the survivors. To tell yourself that you lost many games back to back is detrimental when you in fact pulled your weight as a solo and did well enough to earn a pip. It's not good for the mind and certainly not good for the ego. Both of these things are important in relation to why we play video games because we usually play to unwind or destress and of course, to have fun and do something we enjoy.

    With that being said, maybe we should think about other definitions of winning, besides escape and maybe even besides a pip. Did you benefit your team? Were you the gen jockey who pushed the majority of gens while others were being chased? Did you hunt down the undying and ruin so that your teammates could effectively do gens without losing progress? Were you the distraction who took the killers away from teammates doing gens? A survivors win is possibly based on the benefit that they bring to the team.

    Maybe we should have an instant reply or at the score screen, something that shows how many gens, totems, team heals, and chase time they each individually had. So we can see what they brought to the table and so that even in death, survivors can see the importance they played with thier sacrifice.

  • @Shirokinukatsukami said:

    Well not really, solo survivor is genuinely stacked against survivors, but that is how the game was originally designed.

    I too am mostly 99% solo survivor and I'ms till playing this game after all these years, so it's not that bad that you wouldn't want to play it. It's bad in the sense that it really is a one way ticket to hell, but that isn't necessarily a bad thing. It's people who want to win so bad that find it "bad."

    If you can enjoy the game even after getting killed solo survivor is perfectly fine.

    My escape rate is something like 20-30%. I'm not very good at this game and I die in most games. I'm still playing aren't I? Solo Q is really bad if you want to win, but if you just want to play it is fine.

    I think you are right, winning isn't too feasible in solo survivor but people's definition of winning is variable. Like you, I die much more than I escape, but at the end of the day, it just means that either I wasn't strong enough in chase, the killer was better than me, or collectively, the team was not playing well enough to overcome the killers pressure. The way I look at it is that there is an unstoppable, deadly force is hunting down 4 fragile average humans and so, the odds of survival are extremely low. The killer should, and will kill the majority of survivors and by skill, experience, and sometimes a little luck, some will escape.

    With that thought process in mind, I consider that winning isn't escape, but instead, pulling my weight and receiving a pip is how I win. Only if I barely safety pip or depip, do I consider my survivor game a loss. The odds are stacked, and like the survivors in the trial, solos play without communication, planned tactics, or a contingency (via maps and keys). But that's what makes the solo escapes feel that much more rewarding, because truly skill and a random team made the escape possible. Unless it's a new killer that barely even gets in any hooks before we escape, then I just feel very bad.

    Keep on playing man and good luck in your future games ๐Ÿ‘

  • There isn't a point my dude, it's purely out of frustration or anger, or sometimes to try and "stick it to the killer" when they do something the survivor doesn't like. I think we've all been guilty of doing irrational things when were heated but it doesn't excuse the rudeness or futility of the action. Hopefully you have better games in the future though.

  • You guys are absolutely right about the usage of dead hard. Sometimes I use it to avoid a hit, usually it's to fix a mistake I made while looping. I think maybe I've just been a little bummed that I haven't been able to use it reliably lately. For real though, it's probably user error more then it is a bug. I'm going to start using it to extend chases via making vaults or pallets I normally wouldn't and see if that makes a difference rather than using it to avoid a hit.

    Again, thanks for the advice and feedback. I'd rather use that and change/adapt the way I play rather than just be salty that the perk isn't working the way I want it to ๐Ÿ‘

  • Thanks for the replies and great information y'all. Would anyone recommend dead harding early then instead of waiting for the killer to start their attack animation? Not going to lie, I usually wait till I see the start of a weapon lifting and when it works, it's wonderful. The last week though, I've been getting the exhausted on the floor issue. I know hit validation has been off due to Oni issues which is understandable.