My suggestion to fix "Tunneling" in DBD
Summary
TLDREl video propone un sistema para abordar el 'tunneling', una estrategia en la que un asesino se enfoca en eliminar rápidamente al mismo superviviente. Se discuten tres tipos de tunneling, siendo el más problemático el 'agresivo turbo tunneling'. Se presenta la mecánica 'buron', que permite a otros supervivientes asumir el segundo estado de un compañero, retrasando así la muerte del mismo y desalentando el tunneling agresivo. La propuesta busca equilibrar el juego, fomentando estrategias más variadas y evitando que el juego se decida en las primeras persecuciones.
Takeaways
- 🔍 El video propone un sistema que podría solucionar el problema del 'tunneling', es decir, cuando un asesino ataca repetidamente a la misma superviviente para eliminarla rápidamente.
- 🤔 Hay opiniones divididas sobre si el 'tunneling' es un problema; algunos ven como una estrategia natural del juego, mientras que otros lo consideran un problema.
- 🔑 Se discute que el 'tunneling' puede volverse más problemático a medida que los desarrolladores aborden otras tácticas como el camping y la defensa de regeneradores.
- 📝 Se identifican tres tipos de 'tunneling': casual, deliberado y agresivo, y se argumenta que no todos ellos son igualmente problemáticos.
- 👻 El 'tunneling' casual es considerado menos problemático, ya que los supervivientes tienen ventajas para contrarrestarlo.
- 🎯 El 'tunneling' deliberado es más común y ocurre cuando un asesino ataca a alguien inmediatamente después de que es colgado, aunque se considera que no es tan grave con las ventajas actuales del juego.
- ⚔️ El 'tunneling' agresivo es el más problemático, donde un asesino se esfuerza por eliminar a un superviviente, lo que puede hacer que el juego sea menos divertido y desalentador para el objetivo.
- 🆕 Se propone un nuevo mecanismo llamado 'burden' que permitiría a los supervivientes evitar que un asesino elimine a una sola persona con solo tres colgados.
- 🛡️ El mecanismo 'burden' es opcional y solo se activa si el asesino ha colgado al mismo superviviente dos veces al comienzo del juego o en la etapa final del juego.
- 🤝 El 'burden' fomenta la diversidad de ventajas entre los supervivientes y castiga a los asesinos que buscan 'tunnelear' agresivamente, mientras que aún permite cierto nivel de 'tunneling'.
- 💡 Se sugiere que este cambio podría hacer que el juego sea más equilibrado y divertido, alentando a los asesinos a hacer un mejor uso de sus habilidades en el medio y final del juego en lugar de decidir todo en las primeras persecuciones.
Q & A
¿Qué es el 'tunneling' en el contexto del video?
-El 'tunneling' se refiere a cuando un asesino en el juego se enfoca repetidamente en colgar al mismo superviviente para eliminarlo lo antes posible.
¿Cuáles son los tres tipos de 'tunneling' mencionados en el video?
-Los tres tipos de 'tunneling' son: 1) El 'tunneling' casual y accidental, 2) El 'tunneling' deliberado cuando un asesino ve la oportunidad de ir por alguien justo después de que sean colgados, y 3) El 'tunneling' agresivo o 'hard tunneling', donde el asesino se esfuerza por colgar a un superviviente específico.
¿Por qué el 'tunneling' casual no es considerado un problema según el video?
-El 'tunneling' casual no es considerado un problema porque los supervivientes tienen una variedad de habilidades que pueden combatir esto, como habilidades de sigilo, curación rápidas o anti-' tunneling' que duran mucho tiempo.
¿Qué es el 'hard tunneling' y por qué es considerado problemático?
-El 'hard tunneling' es un tipo de 'tunneling' agresivo y deliberado donde el asesino se esfuerza por colgar a un superviviente específico, lo que puede hacer que el juego sea menos divertido y desesperanzador para el superviviente objetivo y los demás.
¿Cuál es la propuesta del video para abordar el 'hard tunneling'?
-La propuesta es introducir un nuevo mecanismo llamado 'burden' que permitiría a los supervivientes evitar que un asesino elimine a un superviviente con solo tres colgamientos.
¿Cómo funciona el mecanismo 'burden' propuesto en el video?
-El mecanismo 'burden' se activa cuando un asesino ha colgado al mismo superviviente dos veces al inicio del juego. Los otros supervivientes pueden aceptar 'burden' para transferir una etapa de colgamiento al asesino que acepte, lo que forzaría al asesino a colgar a otro superviviente antes de que el primero muera.
¿Cómo afectará el mecanismo 'burden' la estrategia del asesino?
-El mecanismo 'burden' forzará a los asesinos a abandonar la idea de obtener una victoria rápida con solo tres colgamientos y los animará a perseguir a múltiples supervivientes, lo que podría abrir oportunidades para los supervivientes.
¿Por qué el video sugiere que los asesinos deberían ser equilibrados alrededor de obtener varios colgamientos antes de una muerte?
-La idea es que los juegos sean equilibrados para que no se decidan en las primeras dos persecuciones, sino que los asesinos puedan hacer una fuerte jugada en el medio o final del juego, lo que podría hacer el juego más dinámico y menos binario.
¿Qué otras modificaciones sugiere el video para complementar el mecanismo 'burden'?
-El video sugiere ajustes en habilidades que extienden las etapas de colgamiento, y posibles cambios en otras habilidades para adaptarse a la nueva dinámica que introduce el mecanismo 'burden'.
¿Por qué el creador del video decide compartir la propuesta con la comunidad en lugar de enviarla directamente al desarrollador del juego?
-El creador prefiere compartir la idea con la comunidad para obtener sus opiniones y discutirla, ya que considera que esto es más divertido y permite una mayor participación en la mejora del juego.
Outlines
🔍 Análisis del problema de 'tunneling' en juegos de supervivencia
El primer párrafo explora el concepto de 'tunneling', que se refiere a cuando un asesino en un juego de supervivencia intenta eliminar rápidamente al mismo jugador repetidamente. Se discute la naturaleza controvertida de esta táctica, y se sugiere que, aunque actualmente no es un problema, podría convertirse en uno en el futuro. El narrador propone que los desarrolladores están abordando otras estrategias de juego como 'camping' y 'turbo tunneling', y que es necesario abordar este comportamiento para mantener la diversidad en las tácticas de juego. Se distinguen tres tipos de 'tunneling': casual, deliberado y agresivo, siendo el último el más problemático y el que se propone abordar.
🛠 Propuesta de solución: mecánica 'burden' para contrarrestar el 'tunneling' agresivo
El segundo párrafo presenta una propuesta de solución para el 'tunneling' agresivo, que consiste en introducir un nuevo mecanismo llamado 'burden'. Este mecanismo permitiría a los supervivientes prevenir que un asesino elimine a un jugador con solo tres ganchos. El mecanismo es opcional y solo se activa si el asesino ha utilizado dos ganchos en el mismo superviviente al comienzo del juego o en la fase final. Los supervivientes cercanos al gancho tienen la opción de asumir la carga, lo que les permite transferir un nivel de gancho al asumir la carga. Esto forzaría al asesino a enfrentarse a múltiples tácticas de supervivencia y demorar la estrategia de 'tunneling', al mismo tiempo que fomenta una variedad de habilidades y castiga la conducta agresiva de los asesinos.
🤔 Consideraciones finales y llamado a la acción
El tercer párrafo reflexiona sobre la necesidad de equilibrar el juego para que no se centre en obtener una victoria rápida con pocos ganchos, sino en fomentar una estrategia más equitativa y dinámica. Se sugiere que los asesinos deberían ser capaces de realizar un comeback y tener una influencia en la segunda mitad del juego. El narrador invita a la comunidad a discutir la propuesta y a compartir sus opiniones, ya que prefiere la interacción con los jugadores antes de presentar la idea a los desarrolladores. Se busca un equilibrio que haga del juego más interesante y menos predecible, y se cuestiona si la propuesta actual o alguna alternativa podría ser la solución adecuada para abordar el problema del 'tunneling'.
Mindmap
Keywords
💡Tunneling
💡Survivor
💡Killer
💡Perks
💡Buron
💡Camping
💡Regens
💡Anti-tunneling
💡S-tier
💡3v1
Highlights
Proposal to address the issue of 'tunneling' in the game where a Killer repeatedly hooks the same Survivor.
Three types of tunneling identified: casual, deliberate, and aggressive turbo tunneling.
Casual tunneling is seen as less problematic and can be mitigated by Survivor perks.
Deliberate tunneling is more frequent and opportunistic, but still manageable with current perks.
Aggressive turbo tunneling is the most problematic, leading to a less enjoyable game experience.
Proposal introduces a new mechanic called 'burden' to prevent aggressive tunneling.
Burden mechanic allows other Survivors to take a hook stage for a repeatedly hooked teammate.
The burden mechanic is optional and can be disabled for alternative game modes or tournaments.
Burden can only be triggered if the Killer has hooked the same Survivor twice at the start of the game.
If the Killer hooks the same Survivor a third time, the burden is transferred to another Survivor.
The burden mechanic encourages Killers to chase multiple Survivors, opening up strategic opportunities.
Anti-tunneling perks become more effective with the burden mechanic, enhancing Survivor strategy.
The mechanic is designed to be intuitive and easy to understand within the game's interface.
Balancing the game around the burden mechanic could lead to a healthier gameplay ecosystem.
The proposal aims to make the game less binary and more focused on mid to late-game strategy.
Community feedback is sought to refine the proposal and consider alternative solutions.
The proposal suggests slight tweaks to existing perks to accommodate the new mechanic.
The burden mechanic is presented as a potential solution to make the game more enjoyable and balanced.
Transcripts
today's video is a proposal system that
could help fix the problem of tunneling
tunneling is When a Killer repeatedly
hooks the same Survivor in order to get
rid of them as quickly as possible some
people see it as a natural eball or part
of the game some people see it as an
issue personally I think if it's not an
issue now it definitely will slowly
become more and more of an issue the
developers are quickly addressing things
like camping being too good very
aggressively they might also do I slug
in at some point to make that less
appealing and as these alternative play
Styles like defending Regens become less
and less viable it will become more and
more logical for Killers to try to get
rid of one Survivor which has pretty
much always been the go to best strategy
for Killers now uh before we address
tunneling I think we need to talk about
which types of tunneling we're trying to
correct in my opinion there are roughly
three types of tunneling and not all of
them are necessarily bad or not all of
them need to be addressed the first one
is the more casual loose almost
accidental type of tunneling this is
when the killer ends up hooking the same
person twice but they didn't really try
to do that it was either an accident or
there was no one else or there was
someone else but they were hiding and at
this point the killer ended up hooking
the same person twice but it doesn't
really affect the outcome of the game
the game might have already been lost or
it might have already been won or it
might already be the end game this in my
opinion is not a tunneling that is very
problematic survivors have a wide
variety of perks to combat this they can
have stealth perks to hide they can have
healing perks to heal themselves quickly
they can have anti- tunneling perks uh
that last a long time like off the
Record to even avoid loose tunneling so
I don't see this as a problem at all the
more deliberate tunneling is When a
Killer sees the opportunity to go for
someone right after they get on hook or
very shortly after and they take it they
could go for someone else but they think
M it's how almost too easy it's almost
too tempting this is the type of
tunneling that happens most frequently
it's almost a crime of opportunity and
in my opinion with all of the current
perks in the game this isn't too bad if
the killer occasionally tunnels someone
this is the moment where anti- tunneling
perks are going to be very very helpful
if you have decisive of of the record
it's probably going to help you quite a
bit and if the Killer is successful and
manages to Tunnel one person off it's
not the end of the world the person will
probably be on stage two or maybe the
will be done because the killer has
probably hooked other people perks like
Deliverance or reassurance or all other
kinds of anti anti- momentum Survivor
perks will come into play so it's not
that big of a deal in my opinion the
real problematic tunneling is the
aggressive turbo tunneling the the very
much deliberate hard tunneling we could
call it this is When a Killer goes out
of the way to pick a Survivor hook them
at this point they might injure a few
other survivors or kick some some gem
with pop or apply pain and then they
immediately go after the unhook hit the
Survivor immediately to this obviously
prevents all kinds of like uh healing
Burks from really working because it's
so immediate uh any stealth perks don't
really do much at this point because the
killer never really has a chance to lose
you and then they'll down the Survivor
they'll pull them on the hook again
they'll get another pain or another pop
or whatever and then they'll do it again
and this will result in a very common
scenario where you have three hooks and
already one kill I'm sure maybe the
survivors have done a gen or two but at
this point the killer still has pain
rest on the other survivors still has
pop on the other survivors and the 3v1
is very brutal not to mention that this
is often done by killers that are high
tier in the killer tier list they are
very very strong you can't really body
block against them you can't really last
very long in Chase so at this point you
are in a loose loose 3B one scenario
this is what happens in tournaments
often times the killer will just focus
on one Survivor try to get them killed
because they can't really afford to do
anything else this in my opinion is the
problematic type of tunneling sure if
there were no stier Killers survivors
could always come and take hits although
let's be honest in Solo que this would
probably still never happen but this is
the type of tunneling that I think makes
the game less fun I don't think there
should ever be a scenario where if
survivors are are doing their best and
they're not making any obvious mistakes
a killer gets a Kill
only after three hooks keep in mind you
can get eight Hooks and zero kills but
if you do it right and you tunnel you
can get one kill at only three hooks
this is the type of aggressive hard
tunneling that I do think makes the game
very unfun for the person being tunneled
especially if it's a killer that's
really hard to avoid and pretty much
hopeless for everyone else my proposal
today only aims to address this type of
tunneling the other types of tunneling
as I explained earlier can be count to a
more or less effective degree with anti-
tunneling perks or all of the kind of
perks and Teamworks so it's the very
aggressive tunneling that we're going to
be trying to uh correct or heavily
discourage uh for the killers here's how
we're going to do it so my proposal
would introduce a new mechanic called
buron survivors could use this mechanic
to prevent a situation where a killer
can sacrifice One Survivor with only
three hooks if this mechanic is used a
killer would now need four hooks before
the first Survivor dies now how does
this work this mechanic is completely
optional it can be disabled for
alternative game modes and it can be
completely ignored in tournaments so
that it doesn't compromise any balance
and it only triggers it can only be
triggered in one situation and one
situation only and that is if the killer
has hooked two times on the same
Survivor at the start of the game in the
end game this doesn't work if someone
else has been hooked this doesn't
doesn't work if the killer has hooked
multiple people it doesn't work if the
Survivor hits stage two because no one
rescues him it doesn't work it only
works if the killer has hooked One
Survivor let's say Dwight and then has
gone out of their way to hook that
Survivor again in this situation now the
burden mechanic becomes available for
the other survivors other survivors that
come close to the hook now have the
prompt to take burden if they accept it
second hook stage on Dwight will become
yellow indicating that it can be
transferred and a temporary hook stage
will also appear on the Survivor taking
the burden indicating that they are
ready to be transferred one hook stage
they would effectively be taking the
burden off the hook Survivor for one
hook stage now mind you this wouldn't do
anything right away at this point if the
killer decides to go for another person
the burden will be canceled and nothing
will happen it will be like a normal
match and obviously Dwight will have to
be careful because he is De on hook but
it will be the same as usual however if
the killer decides to hook the the same
subber a third time this is when the
burden will uh take will take uh place
and it will be transferred if the killer
tries to hook Dwight a third time then
that hook stage will be instead
transferred to the Survivor that took
the burden this will activate any perks
like uh pain res or any perks that um
rely on hooking a unique Survivor like
griman brace because technically the
Killer is hooking the other Survivor and
now the Dwight will be on a second
second stage in this situation we now
Force the killer to still go through
several anti- tunneling perks if he
wants to Tunnel the Dwight here he might
have to take a lot of risk and it's
taking quite a bit of time so Jens could
be doing could be done in the background
and obviously camping is now even less
of a good idea than before so this
really forces Killers to abandon the
idea that they will hook one guy hook
one guy hook one guy bam three hooks one
kill and now I just defend and and play
the 3B one the 3B one would be delayed
at least by a little bit and what I
really like about this is that you can
still tunnel but you cannot do it right
away you can hook One Survivor then
another Survivor and then tunnel the
second Survivor or the first but you
need to at least Chase multiple people
and this opens up a lot of opportunities
for survivors if you have multiple
people that are good in the team and one
of them takes the killer for a long
Chase well they can lose the game right
there if you have multiple anti-
tunneling perks now you can use them you
have a better chance to use if you have
stealth perks or healing perks since the
Killer is more encouraged to go for
multiple survivors there is a much
better chance that you'll be able to to
heal yourself with Resurgence or will
make it or that you'll be able to
disappear with some stealth perks so it
encourages uh that variety of perks on
the Survivor side and punishes killers
that are trying to Tunnel very very
aggressively while still allowing you to
Tunnel a little bit if you want to take
on that risk um I like that this works
against every killer I like even more so
against the killers that it's that you
expect to tunnel and I like that it also
is easy to see in the heart and pretty
intuitive and the best part is that this
doesn't affect the normal game play too
much it doesn't have any huge
implication for the average game because
the average game isn't quite like this
the average game typically revolves
around the killer hooking maybe one or
two people before trying to kill someone
so I don't think this is a very very
intrusive change I think it wouldn't
affect most matches but it would take
those matches uh that are really really
uh hopeless where you go against a nurse
that triple tunnels uh your teammate and
make them a little bit more bearable now
I can hear some people saying isn't this
a straight nerve to killer yeah but I do
think that killer should be balanced
around getting a few Hooks and then a
kill I don't think the gam playay
balance should be geared towards three
hooks one kill every single time because
let's be honest the killers that are are
good at doing that are the S tier
killers you know we do need kill we do
need um an ecosystem where it's more
normalized to get multiple hooks before
someone starts to die and where the only
option isn't just to hook one person
right now I do believe you have a
problem because it's such a good idea to
Tunnel a person when you tunnel One
Survivor you play around Deliverance you
play around off the Record you play
around so many perks that could hurt you
later on so it makes a lot of sense to
do that so I think if these anti-
tunneling perks are nerfed slightly
across the board if other things are
tweaked across the board the game could
be balanced around at least a minimum of
four hooks and one
kill um and also because uh hook stages
are now 70 seconds I also would consider
uh slight tweaks to the two perks that
exist that extend the hook stages uh
these perks are a little bit silly uh
right now they can allow a shabber to be
on the hook for approximately 70 years
which I don't appreciate so I would
tweak these perks as well and a bunch of
other perks to accommodate for this uh
let me know what you think do you think
this is a good change I think this would
make uh I don't know the game a little
bit healthier and it would be at a point
where if this was The New Normal
everything could be balanced around it
and we would have a game that maybe is
more geared towards killer making a
comeback and making a strong play in the
middle to late game rather than
everything being decided in the first
two chases cuz that's kind of what we
have right now you have a good chase a
couple downs and then everything
trickles down you don't get it down in 1
minute they pop three gens and it's
basically hopeless it's very binary so I
do like this alternative a little bit
better I considered sending this to
behavior first but honestly I have more
fun sharing it with the community and
getting your thoughts uh rather than
presenting this to behavior and hoping
that they will consider it and also last
time I presented this to my stream uh
people were quite torn and quite
undecided on it I hope that I manage to
present it
coherently so that you guys understand
the idea and let me know what you think
or if you have a better idea or if you
think there's a simpler more elegant
solution to the issue of tunneling thank
you so much for watching see you in the
next one
Voir Plus de Vidéos Connexes
5.0 / 5 (0 votes)