My suggestion to fix "Tunneling" in DBD

not Otzdarva
10 Sept 202412:07

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

00:00

🔍 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.

05:01

🛠 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.

10:01

🤔 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

Tunneling se refiere a la estrategia en la que un asesino en el juego se centra repetidamente en capturar al mismo superviviente para eliminarlo lo antes posible. En el guion, se discute cómo este comportamiento puede ser considerado tanto una táctica natural como un problema que requiere solución. El video propone mecanismos para abordar este tipo de juego agresivo y desalentador para los supervivientes.

💡Survivor

Un superviviente es uno de los personajes que intentan escapar de la trampa del asesino en el juego. El guion explora cómo los supervivientes pueden ser afectados negativamente por el tunneling y sugiere mejoras en el sistema para protegerlos, manteniendo así la diversión y la equidad en el juego.

💡Killer

El asesino es el antagonista en el juego que busca capturar y eliminar a los supervivientes. El término se utiliza en el guion para analizar sus tácticas, como el tunneling, y cómo estas pueden ser modificadas para mejorar la experiencia de juego.

💡Perks

Los beneficios o 'perks' son habilidades especiales que los personajes pueden utilizar en el juego. El guion discute cómo ciertos perks pueden combatir el tunneling y cómo otros podrían necesitar ajustes para equilibrar el juego, especialmente en relación con la propuesta de 'burden'.

💡Buron

El 'buron' es una nueva mecánica propuesta en el guion para evitar que un asesino elimine a un superviviente con solo tres ganchos. Esta mecánica es opcional y solo se activa en una situación específica, donde un asesino ha capturado al mismo superviviente dos veces al inicio del juego. El término 'buron' es central en la propuesta de solución al problema del tunneling.

💡Camping

Camping es una táctica en la que el asesino se queda cerca de un gancho después de haber capturado a un superviviente, esperando a que otro superviviente venga a rescatarlo para atacar de nuevo. El guion menciona que los desarrolladores están abordando este problema para hacer que el juego sea más dinámico y menos predecible.

💡Regens

Los 'regens' se refieren a los objetos o áreas del juego que curan a los supervivientes. El guion sugiere que los asesinos que practican el tunneling pueden hacer que los regens sean menos efectivos, ya que pueden capturar a un superviviente nuevamente antes de que otros tengan la oportunidad de curarlo.

💡Anti-tunneling

Anti-tunneling hace referencia a las estrategias y perks diseñados para contrarrestar el tunneling. El guion discute cómo ciertos perks actuales pueden ser útiles en la lucha contra el tunneling y cómo la propuesta de 'buron' podría complementar estos métodos existentes.

💡S-tier

La 'S-tier' se refiere a los asesinos de la más alta calidad o poder en el juego, que suelen ser muy efectivos en el tunneling. El guion argumenta que la balanza del juego debería no solo considerar a estos asesinos de élite, sino también abordar cómo el juego se juega en promedio para mejorar la experiencia general.

💡3v1

El término '3v1' se refiere a una situación en el juego donde tres supervivientes restantes tienen que lidiar con un asesino en una desventaja numérica. El guion menciona cómo el tunneling agresivo puede llevar a una situación 3v1 desigual y desalentadora, donde el asesino tiene una gran ventaja.

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

play00:00

today's video is a proposal system that

play00:03

could help fix the problem of tunneling

play00:06

tunneling is When a Killer repeatedly

play00:08

hooks the same Survivor in order to get

play00:10

rid of them as quickly as possible some

play00:13

people see it as a natural eball or part

play00:15

of the game some people see it as an

play00:17

issue personally I think if it's not an

play00:19

issue now it definitely will slowly

play00:22

become more and more of an issue the

play00:24

developers are quickly addressing things

play00:26

like camping being too good very

play00:28

aggressively they might also do I slug

play00:30

in at some point to make that less

play00:32

appealing and as these alternative play

play00:35

Styles like defending Regens become less

play00:37

and less viable it will become more and

play00:40

more logical for Killers to try to get

play00:42

rid of one Survivor which has pretty

play00:44

much always been the go to best strategy

play00:47

for Killers now uh before we address

play00:50

tunneling I think we need to talk about

play00:52

which types of tunneling we're trying to

play00:55

correct in my opinion there are roughly

play00:57

three types of tunneling and not all of

play01:00

them are necessarily bad or not all of

play01:02

them need to be addressed the first one

play01:04

is the more casual loose almost

play01:07

accidental type of tunneling this is

play01:09

when the killer ends up hooking the same

play01:11

person twice but they didn't really try

play01:13

to do that it was either an accident or

play01:16

there was no one else or there was

play01:18

someone else but they were hiding and at

play01:20

this point the killer ended up hooking

play01:22

the same person twice but it doesn't

play01:23

really affect the outcome of the game

play01:25

the game might have already been lost or

play01:26

it might have already been won or it

play01:28

might already be the end game this in my

play01:30

opinion is not a tunneling that is very

play01:32

problematic survivors have a wide

play01:35

variety of perks to combat this they can

play01:36

have stealth perks to hide they can have

play01:38

healing perks to heal themselves quickly

play01:40

they can have anti- tunneling perks uh

play01:42

that last a long time like off the

play01:43

Record to even avoid loose tunneling so

play01:46

I don't see this as a problem at all the

play01:48

more deliberate tunneling is When a

play01:51

Killer sees the opportunity to go for

play01:53

someone right after they get on hook or

play01:55

very shortly after and they take it they

play01:57

could go for someone else but they think

play01:59

M it's how almost too easy it's almost

play02:00

too tempting this is the type of

play02:02

tunneling that happens most frequently

play02:04

it's almost a crime of opportunity and

play02:06

in my opinion with all of the current

play02:08

perks in the game this isn't too bad if

play02:11

the killer occasionally tunnels someone

play02:13

this is the moment where anti- tunneling

play02:15

perks are going to be very very helpful

play02:17

if you have decisive of of the record

play02:19

it's probably going to help you quite a

play02:20

bit and if the Killer is successful and

play02:24

manages to Tunnel one person off it's

play02:25

not the end of the world the person will

play02:27

probably be on stage two or maybe the

play02:30

will be done because the killer has

play02:31

probably hooked other people perks like

play02:34

Deliverance or reassurance or all other

play02:37

kinds of anti anti- momentum Survivor

play02:39

perks will come into play so it's not

play02:41

that big of a deal in my opinion the

play02:44

real problematic tunneling is the

play02:46

aggressive turbo tunneling the the very

play02:49

much deliberate hard tunneling we could

play02:52

call it this is When a Killer goes out

play02:54

of the way to pick a Survivor hook them

play02:57

at this point they might injure a few

play02:58

other survivors or kick some some gem

play03:00

with pop or apply pain and then they

play03:03

immediately go after the unhook hit the

play03:05

Survivor immediately to this obviously

play03:08

prevents all kinds of like uh healing

play03:10

Burks from really working because it's

play03:12

so immediate uh any stealth perks don't

play03:14

really do much at this point because the

play03:16

killer never really has a chance to lose

play03:17

you and then they'll down the Survivor

play03:19

they'll pull them on the hook again

play03:21

they'll get another pain or another pop

play03:23

or whatever and then they'll do it again

play03:25

and this will result in a very common

play03:28

scenario where you have three hooks and

play03:31

already one kill I'm sure maybe the

play03:33

survivors have done a gen or two but at

play03:35

this point the killer still has pain

play03:37

rest on the other survivors still has

play03:38

pop on the other survivors and the 3v1

play03:40

is very brutal not to mention that this

play03:43

is often done by killers that are high

play03:45

tier in the killer tier list they are

play03:46

very very strong you can't really body

play03:48

block against them you can't really last

play03:49

very long in Chase so at this point you

play03:51

are in a loose loose 3B one scenario

play03:54

this is what happens in tournaments

play03:56

often times the killer will just focus

play03:58

on one Survivor try to get them killed

play03:59

because they can't really afford to do

play04:01

anything else this in my opinion is the

play04:04

problematic type of tunneling sure if

play04:07

there were no stier Killers survivors

play04:09

could always come and take hits although

play04:11

let's be honest in Solo que this would

play04:14

probably still never happen but this is

play04:16

the type of tunneling that I think makes

play04:18

the game less fun I don't think there

play04:21

should ever be a scenario where if

play04:24

survivors are are doing their best and

play04:26

they're not making any obvious mistakes

play04:28

a killer gets a Kill

play04:30

only after three hooks keep in mind you

play04:32

can get eight Hooks and zero kills but

play04:36

if you do it right and you tunnel you

play04:38

can get one kill at only three hooks

play04:40

this is the type of aggressive hard

play04:42

tunneling that I do think makes the game

play04:45

very unfun for the person being tunneled

play04:47

especially if it's a killer that's

play04:48

really hard to avoid and pretty much

play04:50

hopeless for everyone else my proposal

play04:53

today only aims to address this type of

play04:56

tunneling the other types of tunneling

play04:58

as I explained earlier can be count to a

play05:00

more or less effective degree with anti-

play05:03

tunneling perks or all of the kind of

play05:05

perks and Teamworks so it's the very

play05:07

aggressive tunneling that we're going to

play05:08

be trying to uh correct or heavily

play05:12

discourage uh for the killers here's how

play05:15

we're going to do it so my proposal

play05:18

would introduce a new mechanic called

play05:20

buron survivors could use this mechanic

play05:23

to prevent a situation where a killer

play05:25

can sacrifice One Survivor with only

play05:27

three hooks if this mechanic is used a

play05:29

killer would now need four hooks before

play05:32

the first Survivor dies now how does

play05:35

this work this mechanic is completely

play05:37

optional it can be disabled for

play05:39

alternative game modes and it can be

play05:40

completely ignored in tournaments so

play05:42

that it doesn't compromise any balance

play05:45

and it only triggers it can only be

play05:47

triggered in one situation and one

play05:49

situation only and that is if the killer

play05:51

has hooked two times on the same

play05:54

Survivor at the start of the game in the

play05:57

end game this doesn't work if someone

play05:58

else has been hooked this doesn't

play05:59

doesn't work if the killer has hooked

play06:01

multiple people it doesn't work if the

play06:02

Survivor hits stage two because no one

play06:04

rescues him it doesn't work it only

play06:06

works if the killer has hooked One

play06:08

Survivor let's say Dwight and then has

play06:10

gone out of their way to hook that

play06:12

Survivor again in this situation now the

play06:16

burden mechanic becomes available for

play06:18

the other survivors other survivors that

play06:20

come close to the hook now have the

play06:22

prompt to take burden if they accept it

play06:27

second hook stage on Dwight will become

play06:29

yellow indicating that it can be

play06:30

transferred and a temporary hook stage

play06:33

will also appear on the Survivor taking

play06:34

the burden indicating that they are

play06:36

ready to be transferred one hook stage

play06:38

they would effectively be taking the

play06:40

burden off the hook Survivor for one

play06:43

hook stage now mind you this wouldn't do

play06:46

anything right away at this point if the

play06:48

killer decides to go for another person

play06:51

the burden will be canceled and nothing

play06:53

will happen it will be like a normal

play06:54

match and obviously Dwight will have to

play06:56

be careful because he is De on hook but

play06:58

it will be the same as usual however if

play07:01

the killer decides to hook the the same

play07:04

subber a third time this is when the

play07:07

burden will uh take will take uh place

play07:10

and it will be transferred if the killer

play07:12

tries to hook Dwight a third time then

play07:15

that hook stage will be instead

play07:16

transferred to the Survivor that took

play07:17

the burden this will activate any perks

play07:20

like uh pain res or any perks that um

play07:24

rely on hooking a unique Survivor like

play07:25

griman brace because technically the

play07:27

Killer is hooking the other Survivor and

play07:30

now the Dwight will be on a second

play07:32

second stage in this situation we now

play07:35

Force the killer to still go through

play07:37

several anti- tunneling perks if he

play07:39

wants to Tunnel the Dwight here he might

play07:41

have to take a lot of risk and it's

play07:43

taking quite a bit of time so Jens could

play07:44

be doing could be done in the background

play07:46

and obviously camping is now even less

play07:48

of a good idea than before so this

play07:50

really forces Killers to abandon the

play07:53

idea that they will hook one guy hook

play07:55

one guy hook one guy bam three hooks one

play07:58

kill and now I just defend and and play

play08:00

the 3B one the 3B one would be delayed

play08:03

at least by a little bit and what I

play08:05

really like about this is that you can

play08:07

still tunnel but you cannot do it right

play08:10

away you can hook One Survivor then

play08:11

another Survivor and then tunnel the

play08:13

second Survivor or the first but you

play08:15

need to at least Chase multiple people

play08:17

and this opens up a lot of opportunities

play08:19

for survivors if you have multiple

play08:20

people that are good in the team and one

play08:22

of them takes the killer for a long

play08:23

Chase well they can lose the game right

play08:25

there if you have multiple anti-

play08:26

tunneling perks now you can use them you

play08:28

have a better chance to use if you have

play08:30

stealth perks or healing perks since the

play08:31

Killer is more encouraged to go for

play08:33

multiple survivors there is a much

play08:35

better chance that you'll be able to to

play08:36

heal yourself with Resurgence or will

play08:38

make it or that you'll be able to

play08:40

disappear with some stealth perks so it

play08:44

encourages uh that variety of perks on

play08:47

the Survivor side and punishes killers

play08:49

that are trying to Tunnel very very

play08:51

aggressively while still allowing you to

play08:53

Tunnel a little bit if you want to take

play08:55

on that risk um I like that this works

play08:58

against every killer I like even more so

play09:00

against the killers that it's that you

play09:02

expect to tunnel and I like that it also

play09:04

is easy to see in the heart and pretty

play09:07

intuitive and the best part is that this

play09:09

doesn't affect the normal game play too

play09:11

much it doesn't have any huge

play09:14

implication for the average game because

play09:16

the average game isn't quite like this

play09:19

the average game typically revolves

play09:20

around the killer hooking maybe one or

play09:22

two people before trying to kill someone

play09:24

so I don't think this is a very very

play09:26

intrusive change I think it wouldn't

play09:28

affect most matches but it would take

play09:29

those matches uh that are really really

play09:33

uh hopeless where you go against a nurse

play09:35

that triple tunnels uh your teammate and

play09:37

make them a little bit more bearable now

play09:40

I can hear some people saying isn't this

play09:41

a straight nerve to killer yeah but I do

play09:45

think that killer should be balanced

play09:47

around getting a few Hooks and then a

play09:48

kill I don't think the gam playay

play09:50

balance should be geared towards three

play09:52

hooks one kill every single time because

play09:55

let's be honest the killers that are are

play09:57

good at doing that are the S tier

play09:58

killers you know we do need kill we do

play10:01

need um an ecosystem where it's more

play10:04

normalized to get multiple hooks before

play10:06

someone starts to die and where the only

play10:09

option isn't just to hook one person

play10:11

right now I do believe you have a

play10:13

problem because it's such a good idea to

play10:15

Tunnel a person when you tunnel One

play10:17

Survivor you play around Deliverance you

play10:19

play around off the Record you play

play10:21

around so many perks that could hurt you

play10:23

later on so it makes a lot of sense to

play10:25

do that so I think if these anti-

play10:26

tunneling perks are nerfed slightly

play10:29

across the board if other things are

play10:31

tweaked across the board the game could

play10:33

be balanced around at least a minimum of

play10:36

four hooks and one

play10:38

kill um and also because uh hook stages

play10:41

are now 70 seconds I also would consider

play10:44

uh slight tweaks to the two perks that

play10:46

exist that extend the hook stages uh

play10:48

these perks are a little bit silly uh

play10:50

right now they can allow a shabber to be

play10:52

on the hook for approximately 70 years

play10:54

which I don't appreciate so I would

play10:56

tweak these perks as well and a bunch of

play10:58

other perks to accommodate for this uh

play11:00

let me know what you think do you think

play11:01

this is a good change I think this would

play11:03

make uh I don't know the game a little

play11:06

bit healthier and it would be at a point

play11:08

where if this was The New Normal

play11:11

everything could be balanced around it

play11:12

and we would have a game that maybe is

play11:15

more geared towards killer making a

play11:18

comeback and making a strong play in the

play11:20

middle to late game rather than

play11:22

everything being decided in the first

play11:23

two chases cuz that's kind of what we

play11:25

have right now you have a good chase a

play11:27

couple downs and then everything

play11:28

trickles down you don't get it down in 1

play11:30

minute they pop three gens and it's

play11:31

basically hopeless it's very binary so I

play11:34

do like this alternative a little bit

play11:36

better I considered sending this to

play11:38

behavior first but honestly I have more

play11:40

fun sharing it with the community and

play11:42

getting your thoughts uh rather than

play11:44

presenting this to behavior and hoping

play11:45

that they will consider it and also last

play11:48

time I presented this to my stream uh

play11:49

people were quite torn and quite

play11:51

undecided on it I hope that I manage to

play11:54

present it

play11:55

coherently so that you guys understand

play11:57

the idea and let me know what you think

play11:59

or if you have a better idea or if you

play12:01

think there's a simpler more elegant

play12:02

solution to the issue of tunneling thank

play12:04

you so much for watching see you in the

play12:06

next one

Rate This

5.0 / 5 (0 votes)

関連タグ
Túnel de JuegoPropuesta de SistemaBalancing de JuegosPerks de SupervivenciaEstrategias de JuegoJuegos de TerrorComunidad de GamersMecánicas de JuegoVídeo de PropuestaJuegos de Sobrevivientes
英語で要約が必要ですか?