#Fix Boring Magician matches where Bunnies are hiding

12 messages · Page 1 of 1 (latest)

short garden
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All of my current matches as a Magician came to a point where nothing is happening for 10 mins+. Bunnies are hiding makign no sound nore progression. This causes the Endgame time to start and i have to just wait it out.
My Suggestion make the Start of the Endgame Timer waaaay earlier like if in 5 mins no progress was made it starts. this is just unbearable to sit there and inspect fake bunnies which is not fun for 10-20 min straight.

This really causes lots of Frustration with Magician and therefore bad Que times.

proud talon
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I agree with you on this. Bunnies didn't make any noise for 10+ minutes once the hat spawned.

vocal brook
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Big agree. Killer needs some way to force action/create time pressure on bunnies. A good example of this is the Grandpa mechanic from Texas Chainsaw Massacre. Sadly this asymm game failed, but the Grandpa mechanic was very well done - it was a PvE objective the Killers could progress if survivors just kept hiding without attempting/progressing their objectives. If Grandpa was progressed far enough he would eventually constantly reveal all survivors auras, making hiding impossible and forcing action. I don't say this mechanic was perfect, but it did its job and put pressure on survivor to progress and not just hide, because eventually hiding would become impossible. Something like this wouldn't hurt Carnival Hunt imo. Or just put crows on survivor after not progressing any objective for too long, like DBD. Like, its ok to hide here and there, its part of the game, but there should be a certain pressure to make progress. It also makes gameplay more intense imo.

fading cave
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yea for something to happen in a match it depends too much on bunnies lol

I would like it if the bunny doesn't do anything for X time so they start getting madness overtime magician_beer

spring parcel
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This is what the Ticket Masters are for. you get the activated and it quickly narrows down areas a bunny and sneak around in. This also forces bunnies to uses valuable resources like fireworks just to stay hidden.

proud talon
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A lot of ticket masters don't even cover chokes properly. Bunnies can see the radius and just go by a ticketmaster not in the right position. Additionly, there will be cases where the Magician doesn't have the keys to spare for the ticketmasters.

spring parcel
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I think the point of them is more to reduce the areas you need to patrol than to show you where the bunnies are. I admit I haven't played alot of magician games, but I find as long as Im searching for keys, charging ticket masters, and patrol objectives, I tend to know where at least 1 bunny is at all times. The only exception is we there is only 1 bunny left. Due to how rare radars are at the moment I just focus on the last floor the bunnies got too at that point.

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as for a lack of keys... well thats the RNG issue Ive been ranting about for days. But if you aren't finding keys, neither are the bunnies, so free win I guess.

vocal brook
# spring parcel This is what the Ticket Masters are for. you get the activated and it quickly na...

from my gameplay experience all what Ticket Masters do is reduce action even more and then even less happens, so as killer you end up just gathering more keys from corpses, activating random ticket masters in bad spots (because you already put on the good ones) and are still stuck waiting for something, anything to happen. Don't get me wrong - I think the ticket masters are very strong in good spots, but they don't fix the problem described in this post. They just keep the matches boring and keep bunnies hiding.

spring parcel
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As both a bunny and a magician i find the ticket master to constantly be useful for keeping things moving. But again there is an issue of the random. You might just be getting bad luck with them.

sudden cedar
# short garden All of my current matches as a Magician came to a point where nothing is happeni...

I have to say I share your opinion. Instead of fixing this problem in other ways, we first need to add a ranking system that divides players into active players (those who understand the objective) and those who are still learning the game. As you can imagine, this will allow experienced players to enjoy a dynamic and intense game, while newcomers will be able to quietly learn the map and mechanics.

Also, more mechanics will be added to the game for the monsters to detect bunnies that are trying to play quietly. + The monsters will have their own additional objectives. If the monster achieves these goals, he can speed up the end of the session in his favor. The bunnies, on the other hand, will also have the ability to slow down the magician in accomplishing side objectives (but they will still need to be active to do so)

vocal brook
# sudden cedar I have to say I share your opinion. Instead of fixing this problem in other ways...

Hey Adam, thank you for coming in here. I just want to quickly say - it is amazing to read that asymm devs are AWARE that these games play vastly different depending on how experienced players are, because in many other titles (TCM for example) it felt like devs were just not aware of this and did not consider "How will the game play out if survivors and killer are actually experienced, know the map, know spawn locations, etc." I have really high hopes for your game and am happy to support you with this alpha purchase - even if im no kickstarter. x) The additional objective you are talking about does sound very promising and exactly like what is lacking rn.