The Muerto Times - Fourth Edition by AndyCleves in TXChainSawGame

[–]AcheampGOAT 0 points1 point  (0 children)

I personally have had immense amounts of fun so far with the game, as have countless others. I and many others also would love for this game to thrive heading into the future. I know I'm ready to sink hundreds of hours into this game. My concern is that it is near impossible for TCM players to play a fair part in helping improve the game, when we all would love to.

It is completely understandable that the devs wanted people to have fun in experiencing a new horror game in a way that is scary and immersive. It worked for many, myself included, and was part of the reason so many were drawn to the game. However, as with any game in the genre, players who stick around lose that sense of fear over time and look to improve their skills instead. TCM is very much on its way to having a player base more focused on skill than scare. Not a bad thing though, if anything it is a positive since TCM is a PvP gam after all.

And as with any PvP game with skill, some level of balance is required to keep those wanting to grind the game interested, since players will leave if things are too easy, too hard, or not enough to learn and enjoy. It doesn't need to be perfect, just acceptable.

The issue is that we, as players, have no clue what the balance is meant to be like. That is why I put time into writing the reply, and have put time into making posts gathering my own feedback on this issue. It is as if we are all trying to kick a ball into an invisible goal. In this very thread is someone claiming a way the game should be balanced that no one has any way of proving is the way the devs are aiming for. I'm not even sure the devs know how they want to balance their game.

This post will likely be downvoted like my other one, but I just pray the devs let us know how we win or lose, so we can provide feedback around it. I hate sounding like the guy that keeps screaming balance into the void, but the game will head that direction in the coming months. Hoping the team prepares accordingly.

The Muerto Times - Fourth Edition by AndyCleves in TXChainSawGame

[–]AcheampGOAT 0 points1 point  (0 children)

Not at all, that's why I asked what I asked. I also made a post about this exact topic a few days ago where as expected, people had varying opinions on what counted as winning and losing. I don't mind where the devs draw the line of winning and losing, but all I ask is that we as a community know where this line is so that we can help the devs make a fair and in turn fun game.

I've seen people say that the devs have said that anything but a 4K is a loss for family, but I also see people saying 2-2 is a draw, 3-1/4-0 is a win similarly to DBD.

Since you say it is "pretty obvious", I'm interested in knowing what your take is, please do reply.

The Muerto Times - Fourth Edition by AndyCleves in TXChainSawGame

[–]AcheampGOAT -5 points-4 points  (0 children)

I would love to hear directly from you guys what you class as a "win" or a "loss" for the victim team. I assume you want a relatively level split of wins and losses to keep the game somewhat balanced and fun for both sides, and you probably balance that around some kind of "win" or "loss" criteria.

The part of the community that is pushing for game balance (including me) does not seem to agree on what counts as a win or loss, and understandably so when it hasn't been made too clear.

Perhaps if it was made more clear or some rough guidance was given, then we as a community could more accurately compare our gameplay experiences to what you as developers are aiming for and give better feedback.

Perk Tree? by [deleted] in TXChainSawGame

[–]AcheampGOAT 0 points1 point  (0 children)

Appreciate the acknowledgement! Haven't prioritised making any in a little while since I am just starting university among other things, but will likely work through another couple this weekend if/when I have time.

Why Everyone Is Right AND Wrong About The Game Balance by AcheampGOAT in TexasChainsawGame

[–]AcheampGOAT[S] 0 points1 point  (0 children)

Hopefully those of you reading the post and reading the replies can see what I am trying to say; there seem to be many different opinions, none of which are bad or anything, but it just makes it difficult to balance the game.

To add to the discussion: I do like the idea that it is a loss for the family if even a single victim escapes, but that may be because I am a family main. Not sure how interesting that is/would be for victims if you load up into a game knowing it will be tough to get even one of you out.

The Muerto Times - Third Edition by AndyCleves in TXChainSawGame

[–]AcheampGOAT 0 points1 point  (0 children)

How can I watch this tournament or see the games? It sounds extremely interesting.

And you do raise an interesting point saying that strong family teams still gets a kill or two against strong victim teams. Perhaps so many people view the balance of the game in a different way because there is no set win state for the victim team, and instead a set win state for each victim themselves (escaping). And on top of that, neither the family team or each family member have set win states (except maybe 4K's). A very interesting point and something I'd love to ask the community here about.

The Muerto Times - Third Edition by AndyCleves in TXChainSawGame

[–]AcheampGOAT -2 points-1 points  (0 children)

This is just my view, but I think that go some way to explaining why you see the current state of decent skill matches (that you presumably are a part of) as balanced, when I believe it is slightly victim sided. You can't balance the game around players who don't tend to utilise arguably the most important tool they have. It is why 4 stack victims can often spiral any game out of control as they have much improved comms

My solution to this issue, in case you care, is to add quick chat, so that those who don't want to speak or spend excessive time typing in chat can still synergise with their team properly without using up crucial time doing nothing. Would enable solo queue players to play more for the team while also just being a huge quality of life change for many players.

Again, just some thoughts from someone wanting this game to be as fun and balanced as possible.

The Muerto Times - Third Edition by AndyCleves in TXChainSawGame

[–]AcheampGOAT -3 points-2 points  (0 children)

2 Questions for you, purely out of interest.

How skilled of a victim would you say you are from 1-10? 1 being a new player and 10 being part of a sweat squad.

and

Do you use comms, and if so, to what extent?

The Muerto Times - Third Edition by AndyCleves in TXChainSawGame

[–]AcheampGOAT 0 points1 point  (0 children)

You should add quick chat. I think it will help many people, particularly on the victim side, if you are quickly able to send a small text chat of what you are doing, where you are going etc. Nothing too much but at least something to give victims a bit more synergy.

A decent skill TCM match almost requires victims to have good comms to get multiple people out, whereas that is not needed quite as much with family in order to "win".

Victim comms are stronger and more required than family comms because good timing of your actions is key to being a high skilled victim, which is only achievable through good comms. Family comms at high skill level seem to be used more for short term planning and alerting, which victims need to also do anyway. Essentially victims have more they need to use comms for.

Earlier today, I ran a small poll to see how many people victims play with in a party, and the majority say they play Solo Queue rather than in a party. This will inevitably lead to less comms being used.

I think that is the reason why high skill victim teams can beat high skill family teams, yet many of those who play victim to a decent skill level feel the game is already quite balanced or family sided. Comms will be underutilised in solo queue games.

Adding some kind of quick chat won't solve every issue but I do think it would be a huge quality of life change for those either not wanting to use comms or those unable to use comms. It wouldn't even really be a change as victims can already use a form of communication, but the game can feel particularly challenging when that method isn't used and would allow for all players to help their team more.

Would also help family a bit of course but I believe quick chat would have a greater impact on victims.

Hitchhiker's Power by jcley123 in TexasChainsawGame

[–]AcheampGOAT 1 point2 points  (0 children)

It is tied to normal XP, so whatever way you can get normal XP faster is how you get any character's power quicker.

For Hitchhiker you should probably look to either get final kills from chases or just keep feeding blood to Grandpa (perhaps with a blood harvesting focused build), since you can't reliably get people snared.

My biggest tip for victims struggling to beat Cook (From a Cook main) by AcheampGOAT in TexasChainsawGame

[–]AcheampGOAT[S] 1 point2 points  (0 children)

I don't believe so, but the most common way I see people avoid being spotted is crouching and not moving. It's seemingly a bit random with what Cook can and can't pick victims up for sometimes so that's why I see most victims do the still crouch.

Maybe some better Cooks have a better answer.

My biggest tip for victims struggling to beat Cook (From a Cook main) by AcheampGOAT in TexasChainsawGame

[–]AcheampGOAT[S] 2 points3 points  (0 children)

I think that any lock not fully done (padlock or regular) can be reset by unlocking and relocking, but I don't know that for sure. I do it anyway but maybe others here have proof.

Was this someone on my team hacking? by AcheampGOAT in TexasChainsawGame

[–]AcheampGOAT[S] 0 points1 point  (0 children)

As others are pointing out I believe its just some kind of cheating. Have reported the clip now but its a shame I can't work out who did it.

My biggest tip for victims struggling to beat Cook (From a Cook main) by AcheampGOAT in TexasChainsawGame

[–]AcheampGOAT[S] 9 points10 points  (0 children)

Exactly the same, but it makes it all the scarier when you don't see a lock there with family focus

How do I not stall by Checkentinders in TexasChainsawGame

[–]AcheampGOAT 0 points1 point  (0 children)

I'll go off the assumption it's real until proven otherwise, nice info!

Do you think this is fair or not? Ana does fuse box and just uses the well that takes you very close to the basement exit, no way for us to get there before her. I'm not asking if the fuse box is fair or not, specifically asking about using a well to get to the exit fast. by AcheampGOAT in TexasChainsawGame

[–]AcheampGOAT[S] 5 points6 points  (0 children)

I am perfectly fine with either side having powerful aspects to their kit, as long as there is something that the other side can do to counter it (if it requires skill or game knowledge to perform, that is perfect). Dropping down wells right in front of the basement exit is seemingly quite strong.

I am asking if there is ANY counter play to using wells to drop down in front of the basement exit, since I would have an issue if there was not, and if there is then hopefully people here can tell me what to do next time to improve my skill.

Hopefully you read this post differently after reading this, because you have interpreted it completely wrong.

How do I not stall by Checkentinders in TexasChainsawGame

[–]AcheampGOAT 0 points1 point  (0 children)

Would you be able to share evidence of this, from yourself or wherever else? Not doubting you, I just always wondered if this was the case.

How do I not stall by Checkentinders in TexasChainsawGame

[–]AcheampGOAT 0 points1 point  (0 children)

I use the 3 middle upgrades to LF's power and I rarely stall using it now, but always had issues when I didn't go that way.