[I think we should make the Seekers run a little faster.]
More information:
[When I play as a seeker and find a hiding player, the player usually runs away, but since we are both the same speed, I can’t catch him at all.
At those times, I always wish the seeker was faster.
That’s why I made this suggestion.
I think,this is not a game of chasing players, but a game of finding the hiding players.]
the problem is some seekers memorize maps and u gotta run to survive, if u implemented this you’d also have to do something to stop the “seeker” problem too like by randomizing parts of the map.
Runners aren’t actually a problem tho just get better and catch them lmao, once you’ve killed every other hider and there isn’t a clear place for them to go its rather easy.
currently solo play in hns is fairly balanced between running, seeking, and hiding, and I’d hate for that to get messed with.
I think seeking is part of finding and running. It’s also fun to do an adds to the experience. Both teams are balanced in its opportunities to win and disrupting it would cause unfairness
I dont understand how either is a problem, both amount to “the more time you put into the game the better you do at it” which seems pretty reasonable to me since any runner is still catchable and any solo seeker is still avoidable. Party play breaks that balance on either side but solo play is still very balanced no matter what you do.
the problem is that you aren’t requeueing the instant you become Seeker XD
But also, yeah there is kinda runner issues. Although the hiders are just tryna survive, it isn’t that much actual HIDING lol. so maybe SLIGHTLY faster so that a seasoned hider could still escape, but the Seeker would be able to get less experienced ones.
Very good point, I like the idea of what you said and sometimes the hiders like to troll the seeker.
Maybe what I can say is that for the hiders they have to be a certain distance away from the seeker, and if the hiders are too close in distance to the seeker allow the seeker to move faster. But if the hiders are not too close to the seeker than let the seeker move the same speed. I do know the maps in Hide can be memorized so instead of the seeker moving fast the entire game let there be some kind of boundary in distance between the seeker and the hider.
Even with a platform imbalance catching runners is fine, the main time platform imbalances come up is when ur a mobile player running with no 3rd person. From the perspective of making the game “fairer” for seekers there is literally no reasonable argument for nerfing runners, even a bad seeker can catch runners if there are enough seekers.
all the leaderboard sweats are seeker mains since its the fastest and easiest way to get wins so you’ll get the win anyways, even if u don’t have any fun during that game since they’re seeking
Is it truly most win efficient to win by seeking? I would think that hiding would be better because one solid hiding spot (like the bush behind Farmhouse) and then you never get caught. I thought that was why all the sweats had 98 percent winrate. Certainly in other games the range is more diverse.
most sweats that have a high winrate seek, its the easiest way to get many fast wins and when you’re in a duo or more you only ever really lose to hackers (solo players might miss someone or lose to a runner, but even then it’s very rare for good seekers - an 80-90% wr is very easy to get as a solo seeker). Anyone grinding for wins or winrate is a seeker main since its the best option for either of these, and they usually play in a party of 2 or more.
I wouldn’t know as a bedwars grinder with the worst winrate on alltime (64) thank you for explaining this! Upon closer inspection of the HnS monthly I can see a clear gap between the seekers and hider’s winrates: