A while back there was a question on a survey about horror in dbd.
If we thought the game was scary enough (obv it is not as of now).But if the majority of the people said that it is not as scary as it was back in 2016, what do you think they should work on first?Atmosphere would be a good start.
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where did you find the results? I would love to see how other voted
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I don't know how others have voted.
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Who cares about "horror" I just want the game to be fun
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I voted it wasn't scary.
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Much of the horror from 2016 was simply because it was new. After putting time into the game, you're not gonna be as scared of Trapper coming near the gen your working on as you felt that first time you played.
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Okay, but it's not about the fun aspect of the game that matters here, it's the horror. This is a horror survival multiplayer game after all, and the only times it is scary is if you're a new player, powers that cause jumpscares, or a stealth killer creeping on you. Other than that, there's nothing that brings a sense of dread, and I feel the game can find a spicier way of life if it had more of that.
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I understand, but if the game is unplayable due to framerate,lobby times,poor balance decisions... I think that should be the priority.
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That can be left to the devs that prioritize fixes and tweaking. I'm sure the design team that is separate from them can handle the visual aspects of the game.
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Makes sense
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Make it absolutely ######### dark.
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The problem with that is all aspects of horror will eventually fade once the individual players get use to it. You cant really find any horror game/movie/book/ect that still is able to hold that same feeling once you're on your 10th playthrough/viewing/reading/ect.
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ive played for 2 years and still the killers with no terror radius might jumpscare me a bit like scratched mirror michael and the pig and rarely ghostface if its so sudden so there is some horror (id put spirit to but she doesnt seem to scare me moreso annoy me).
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Jumpscares can happen even when something isnt scary though.
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also the exposed status effect is kinda scary to.
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In trying to better optimize the game for people with worse computers they heavily downgraded and killed whatever atmosphere there used to be.
The darkness, fog, atmosphere and ambience needs to be increased massively. It currently feels like you're playing in the middle of the day.
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There gets to be a point though that its not fun playing hide and seek when your screen is near black, the fog so thick you cant see 2 ft infront of you and everyone picked claudette.
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That was an issue with darkness offerings which were removed already and with claudettes color pallet in her design, not with the map ambiance imo.
If Claudette was fixed I wouldn't see an issue. The game doesn't need to be a hide and seek game but I'd like stealth for jukes mid chase to at least be more viable than they currently are.
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Im trying to see it from both sides. I typically suck at chases, so avoiding them all out or juking the killer ASAP once found is typically what I go for (ironwill is awesome...). Typically it just comes down to breaking line of sight and walking away to not leave scratch marks. Sometimes it works...sometimes it doesn't. Its about 50-50 whenever I get into a decent spot to attempt it on whether it works on not. At the same time though, I dont want EVERY map to be like coldwind farm with the corn where the "Stealth" for the game is simply a matter of the killer cant see #########.
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I'm thinking of a situation different than Coldwind, those maps are pretty awful. At rank 1 a juke to literally lose the killer without him voluntarilly giving up the chase is 9 times out of 10 not happening. I'd like that changed.
I'd like lessoned reliance on pallets and windows so that we can add more debris/fog/darkness/plants/grass to make jukes mid chase. This would actually be more skill reliant. I'm imagining a meta where Bloodhound would actually be a perk worth considering and not a joke. With extra ways to escape we could then lower the amount/strength of windows and pallets.
With less emphasis on pallets and windows you'd see a large shift in killer rankings simply because we'd be changing what determines whether a killer is strong. Right now it's basically do you counter pallet looping, yes or no. Yes? Okay viable. No? Weak
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Then you've never played one of the classics.
Silent Hill for example.
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The game stops being scary once you got used to it, That's just how it is.
Demogorgon did bring back that sense of dread that I lost with experience but just for a little bit. It's pretty nice though. I do wish more monsters are in the game.
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My first game I hid in a basement locker as bill until all the gens were done. I had 3 crows and still escaped. Now I point at killers
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I would think working on the amount of gore they show and actual start showing more. Maybe give the killers more maniacal expressions such as the doctor when they hit people, or like the Demogorgon when they screech. It adds to their craziness and makes it a bit more scary. Also more gruesome hookings or moris? But then it might just be "scary" just because it's so gross.
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The thing is is that every horror game suffers from this. Its as scary as its going to be within the first playthrough/as you learn it but then loses any/most of its ability to scare you once you get comfortable with it.
Post edited by GodDamn_Angela on0 -
Not even remotely scary once you learn the game. When you are running a killer in circles around a loop you realize how comical it really is.
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I find horror games with multiplayer tend to lose the horror faster than others because players can dictate how scary a game can become. A Pig that knows how to creep up and scare the crap outta ya when you weren't paying attention? Pretty tense and scary. A Pig that won't stop t bagging and letting people boop her snoot? Dumb and amusing. Thats not a flaw with the game's way of making horror situations, that's just the players ability to find ways to break that atmosphere.
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