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A new item is necessary / repair engines

LordTohes
LordTohes Member Posts: 143
edited January 2020 in Feedback and Suggestions

I think that the survivors would not have to repair engines with empty hands, it seems to me that it would be good to implement a new element in the game that could be a wrench, a screwdriver or some type of tool needed to repair an engine, the new element could have a durability to repair approximately 33% or 50% of the engine (I really didn't think much about the percentage), or they could be different random tools that have different durability or efficiency; and the toolbox can improve the tool so that it has more durability or is more efficient, maybe even with a red complement you can store the new tool and carry 2 at the same time. The tool would automatically stay in your character and would never be lost or could it be thrown away, it would only break after using it on engines; that way the survivors would have more to do than just M1 in front of an engine and the repair would be more dynamic; at the time their tool breaks, they would have to leave the engine to find a new one to continue repairing any engine. The tool can be found by opening a different type of chest, which requires less time to open than the original chests and does not need skill check or a very easy one to earn some points. To avoid adding many new chests to the map, they could be 5 or 6 and each tool chest could have a waiting time of 30 or 60 seconds to open again even could show to everyone the waiting time to reopen it.

To no one say that you can heal with nothing on your hands but not repair engines without anything on your hands it could change self healing for "Medical knowledge" or something similar, that allows you to heal yourself and heal others with your empty hands. You could help others stop the bleeding and lift them off the ground with empty hands and without skills, but you could not cure them without that skill or without a medikit.

I think that way the genrush would be avoided a lot and it would give the survivors more to do, since the ruin is a perk that forces the killer to use it and at the same time it can be destroyed in less than a minute, causing the killer to waste a place for another skill.

I think that helps a lot to the killers to stop the people who do genrush and at the same time it helps a lot to survivors to stop unnecessary camp and tunneling.

Edit: Even the devs could create a new dlc with a survivor and a killer that their skills are based on the tools, to improve the tools in durability and efficiency or always find the best quality in the chests, and the killer could add a difficulty to chests adding a difficult skill check and poor quality tools that last less or are less efficient.

Post edited by LordTohes on

Comments

  • ReikoMori
    ReikoMori Member Posts: 3,333

    Lets break this down

    1. Add tool mechanic and remove fixing gens without tools- We are three years into this game and the game play has not evolved very much in regards to generators. This idea though has a few issues. First, the moment you introduce a mandatory system like that which requires separate parts you produce a new problem: People taking and then not using or hiding the tools. A big reason why doing gens is the way it is now works is because no survivor can prevent you from doing a gen. You just need to m1. Adding something to lengthen the game is ultimately a good idea, but shouldn't be able to cause other players grief. Also chest don't require a skill check as it is so I see no reason why that would be a relevant. Lastly, generally you don't want to risk just having players standing/sneaking around waiting for chests to unlock to get the thing they need to do the main objective. It's boring and increases playing aggravation.
    2. Change Self-care to heal, but not fully- This is flawed thinking. Survivors only have two health states not an hp system. You start at healthy and getting hit, grabbed, or trapped drops you to injured state. Then if you're hit against you put into dying state. Your proposed change wouldn't add anything to the game and actively takes away from the game. You would be forcing players to either always bring medkits or run perks that have to do with healing, but healing is no difference whether you do it to yourself, someone else, or with perks and medkits.
    3. None of what you proposed prevents camping or tunneling as these are actions independent of both gens and healing.
  • LordTohes
    LordTohes Member Posts: 143
    edited January 2020

    When you get a tool, it will go directly into your private inventory, if you do not take one you will not be able to repair and your friends still have 4 (or more) chests to find tools for them, so you are not affecting them if you have a tool and they do not because they can go to found others, since you will not be able to have 2 tools at the same time (maybe only with some red add on) and you cannot hide them since you will not be able to drop them or lose them unless they are spent for their use, so you can use them to repair or just not repair.

    A skill check I don't think is necessary, but an easy one could be added just for you to pay attention or get a little amount of points.

    Each chest would have a waiting time according to the last time it was opened and the map would have several chests in it, therefore you would not have to wait, you could go find another chest, I think it would have to be visible to all when one is open or closed, even a waiting time could be displayed.

    As for healing, it seemed like a complement that means that if you can't repair without tools, then you can't cure yourself or cure others if you don't have medical knowledge, it's just to balance but it's not really what matters to me. You can lose blood and bleed to death, clearly there is an amount of hp in the game, you can help others stop the bleeding and not die but you can not cure them of their state without the skill or without a kit. Currently you can stop your own bleeding without having the ability to heal or without having a medkit, so that would be the same, but you can cure the bleeding more quickly to other people, the survivor will stop bleeding but still need to heal to receive 2 hits, and if you do not have a medkit or do not have medical knowledge you will not be able to do it.

    The main reasons for the tunnel and the camp are the genrush and tbag, if you know that the survivors cannot do genrush then you are not going to worry about killing it quickly (camping or tunneling a player), because the survivors have things to do then you can play more dinamic trying to get more points playing in a cleaner way and without finishing the game in seconds leaving everyone on the ground or camping or tunneling as killer causing the survivors to lose pips without being able to touch an engine, and finishing the game in seconds with genrush as survivor.

    Post edited by LordTohes on
  • ReikoMori
    ReikoMori Member Posts: 3,333

    I can tell you from first hand knowledge that even when the game was in a state where genrush as it exists today was not possible people still tunneled and camped. In fact they did it even more exactly because you had more time to dedicate to doing it. Gens used to require much more time investment than they currently do.

    Your proposal doesn't offer cleaner gameplay. It makes a simple system more convoluted by not only introducing a part/tool system, but a fetch quest centered around chests that are essentially on a timer. Now none of these ideas are bad in a vacuum, but remember this is Dead By Daylight and one of its big selling points is simplicity. You're suggesting changing base systems in a way that would be more suited to a sequel or new ip due to the amount of time it would take to implement, test, teach to players, and then release on a large scale. You're suggesting an almost entirely different core gameplay loop to what exists.

    The same goes for your change to self care. On its own it is sensible, but you have misunderstood how healing and "bleedout" work. When you heal yourself or someone else you aren't increasing the "amount" of health you have. You are simply "spending" time to cause a character to go back to healthy status. When you're "bleeding out" you're not losing a point value. You're just losing time that you can remain on the ground. Next time you play watch someone who gets downed repeatedly, the amount of time they can remain on the floor decreases in a percentage amount each time they go down. You can't heal that time back even if you heal them to healthy status. No matter what unless you have endurance passive you go down in two hits. What you're suggesting not only affects self care, but every healing perk in the game which their are a lot. So again you're in a place where a general simplistic core mechanic starts to become convoluted.

    By default the game says without self care you can not heal yourself unless you have a medkit. If you have self care you can heal yourself at reduced speed and makes medkit usage more efficient. What exactly do you truly gain by making it that people can't heal themselves or each other full health states without medkits? Nothing. There is no positives to this for survivors whatsoever. It is an idea that doesn't fit this game at all. This is an issue that almost every suggestion post runs into. If you don't work in the realm of the game you have with the systems it currently has by default the idea isn't going to hold up to scrutiny.

  • ReikoMori
    ReikoMori Member Posts: 3,333

    I can tell you from first hand knowledge that even when the game was in a state where genrush as it exists today was not possible people still tunneled and camped. In fact they did it even more exactly because you had more time to dedicate to doing it. Gens used to require much more time investment than they currently do.

    Your proposal doesn't offer cleaner gameplay. It makes a simple system more convoluted by not only introducing a part/tool system, but a fetch quest centered around chests that are essentially on a timer. Now none of these ideas are bad in a vacuum, but remember this is Dead By Daylight and one of its big selling points is simplicity. You're suggesting changing base systems in a way that would be more suited to a sequel or new ip due to the amount of time it would take to implement, test, teach to players, and then release on a large scale. You're suggesting an almost entirely different core gameplay loop to what exists.

    The same goes for your change to self care. On its own it is sensible, but you have misunderstood how healing and "bleedout" work. When you heal yourself or someone else you aren't increasing the "amount" of health you have. You are simply "spending" time to cause a character to go back to healthy status. When you're "bleeding out" you're not losing a point value. You're just losing time that you can remain on the ground. Next time you play watch someone who gets downed repeatedly, the amount of time they can remain on the floor decreases in a percentage amount each time they go down. You can't heal that time back even if you heal them to healthy status. No matter what unless you have endurance passive you go down in two hits. What you're suggesting not only affects self care, but every healing perk in the game which their are a lot. So again you're in a place where a general simplistic core mechanic starts to become convoluted.

    By default the game says without self care you can not heal yourself unless you have a medkit. If you have self care you can heal yourself at reduced speed and makes medkit usage more efficient. What exactly do you truly gain by making it that people can't heal themselves or each other full health states without medkits? Nothing. There is no positives to this for survivors whatsoever. It is an idea that doesn't fit this game at all. This is an issue that almost every suggestion post runs into. If you don't work in the realm of the game you have with the systems it currently has by default the idea isn't going to hold up to scrutiny.

  • ReikoMori
    ReikoMori Member Posts: 3,333

    I can tell you from first hand knowledge that even when the game was in a state where genrush as it exists today was not possible people still tunneled and camped. In fact they did it even more exactly because you had more time to dedicate to doing it. Gens used to require much more time investment than they currently do.

    Your proposal doesn't offer cleaner gameplay. It makes a simple system more convoluted by not only introducing a part/tool system, but a fetch quest centered around chests that are essentially on a timer. Now none of these ideas are bad in a vacuum, but remember this is Dead By Daylight and one of its big selling points is simplicity. You're suggesting changing base systems in a way that would be more suited to a sequel or new ip due to the amount of time it would take to implement, test, teach to players, and then release on a large scale. You're suggesting an almost entirely different core gameplay loop to what exists.

    The same goes for your change to self care. On its own it is sensible, but you have misunderstood how healing and "bleedout" work. When you heal yourself or someone else you aren't increasing the "amount" of health you have. You are simply "spending" time to cause a character to go back to healthy status. When you're "bleeding out" you're not losing a point value. You're just losing time that you can remain on the ground. Next time you play watch someone who gets downed repeatedly, the amount of time they can remain on the floor decreases in a percentage amount each time they go down. You can't heal that time back even if you heal them to healthy status. No matter what unless you have endurance passive you go down in two hits. What you're suggesting not only affects self care, but every healing perk in the game which their are a lot. So again you're in a place where a general simplistic core mechanic starts to become convoluted.

    By default the game says without self care you can not heal yourself unless you have a medkit. If you have self care you can heal yourself at reduced speed and makes medkit usage more efficient. What exactly do you truly gain by making it that people can't heal themselves or each other full health states without medkits? Nothing. There is no positives to this for survivors whatsoever. It is an idea that doesn't fit this game at all. This is an issue that almost every suggestion post runs into. If you don't work in the realm of the game you have with the systems it currently has by default the idea isn't going to hold up to scrutiny.