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DBD needs to bring scary back.

2

Comments

  • thrawn3054
    thrawn3054 Member Posts: 5,897

    That was basically what I was going to say. Eventually, no matter what is put in to the game people will acclimated to it.

  • Huntar
    Huntar Member Posts: 848

    Not sure how the rest of this stuff would work, but I like the idea of survivors entering the match with a random injury/illness that affects how they play. Maybe make it be related to stuff that happened in the previous match?

    No way it'll ever happen, but it would be a fun way to make each match as survivor feel a little different.

  • ALostPuppy
    ALostPuppy Member Posts: 3,398

    You really can't, not to this game. Guarantee the moment something "scary" is added you either won't feel a thing or you'll become used to the thing in about 20 minutes because it's a multiplayer game.

    DbD is all about "oh I'm going to play with and interact with this other player", not "oh I'm going to run and hide from this giant monster that is far stronger than me and wouldn't put up a fair fight". Scary things make the player feel useless and unable to really do anything. Something like that in DbD wouldn't be fun.

  • Dr_Loomis
    Dr_Loomis Member Posts: 3,703

    I think the new asylum map was very well done from a horror prospective. It's second only to Gideon in terms of having the perfect 'horror' feel.

  • NMCKE
    NMCKE Member Posts: 8,243

    I agree, but I feel like there's more you can do to spice up the atmosphere.


    For example, the red light in the basement. 😁

  • CrassardStreams
    CrassardStreams Member Posts: 179

    Honestly, as long as survivors don't care who the killer is and just stack second chance perks, they're just gonna run pallet to pallet or god loop etc, and there will never be fear because they feel untouchable.

  • Sheldor
    Sheldor Member Posts: 213

    You are talking to people who fail to create code that does not generate exits on adjacent walls.

    Developers who fail to address the most common issues both sides of the game have.

    Who fail to remove bugs for months after each killer or mid chapter release.

  • PigMainBigBrain
    PigMainBigBrain Member Posts: 1,893

    If your audience isn't jumping, screaming, or holding onto the edge of their seats.....then I'm afraid you've simply lost touch with the fundamentals of what makes horror....horror.

    The risk of loss, the ever present THREAT of loss, the HIDDEN threat of terror around a corner, the UNKNOWN!!!! <--------- And I'm not gonna lie you guys have been progressing the game in a way thats antithetical to horror.

    You give survivors ALL THE INFORMATION. Making any fear from the unknown....KNOWN!!!

    You let the survivors know THAT A STEALTH KILLER IS NEAR THEM RUINING THE JUMP SCARE

    You allow multiple multiple second chances PREVENTING THE THREAT OF LOSS

    You've made a lot of killers not have map presence so there are sections of a game where a single survivor will have no experience with the killer whatsoever and thus never feel fear, dread, or practically anything the game offers other than a few crows flapping around.


    Any horror movie that handholds its audience through a scare is no longer a horror movie, its a biography or a directors commentary. And thats what DBD has become over time....you're watching the horror scenes play out, but as you're watching them theres a director making commentary ruining the ambiance of the scenes. Theres no sense of the unknown because that same director is telling everyone involved whats about to happen and what is happening, The killer is now using a hex, the killer is now using a power, the killer is now stealth, the killer is now digging a hole etc etc. Blood and gore do not make a horror movie horror....it just makes it gore porn which....isn't scary in the slightest.

    What bothers me is you guys have some of the most iconic horror icons in this game with some of the best horror settings, yet you're too focused around the E-sports esque style of the game and giving people dopamine hits you forget you need to load them up with adrenaline first.

    Horror movies don't take place within 80 seconds. And your games go by incredibly fast, so much so that by the time the threat is realized theres no real sense of fear because the exit gates are about to be done with. Every good horror movie that ever had people scared to walk in their own house with the lights off had good pacing, and you guys recently have been lacking that.

    You get to capitalize on the new player experience in horror because they're completely oblivious to whats going on, and usually have had the best scares I've ever recorded. But they only stay new for so long, and eventually your own Dev teams weakness to keeping a threat alive starts showing and instead of being scared.....it becomes a joke. And if your audience is laughing....its no longer a horror....its a comedy. And as people play this game more and more, it becomes a comedy.

    I've never seen that happen in the swath of horror games I've played except for the ones that gradually become competitive. But I'll list some success stories instead. Dying Light for me stayed scary THE ENTIRE GAME all the way through it, I always felt a sense of dread, it didn't matter how far I was in the game or how many new powers I had, there was ALWAYS A SENSE OF DREAD BECAUSE I WAS NOT GOD!! There was always a risk of dying. And in DBD the more you play survivor you actually feel less dread as you go along because the game isn't balanced in a way that scales with survivor skill, or makes the killer a REAL THREAT. You keep coming out with new ways to disable the killer and counter the killer and eventually it makes the killer a joke, which isn't horror.

    Another horror example I like to frequent is Outlast. It keeps its horror and sense of threat throughout the entire game no matter how many times you've played it because if you make a mistake, YOU ARE ACTUALLY PUNISHED NO 2 3 AND 4TH CHANCES. This game on the other hand, every patch or so you find a way to give people more and more chances to correct their mistakes as a survivor which in turn leads to less dread, less threat because you know that if you mess up you can just hit the restart button and keep going <----Think about how Dark Souls deals with this. If you mess up in Dark Souls you get boned. If you mess up in DBD, you get 3 extra lives. Show me a horror movie where Michael Myers victims keep coming back 3 and 4 and 5 times and I'll show you a joke movie that lacks horror.

    Simply saying, people play the game so much that it hardens them is a cop out and excuse to not fully focus on why people are making a joke of your horror elements to begin with.

    Its been several decades since the release of "The Grudge" and people still curl up into fragile balls when hearing that sound. Because....who knows? <-----Its a ghost? How does it kill you? Unknown.

    If you guys go back to focusing on the actual fundamental elements of horror again you can make this game scary....but you're gonna have to decide if you want an e-sport or a horror game.

    I'll leave this thread with this in case you think I'm not antiquated with DBD's horror, its one of my favorite aspects, and for me theres nothing better than seeing an audience react to a well placed well timed scare. Theres nothing better feeling than seeing your audience of survivors panic and feel dread and scramble.


  • Kai6864
    Kai6864 Member Posts: 377

    I’d have to disagree completely with this post- you may be scared but after 500 hours of F13 I’m just sorta desensitised to it. The third person view in both games just completely ruins any immersion I have so it’s simply, for me at least, playing the game not really ‘living’ the gameplay.

  • PigMainBigBrain
    PigMainBigBrain Member Posts: 1,893

    I would #########....a cool-aid man myers bursting through the wall....I would be so shook....

  • Mushwin
    Mushwin Member Posts: 4,598

    Why can't it? this game is like a ghost train, yes some will get "use" to some things but then there is improving and plus somethings will add to the game to slow the game down.

  • Mushwin
    Mushwin Member Posts: 4,598

    On the trailers why does it say blood and gore, some of the trailers, hm yes the game yes, intense violence, on the trailers? eh no and strong language? okay someone please find me evidence of that in trailer/game other then survs/killers swearing to the game lol

  • yobuddd
    yobuddd Member Posts: 2,259

    Lol best I can come up with is Ash and his weird obsession about private business in tall grass 😲

  • Karl_Childers
    Karl_Childers Member Posts: 669
    edited February 2020

    I wish more people understood this. Survivors are not going to feel fear towards a human controlled killer in a multiplayer game. Simple as that. That feeling is replaced by wanting to beat that player and win...you aren’t scared of them. Completely different mindset then one would have playing a single player survival horror game.

  • Seanzu
    Seanzu Member Posts: 7,526

    Exactly, and even with single player games, take something like Resident Evil 7, scared the heck out of me, but I see speed runners going through it calling out all the jump scares etc and not being phased by it, any game that you put time into you will become desensitized to it all.

  • CrescentGent
    CrescentGent Member Posts: 60

    Would love me jumpscares.

  • Dr_Loomis
    Dr_Loomis Member Posts: 3,703

    I remember in 2009 being legitimately scared of F.E.A.R 2 on ps3. This was the only game that I found really creepy.

  • Seanzu
    Seanzu Member Posts: 7,526

    F.E.A.R 1 & 2 were incredible, I hope you haven't tainted yourself with 3 🙄

  • andyollolloll
    andyollolloll Member Posts: 940

    I loved your comment about how scary is a cowboy.

    We aren't listened to, only by people at the company that have no power.

    When the owners don't listen to the fans they will say they know what they are doing and then blame the fans for leaving

  • Dr_Loomis
    Dr_Loomis Member Posts: 3,703

    I agree, although it doesn't say we must have scary characters, Hell-Slinger is by far the least scary edition to DBD. I for one am all for horror characters and was disappointed when I saw the latest killer reveal.

  • PigMainBigBrain
    PigMainBigBrain Member Posts: 1,893

    People not being afraid has nothing to do with the aesthetic nor does it have anything to do with the fact that its a human controlled killer. By all means the human element adds more to the equation. The reason people aren't scared of things in video games or movies alike are because either A, your audience can predict whats about to happen. B, you've told your audience whats about to happen. Or C, theres no sense of urgency or threat so even if something did happen its not a big deal <----this creates comedy.

    I don't think BHVR has the same team of sequencers and psychology staff behind them to make this game scary. If it was a AAA title, you have teams of writers and people who specialize in horror thinking about interactions and timing and ways that you can launch someone off their seat. When you get too predictable like a movie or an on the rails video game is things get predictable and if you allow a player to prepare for those predictions to overcome them with east you effectively trivialize your content. DBD has the benefit of the human element in killers so theres always a suprise element in whoevers playing the killer can control the pace of the scares and lean into or off of the threat pedal.

  • Seanzu
    Seanzu Member Posts: 7,526

    I'm sorry but no, scary games don't make you jump 10 times if you play them over and over again, It just doesn't happen, there is nothing scary about a game I've put 4K hours into, there was nothing scary about it after I put 200 hours into it, it's never going to be scary for anyone with any amount of hours over 100 no matter how many writers or psychologists you have because things don't get scarier over time, they become less scary, I don't get how that's hard to understand.

  • Foxfire47
    Foxfire47 Member Posts: 232

    No problem, man. Again, you do bring up a lot of good points. They really have done a great job with the licensed killers in this game with design and how they are portrayed but yes, there really isn't a fear factor anymore. Having an ivory mori in the back burner would really scare the piss outta survivors. You are right in the regard that it's a killers job and not play whack a mole. It almost feels that killers are a joke now which really upsets me.

  • GodDamn_Angela
    GodDamn_Angela Member Posts: 2,213

    You sound like one of those terrible creepypastas where the writer thinks blood makes things scary.

    Yeah because "hyper realistic blood" would totally make DBD scarier. I say sarcastically.

  • SassySolidSnake
    SassySolidSnake Member Posts: 65

    Blood and Gore won't make the game scarier, I believe the Survivor side needs higher stakes. For me personally, Survivor is easy, looping and escaping chases are the only real delight. Working on Gens overall, is boring. Cleansing totems, is boring. When I play Killer, I feel that stress, that rush of having to juggle downing and hooking survivors are quickly as possible, and keeping pressure on Gens. Every game as survivor is pretty much wash, rinse, repeat. At least switching between killers and trying each unique ability can satisfy that craving for something more. But I agree the game needs something... maybe "risks" to shake it up.

  • ausanimal
    ausanimal Member Posts: 542

    You missed the whole point off my post and not once did i say i get scared the point off my post was not about the immersion or the atmosphere of the match but killers being able to give jump scares to survivors, yes some people are harder to scare then other people but the killers in DBD lack the ability to give people jump scares like Jason can in F13.

    I'm sure if they gave a killer on DBD 3 of Jason powers a lot off people would be scared off him sense (able to see survivors auras), Shift (able to travel and a very fast pace across the map) and stalk (stops any sounds off Jason i.e heartbeat and location on mini map) i listed what each one did in case people didn't know. Now picture a killer in DBD being able to do those 3 use sense to see where a survivor is than stalk and shift to where they are to grab them with no idea the killer is anywhere near you till they have you. where as now you know the killer is close because you hear a heartbeat or see them which takes away being scared off the killer.

  • FKreuger1
    FKreuger1 Member Posts: 43

    I think if killers didn't have a red stain anymore and a shortened terror radius, it would make the game more jump scary again. Playing against a scratched mirror Myers is probably my favourite as a survivor because it actually gets your blood pumping. Putting in more blood and new music wouldn't change if the games scary or not because as it's been rightly said, you would quickly get hardened to it. Nothing compares to doing a gen as a survivor then seeing the killer right next to you with no warning!

  • Kai6864
    Kai6864 Member Posts: 377

    Giving killers Jason’s powers would be a horrible idea (no offence). Firstly, BHVR would be literally ripping off the entire F13. Secondly, Jason’s powers would just not fit in DBD at all- travelling at high speeds across the map would make nurse, Demogorgon, Freddy, even Spirit’s powers ineffective. Being able to reduce terror radius just completely destroys Myers, Ghostface, Wraith, Dark Devotion, Furtive Chase, Insidious, etc. Seeing the auras of all survivors would make lockers ineffective, every survivor aura reading add on (Clown’s tattoo finger, Black incense, Wraith’s spirit blood, Huntress’ concoction, Amanda’s letter, Doctor’s restraint, Myers’ shard addons, Hag’s wreaths, Renjiro’s glove, the list goes on without even mentioning the perks).We don’t need to make DbD a clone of F13, period.

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495

    What if you added the ability for killers to hide in lockers and chest? I'd scream if I went to search a chest and there was hospital gown Michael Myers just springing out of it

  • ausanimal
    ausanimal Member Posts: 542


    Even if they wanted to they couldn't put Jason in due to the lawsuit going on atm i used those powers as a example because using that combo in F13 can still give people jump scares even after hundreds of hours in the game, giving a killer all 3 would make that killer OP in DBD but it shows that you can still give survivors jump scares if you have the right power/perks to do it. DBD really doesn't have any killers, perks, add ons that you can combine to do that well in the game giving people a jump scare.

    Stealth killers you can see them coming if your looking around which removes them being stealth killers, travelling high speeds across the map survivors get warned when that happen's take Freddy blood spits out the gen to warn the survivor that he could be coming to that gen any chance that BHVR have off making a killer scary they pick not to. Take Freddy again if the gen didn't spit blood when he teleported to that gen dp you think that would give survivors a jump scare seeing Freddy just pop out off the gen instead of getting a warning and walking away just in case.

  • inferjus
    inferjus Member Posts: 479

    I would like to see realistic Reverse Bear Trap animation and not just trap switching and doing no harm to survivor.

  • Carpemortum
    Carpemortum Member Posts: 4,506

    Unfortunately Hes not stalking, and he looks like a slackjawed version of the original jumanji bad guy in a duster.

  • MegaWaffle
    MegaWaffle Member Posts: 4,172

    Gore doesn't make something scary.

    Gears of War has plenty of gore, DOOM has plenty of gore, hell Diablo had plenty of gore but its not "scary" because of it.

    Suspense, the unknown, tension, anxiety, feeling helpless, being lost, being stalked these are types of things that stimulate fear.

    If I see Trapper chasing me I have no fear in DBD, if I see Trapper chasing me but he has some guts hanging from his neck I still don't care, I've seen Trapper a million times and know everything he can do. I know my limits of what I can do against him. I know this song and dance is the same as all the others before it. Time and experience dull the senses.

  • MegaWaffle
    MegaWaffle Member Posts: 4,172

    What Peanits said would still come to pass even after adding "jumpscare" because after the first few times you now come to expect it and no longer react. Time and experience dull the senses. In order to keep some semblance of "fear" the amount of constant change needed would consume so much designer time and require the team to constantly come up with new ideas as to not repeat the old.

    Take a look at horror movies that mostly rely on cheap jumpscares that have become so cliche you can predict them 30 minutes in advance. How many creepy crab walking Japanese ghosts are we expected to consider "scary"? Its impossible/unrealistic to maintain such stimuli leading to a feeling of constant fear, especially in a game since the player is sitting in a room perfectly safe.

  • yobuddd
    yobuddd Member Posts: 2,259

    The gore helps, but you’re right, it’s not the end-all-be-all. That’s why several of the suggestions I made earlier were specifically designed to affect you when you least expect it.

    Imagine for a moment that the Trapper is chasing you at the swamp. You run across the wooden deck heading for a damaged gen to tap before jumping off the side. But before you get there, CRAAAACK! The deck breaks beneath you and you fall through. Now your heart’s racing! You need a new plan, and fast! Which way to turn? Which jump to take?

  • MegaWaffle
    MegaWaffle Member Posts: 4,172

    I had not read all the posts in this thread so sorry if I missed any ideas you mentioned.

    Yes such an unexpected event would add an element of surprise, panic and fear I think think it would be cool. Given time however these possible events would become an expected probability and would no longer cause such feelings. I'm not saying they shouldn't be explored and added but that we would end up right back at square 1 again. The issue is the constant need to change the formula to crate such stimuli without becoming predictable.

    Hell my first playthrough of the "new" RE2 was creepy as hell but my second playthrough was manipulating AI and rushing items I wanted to get. I had seen the scares/horror already and everything was predictable. all the scares in that game worked the first time because it was all new to me but after experiencing everything only once I knew exactly what could happen even if such things happened at different times/places. Past experience tempered my reactions and fortified my wit.

  • Dwight_Fairfield
    Dwight_Fairfield Member Posts: 7,030

    Blood and gore do not make something scary.

    The original Halloween movie for example is one of the best horror movies for its scary suspenseful atmosphere and there is barely a drop of blood in it.

    The Friday the 13th movies are gore fests and not a single one of them is half as creepy.

  • kosmi
    kosmi Member Posts: 363

    Simply as you keep playing more and more game it gets less and less scary. Yet even for the oldest players some good killers can still surprise them and make them squeak from terror and surprise. So this game is still scary for new player but not for veteran ones.

  • MamaEagle
    MamaEagle Member Posts: 115

    How many times have you seen a survivor in a horror movie teabag a killer? Lol, I agree with the horror aspect but this game will always lack that... It's too heavy on the versus factor. Them vs us/us vs them, there has to be a balance and frankly as long as there is one... There will be absolutely no horror. What makes most killers in the movies scarier than anything? The fact that most of them can't die AND that they take forever to kill you... Always chasing you down slowly. Dead by Daylight is too focused on the competitive part of it that the survivors are slowly becoming that which the killers fear and they are being too quick on gens with toolboxes and God pallets, not to say anything on the matter of those two subjects. I'd love to see this game get down and dirty with some serious grit and grime, but as long as there are two sides of this story... Someone has to lose and no one wants to be the loser

  • Mushwin
    Mushwin Member Posts: 4,598

    and your idea is? an eerie whistle through the trees? i was expressing ideas that's all, this game says blood and gore, i felt it needed more

  • Mushwin
    Mushwin Member Posts: 4,598

    As i said this game has it in, i wished to see more i never said it did but it adds to it.

  • Mushwin
    Mushwin Member Posts: 4,598

    Okay so i am not repeating myself, blood and gore adds to something scary, just like other things too, if there was no blood in anything scary would it make it a good film/game? not so sure

  • PigMainBigBrain
    PigMainBigBrain Member Posts: 1,893

    You just proved my point, you've put 4000 hours into the game and already know what happens, and on top of that as a survivor have no real threat or risks involved in your gameplay since they give dozens and dozens of chances. They give you all the info you could ever possibly want short of full game length long killer aura reading. I have thousands of hours in left 4 dead and I'm still shook by mega hordes. Nobody is going to expect you to literally jump out of your seat, but at least create some tense moments.

    People say gg every game but....was it really that good? Was it really anything other than the same mindless hold M1 and walk out the exit gates?

  • PigMainBigBrain
    PigMainBigBrain Member Posts: 1,893

    Thats what I've been saying, they babysit and handhold the survivor to the point where the game can't be scary. Oh blood coming out of the gen, well thanks for ruining that scare. A giant LION SOUND yeah thanks for letting them know pig is about to pounce. Ghostface flapping around like a flagpole, yeah thanks for ruining that scare as well. Wraith Stomps can be heard like 50 feet away, thanks for ruining any possibility of being snuck up on by him. Nurse, you can hear what shes about to do, Trapper you can hear him laying traps from waay too far away.

    You just get too much free information as a survivor, someone was talking about F13 earlier, and in that game....yeah they don't just give you stacks of free information as the survivor. Last Year doesn't do it either and even though last year has its own aesthetic problems as well as A-symetrical balance problems.

  • PigMainBigBrain
    PigMainBigBrain Member Posts: 1,893

    Its a good idea sure, but the problem is plotting it to be random enough to not be predictable. I'm all for environmental hazzards that suddenly change the course of a match or chase. But they have to be designed in a way that doesn't automatically push people away from taking said course. Falling floors in buildings is cool especially if theres an objective in said building. But it would have to apply anywhere in that building and be so random they would maybe have to change the way they tileset the buildings even. Walls caving in suddenly blocking off paths. Window vaults suddenly breaking after you've vaulted it because it was decayed. A random pallet you just dropped just snapped as soon as you dropped it because it was faulty and weak. A chandelier could fall randomly entering a building. A candle could suddenly tip over inside one of these buildings setting it on fire in a way that allows you to enter or go through the fire but you lose a health state while doing so but not downing you making you scream or something. Survivor walks onto one of those carbines and it turns on giving away your location. The Oni's level I thought had a cool design where the heads of the statue move their heads and follow your direction.

  • PigMainBigBrain
    PigMainBigBrain Member Posts: 1,893

    I think the game could capitalize more on false positive horror.

    For instance, one of the things that stands out the most is sound in this game. Lets say someone is running michael myers against 4 survivors. And RANDOMLY you hear the directional breathing of Myers right behind your camera, but when you go to look, he's not there. Say you're facing a pig, same concept direction sound plays of her breathing, but when you look, nothing is there. Big killer like trapper is walking around, but he's far enough away and the mist is thick enough that you can't hear his terror radius but you would be able to see if he was walking. Spoof a ghost of him walking outside that looks like him but it disappears and isn't really him. Or you're sitting on a gen, and randomly you hear for about 3 seconds a terror radius approaching you, but there's no one actually there.

  • Mushwin
    Mushwin Member Posts: 4,598

    I ctually like and appreciate your ideas and thank you for not saying about how gore and blood don't make scarey yes i understand peoples pov but i just feel it adds, like suspense and atmosphere *s

  • PigMainBigBrain
    PigMainBigBrain Member Posts: 1,893

    I mean technically they could do both, add gore and more suspense. But for whatever reason their gore doesn't allow decapitations and other things, possibly due to censorship in certain countries. So while gore is great and all, theres probably a legal limit to why they can only go so far.