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The survivor Objective problem

Back again with yet ANOTHER update. I won't stop until the Devs see this and give me some feed back. I hope you all enjoy and keep helping me work on improving the over all ideas found in this. Sadly not a lot has changed but I did adjust a few things

Default Gen Changes: Generators will have six segments in their progress bar, and will auto degrade at the rate of .75 percent to the last mile stone passed, a damaged generator will degrade past milestones.
+killers can now kick a gen that is being worked on by survivors

New objective: Trinkets
As a means to keep the survivor’s feeling hopeful the entity has placed items that the survivors are fond of around his realm, allowing him to feed off of them longer. These Trinkets remind the survivors of where they come from and call to them with a soft hum and very faint sparkle.
+Trinkets can be tracked by default by maps
+If a survivor dies while having any trinkets one trinket will be dropped for another survivor to pick up.

New hud feature: Survivor Trinket Counter
*These little Trinkets will be scattered and hidden across all maps 16 in total and can be picked up by survivors to increase their score. Adjusting the emblem system to require 1 trinket to safety pip, 2 trinkets to single pip, and 3 to double pip

Gathering Trinkets count as a Unbroken blood point and emblem game.

New objective: Code papers, Generators will start the map locked with a number lock and can be unlocked by finding code papers at each exit gate, and in the basement, as well as three special hooks spawning which have code boxes randomly around the map, Taking a m1 action to pick it up, unless it is from a chest which is automatically picked up in addition with the item in the chest.

New hud feature: Code Paper counter
A survivor can hold up to 3 separate code papers

Generator Locks and Code Paper:
A Survivor can only have 3 Code Paper at a time. These Code Paper can be found in any map at the basement and at each exit gate with a respawn timer of 30 seconds, It takes a use action to pick up a Code paper and takes 3 seconds to unlock a Generators, which makes sound similar to searching in a chest. If stopped or interrupted the progress of unlocking a Gen will stay where it was left.
+Adding Functionality to Keys allowing any key at the cost of 10% of it’s durability to unlock any gen with or without a code paper
*Unlocking a gen is worth 1/7th of finishing a gen for Blood Points and Light Bringer points
*If the hatch is closed; Hatches and Code boxes will have their aura's revealed to the last survivor and killer, three code papers will allow the survivor to open a closed hatch with a action time of 9 seconds.
*Add a second closed hatch to the game that will always spawn in the basement when hatched is closed. This hatch can only be opened with 3 code papers or a key
*When the hatch is closed all code boxes will respawn their code papers, and are revealed to survivors

Survivor perks
Sabotage: Added functionality, can break the locks on Generator

Killer Perks
Surveillance: Added functionality, Collecting Code Paper will now give you a visual clue when you are within a 16/24/36 meters

Monstrous Shrine: Half the effects on all code paper hooks

Insidious, in a 5/10/15 meter cone, the killer will get a hiss to alert him to a survivor trinket nearby, if you break a trinket your terror radius is reduced by 5/10/15 meters for 5 seconds, this effect can only happen once every 40 seconds

Some of the Numbers of thought and would very much like some feedback on these numbers. These numbers are less of a hard belief for me than the above suggestions, just a rough idea of how to adjust the numbers if the above ideas are put in place.

1 Gens, Saving 1 Survivors, 1 Trinket = Safety pip
2 Gens, Saving 1 Survivors, 2 Trinkets = Single pip
1 Gens, Saving 2 Survivors, 2 Trinkets = Single Pip
2 Gens, Saving 2 Survivors, 3 Trinkets = Double Pip
3 Gens, Saving 1 Survivors, 3 Trinkets = Double Pip
1 Gens, Saving 3 Survivors, 3 Trinkets = Double Pip

Comments

  • Master
    Master Member Posts: 10,200

    No time, need moar DLC

  • Orion
    Orion Member Posts: 21,675

    "I'm not gonna post a suggestion thread in the proper place for suggestions, and I'm gonna spam threads until I get a response from the developers, even though they have better things to do than reply in every single suggestion thread."

  • fcc2014
    fcc2014 Member Posts: 4,388

    Generator Locks and code paper. What is this Mission Impossible? Did you just watch fallout?

  • FoxWolfFrostFire
    FoxWolfFrostFire Member Posts: 197

    Very amusing Fcc2014, Truth be told never got to watched Mission Impossible, been meaning too but never got the time.

  • fcc2014
    fcc2014 Member Posts: 4,388

    You should the last 3 were very good. On a serious note it feels like you are trying to over complicate things. The code paper being generated sounds like something from Saw. It is interesting and agree a side objective needs to be added this is why i love the event generator and hooks so much. Maybe tie the side objective to a scoring bonus(double xp towards shards perhaps)?

  • feffrey
    feffrey Member Posts: 886
    More killer sided ideas with no thought process involved 
  • FoxWolfFrostFire
    FoxWolfFrostFire Member Posts: 197

    The only problem I have with tying them to something other than emblem is that won't fix the problem of gens just getting done to fast. But I'll think about it some and see if I can get something like that to work. A tempting reward that isn't needed but that could require a total over haul of the whole game

  • TheLegendDyl4n1
    TheLegendDyl4n1 Member Posts: 1,493
    edited September 2018

    if the problem of gen rushing and the killer only getting 0-1 kills each games was a problem throughout all ranks maybe something like this could be added but most games i play around rank 5-10 we all die or only 1 survives there is the once and a while we all live or only one dies but other than that surviving is hard when your playing solo. if a swf group or just plain good survivors all survive and none of them die at rank 1 and your rank 1 then its not that the game is too easy but that you are too high rank with not enough experience to counter it. survivors run perks, killers run perks, both run perks they want to play with, in-order to counter survivor perks usually used you have to run certain perks that counter the survivor ones. if you dont want to run those perks to counter the survivors then never complain that survivors are op they just get the upper hand when you allow them to. hate DS then run unnerving presence most people cant hit it. hate sprint burst? its simple fool me once shame on you, fool me twice shame on me basically if you know a survivor has sprint burst then dont try and hit them just keep running towards them until the sprint burst is wasted, same for dead hard same for balanced landing and same for lithe. i can play my leatherface (almost never use my chainsaw sadly) with BBQ, Agitation, and Iron grasp and almost never have to use my NOED. (i havent had a chance to continue leveling up my killer since the new survivor was announced so i have been saving BP) and almost always kill survivors around rank 8-15 with no problem until around rank 5 when i start getting the SWF who know how to survive then i only kill 2-3 of the survivors. so please stop complaining about the objectives until the real problem is solved. the ranking system and swf to solo ratio.(and no i am not suggesting SWF be removed or put into a different game are than solos)