Fun, simple, and easy solution to Generators!
How can we make the game more fun for BOTH sides?
Solution:
-Increases the total repair time for each generator to 100 seconds.
-New type of skill check: Reaction.
Reaction: When you get this type of skill check, a key/button will appear on your screen with a 2 second timer above it. Select the correct button displayed on your screen before the timer runs out to succeed the skill check.
Q: How would this work with reduced/increased success zones?
A: Less/more time to react depending on your debuff/buff.
Q: How would great/good skill checks work with this type of skill check?
A: Depending on how fast you entered the correct displayed key/button on your screen, you may either get a great or good.
Q: How would this work with Ruin?
A: Basically the same as before with greats having no penalty and goods having a penalty. So you'll need to enter the correct displayed key/button as fast as possible to get a great.
Q: How would this work with Madness?
A: It will appear anywhere on your screen like the regular skill checks.
-New type of skill check: Multiple skill checks.
Multiple skill checks: Basically it's exactly like regular skill checks but with 3 success zones. You'll need to land in every area to succeed the skill check before the 5 second timer expires. Landing in a success area will make it disappear so you won't get confused later during the skill check.
Q: How would this work with reduced/increased success zones?
A: Depending on the debuff/buff, the 3 success zones will get smaller or bigger. The 5 second timer will always be unaffected, just the 3 success zones.
Q: How would great/good skill checks work with this type of skill check?
A: Simply if you landed more greats than goods then the skill check will be counted as a great skill check and vice versa.
Q: How would this work with Ruin?
A: Simply if you landed more greats than goods then the skill check will be counted as a great skill check and vice versa. If you do land a more greats than goods, then there's no penalty. If you land more goods than greats, then you'll get the regression penalty.
Q: How would this work with Madness?
A: It will appear anywhere on your screen like the regular skill checks.
What do you think about my fun solution? Do you think repairing generators will be more fun with these news skill checks? Will this help slow down the game? Tell me your thoughts and please be constructive!
Note: We can always change the number values to make it more balanced if needed.
See you in the fog!
Comments
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Dont forget that there are controller players out there. This would reduce the possible keys by a lot and make it quite easy if you ask me.
This idea would get rid of the 1-hand play of survivors which is quite pathetic if you ask me. Playing survivor is so chilled that you can easily eat in the meantime, just hold M1 and use another mouse button for the skillcheck, eat with the other hand or do other stuff.....Why not make it that way that you still have the skillcheck circle thing, but now you have to press the key chosen at the correct time
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I’m of the option there should just be a second objective because I just don’t see a way doing a gen can be made fun. I don’t think anyone wants to do the 80+ gen time we have now. I just personally don’t think adding more time and more buttons to press while doing the same task will make it better4
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We could change skill checks to be increasingly difficult based on the survivors rate of success. They keep track of statistics for all of us I'm sure, one of those could be my skill check miss rate. Right now skill checks only use a single key (spacebar or remapped to whatever on pc for example). How about in addition to moving wheel, you change it so that key changes if you haven't missed a skill check in your last 3(X changeable value of course) skill checks. Then up it further so that skill checks chain together if you haven't missed one after 5(Y) number of skill checks (add more sections to the wheel, each section with different keys). Then up it further with each success And keep going to a point where it becomes either :
A) impossible to complete or
so annoying the survivor fails on purpose to get back to the easy ones.Making it wheels inside wheels, with independent spinners all of which require you hit a different key, sounds like its getting pretty hard to me. I mean eventually, you'd have to start using toes , 11 wheels with 11 different buttons to be pressed... literally becomes impossible.
Increasing skill check failures at high ranks would be a great way to bring the duration of the survivor game inline with the duration of the chase. The important part of that is that the survivors must have a significantly higher failure rate. As longs as skill checks are succeeded 99% of the time, or they can be avoided by gen tapping, they are meaninglessly trivial.
IMO, BHVR should also remove the randomness from skill checks. A skill check should occur at fixed points of progress on the generator, every 5% of progress for example. In doing this they would be able to use skill checks as a point of balance, or even as a point of game flow control that dynamically adapts to the state of the game.
at 5% a skill check survivors would be doing 20 skill checks per generator. Upon missing a skill check they would lose 10% which would set them back 2 skill checks, but due to the increasing difficulty nature of the skill checks would have easier skill checks until they built up progress again.
Working together, would cause all survivors to have to hit the skill checks, any number of them missing would count as only 1 break, so only a 10% loss, instead of the current nature which is, independent assessments of failure. Survivors individual skill check difficulty chains are only broken if THEY miss a skill check. This would make working together SIGNIFICANTLY HARDER, which is a trade-off for the significant speed boost.
Additionally I would consider adding additional objectives that require survivors to move around more.
Let's say at 50% the survivors have to go find a part to install. The part is heavy and reduces their movement speed by 20% (walking/running/crouching). It causes you to leave scratch marks while walking, and the scratch marks left while running last 100% longer. Installing the part takes 20 secs, has 1 2 wheel skill check at 10 secs that if you miss adds 20 more secs to the install and notifies the killer if your skill check chain success rate was above the value required to put you at a 2 wheel skill check on a generator (so if you were generally good enough that you should have hit that skill check but missed).
4 parts appear when the generator hits 50%, additional parts appear for each generator that hits 50% up to 12 parts total on the map at a time. This would make it so that as you get more generators to 50% it gets easier to find them. Each time you install a part, 3 parts disappear from the map. These parts do not require that you drop your item to carry.
At 99% the survivors have to go find the starter switch. Starter switches are not heavy and do not reduce your movement speed, but they spark every 10 seconds giving a visual display (they do not spark while on the ground) that the killer can see from 20 meters easily if they are looking your direction. There are 20 starter switches strewn through the map from the start of match. The starter switch requires you drop your item to carry.
BNP should be removed or reworked again. Using the above rules, the bnp could allow you to skip the 50% looking for part phase.
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EHEM. Okay, 1) If people don’t like 80 sec gens, they are gonna loathe 100 swf gens. No, add something for them to do, like a part, or quick mini game to get it up and running. 2) Straight up won’t work on console. 3) That’s good, but will just punish noobs more, the actual people who are good at gen rushing will be barely effected, unless you run ruin. And the whole point of this is so you don’t have to run ruin.
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@newduls said:
We could change skill checks to be increasingly difficult based on the survivors rate of success. They keep track of statistics for all of us I'm sure, one of those could be my skill check miss rate. Right now skill checks only use a single key (spacebar or remapped to whatever on pc for example). How about in addition to moving wheel, you change it so that key changes if you haven't missed a skill check in your last 3(X changeable value of course) skill checks. Then up it further so that skill checks chain together if you haven't missed one after 5(Y) number of skill checks (add more sections to the wheel, each section with different keys). Then up it further with each success And keep going to a point where it becomes either :
A) impossible to complete or
so annoying the survivor fails on purpose to get back to the easy ones.Making it wheels inside wheels, with independent spinners all of which require you hit a different key, sounds like its getting pretty hard to me. I mean eventually, you'd have to start using toes , 11 wheels with 11 different buttons to be pressed... literally becomes impossible.
Increasing skill check failures at high ranks would be a great way to bring the duration of the survivor game inline with the duration of the chase. The important part of that is that the survivors must have a significantly higher failure rate. As longs as skill checks are succeeded 99% of the time, or they can be avoided by gen tapping, they are meaninglessly trivial.
IMO, BHVR should also remove the randomness from skill checks. A skill check should occur at fixed points of progress on the generator, every 5% of progress for example. In doing this they would be able to use skill checks as a point of balance, or even as a point of game flow control that dynamically adapts to the state of the game.
at 5% a skill check survivors would be doing 20 skill checks per generator. Upon missing a skill check they would lose 10% which would set them back 2 skill checks, but due to the increasing difficulty nature of the skill checks would have easier skill checks until they built up progress again.
Working together, would cause all survivors to have to hit the skill checks, any number of them missing would count as only 1 break, so only a 10% loss, instead of the current nature which is, independent assessments of failure. Survivors individual skill check difficulty chains are only broken if THEY miss a skill check. This would make working together SIGNIFICANTLY HARDER, which is a trade-off for the significant speed boost.
Additionally I would consider adding additional objectives that require survivors to move around more.
Let's say at 50% the survivors have to go find a part to install. The part is heavy and reduces their movement speed by 20% (walking/running/crouching). It causes you to leave scratch marks while walking, and the scratch marks left while running last 100% longer. Installing the part takes 20 secs, has 1 2 wheel skill check at 10 secs that if you miss adds 20 more secs to the install and notifies the killer if your skill check chain success rate was above the value required to put you at a 2 wheel skill check on a generator (so if you were generally good enough that you should have hit that skill check but missed).
4 parts appear when the generator hits 50%, additional parts appear for each generator that hits 50% up to 12 parts total on the map at a time. This would make it so that as you get more generators to 50% it gets easier to find them. Each time you install a part, 3 parts disappear from the map. These parts do not require that you drop your item to carry.
At 99% the survivors have to go find the starter switch. Starter switches are not heavy and do not reduce your movement speed, but they spark every 10 seconds giving a visual display (they do not spark while on the ground) that the killer can see from 20 meters easily if they are looking your direction. There are 20 starter switches strewn through the map from the start of match. The starter switch requires you drop your item to carry.
BNP should be removed or reworked again. Using the above rules, the bnp could allow you to skip the 50% looking for part phase.
That’s TOO much.
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ThePloopz said:I’m of the option there should just be a second objective because I just don’t see a way doing a gen can be made fun. I don’t think anyone wants to do the 80+ gen time we have now. I just personally don’t think adding more time and more buttons to press while doing the same task will make it better0
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@Nickenzie I understand where you’re coming from but I don’t think there is a way to make doing a gen exciting. Like once people get use to the different skill checks it’ll be the same thing as it is now just with more button presses. This is the way I look at it, currently we have to spend 80 seconds holding one button and pressing another whenever prompted to complete a gen. If your suggestion was implemented we’d have to spend 100 seconds on a gen holding one button and press even more buttons than we did previously just to completely the same exact task. Your idea isn’t by any means bad, it would lengthen the game but I’m not sure about the fun factor of it.1