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What do you guys think about a timed matches game mode?

Halloulle
Halloulle Member Posts: 1,354
edited December 2022 in Feedback and Suggestions

It's rather simple, and I have seen the idea pop up in one form of another here and there over time. But it was always a tangent when the discussion was about sth else.

General

Duration: A match lasts seven minutes.

Gens: There are five gens: a moderate 4gen area and a safe gen. A completed gen is reset after a minute and can be completed again.

Hooks: There are hooks in regular intervals with very little randomisation (a killer will always get to a hook if no special builds are in play but there are no "kissing hooks" either). Hooks don't break after sacrifice.

Hooking/Sacrificing: A survivor that gets sacrificed respawns in a random location five seconds after their sacrifice animation is completed. They respawn in a random location but at least 45m away from the killer. They are healthy, have lost their item and have no hook stages.

Pallets/breakable walls & chests: Upon completing a generator one random pallet/breakable wall respawns. The safe unhook score event respawns one random pallet/breakable wall. For every sacrificed survivor one random chest closes and can be reopened.

Objective: Survivors try to complete as many gens as possible. Killers try to get as many hookstages as possible (3 total; first hook, second hook, death. Three hookstages are awarded if someone dies on first hook. A mori counts as if someone was hooked and died on that hook - so an executioner mori rewards one stage, a tombstone mori on an unhooked surv counts as three stages).

Conditions

Blacklisting and favoring killers: Survivors can blacklist two killers. They won't be matched with these killers. Each survivor can pick four killers they favor, if possible they are matched a) with survs that have the same / as similar choices as possible b) a killer they favor. If matchmaking can't find a fitting killer within, say, three minutes, favors are disregarded.

Blacklisting maps: Killers can blacklist two maps. They won't be sent to these maps. Killers can favor five maps, the chances they are sent to one of these five maps increase greatly.

Lobby: The lobby is more transparent. The killer sees the items and their add-ons. The survivors see which killer they are up against.

Limiting surv perks and add-ons: A killer can pick a total of six perks/add-ons. These perks/add-ons can only be brought once into the trial (so, if a killer limits DH only one person can bring DH. If they limit BNP, only one person can bring BNP, but everyone can bring a toolbox and so on).

Limiting killer perks and add-ons: In the lobby each survivor gets to remove one perk or add-on from the killer's choices (the choice is shown to the other survivors).

Offerings: There are no offerings.

And that's it. There are no formal criteria for winning or losing. People are free to keep their own scores of how many hookstages/gens they were able to get.

Personally, I think this would be really fun.

Post edited by Halloulle on

Comments

  • Seraphor
    Seraphor Member Posts: 9,429
    edited December 2022

    Sounds like a decent 'competitive' mode particularly with all of the restrictions. Although with a much clearly defined score condition (gens/hooks completed) I don't see why a 'winner' couldn't be declared on the scoreboard.

    One thing though:

    "Hooking/Sacrificing: A survivor that gets sacrificed respawns in a random location five seconds after their sacrifice animation is completed. They respawn in a random location but at least 45m away from the killer. They are healthy, have lost their item and have no hook stages."

    This almost sounds as if the killer would benefit more by not sacrificing survivors. A non-lethal hook means a survivor has to be rescued, and then healed. That takes more time and applies more pressure than the 5 second respawn timer.

    I would imagine the smartest play would be to 2-hook every survivor, and then slug as long as you feel comfortable doing, until you're confident you can score more hooks with a 'fresh' round of survivors with the gen slowdown you've inflicted with your slugging.

    I would maybe set the respawn timer to something like 30s, so that there's not a significant downside to scoring that last hook and sacrifice on a survivor. 30s could account for the time another survivor would take to come for the rescue and subsequently heal them up to healthy again.

  • GenJockeyNance
    GenJockeyNance Member Posts: 687

    Each survivor can pick four killers they favour

    That's gonna be a dead mode then. Lol

    Jokes aside, The only issue I can see with this mode though, as always, are the super competitive people who will use it as a way to best their skills. Sounds fun in theory, but the competitive nature of this game I feel would ruin it.

  • Seraphor
    Seraphor Member Posts: 9,429

    It would be somewhere for all of the competitive players to go, instead of regular matches.

    Allow killer swapping in the lobby to account for killer bans, with no MMR, as a competitive mode you simply have to stand on your own merits, and it'll take the best of the best players out of regular 'casual' games.

  • Halloulle
    Halloulle Member Posts: 1,354
    edited December 2022

    Right. Slugging. I forgot about that one. - I guess the UB basekit they tested in a PTB a while back could come in very handy there. Numbers are certainly tweak-able. I just also think that there needs to be some discouragement to "trading one hook stage" (aka failing the two skillchecks on second hook) for a gen and a health state; if you suicide and respawn full health your team doesn't need to run to you, heal you and run back but can just concentrate on getting another gen done. That's where the five second delay was coming from.

    As for the "winner" .... I don't know if you can stack gens against hook stages as points - though I'm somewhat sure that what a "good ratio" is veries depending on loadouts and killers. Imo, even a limited Nurse should always get more hook stages per gen than, say, a Doctor. Maybe leaderboards per killer could give an indication of how well each side performed.


    I have no idea how many people would actually go for this - but that's also why I'd say disregard the preferences once matchmaking takes too long.

    It is kinda meant to be an outlet for people with a competitive mindset - while also somewhat removing or reducing the impact of certain game-breaking combinations we know from pubs. The idea is that it may appeal to people who may not be super competitive but are bothered by broken combos and super drawn out matches. Like, Spirit is alright in principle - challenging but alright - but if MDR is in play it's a whole different story. Double range Nurse on its own is very strong but it only actually becomes broken when you put something like Lethal, Awakened Awareness and Starstruck on top of it. Vice versa nurse running these perks is challenging but not broken without range and recharge. I don't know enough about Blight to make a qualified comment but I imagine hug-tech aside he becomes way less OP without certain add-ons.

    Though, I personally would probably use it more to be able to verse some killers in a non-broken state more often to practise and figure them out. As an alternative to 1v1, if you will.

    Right. Killer swapping could also just be an option to find a good middle ground between getting a killer and limiting certain perks or add-ons (I'm fairly certain there are a number of players who just wouldn't play a killer without specific perks/add-ons).

  • AssortedSorting
    AssortedSorting Member Posts: 1,348
    edited December 2022

    7 minutes seems very short, and the lack of contribution to a conclusion will probably be a bit odd and reduce the feeling of impact on a players actions on a match.

    Maybe make it a bit longer, and make it so that the Trial grounds are in a state of Collapse. Survivors are powering generators to stabilize a rift to escape through and the Killer is sacrificing Survivors in order to stabilize their realm, call the game mode Realm Collapse.

    This game mode seems less competitive as you can’t shutout the opposing side. I’d scrap the pick/ban system.

    How will you handle Survivor players that choose to just hide and walk around the map, given there is a definitive end established by the mode? Or AFK/pacifist Killers?

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    No one will play it after a week. It sounds more like you're proposing a mode for comp matches to take place in.

  • Halloulle
    Halloulle Member Posts: 1,354
    edited December 2022

    Realm collapse as a setting seems like a good idea to me.

    Seven minutes is short - but that, too, is kind of the point. It is enough for a killer to gain momentum and capitalise on it, it is more than enough for survivors who can't manage resources to deplete resources and not get a free comeback via completed gens/safe unhooks. But it is not too long in case of the cases you mention; be that survs who play ultra stealthy (which is a valid strategy but not particularly interactive - though, given the reduced gens a killer should have a slightly easier time finding them) or afk killers. The most amount of "feeling like time is wasted" is five minutes though - I think it's reasonable that people realise they're matched with people who don't really intend to play the game normally about two to three minutes in. Five minutes of wasted time is bearable, imo. - Though I guess a match could also last nine or ten minutes. Not more though. I think finding the sweet spot in terms of time would be something to get to via trial and arror.

    The pick/ban system is, imo, pretty important. Because there are things people just don't want to go against / things that are inhently unfun to go against depending on what and how you play. It is a way for players to filter out the things they dislike most while still retaining a good degree of variability.

    A lack of "feeling of accomplishment and contribution" could be quite a problem though. I don't care too much about it; I see it more as a playground where everyone is likely to get their turn. Very much in the sense of "it's all about the journey, not the destination."

    Comp would come with a much stronger set of rules, I imagine - but I do think there are some things the comp people have figured out. E.g. that some things are just broken and should be limited one way or the other.

    It'd also not be meant to replace regular pubs. But be a middle ground where it's not just loadouts that make or break your game experience. When I read through the forums there are a lot of complaints from players from both sides who don't care too much about the match outcome, as long as they feel like "they got their turn". Be that survivors who are sick of the ever same killers with the ever same loadouts and associated strategies or be that killers who are sick of seeing DH and either BNP or really good medkits on the majority of survivors they verse.

    For me personally it would also be a "I want to play against killer X Y Z but I don't ever get them in pubs" - while said killers are hardly played or just can't climb through MMR (/players don't want to) because versing loadout A B C is just borderline unfun most of the time without the best of the best add-ons perks.

    As such I think it would have a fair place between pubs and customs.

  • AssortedSorting
    AssortedSorting Member Posts: 1,348
    edited December 2022

    This game mode seems to want the mid-game to play perpetually with resource regeneration. (By the way, Hooks should restore pallets, and Generators should destroy pallets in that regard, so the map doesn’t become lopsided by snowballing the more efficient side). So tweaking the time limit should be possible. In which case the only issue is addressing AFK/Stealth.

    Post edited by AssortedSorting on