Gameplay Change Suggestion
So I've been playing since late 2016 and I know how frustrating the game has been with hooking, camping, tunneling, sabo'ing, etc. There's been multiple attempts by the devs to rectify the issue over the years. Adding the ability to unhook from different angles. Preventing Trapper from putting traps too close to the hook. Testing out a timer pause system back in the day. BT being added base after an unhook. The new attempt being tested soonish. We have to remember why killers even attempt camping and tunneling. It works in certain situations which then can lead to a drastically reduced chance of survivors escaping. Or if the killer feels really pressured. The core problem is the hooks and the systems tied to it and around it. They're flawed. Behaviour has always tried bandaid fixes to many things over the years. Bloodlust, vaults being blocked after 3 vaults, BT to base unhook, swivel unhooking, etc. are proof of their bandaids fix attempts. That and using perks to fix issues as well.
So what do I suggest? Something that many probably won't agree with but it's about the only true solution outside of being stuck with flawed systems that can't ever be made fair for both sides at the same time.
Remove hooks and remove carrying. Make it so killers have to mori each survivor 3 times. Add 2 new moris to each killer to show you've reached the next mori stage on them. Have the survivors do something in death to return back to the match. Have that spawn them away from the killer. This design will prevent camping and tunneling from happening which will please survivors while also stopping blind saves and body blocking hooks for killers. The mori kills will make killers feel like they're actually doing something and progressing.
There are potential design flaws with that as well. Such as survivors staying in the death realm instead of leaving. Could be designed so that they only have a limited time in there to get out or die permanently.
This also opens up the potential for more moris to be added and even monetized by Behaviour. Which would give them a reason to even think about doing this as it would be a huge undertaking to change, remove, and add mechanics. Even some perks on both sides would have to be changed. But this would be a far better solution to make both sides feel like they're able to play and still feel like they're doing something without screwing either side over.
Like I said know most people won't agree with this as many have become fond of flashlight saving, pallet saving, camping, tunneling, etc. But it's either this or stuck with the system of hooks that has no real solution to being fair no matter how many bandaid fixes they attempt or apply.
Been thinking of this concept for years but finally decided to type about it. I doubt this will even be considered or realized into the game but it's nice to at least talk about it.
Side Note: I had an old idea of replacing bloodlust with a somewhat similar power that just constantly leaves sludge behind killers wherever they go. It would dissipate after some time but would continually slow survivors who go into it. This idea works better in smaller loops and would end them faster but would suffer heavily in longer loops as the sludge probably wouldn't even work there. So it's not a viable replacement as it weakens normal loops too much while being useless for bigger ones.
Comments
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I have a better idea:
make survs have unlimitted hook counts, but introduce a match timer (remove tunneling).
Hooked surv is become "ghost" for some time, and cannot perform actions, or make them teleport to random hook far from killer (remove camping).
Once gens are done, survs need to use both gate switches. If they do it, Killer is banished by the Entity. if they cannot do that before timer goes to 0, then all survs are sacrificed and dead by daylight (remove frustration for being best looper and only one who escapes).
Moste gameplay will stay the same, with only exceptions would be to make gameplay more thematic to the title, and remove most toxic behaviour from the game.
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How about we just accept the reality of the simulation of a horror film is that some people will die without ending up giving much of a fight, maybe it lies to not only take you off the hook, but apply to some protection to ensure your survival. Maybe the Killer isnt toxic maybe the Killer is just doing his job.
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No.
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Don't think that would work as your idea is about taking the killer out by some means. Killers are backed by the entity. The entity wants the survivors to have hope not feel empowered. Gameplay wise that just sounds a bit odd even for DbD.
I think they talked about survivors on hooks tping around like PH cages in the past. Not sure how far it got but it obviously didn't go into the game.
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You do realize that this isn't a horror film but a video game, right? You have to match entertainment, enjoyment, and the gameplay all together here. If you actually read my post, which you clearly didn't, my post mentioned positives for the killer from these changes. Literally no more flashlight saves and body blocking at hooks. And I never once said toxic anything in my OP. But by your logic the real face camping and real infinites should come back. People should just accept those and get better, right?
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This game is simulating a horror film, 100%.
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If the horror film in question had some connection to Benny Hill music then sure. I can't think of any horror film where the humans run Nascar around locations to play keep away. DbD relies on horror for its theme and design but the gameplay is anything but. Unless you want to argue it's trying to be like Scary Movie.
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