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Feedback : LightsOut's creepy ambiance should be added to Murky Reagents

Hello,

I just wanted to give my two cents on the Lights Out Modifier and especially on it's dark and foggy look. While gameplay wise it need some tweaks here and there, the ambiance is outstanding and I'll give the devs a prop for this one : It really look like a unatural world stuck into a endless night, surounded by thick and black fog with auric cells flying here and there (you know, the entity's realm as it is described in the lore !) The rare sources of light truly give the map an earie feeling, I mean just look at that :

20240207193940_1.jpg 20240207202336_1.jpg

While the fog is deeper on this modifier, it kinda reminds me the old lightening of DBD (it's the point, I know). I have never enjoyed the maps after the realm beyond update because they usually loose their creepy ambiance, being brighter, less foggy (when not straight during daylight...). This modifier shows that these reworked maps can have that creepy feeling with just the right lightening.

Murky Reagent.png

I'm not saying that we should turn all current maps to pitch black, but I think that if Lights Out is never coming back, it would a nice idea to implement that lightening and fog in the current murky reagent offering (maybe with the fog appering a bit farther than in current Lights Out modifier to not alter vibility too much). That way, we could have that creppyness in base game occasionnaly without fully forcing it on people who don't enjoy it.

The reason being is I don't think current Lights Out would work that well on the long term because the gameplay isn't as good as it's ambiance. Having the lightening without the core gameplay change would be the best of two worlds.


And to finish, if Lights Out is coming back later on, I think some tweaks could be added to make it a bit funnier because it currently leans too much in favor of killers :

  • Pools of blood should be removed (or temporary disabled after getting unhooked) as it push the killer to tunnel if they come back to hook since they currently sees where the unhooked went but not the unhooker.
  • Gens shouldn't go under 5% of progress as they stop making noise, making them ever harder to track for survivors.
  • Maybe giving a bit longer base BT after unhook to lower the overall effectiveness of tunneling (or maybe removing the unhook notification).

I'm fully ok with the fact than a casual mod isn't balanced at 100%, but I got serveral 12 hooks games despite not using my power once, which, let's be honnest, would never happen to me in normal gameplay. Making survivor's gameplay harder is fine, but if it feels unfair, people just won't play it and it's a loss for everyone.

Anyway, that's it for me ! I'm gonna go play a bit more of that modifier before it close its doors !

Comments

  • Emeal
    Emeal Member Posts: 6,630
    edited February 2024

    I agree with your perspective. What I had hoped murky reagent offerings would do is align more with the game's theme of 'see you in the fog.' However, many maps are surprisingly bright, and the long-distance visibility isn't effectively hindered by the current murky reagent. It appears suboptimal, especially since dark fog might not be suitable on bright maps. I propose that bHVR could instead theme the 'fog' to match the weather or theme of the map. For instance, Ormond could have a snowstorm, Coldwind a heat distortion, Redwood water vapor fog, and Eyrie of Crows a sandstorm, each blocking long-distance viewing.

    This suggestion, of course, assumes that bHVR is interested in playing with the mechanic of long-distance viewing. If they decide to explore this, such thematic variations could be introduced with additional murky reagents.

    It's interesting to note that bHVR retired the 'Moon Bouquet' offerings due to the cost of maintaining them in an acceptable way. Now, with praise for making a dark map, there might be an opportunity to revisit or rework 'Moon Bouquet' to theme maps to be visually darker without affecting gameplay.

    I beseech you bHVR, if you asked in your next survey about the murky reagent and how to rework it would be BALLING. In fact, Survey the community opinion on all the offerings. You might aswell.

    Post edited by Emeal on
  • What's sad is that murky reagents don't even stack, despite the item description saying it does.

    Would be cool if 4-5 of those made the games as dark as lights out mode is now. Although honestly seeing a game where even 2 of those are played is rare.