General Discussions

General Discussions

The only way to combat "go nexts" is to turn dead teammates into ghosts

I've been giving it a lot of thought and I think the only thing that's going to cut down the whole "killing ones self on hook to go to another game" is to make it so that when someone dies, they become a ghost and are still in the trial. To make it to where you're butt doesn't leave the game until the trial is over, so you've either got to eat the dc or hang around the ghost realm. It could be like Freddy's dream realm of the map you're in, maybe even with some extra objectives like spirit orbs to collect for extra bp.

That's not to say it couldn't be fun. Phasmaphobia has a really cool feature that when you die you turn into a ghost and you can follow your teammates around, messing with them by throwing things and scaring people. Either way, it would eliminate a lot of the skipping to another game super fast thing.

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Comments

  • Member Posts: 648

    It sounds interesting.

    Or imagine a sacrificed survivor is sent to the void and if they complete an objective there, they could return to the game for a limited amount of time or until they take a hit or something. If the first person found it just tunneled out, they could at least make some points in the void and maybe take revenge on the killer haha

    Hmmmmmm.

    This could really turn into something positive for the game

  • Member Posts: 603

    Sounds game breaking, but fun. You could even give the “ghost” minimal impact on the game (speed up teammate chest search, transform edgemap obstacle into z wall, refill chest with item, etc).

    The problem with this is I don’t want to be stuck in a game I already died in by normal means. That and ghosts can’t be given vision of the killer or you can use comms for free scuffed wallhacks.

  • Member Posts: 339
    edited January 8

    Ghost Survivors have potential to be very thematic. My issue is though, the ghosts won't be able to do much more than be chaseable or participate on other things otherwise it's kind of unfair to the Killer. You'd have to limit their power and what they can do, otherwise it's like the Killer never got any pressure at all. So maybe, ghosts can participate on things but will not progress them, only earning BP for doing it, and when the team succeeds they share the points. So for example, a Ghost can cleanse totems and open chests, work on gens, or heal Survivors, but their progress doesn't actually do anything - they maybe open the chest, but they don't progress gens whatsoever nor does healing progress. They can however pick up teammates from being Downed, fix Deep Wound, or open things for others. Basically:

    • Ghosts are invisible to the Killer, make no noise (they do not whimper or have footsteps), don't create loud noise notifications (Scream perks do not work on them and rushed actions create no noise), leave no scratch marks, and do not trigger any Killer perks or information. They therefore cannot be tunneled or even chased.
    • Ghosts cannot trigger Entity-blocking on vaults.
    • Ghosts however do trigger Crows, and are visible to other Survivors within 16 m.
    • Ghosts cannot use any perks, all perks are deactivated when the Survivor dies.
    • Ghosts cannot pick up items or use them (they are intangible ghosts).
    • Ghosts move through breakable objects or other players as if they weren't there. This includes pallets, breakable walls, other Survivors and the Killer. This also means they cannot throw pallets, unhook anyone, bodyblock, or sandbag.
    • Ghosts can open chests, cleanse dull totems (but not cast boons or remove hexes), and use lockers. This has the cool effect of it looking like things are magically being done on their own! Spooky!
    • Ghosts can participate in healing, invocations, and generators, but they do not apply any stackable bonuses or progress these in any way (as that would be unfair).
    • Ghosts do not trigger the AFC (they're not there).
    • Ghosts are permanently Blind (to prevent information abuse in Comms). In addition, Ghosts are permanently Broken, but only as a cosmetic effect to be more spooky. Being Broken doesn't do anything for them, it just is a cool morbid reminder that they'e dead.
    • Ghosts cannot see the Killer, and instead only see scratch Marks of the Killer, which are suppressed if the Killer becomes Undetectable (again, prevents info abuse in Comms).
    • Anything a Ghost does that a Survivor can do earns points as if they were a living Survivor, meaning death isn't the end of earning BP! Yes that means if they are in range when the chase music begins for someone else, they can "participate" in the chase and earn points by running and vaulting as if they were being chased.
    • Respawing as a Ghost Survivor is optional, and done by pressing a different button other than the Spectate button. The Survivor can do this at any time after they die.

    So, lots of potential for a thematic approach to staying in the round and being able to get points and still play, but without any way it could be abused by people who want to sandbag their team or harass the Killer, plus it keeps people being eliminated a form of pressure for the Killer without ruining it for everyone else. I also love the spirit orb idea! Maybe if you are a Ghost Survivor you have an alternative objective that is a side thing, so you still have something to do? It just shouldn't do anything to help the team get a boost, as that would tilt the game unfairly if Killers need to also worry about invisible Survivor shenanigans on top of what they already have to factor in.

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