Feedback and Suggestions

Feedback and Suggestions

New Gameplay Mechanic Ideas

New Game Mechanic: Levers

Similar in function to a Black Ops 2 Zombies Easter Egg, levers would be placed around the perimeter of the map. The levers would look and function similar to exit gates, where they light up and generate a reasonable amount of noise. When all levers on the map have been completed, survivors would receive credit for one generator. Or the power mechanic could be reworked, and a certain number of energy points could be required to open the exit gates. Levers would give a lower number of energy points because you are standing up. Generators would give a higher number because you are sitting down.

Baby Meg wanting to stealth and move around the map to complete levers would contribute to the game. Survivors want to move around outside chase, not sit down all the time. Let them generate power while doing so.

New Game Mechanic: The Basement in the Basement (Dangerous Catacombs)

The basement could be extended, with a basement in the basement. In this idea, the concept of Territorial Imperative would be applied to the basement within the basement as basekit to killers. I want to be clear with this idea, it would only trigger when entering the second basement. This means that invocation players would not trigger it, as the salt circle is in the first basement. When a survivor enters the dangerous catacombs, they can get a toolbox with an original brand-new part add-on, which would allow them to complete the generator instantly. This applies a concept of high reward, high risk, high danger. The developers would need to make the survivor do something within the 2nd basement that takes a certain amount of time. There needs to be a reasonable chance the killer could interact with this game mechanic. It should not just be running in, and running out. Maybe they have to push open a stone door. There needs to be risk, and that “oh god oh god oh god oh god oh god” tension that this game desperately needs for veteran players burned out.

At a minimum, alternative power solutions and mechanics should take a similar amount of time and risk to complete a generator. The goal here is just to make gameplay more interesting without making the new gameplay mechanic the best option. Skill checks are kind of dull 8 years later. The other power mechanics could introduce different kinds of skill checks. Generator skill checks should never be changed.

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