http://dbd.game/killswitch
Why copy fornite progression system for rift?
Do rift now is boring we had our original mode to do the challenges, the new is good for Fortnite because the map is big, but in DBD this no have sense and is boring and sucks
Comments
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Yeah, have to say, the new Quest-System and Rift are really boring. Usually when a new Tome opened, I at least got to play a different Killer I would not have played or using a Perk I would normally not use. But now it is just playing the game normally. I do think that some Survivor-Challenges were too much "throw the game", but I think "Play with X-Perk" or "Stun the Killer and escape" were not those kind of games.
Also, at the very least the Rift-Progression should not be automatic. I honestly did not even notice what I actually got from the Rift, since I dont need to claim it manually anymore. Takes a lot of excitement out of it. Before I would claim the Tiers and see "Oh, the new Jake-Cosmetic, nice."… Now it is just there and I often overlook it.
Overall, I preferred the unisue approach DBD was doing. This is an overall downgrade and one nobody asked for.9 -
IMO - they're simplifying it for the incoming FNAF crowd. A chunk of whom are quite young and probably do play Fortnite. It's boring because it's been dumbed down.
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because they want this game to become nothing but a horror fortnite unfortunately
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Yeah, this is the main reason. This is also why characters are now start with Perks, Items and Add Ons equippped. And most likely their statistic shows that newer players dont realize that Tomes and the Rift exist and probably dont equip challenges.
But I personally still think it is not the right call. For Perks, Items and Add Ons - yes. But not for the Rift and Challenges, the unique approach they had set them apart from other games.
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I see no reason to even simplify the rift for new players. Its not like the old one was difficult to understand, and even if someone had problems, google exists
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… Am I the only person who likes the casualification of this new system, the new colors, and the more beginner-friendly options for newcomers? We DO want new players to come in and stay, right?
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Well we do.
But I think it's safe to assume that the old rift/challenge system was the least difficult aspect for new players. They still have to deal with the plethora of perks, add-ons, items, different killers and maps.
This might be a step in the right direction, but it's really far far from enough.
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Easier for them to buy it with real money as well.
BHVR always manages to make my opinion plummet.
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They should embrace their own identity and not trying to copy other games :-(
I am curious how many Fnaf fans will stick to DbD for longer as the new player experience is sadly still awful.
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DbD is losing its identity and uniqueness, sacrificing the horror theme to look like a mobile game. Yes, the new player experience is bad, but that has nothing, absolutely nothing, to do with rarity colors or the Rift/Tome. But it's easier to break what works than fix what's broken.
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I enjoy the quest system. Needs work though.its not perfect, but I enjoy pinning specific quest while watching others auto complete I finish them.
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To be fair, its nothing to do with fortnite. Thats just how quest system works in 90% of the games nowadays. You dont need to like it. And nobody needs to understand why the gave up on their unique system.
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I agree, more and better needs to be done. The colors I think look fine, and the Quest system is IMHO better. I will concede that the game is still a slog for new players, but even a little nudge helps, it's SOMETHING to teach players and keep them from feeling so helpless at least… what we really need is a better tutorial.
As per the Quest system. Yes, it's a good system and a step in the right direction IMHO. I personally didn't really enjoy how many challenges in the tomes FORCED you to do hyper specific things like have a certain perk setup on certain characters (Ash, looking at you here), go hook everyone in the basement, have to do a certain number of absurd things that encouraged bad gameplay and griefing (such as Knockout which asks you to slug a certain number of Survs in one trial), or do obnoxious glyph challenges that made the game harder for no reason (Orange glyphs suck, I'm sorry, but they suck, and white glyphs ain't much better). There were also challenges that were gated off by certain characters forcing you to buy the characters just to finish the tome - you don't have to do that now.To me, the old system felt grindy, like a to-do list of chores. I would much rather just earn stuff for playing normally, I don't need the extra incentive of challenges or silly stuff that distracts from the core game as a reward. It makes me feel more engaged to see myself earn progress on something like the Rift, often on multiple tasks at once, than just pick one from the tome and grind that one until it's finished; this way even if I lose the round, I gained something - shards, BP, and rift progress - and that takes a LOT of the sting out of a loss for me. It probably does for others too. I haven't felt this motivated to play since back during the first time we saw Modes, this sort of "rewarded for simply playing the game" encourages me to play more!
Not sure why that opinion was worth people ratioing me though when we're saying functionally the same thing: Quest system good, but needs improvements.0 -
I rather enjoyed the old tome system. It wasn't hard to figure out. Yes it promoted silly gameplay (white/orange glyph, specific character, etc…) but the multi-clear system is boring. Feels like we gave up our identity to cater to casual ADHD kids.
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