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Why copy fornite progression system for rift?

Kazim
Kazim Member Posts: 234

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

  • LockerLurk
    LockerLurk Member Posts: 1,683

    … 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?

  • Pulsar
    Pulsar Member Posts: 22,954

    Easier for them to buy it with real money as well.

    BHVR always manages to make my opinion plummet.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,397

    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.

  • DeBecker
    DeBecker Member Posts: 934

    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.

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited May 2025

    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.

  • Clericus_Nox
    Clericus_Nox Member Posts: 6

    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.