http://dbd.game/killswitch
New game mechanic
Good afternoon, dear developers, I am one of the players and ardent fans of your game, I want to suggest an idea. Can you examine it? The idea is to place 1 or 2 "houses", places where survivors can hide from the maniac and he will not be able to reach them, the camping system will be active, like hooks, so the maniac will have to switch to other survivors. This system will make the gameplay even more exciting. And the survivors won't hide there forever, they'll have to get out to fix generators or otherwise help the team if they want to get more blood points. I hope you will consider my idea.
Comments
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Safe zones would not be the greatest idea.
Imagine if a survivor was sitting in a locker the whole game, and could not be pulled out due to Haed On or smth. Infuriating for either side.
Especially since some people playing this game are very petty and stubborn.
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If a generator were anywhere near this safe house, it would be the easiest last generator to finnish and there would be nothing the killer could do about it except sit there while the other 2 gens get worked on.
And im not sure if youve played xenomorph before but survivors make turret safezone they run to at the slightest sign of the killer, thats alredy quite annoying to deal with as the killer. It would also 100% stop a tunneling killer from going for that survivor until they leave the invincibility space.
And lastly, it could be used to hold a killer player hostage if there is more than 1 "house" the survivors could stay in them till the killer disconnects as he wouldnt be able to progress the game.
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I like it as a concept but I think if something like this where to be added needs to be to address concerns of it being abusable
- the safe area would have to be in a inconvenient place such as basement (too avoid them being to easy to cheese and access)
- one safehouse/room at max as well as entrance / exit so the killer can just wait for you to come out if they really want the tunnel out (Too avoid survivors abusing / leaving another way)
- Limit too a Survivor that is being tunneled out or last hooked if too hard to define, if a killer hooks someone else the entity will "close" the safe room for the pervious survivor and make you leave (too avoid everyone just going in there all the time and spending all game in there as well as not being abused by non tunnels)
- Disabled when gens are completed / one survivor is left (to avoid end game abuse)-1 -
Despite it's not good idea something new would defienetly help the game, however most people reject anything new, fresh or meta-changing simply because they don't want to adjust the core flow of the matches.
-1 -
I also agree it would be good idea, but I think it would need to be more limited to what you propose. The things that come to my mind:
1, it needs to be disabled already if there are 2 survivors left - otherwise 1 survivor gets found while the other one "hides forever" (making the game literally impossible for previous survivor and arguably boring for killer)
2, Time limit how long can the survivor stay there. If someone stays there for ages, it's not fair. The time should be long enough to discourage killer to wait it out in "normal game", but not long enough to "rat out the game". Something like hook-stage time would IMO work.
3, while it should be as risky/inconvenient as basement, it would need to be something new. The basement already serves the purpose for killer to be strong spot for hooking survivor. A safehouse like this would ruin that aspect and severely nerf killers this way (especially because of shack being just above it usually).
4, 1 spot per map is already a lot. A killer should not have all chases ended by survivor going to safe house
Otherwise it sounds like a good and strong anti-tunnel mechanics - if you are being tunneled out, just go to safe spot.
An additional thing - there would need to be some compensation for killers, because this would clearly be a substantial buff for survivors not only if they are being tunneled out (a possibility to end a chase without down)
-2 -
Print this idea out, and then eat it. That awful taste? That's how bad your idea is.
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