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If you could create your own DBD event, what would it be?

2

Comments

  • artist
    artist Member Posts: 1,519
    bonus bloodpoints for every hook and gen completed if u bring an offering.
  • Tiersis
    Tiersis Member Posts: 259

    I'd make an event called "Fair game" that lasted year round, where killers had the option of entering a special queue for the event, where they did not get matched up against any SWF teams, only solo players.

    The games would actually be fair as the survivors wouldn't know all of the perks and items that the teammates had, and more often than not wouldn't be on voice chat. They'd have to rely on the in game mechanics or pointing and gestures to coordinate.

    I think a lot of killers would opt to play this mode. :)

  • ToxicAddiction
    ToxicAddiction Member Posts: 58
    I loved Hallowed Blight- mostly because the BP bonuses were great. If the current event had added Blight scoring (play an offering, get 4500 per generator completed/survivor hooked) it’d have been great. 

    Getting closer with these, though.
  • TangledHelix
    TangledHelix Member Posts: 89

    I'd like to see another lore event like Hallowed Blight. I thought that was super interesting. Maybe an event where survivors get very close to breaking the realm, all the maps are mixed up and combining like for example there is coldwind corn in like the asylum or like the ironworks building in the middle of gas heaven instead of the gas station. But after the event the entity puts everyone in their place and everything goes back to normal.

  • RuneStarr
    RuneStarr Member Posts: 850

    -Community challenges like the 1st anniversary.
    Completing daily challenges collectively between everyone on PC/Console rather than individual goals, it helps get people to work together rather than bring out the worst in some. Maybe have a big overall goal for a bigger/cooler reward (like being able to add the lantern effect from moonrise to a character of your choice) with smaller daily ones for more basic cosmetics. Make the challenges actually challenging but not impossible, and make it so as long as you played during the event at least once you get it if they're unlocked. If you haven't logged in during the event, you miss out, no option to buy them in the store. This gives some exclusivity to the rewards, but also isn't anything unfair like needing to play x amount of games per day since people do have lives as well. If BHVR really needs to add the items to the shop for that $$ make it a limited event item and it can't be purchased after it ends (until the following year's version of the even where you have a chance to snag it in the store).

    -Increased BPS spawns in bloodwebs or double BP (I'd ask for both but that will never happen)

    -Use the event to add more lore (like hallowed blight) but also as a way to hype an upcoming chapter (daily hints in that lore towards either the killer/survivor/perks/etc)

    -Add optional side objectives that give either a BP reward or Shards if an offering is burned, and only obtainable if you burned the offering (to avoid people leeching off what you brought while not contributing). I know Shards are unlikely, but even small amounts like 5-15 shards per objective (with only being able to get 1 objective per match).

    These are my realistic event wishes. Unrealistic ones would be tossing in triple BP, new game modes, and all that but that would be way to many resources for something that's only up for a short time and we all know triple BP is never coming back :lol:

  • Shroompy
    Shroompy Member Posts: 6,701
    edited February 2019

    @Giddawid said:
    Hey everyone! It's been really insightful reading your comments on the Moonrise event. Some of you have loved it, others believe it could be improved in the future. I'm sure we'll have a survey so you guys can discuss that at length for us. What I'm interested to know is, if you could create your own DBD event, what would it be? Would it have it's own new map? Would it require items? Let us know <3

    Bloody, Sweaty, Teary Summer Job

    Event Offering: Garage Key

    During a trial. 2 Workstations will spawn by default. Survivors must stand at the work stations, to give them research points. Once survivors have researched enough, they'll receive 1 Blueprint. Survivors must escape with a Blueprint, while killers have to try to find survivors holding a blueprint, and hook them.
    Killers can destory workstations that have given 1 survivor the maximum amount of research points.
    1 Workstation will be added into the trial every Garage Key offering used.

    So for a recap,
    Survivors get points by:
    -Researching
    -Escaping with Blueprints
    Killers get points by:
    -Hooking survivors with Blueprints
    -Destroying Workstations

    This was just a little idea of mine. Hope you liked it ;)

    EDIT:
    Survivors could also get a little bit of points (and I mean a little) by simply doing gens, same for killers but with hooking survivors.

  • Nobsyde
    Nobsyde Member Posts: 1,288
    edited February 2019

    Rationale

    an event should feel refreshing but still maintain the focus on the goal of the game, that is to complete generators, work as a team and escape, for survivors, and hook survivors as much as possible (not merely "kill" them) before "time" runs out for killers. At no point bad behaviours for both survivors and killers should be encouraged

    Mechanics

    SPECIAL ITEMS:

    • Special sacrificial totem: one spawns right next every generator.
    • Skulls: around the map there will be, hanging from walls and trees, several glowing skulls (number depending on offering, default 4?). They have 3 states: brand new, cracked, destroyed. Survivors can pick just one skull at a time. When they do, a whisper-like perk effect will be activated on them. The whisper effect is inactive in a 16 meters radius of a hooked survivor (encouraging skull bearing survivors to try and go for the save) .

    SURVIVORS:

    • The pick up of a skull is quick (1-2 seconds)
    • A survivor carrying a Skull can use it to activate a sacrificial totem near a generator. This action takes 8 seconds and can be done by only one survivor at a time per totem/generator. The survivor will be faced with 1 difficult skill checks every 2-3 seconds (the same difficulty as the brand new part) and must be completed in one go
    • -If a skill check is failed / the action is interrupted, a loud noise will alert the killer and a red smoke will come out from the totem (10 seconds?). Also, that totem will need 1 extra second to be activated (1 second for every fail, limit to 25 seconds). The totem will glow blue once it's working.
    • if the totem is successfully activated the adjacent generator will be repaired 10% faster, and the survivor loses his skull - free to go take another
    • A survivor escaping with a skull makes extra points (see at the end)

    KILLER:

    • When a skull is successfully installed on a totem he receives an audio cue, non directional (like when a dull totem is destroyed with thrill of the hunt)
    • For every survivor hooked he gains the ability to interact with a special totem for the time the survivor is still on the hook, and for no less than 15 seconds
    • If the hooked survivor is carrying a skull, it cracks / is destroyed according to its previous state (brand new → cracked → destroyed). If the skull is not broken it goes back to its place.
    • When the killer can interact with the special totems, he can decide to either destroy a totem already activated, or sabotage a totem still inactive
    • By destroying an activated totem, its effect are nullified on its gen for the rest of the game. The original skull goes back to its place in cracked state
    • By sabotaging an inactive totem (once per totem) the totem will need double the base time to be activated (that is, (8 seconds + number of fails on the totem) * 2, to a maximum of 25 seconds). The totem will be changed in color (it darkens maybe?)

    Points

    I won't give numbers, but three tier of difficulty (easy, medium, hard) to accomplish the task, the points should scale accordingly.
    Also, I will only consider event points, not bloodpoints for now.

    SURVIVOR

    • successfully activate a totem in less than 15 seconds - easy
    • successfully activate a totem in 16 seconds or more - medium
    • successfully repair a generator with an activated totem - medium
    • escape with a skull - hard

    KILLER

    • sabotage a totem - easy
    • destroy a totem - medium
    • destroy a skull - hard

    Ok, this was long but as promised here's a TL;DR - in-game friendly hopefully!

    TL;DR

    • two new interactive elements spawn: skulls hanging from the walls/trees, and a special totem adjacent to every generator
    • survivors can pick skulls and use them to activate the totems. The action takes time and will need succesfull skill checks, must be completed in one go without fails, or the activation will be increasingly more difficult
    • an activated totem will make the reparation of the adjacent generator 10% quicker
    • when a survivor is hooked, a killer can sabotage an inactive totem, making its activation much slower, or destroy an already activated totem, nullifying its effect
    Post edited by Nobsyde on
  • Nobsyde
    Nobsyde Member Posts: 1,288

    (I posted a very, very long comment which went I don't know where... I hope moderators can still see it, because I didn't save it anywhere :( )

  • Kaalaxi
    Kaalaxi Member Posts: 177

    I think a PvE event would be fun.

    For survivors make it 4 player co-op, you would have a very large dark misty map with flash lights that last forever, AI demons appear and you have to shine the light on them to make sure they don't kill you and your friends(you can take 3 hits and are then mori'd). The objective is to get to the basement to destroy an entity altar that holds a key for the exit gates. You can upgrade your flash light by destroying hex totems which also lessens the thick mist on the level. Over time the demons are more plentiful and powerful and you will eventually be overrun.

    For killers you would have 3 killer co-op defend a shrine in basement from The Legion style enemies and survivors. Survivors repair gens to open exit gates to have more legion and survivors pour in. Survivor AI are sneaky and repair gens but The Legion copy cat killers will attack the players; both will attempt to destroy the entity altar. The idea is to have 1 killer control the map, 1 lock down the basement and the last support either and act as a buffer. If a player gets too wounded the entity will have to resurrect then after some time. To win you need to bring 4 special survivors into the basement to place on the hooks, these survivors appear on the map after you clear waves of the legion and survivors but are hidden. 1 gate will always remain open and the legion enemies will take 3 health states to kill.

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  • Mushwin
    Mushwin Member Posts: 4,598

    Coloured gens? each survivor gets a random colour and they have to find that coloured gen and do it, the survivor cant do other coloured gens.....if they are the last one, it's hatch or die! mwahahahahaah idk maybe cool or hard....challenging.....do the whole event with killers and survivors not allowed to use ANY perks maybe not even tool kits etc since killer cant use anything o.O

  • Peasant
    Peasant Member Posts: 4,104
    edited February 2019
    I would probably add a Valentine's day event that would mechanically be the same as the BBQ event and add box of chocolate generators and rose hooks.
    Make the killer cosmetic be a shirtless Evan torso and the survivor cosmetic be something for Dwight.

    That, or I would just make a dark ages themed event with secondary objectives and lots of outfits. 

    Heck, you could probably do a crossover with Darkest Dungeon given how dark both of your games are.
  • AshleyWB
    AshleyWB Member Posts: 4,061
    edited February 2019
    Sticker book idea for events

    Event - Easter - Every Player will receive a sticker book page of different easter eggs which can be found during matches at random.
    Each sticker book page will consist of 5 eggs in total. Once you get 3 eggs the next page unlocks itself for fee of 20,000 bloodpoints.

    20 eggs to collect in total but in doing so you will pick up a completely random cosmetic for every page completed. Community prize for collecting 100,000 collective eggs and a prize for taking part in the event itself. 
  • BBQnDemogorgon
    BBQnDemogorgon Member Posts: 3,615

    Definitely an April Fools event that's just silly and focused on having a fun light hearted time

  • OMagic_ManO
    OMagic_ManO Member Posts: 3,278

    A cool idea that I got from R6S, the Killer and Survivors would all get to choose which character to ban in the match to play, there would be 5 votes, taking turns on banning killers and survivors, then you play on a random map, of course, or maybe a special event map for the bans?

  • Entità
    Entità Member Posts: 1,583
    If I could create my DbD event, I'd implement this project: https://forum.deadbydaylight.com/en/discussion/40192/entitys-challenges-to-test-new-mechanics :)

  • not_Queen
    not_Queen Member Posts: 1,114

    @Edys we see it!

  • skynight
    skynight Member Posts: 38

    Event: Ward of the Entity

    An event that awards lore as well as functional materials in the game. For its construction, I tried to build on elements and ideas that already exist for implementation purposes.

    Why this name? Here is "Ward" defined:

    • A division of a prison - like the entity’s realm
    • A person under guard, protection or surveillance - like the survivors (and killers)
    • A means of defense - like a magic spell or ritual

    INTRO

    Along the furthest wall of the basement, a new, demonic pattern has appeared. Interlacing circles, drawn in what appears to be fresh blood, are filled with the entity’s cryptic symbols. The four cardinal directions are crowned with clusters of Iridescent Shards, each glowing with their familiar blue-red hue. The “artist” is unknown, but there are suspicions and whispers at the campfire.

    GOAL

    If the survivors can break the seal, power flows to them. However, if the killer can protect the seal, the power is theirs. In essence, the event currency is a tug of war between the two sides.

    There is also a larger community goal. Every seal broken or protected adds to a global count. Exceeding certain thresholds on both sides trigger unique, universal rewards.

    NEW MAP OBJECTS: THE ALTARS & RUNES

    Four small altars, adorned various votives, candles and a large, Iridescent STONE now appear randomly on the map. The stones are the key to event interactions.

    Runes, symbols of the entity, also spawn invisibly on walls and environmental objects all across the map. Each stone has 2 runes that match it’s symbol. These runes are large and glow with a white aura when visible.

    SURVIVOR GAMEPLAY (BRIEF)

    Break the seal by charging and returning the 4 empty, Iridescent Stones.
    1. Find an Altar with an un-powered Stone
    2. Summon the Stone; it now appears in your HUD and vanishes from the altar
    3. Use the stone as a hot/cold device to find it’s 2 matching runes
    4. Use the stone to interact with and collect those runes
    5. Return the stone to it’s altar

    When all 4 altars have their charged stones returned, the seal in the basement breaks and dissolves. This adds 1 broken seal to the community goal.

    KILLER GAMEPLAY

    Your goal is to protect the seal at all costs. This is done by hooking survivors carrying Iridescent Stones. Any survivor hooked while holding a stone will lose the stone as well as all of its charges. The stone reappears on its altar while the runes randomly respawn on the map. If the survivor dies through any other method, the stone returns to the altar, but it does not lose any charges. Point rewards in this case = an empty stone regardless.

    The killer earns event currency (and BP if they gave an offering) depending on the number of runes they protect in this way:

    • Survivor with empty stone = a little reward
    • Survivor with 1 runes = a better reward
    • Survivor with 2 runes = best reward

    Ending the trial with the seal unbroken awards more event currency and BP based on the number stones that are still un-powered. So, if no stones are ever returned to their altars powered, this is the best case scenario for the killer. Thus, they are awarded the most event currency and BP.

    However, even if 3 powered stones have been returned, if the 4th stone has not been completed when the trial ends, the seal is still technically protected.

    So long as the seal was unbroken, this will award 1 protected seal to the global goal.

    OFFERINGS

    Survivors Offering: “Rites of the Entity”

    • This will slightly increase this survivor’s event interaction speeds
    • BP will now be awarded when they or other survivors engage in successful event interactions
    • This survivor’s aura will be hidden from all aura reading powers (on both sides) while holding a fully charged stone (this does not dampen the glowing visual effect; just aura reading)

    Killer Offering: “The Entity’s Call”

    • Receive a visual notification when a rune is absorbed into a ritual stone
    • Reveal the aura of a survivor who collects their second rune for 7 seconds (blockable through the survivor offering and aura blocking perks)
    • Reveal the blink-aura of any survivor carrying a ritual stone when you return a stone to its altar (similar to rancor, iron maiden and madness)

    ** COMMUNITY REWARDS**

    This feels like a lore event. So depending on the number of seals broken, this could be the community finding more writings from knowledgeable sources about the entity and it’s realm. For protecting the seals, the entity could “speak” to the killers, giving the community more writings to read and decipher.

    I dare even wonder if enough seals are broken, if the entity could send forth a scion as a temporary killer in the game. Basically, the entities killers could not protect its secrets, so it shall send in a force that can. The reverse could be one of the named, lore survivors temporarily joining the ranks. They would not need to be leveled to access their unique quality, but could be the genesis to a follow-up event.

    Thanks for reading! The events get more inspired each time they run, and I hope this kind of creativity only continues to be furthered in the years to come.

    Keep it up! :chuffed:

    PS:

    SURVIVOR GAMEPLAY (FULL EXPLANATION)

    Go to an altar bearing an un-powered Iridescent Stone. Through a short interaction, summon the stone into your possession. This stone now appears in your HUD, not in your hand. You may only hold one and cannot drop the stone unless you are hooked or return the finished stone to this altar. Also, similar to the Moonrise event, holding a stone gives you a dark glow that gets brighter as you charge the stone.

    Invisible runes of the entity have been written in random areas throughout the map. The survivor must use the stone as a “hot/cold” mechanism to locate the 2 runes bearing the same symbol as their stone. The stone will burn blue when the survivor is within 16 meters of a matching rune. Within 8 meters, the stone will pulse and the rune itself will now be visible to the survivor. Runes look like they have been written with a white hot flame.

    When the survivor gets close enough to “touch” the rune, they may engage in a prolonged interaction that very visibly pulls the rune and its power into the stone. The ritual must be completed in one uninterrupted action, like a totem.

    Upon completing this interaction, the stone will be half charged and your glow will brighten. Repeat to get the second rune. Once you have the second rune, your stone is charged and ready to be returned to the altar. However, be warned. You will glow brightest while holding a fully charged stone. Also, when facing especially devout followers of the entity, even interacting with the runes can be dangerous. So, be careful.

    With a final interaction, you replace your charged stone upon the altar it came from. Doing so awards event currency to all living survivors as well as BP to those who offered the event offering. The survivor performing this interaction receives bonus rewards in both categories. The corresponding stone in the basement will now glow as well, letting any who see it know what progress has been made.

    This survivor could then look for another altar to repeat the process or rely on their team to power the other stones.

    If all 4 stones are activated and put back on their altars before the trial ends, the seal in the basement will be broken and dissolve. A major payout of event currency will flow to the living survivors, as well as BP so long as they offered the event offering.

    This will count for 1 broken seal among the entire community.

  • Angelicus23
    Angelicus23 Member Posts: 2,547
    I would put exclusives cosmetics with no possibility to buy them later as they were used to be
  • 3amcheese
    3amcheese Member Posts: 17
    I believe we should get a community based event, sorry of this were aready posted. I just scrolled to post.
    Anyway, ive seen a number of other games do it, where they leave the community with a certain objective to achieve in an X amount of time. Im not sure what the details would be, but maybe make these around the time of season changes or every couple of months. Of course the reward would be purely cosmetic like most others. But, it could be like big seasonal holiday events. And maybe they could work in some sort of skin cosmetic system for items? Like how killers have weapon cosmetics, give survivors flashlight or toolbox skins. Itd be coo.

    TL;DR - Seasonal holiday community events. Maybe introduce survivor item cosmetics?
  • 3amcheese
    3amcheese Member Posts: 17
    And as a secondary, non community event that I know for a fact everyone would have a love-hate relationship with. It would take plenty of time to workout, moderate and toy around with. Would be the idea of an "Infection" event. A style of game mode where the killer starts off as infected, instead of killing the survivor the killer would go about infecting survivors and having them turn into some abomination. With this, the survivor(s) and killer would then go about infecting other players until 0 survivors remain. 

    Im sure there'd be an initial period of time before the infection takes over and you could have vaccines layed across the map to "cure" yourself before the transformation kicks in. But its a fun game mode/ event type that various other games have played with and the community loved it.

    TL;DR - If you know pre-halo 3 infection, we should do this. Its fun and will drag in a good number of people to play.
  • akbays35
    akbays35 Member Posts: 1,123

    Seal of the Entity:

    The Entity's power is revealed on the map, certain areas now contain areas of tainted ground near a hook location. Survivors can cleanse the taint by certain interactions (sabotage, working on generators, cleansing totems, unhooking/healing survivors and altruistic actions, engaging in chase actions with the killer) that give different rune shards. Killers can completely taint the ground and achieve different runes by doing certain interactions (chasing, breaking pallets and kicking generators, hooking survivors, using their power, mori's) on the tainted ground. The runes work as key components that unlock a special bloodweb The Seal of the Entity that requires different runes to progress. The Seal of the Entity will provide unique bonuses of Iridescent Shards, Bloodpoints, Unlockable Perks, and special currency for event cosmetics. There will be 2 new additional offerings, one that increases the chances of multiple tainted grounds, and one that increases bloodpoint gains on tainted ground.

    I think this would be a good idea since killers and survivors won't have to change how they play or doing a side objective it just matters on what part of the map they are doing it at and the rewards could be chosen with a progression system that we're familiar with instead of just a linear currency gain.

  • Mr_Myers
    Mr_Myers Member Posts: 422

    Something that would revolve around killers having very low terror radius. Myers is so spooky because you don't hear him coming, what if there was some event that played on fear like that and rewarded surprise attacks and the like. Imagine the clown with a low TR, those would be fun. Survivors could hold some item to detect where the killer is like whispers and get bonus points for staying within their "range". And the maps are much darker w/ fog to really bring out terror

  • GT_Legend2
    GT_Legend2 Member Posts: 845
    One that made me feel like I was someone who participated. The recent Hallowed Blight Gabe us an overwhelming amount of skins, and since they were all awesome, people wanted to be able to buy the ones they could not earn, the year of the pig event game us ok cosmetics for the most part IMO, and they weren’t exclusive. The bp gain compared to the hallowed blight was immense! We got bp for when others would milk those thingys, but now we got 1/5 for when Myself, and only myself, got a lantern + 500 per set time holding it. 
  • Maelstrom10
    Maelstrom10 Member Posts: 1,922

    I think a good dbd event would be one where we can explore the entity. a story event if you will, whether as killer or survivor, playing against ai or not, i think it would be a good way to deposit a huge lore dump, whilst possibly adding a way to play alone. I don't know how this would work gameplay wise, but im honestly just wanting something to explore dbd wise. maybe make it a coop mode, where people can opt in to play with friends or others as killer/survivor against each other. whilst also gaining access to a new map with valid lore and reasoning. ie having a lone trapper hunting down vigo, whilst vigo tries to make a discovery etc etc

  • HURRI_KAIN
    HURRI_KAIN Member Posts: 358

    It would be pretty awesome if we had an Easter event, would be really funny/cool to collect easter eggs while trying to hide from killer and do gens. plant like say 20 easter eggs in the map (could be in unused totem locations, and could create new locations) Killers could get points when they collect the eggs and smash them when a survivor with eggs is hooked.

  • Snikers
    Snikers Member Posts: 64

    Quick idea off the top of my head: The Bloodbath. For its own inscrutable reasons, the Entity is just absolutely craving pain, suffering, and conflict right now.

    Killers gain Bloodlust much faster and every survivor is immediately sacrificed on their first hook, but once sacrifice animation is complete, that survivor simply steps out of a random locker. Survivors also get far more than the usual bloodpoints for boldness and stuns. Every match is a foregone conclusion (the survivors power up all the generators and leave, by sheer attrition if nothing else) but everyone walks away with way more bloodpoints than usual.

    It's a departure from the game's usual tone, of course, but if it only lasted a week or so, it might be a fun change of pace.

  • Mushwin
    Mushwin Member Posts: 4,598

    sort of had an idea.....have to gather ingredients (((using the totum motion))) to make potions, like collect 4 or 5 ingredients, harvest them to make different potions to gain awards....points given for each collection.....make different potion, presents given....

  • BACKSTABBER
    BACKSTABBER Member Posts: 1,809

    the question is, can the DBD devs really develop complex cool events?

  • Sn0wJob
    Sn0wJob Member Posts: 247
    edited February 2019

    The "Oh my god maps are terrible" event.
    The survivors pick 1 map to ban (each), and the killer picks 4 maps to ban.
    It'll be great!

  • harry14141414
    harry14141414 Member Posts: 356

    the amount of BP gained was very low this season .
    you guys were more generous with the scorching summer bbq BP gains

  • Bravo0413
    Bravo0413 Member Posts: 3,647
    Mushwin said:

    sort of had an idea.....have to gather ingredients (((using the totum motion))) to make potions, like collect 4 or 5 ingredients, harvest them to make different potions to gain awards....points given for each collection.....make different potion, presents given....


    This sounds interesting...... I would keep the same system as the moonrise (grabbing the ingredients) and then spend a few seconds crafting said "potion" ........ MAYBE! this could continue on the hollowed blight??? ... I really want it to be lore based...

  • Bravo0413
    Bravo0413 Member Posts: 3,647
    Okay so the plants from the hollowed blight would come back.... survivors would have to find multiple plants and pluck (plucking ingredients causes a cooldown-----> the ingredients needs to grow back) from the plants ingredients that allow the survivors to craft a drink, potion, whatever it would be called.... drinking it would give a slight buff to all survivors actions --->> this includes a speed boost, saving, healing, repairing, vaulting ---> everything (what % buff? That's for the dev team to decide) ---->> additional BP for collecting the ingredients and crafting the buff, survivors are on timer say like 4mins (just spitballing) if the survivors stay buffed for the maximum time theyll receive a huge BP bonus and become debuffed call it---> withdrawal (or whatever)  .... crafting the buff earns towards the event, keeping the buff maximum time earns double and escaping with it active earns triple (what the amount of points are is for the dev team to decide) ..  survivors getting hooked takes away the buff and the killer then absorbs the buffed (or the entity takes it from the survivor and gives it to the killer?) This gives the killer a buff in all actions ------>> MS increase, attack cooldowns reduced, vaulting speed increased.... everything except 1 hit downs ----> the killer can earn 1 hit downs though..
          
         When the killer absorbs the buff they are on timer (say 2mins... just spit bawling)---->> if the killer hooks 2 more survivors within the timer they get the 1 hit down buff and 30 seconds added to their timer ---> if the killer doesn't hook 2 survivors within that timer the buff will wear off and the killer will have to catch someone else who has the buff to get it again ----> hooking the buffed survivors grants additional points towards the rewards for the event and bonus BP as well...  

    Thought if anyone reads this?
  • Milkymalk
    Milkymalk Member Posts: 221

    I would make it "Random Mode": No matter what you choose, as soon as the game starts you get a completely random loadout. Random perks, random items, random addons, random offerings, random killer. Sure, you can get duds like No Mither + Selfcare, but I think if EVERYONE gets random stuff and it's just for the fun of it, then you can roll with it and still have a good time.

  • Slayer
    Slayer Member Posts: 1,148

    No event ever . Glad the previous one is over.

  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,301

    @Bravo0413 said:
    Okay so the plants from the hollowed blight would come back.... survivors would have to find multiple plants and pluck (plucking ingredients causes a cooldown-----> the ingredients needs to grow back) from the plants ingredients that allow the survivors to craft a drink, potion, whatever it would be called.... drinking it would give a slight buff to all survivors actions --->> this includes a speed boost, saving, healing, repairing, vaulting ---> everything (what % buff? That's for the dev team to decide) ---->> additional BP for collecting the ingredients and crafting the buff, survivors are on timer say like 4mins (just spitballing) if the survivors stay buffed for the maximum time theyll receive a huge BP bonus and become debuffed call it---> withdrawal (or whatever)  .... crafting the buff earns towards the event, keeping the buff maximum time earns double and escaping with it active earns triple (what the amount of points are is for the dev team to decide) ..  survivors getting hooked takes away the buff and the killer then absorbs the buffed (or the entity takes it from the survivor and gives it to the killer?) This gives the killer a buff in all actions ------>> MS increase, attack cooldowns reduced, vaulting speed increased.... everything except 1 hit downs ----> the killer can earn 1 hit downs though..
          
         When the killer absorbs the buff they are on timer (say 2mins... just spit bawling)---->> if the killer hooks 2 more survivors within the timer they get the 1 hit down buff and 30 seconds added to their timer ---> if the killer doesn't hook 2 survivors within that timer the buff will wear off and the killer will have to catch someone else who has the buff to get it again ----> hooking the buffed survivors grants additional points towards the rewards for the event and bonus BP as well...  

    Thought if anyone reads this?

    I really like the potion idea. Opens up a lot of opportunity. Some minor changes to how BP is earned exactly and how the killer benefits as well and all be good.

  • AshleyWB
    AshleyWB Member Posts: 4,061
    Add plants back, pick 2 plants to create the serum and be able to leave the contagion zone on a special event exclusive map (lab). If you don't cure yourself then when you enter the exit gates you will get sprayed by the entity and die. 
    Lab map could be a lerys map and be added later after event drops. I gave this event idea a little RE feel just because it's really original and simple.
  • Pirscher
    Pirscher Member Posts: 610

    I dont know what kind of event, but I know what kind of reward would be cool:

    Undead skins that are exclusive like legacy.

    For example, the survivor obtains a skin in their default outfit where they look like a zombie and are rotting.

    For killers it could be the same that they are rotting or maybe the opposite. Opposite for example as in the Hag has normal skin again or looks like a little bit human-like

  • Giddawid
    Giddawid Member Posts: 102

    I just wanted to say how amazing this participation has been <3 You guys are dedicated, creative wizards and I'm very proud of you all

  • Bravo0413
    Bravo0413 Member Posts: 3,647
    Giddawid said:

    I just wanted to say how amazing this participation has been <3 You guys are dedicated, creative wizards and I'm very proud of you all

    <3
  • Dreamnomad
    Dreamnomad Member Posts: 3,953

    I would like to refer you to an Alternate Game Mode thread I've put together. There is plenty of inspiration to choose from here:

    https://forum.deadbydaylight.com/en/discussion/17700/alternate-game-modes/p1?new=1

  • MaxiferPriest
    MaxiferPriest Member Posts: 189

    @Giddawid said:
    Hey everyone! It's been really insightful reading your comments on the Moonrise event. Some of you have loved it, others believe it could be improved in the future. I'm sure we'll have a survey so you guys can discuss that at length for us. What I'm interested to know is, if you could create your own DBD event, what would it be? Would it have it's own new map? Would it require items? Let us know <3

    Gid

    it would be so the survivors need to find gas to start working on a gen. a 2nd ######### objective that would prevent gen rush. will this ever happen? i wish i could be confident but i'm not so i'm slowly but surly going away from DBD, even tho i loved this game, but the last even showed the real problem that is gen rush and ofc nothing is gonna get done about it. maybe a new perk which is stupid!

  • se05239
    se05239 Member Posts: 3,919

    The only thing for an event I got is where there spawns a large spotlight on all maps and it's up to the survivors to find parts and repair it. Installing a part grants the installer points and completing the spotlight rewards all survivors remaining with a bunch of points. Killers would obviously get a dose of points if the spotlight remains dysfunctional at the trial's end but I am not sure of other ways killers could get points.

    The amount of parts necessary to repair the spotlight can be increased through event offerings, plus offering a bloodpoint reward for successfully installing/repairing the spotlight.

    A repaired spotlight would increase the light level of a map to that of the old "brightest moonlight" offering.

  • BACKSTABBER
    BACKSTABBER Member Posts: 1,809
    edited February 2019

    Event named: shoot it!

    One with special items in the x3 chests:

    • molotov (killer gets cooked and stunned for several seconds)
    • bomb (surv got wounded)
    • megabomb (surv got deep wounded)
    • american football helmet (got an extra hit to be received)
    • baseball bat (can stun the killer, broken after 1 use)
    • broken shotgun (x2 survs can craft both pieces and shoot killer causing stun of 12 seconds, then can hook the killer and match ends, there is no other way to end the match, no gens, no hatch, no exit gates)
  • Mr_Black
    Mr_Black Member Posts: 93

    An event where all players travel at 400% speed!
    It would be insanity!

  • Mr_Black
    Mr_Black Member Posts: 93

    Or a mode where it's 4 killers vs 16 survivors on a massive map and with 20 gens to do! There will be 3 exits...

  • redsopine01
    redsopine01 Member Posts: 1,269
    How about a killer and survivor spresific event challenges to earn points for a token but to make it a challenge u have to play with each character on both sides to get them all (the ones you have unlocked if u don't have full then u can do the same but in random characters)
  • XavierBoah17
    XavierBoah17 Member Posts: 204
    An event were the killer and survivior can use the offering to randomize perks and their killer and add ons. Using this grants x3 bloodpoints for kills and x2 overall bloodpoints. Survivior gets the same thing, gets x3 for escaping and overall x2 for all actions. Killer has a 100% chance of getting either Ruin, Thanophobia, or Huntresses Lullaby to combat Gen progression. Its possible to have all of these. This event would be called Entity's Mind Game.
  • inutilem
    inutilem Member Posts: 33
    edited February 2019

    Only thing I didn't like about moonrise event was how the killers could eliminate the Vessels when getting a red envelope when you are at level 50 cost so much. And the BP bonus rewarded for destroying/carrying a vessel felt not rewarding enough compared to past events. Everything else was fine. Now, I wouldn't know of what kind of event to come up with exactly, but I do have a desire for a method of it being carried out in mind. I would like the killers to be given a separate event target from the survivor's event target with the BP bonus reward being very high. The event targets for survivor would not have to do with gens and killer event targets would not have to do with hooks. With it this way, I feel that players can just have the choice of playing for easy high BP gains vs playing for rank gain or even try and go for both.