A New... New Event Idea - BRAINSTORMING!
I liked very much how you dissected an interesting idea posted by AlwaysInAGoodShape, and I would enjoy your opinion on mine as well. So, here's a re-post (with some changes) from the megathread, I hope mods won't mind!
(and yes, there will be a TL;DR )
NEW EVENT TIME!
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
Final Note
As per title, consider this post a community brainstorming, if you like! I don't think anything is set into stone (especially not the numbers!). Feel free to criticize anything!
Comments
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Some
good ideas, the time to activate a totem doesn’t seem worth it for potential increase.
Also when a skulls been used to activate the totem is it lost, or can you still escape with it for the points?1 -
@Paddy4583 said:
Some
good ideas, the time to activate a totem doesn’t seem worth it for potential increase.the way I was thinking this is that an activated totem shouldn't give too much of a benefit to the survivors to avoid gen rushing, but still be worthy point-wise even when the totem takes a longer time to be activated (here's why the difference in points gained at a 15 seconds threshold).
I came up with 8 seconds as a baseline because that would balance exactly a 10% increase in gen speed with a single man repairing it (10% of 80 seconds → 8 seconds). Again: in my opinion an event shouldn't change the base balance of the game, which went through years of refinement, but should give the option to try different strategies / game-play styles. But still, it's just my opinion !
A possibility could be to have a maximum of 5-6 difficult skill checks if the time to activate a totem increases, and/or remove any skill check if a totem has been sabotaged.
Also when a skulls been used to activate the totem is it lost, or can you still escape with it for the points?
I was thinking of it breaking - that's the reason why survivors get "medium" points if they complete a generator with an active totem: survivors should still be incentivized to activate a totem and not just camping with z skull and try to escape without taking part to the game. The whisper-like effect should help as well with this.
Thanks for the feedback!
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Oh sorry I missed the point gaining from completing activated generator/totems I guess if that’s for points it doesn’t even need a bonus but could actually give a debuff,
so activated generator/ totems give max points but increase either gen time or skill checks of the gen activated.
But if a gen is finished they can’t activate that totem and won’t get the points from it, so it forces the option of leave your points and get out or risk your time to get out with points.
I like the idea of a secondary task that has a risk reward.
Killer side needs a bit of work, as relying on people remaining on hooks to complete a secondary objective I feel is a bit unfair when they have to apply the pressure along with it, maybe have it on a timer like PGTW and make the activated totems visible while timer is going?
some good ideas though0 -
(my previous reply to you is under approval because I edited it too many time, it will be back eventually, I think )
@Paddy4583 said:
Killer side needs a bit of work, as relying on people remaining on hooks to complete a secondary objective I feel is a bit unfair when they have to apply the pressure along with it, maybe have it on a timer like PGTW and make the activated totems visible while timer is going?
Yes I completely agree with you, that's why this is what I stated:
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
In other words, no matter what happens to the hooked survivor, the killer will have at least 15 seconds to do whatever he wants. After the 15 seconds elapse, if the survivor is still hooked the killer can still interact with a totem, otherwise he won't be able anymore.
It's just like vessels, but much more time is granted to the killer → camping shouldn't be an issue at all.Note that this also gives a bit of time to killers even when the survivor is dead on hook, differently from the moonrise event.
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Sounding good, be interesting to see how it develops0
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as for the "make activated totem visible", if you mean to have a different auras on the gens I don't know if I agree with you: an activated totem/gen will most likely have survivors on it, and that would be basically a BBQ perk under steroids!
That said, totems would be recognizable by their colour:- gold: inactive and untampered
- blue: active
- red/black: sabotaged
- white: broken / gen repaired
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