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Additional Objectives Brainstorm

NuclearBurrito2
NuclearBurrito2 Member Posts: 262
edited February 2019 in Feedback and Suggestions

Most of these ideas probably need fleshing out.

Holding M1 at a gen for survivors is boring. Walking in a big circle until you see someone as Killer is boring. Lets add more stuff to do! These suggestions are both independent and non-mutually exclusive

  • This: https://forum.deadbydaylight.com/en/discussion/44528/a-interesting-way-to-slow-down-gens#latest. All of it
  • Adding a basement key that is required to power the doors. This requirement is removed if all 7 generators are done
  • Adding collectibles for the Killer around the map, bringing them back to the basement gives him stacking buffs eventually
  • Map specific secondary escape methods? For example maybe a puzzle that opens a door in the game for one person to escape with a bunch of other stuff needing to be found too? Probably not that in particular but you get the idea
  • Hatch for non-endgame purposes. Appears after 3 gens always, has an area below it kinda like the underground portion of Lampkin lane but with some kind of escape method (maybe involving keys?). Opening it gives the Killer a unique sound notification and he can close it (can just be reopened no problem but doing so gives another sound notification). Of course you could just open it and go somewhere else as a distraction
  • Other non-gamewinning interactions such as doors (locked or otherwise) Barricades (by either the Killer or Survivor depending on context) ect

If a lot of emphasis is put on the Basement then he should spawn right next to the stairs in every game so he knows where it is right off the bat (also it just makes sense, it IS his base(ment) of operations kinda)

Post edited by NuclearBurrito2 on

Comments

  • Vietfox
    Vietfox Member Posts: 3,823
    I say they collect parts to build a ladder and gtho of there, ######### gens.
  • NuclearBurrito2
    NuclearBurrito2 Member Posts: 262

    TLDR. Gameplay loop For survivors would go from:
    Gens -> Gens -> Gate -> Escape (+ chases and optional stuff)
    to:
    Parts -> Gens -> Basement Key/Hatch/Map Specific -> Gate/Underground/Map Specific -> Escape (+ chases and optional stuff)

    2nd one is way more interesting and varied than the 1st

  • NuclearBurrito2
    NuclearBurrito2 Member Posts: 262
    edited February 2019

    Say instead of a Key like I've been suggesting. The basement would have power cells, which are required to power objects. Generators can also power specific things and repairing them requires parts not cells so no change there. just a flavor thing

    Each cell could power one object and is consumed by doing so. You can't partially consume one, when powering gates you put in a cell and use a channel to open the power doors.

    The hatch area (imagine the hatch leads to a playable underground section that the killer can follow you into. If you aren't the last one alive then this is a similar risk to the basement but more exploitable due to the notification when being opened) would require 3 cells (all needing a channel to be activated) and there are a total of 5 in the basement. Each person can only take 1 cell at a time and someone dying destroys a cell.

    The hatch escape (a door that all these cells are powering in the underground) requires 1 less cell every time someone dies so the last person can use it to escape like now just with an underground area to go through first, if it's designed such that the cells are the hard part rather than the door itself then this won't change THAT much for the endgame.

  • NuclearBurrito2
    NuclearBurrito2 Member Posts: 262
    edited February 2019

    For the Killer collectible I mentioned, there could be some kind of soul orb thing (it doesn't really matter what it is) around the map. Picking one up and bringing it to the basement would grant buffs as you collect them for example:

    3 collected = Reduces TR by 10%
    5 collected = 2% haste
    7 collected = Get noise notification of someone STARTING to unhook someone
    15 collected = See aura's of survivors more than 50 meters away from you (remember that if it gets late enough for the killer to get this then either the survivors are about to win or someone is hyper immersed and it's late game enough that we need to do the final chase already dammit)

  • NuclearBurrito2
    NuclearBurrito2 Member Posts: 262
    edited February 2019

    We could also put doors in buildings such as the Killer shack (on the non-pallet side) which can be opened and closed quickly but loudly or slowly but silently by survivors (much like windows. QaQ may or may not work here idk) and always quickly by Killer. The key item could be used to lock a door with a channel stopping both survivors and killers from opening it unless unlocked by another key.

    Maybe another orb thing from above could let the Killer break locked doors or something. Or maybe if that's too much he can just do it whenever but that's another thing to break ect

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    Making sabotage more useful and adding more killer interactions with hooks (eg. A killer can regress hook progress like with gens or interact with a sabo’d hook to decrease respawn time) would be a great start. There is no need for new stuff when the old stuff doesn’t work properly.