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[Suggestion] Dynamic Ingame Events

Zultek
Zultek Member Posts: 16
edited October 15 in Feedback and Suggestions

Hey Behaviour and DBD Team and all the cool players,

today I want to talk to you about the introduction of Dynamic Ingame Events.

In the near future, the Tome Challenges will be taken away from us and the players are not happy about this at all. But why exactly were the Tome Challenges so important to the players? Because of the Charms? Because of the Bloodpoints?

No, the Tome Challenges gave the matches an additional objective.
They made every match feel more individual and completely changed the focus away from pure “winning.”

When the Tome Challenges disappear, the players say, the matches will always feel the same. It will just be a “Gen-Rush” vs “Kill them as fast as you can” race.
The horror in DBD will be over, in the future the game will only be a rush simulator.

And to fight this monotony and bring the fun and variety back to DBD, I came up with the idea of Dynamic Ingame Events.

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— ** — Dynamic Ingame Events — ** —
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But what exactly do I mean by Dynamic Ingame Events?
A DBD match starts just like usual:
The players set up their loadout, pick 4 pretty cool perks and start playing the game completely normally.
But then, completely out of nowhere, something strange happens that has never happened before:
A Dynamic Ingame Event appears that will completely change and turn the rest of the match upside down!
And then another one comes… and the longer the match lasts, the more of these Dynamic Ingame Events influence the match.

How can I imagine such Dynamic Ingame Events?
Very simple! I’m taking inspiration from the Tome Challenges here, but of course completely new ideas can be added as well!

Example Event 1 (after 3 minutes):
A red Glyph has spawned somewhere on the map.
The player who finds it first and interacts with it receives a permanent bonus for the rest of the match.
Survivor example: +20% Repair Speed or +5% Haste.
Killer example: +20% Break Speed or +5% Haste.

Example Event 2 (after 7 minutes):
Somewhere on the map a Pustula Plant has appeared.
It remains for 90 seconds.
Example reward: Every Survivor who interacts with it loses one Hook State.
The Killer, upon interacting with it, receives 30% Haste and 75% reduced cooldown between basic attacks for 60 seconds.

Example Event 3 (after 14 minutes):
Mystery Perk Draft (Slot 2)!
In front of every player, 3 perks spawn. Players can interact with one of them to swap their perk in Slot 2 for the rest of the match. They can also simply choose none.

Example Event 4 (after 20 minutes // Endgame Event):
The Hatch appears early! One of the remaining Survivors can escape through it.
After the Hatch is closed, the Endgame Collapse begins.

~~

These Ingame Events are completely random and can influence pretty much everything.
The Hook States, the number of Generators, even the selected Perks.
New ones can be added over time, or unfair events can be removed or adjusted.

But one thing is clear: Dynamic Ingame Events will make every match unique and offer an experience that you will never have again. And in the next match you’ll get a completely new experience!

And they don’t have to be purely random, oh no! In certain situations they could also lead to better balancing.

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— ** — Dynamic Ingame Events as Balancing Method — ** —
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Situation 1:

Oh no, all Survivors are on the ground in the Dying State and the Killer just doesn’t want to hook them; they’ve already been crawling around for 30 seconds?
MYSTERY DYNAMIC INGAME EVENT APPEARS!!
4 Hatches spawn on the map and both Exit Gates have opened!
Good luck, brave Survivors!

Situation 2:
The match has only been going for 5 minutes, the last Generator has just been completed and the Killer is already on the verge of a nervous breakdown...
MYSTERY DYNAMIC INGAME EVENT APPEARS!!
Both Exit Gates are blocked for 120 seconds, all Survivors become Exposed and the Killer gains the ability to kill all Survivors.

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— ** — Conclusion — ** —
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Dynamic Ingame Events is a highly interesting feature that offers so many advantages for both players and developers. Once introduced, the developers can run so many experiments, introduce so many new things, or simply test ideas, simply because such a system is extremely practical and enables these kinds of things.

It is packed with fun, with variety, can be used for balancing in the middle of matches, or to artificially change, speed up, or slow down matches.
Chaos, fun and RNG are guaranteed, and Dead by Daylight would receive a worthy replacement for the Tome Challenges.

Thank you very much for reading this novel! haha

PS: And please don’t AI witch hunt me. I invested a lot of time into this idea and the text. If you have any AI concerns, just quickly check it in an AI scanner to see if those concerns are justified. And if it flags something, I’ll accept my fate, but that simply won’t be the case, I promise.