Death OR Daylight - take your pick
Everyone talks about wanting new objectives, hating “gen rush”, the game is stale, on and on. Well I’ve got a solution for you!
Enter the Death Or Daylight game mode! No generators. No exit gates. No EGC. Instead we have a bar at the top of the screen just like in EGC, but instead of 2 minutes, it’s 60 minutes! (Yes, I know, 60 minutes... trust me on this, read on)
- The goal, survive until the sun comes up OR kill everyone before the sun comes up (ie Death or Daylight! Eh? Eh? 🤗)
- At the start of the match, the game is very dark for all players, but brightens very slowly as the timer counts down. This represents the approach of dawn. At the end of the timer, the sun emerges and scalds the Entity. If this happens, then the now enraged Entity will grab the killer (EGC style) and pull him underground to be punished. Any remaining survivors are free to wander back to the campfire, having won the trial.
So do you have to survive for a whole hour? Absolutely not! That’s absurd!
- Survivors search the map for the 6 large sundials and interact to assemble the pieces. These are the “generators”. A completed sundial causes the timer to elapse by an additional second per real-world second. (In other words, at the start of the game, the timer ticks down 1 second at a time. When a sundial is complete, it’s 2 seconds at a time, and so on. This translates into minutes as well. If 4 sundials are complete, then one actual minute will remove 5 minutes from the game timer.)
- For perspective, if all 6 sundials are complete at the very beginning of the match, then the “hour-long” timer would be complete in about 8.5 minutes. Sounds like a fair match length to me! Since they don’t start off completed, I would expect most matches to be closer to 15 minutes.
- The faster the timer goes, the more quickly the map brightens.
- Killers can damage a sundial just like a generator, and the pieces will continue to crumble off until a survivor stabilizes it (regression).
- Survivors may complete all sundials, but still have to survive until the now speedy timer expires, causing the sun to rise.
- Periodically, at random intervals, The Entity will thrash and cause the realm to rumble in a great quake. This causes any survivor outside the terror radius to scream with a notification bubble (like the doctor shocks). Lockers don’t prevent a scream. This is to prevent survivors from hiding out for a whole hour as the killer will have at least a general direction to search in. (I’m open to alternatives if this seems OP).
That’s pretty much it! Certain perk effects will need to be reworked for this mode, (until then, just don’t run Wake-Up, okay?). So let’s hammer out the details and make this thing happen!
Comments
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I'd play it. Daylight map when.
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I like it. I'll take any second game mode at this point even if it means that game mode is me cleaning Clown's belly lint.
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Don't give the devs ideas—Actually, please do.
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Definitely not 60 minutes. Maybe 10-15 minutes.
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Actually, the 60 minutes are necessary for how this is set up. It won’t actually be a 60 minute game, because survivors speed up the timer.
There needs to be a high starting number because the speed-up effects will be drastic. In reality, these matches would be about 15 minutes long on average.
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This needs to happen. I LOVE IT. You have my vote.
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Thanks! Yeah I really like the idea of survivors being able to mystically alter the approach of dawn with these sundials! I feel like it really fits with the atmospheric feel of the game.
Also, I feel like this is a game mode that rewards stealth and patience as a play style. Even with all the sundials complete, you still hafta survive till daylight! It’s something that I feel is lacking from the normal game.
Hopefully this idea will catch on!
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It occurs to me that this may not work so well on indoor maps, so there should be a couple maps added in specifically for this mode. I feel like a pre-dawn graveyard would be a nice touch! Maybe some sort of construction site as well?
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Just clarify how the killer kills the survivors. Is it by putting them on the hook like now? Then if you want games to last roughly 15 minutes then the number of hooks should be increased to 4, but i don't feel that the hook system is very interesting/non-exploitable.
All the other components of this game mode fit very well in the game's theme so i love it. People would actually be scared from the killer and every type of survivor gameplay is accessible.
As some people above said, there is a need to create new maps/rework most of the outdoor maps to fit this gamemode, which would also be refreshing.
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Honestly, I had originally planned to continue with the hooks, but now that you mention it, a change to that would be really refreshing too, wouldn’t it? If hooks remain, I think adding another sacrifice stage would be fair.
Now here’s a different idea just off the top of my head (and I’m completely open to suggestions).
Let’s say this entire mode is the Entity’s reward to its loyal servants, the killers. They get to kill for joy, rather than to feed the Entity. (Still, you better get them all or the Entity will be really upset that you squandered this reward!)
- No hooks, and no carrying.
- When a survivor is downed, the entity grabs him (EGC style) and drags him underground to a random area of the map, then spits him back up on the surface. This will always be a good distance from the killer, and there will be no indication (from the killer’s view) as to the direction of travel.
- The survivor is still slugged at this point, but will always be able to fully recover.
- Other survivors earn Altruism by healing him (more altruism points than usual to make up for no rescue opportunities).
- This happens 3 times. On the 4th down, the survivor remains on the ground and the killer can mori him.
- This whole setup means no camping (where’d the survivor go?), far less tunneling (same reason), and “slugging” becomes just a part of the game. Furthermore, we get to see a far greater frequency of the awesome mori animations!
- Maybe we still see the timer slow down when survivors are crawling. This gives the others more reason to seek out and heal their teammates. Also gives the killer a way to apply “timer pressure”.
- Kinda nice to see the Entity play a more active role in a game match!
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I love this.
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i like it
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This is pretty creative. I'd be down
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Yes please, a "Survival Mode" would be perfect to get rid of the "Hold M1 to win" malarkey. The god-loopers can still loop, and we Killers can finally see our moris without using moris or DH
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Do you think something like this would be manageable? Though I’m no programmer, this seems near enough to the original game to be a relatively easy addition. I would say the hardest part is balancing out how the perks would work (and which ones would be excluded altogether).
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Devour would obviously be removed entirely, instadowns would likely need some tweaking as well
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I completely agree with this. I would also like to see some perk, unique to this game mode, that allows killers to slow (or reverse) the timer, and one for survivors to speed it up.
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Good ideas
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I'm down. Let us have 4 killers and 12 survivors all running around too. Battle Royale!
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I got a little confused with "The survivor is still slugged at this point, but will always be able to fully recover.", it made me thought that they had unbreakable base kit, but now that i read it again it just means that they are still able to be healed up to injured state.
Yeah, this would be nice and solves a lot of problems in dbd, tunneling and camping are really a players doom if the killer just focus on that. I like that system because it removes those 2 stupid things and makes the entity more interactive in a match.
Now it all depends on the time it takes for a survivor to assemble the pieces of a sundial. If this timer is good, i will prefer this game mode over the current one. Also, most of the aura reading perks would need a rework/nerf and some perks like decisive and borrowed time would need to be completely changed.
But great idea!
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Isnt this Dead by Daylight basically?
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I genuinely love this idea
Also I can do the hardest challenge alive, loop for 60 minutes.
Edit: Yes, I know that you can change the time lower using sun dials, but looping for 60 minutes is almost impossible
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Yup! With just enough difference to keep things fresh. The major change is the objective being time-based rather than action-based.
This puts the survivors more in the “I gotta survive” mindset rather than “I gotta finish that last gen.” Even with all sundials complete, survivors still have to hold out for the rest of the duration.
Also, we don’t want things to be too terribly different. It’s new game mode, not a whole new game. Too much deviation from the original would require too much investment in programming, and would therefore probably never happen. (Even this is iffy, so I’m hoping a dev can shed some light on the overall possibility of something like this.)
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You just gave Behavior a million dollar idea. Can you imagine how huge this game would blow up because of this idea of yours? You should be awarded or rewarded for this idea. It's brilliant!
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Nice idea, I like it!
It's basically the same thing, minus the doors, but hey it's a fresh change of pace to how the game currently works :)
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You'll be able to make a whole circus with that.
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Yes... YES PLEASE!
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Hey thank you! Yeah it would be so exciting to see one of my ideas actually make it into the game! The response to this has been overwhelmingly positive, so I hope they take note.
Also, thank you to everyone for your input and feedback!
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Wow, I just had an epiphany! Let’s say they implement this game mode and get all the kinks worked out.
Later on, we could have a combined game mode!! Ladies and gentlemen, this is the long-sought-after 2nd objective! You can work on gens and escape through the exit, ORRRR you can work on sundials and survive till daylight. Both choices in the same match!
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