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Lock the Survivors' PoV during interactions and while on the hook

I'd like for the Survivors' PoV to be locked to a certain cone when they're interacting with something so that they can't just hold M1 and keep a 360º watch on everything.

This is a simple change that would make positioning more relevant when working on generators, provide a much-needed buff to stealth Killers, add to the "scare" factor, and buff Spine Chill.

Comments

  • TheLegendDyl4n1
    TheLegendDyl4n1 Member Posts: 1,493

    @Orion said:
    I'd like for the Survivors' PoV to be locked to a certain cone when they're interacting with something so that they can't just hold M1 and keep a 360º watch on everything.

    This is a simple change that would make positioning more relevant when working on generators, provide a much-needed buff to stealth Killers, add to the "scare" factor, and buff Spine Chill.

    this would extremely nerf premonition and some killers dont look directley at you when you use spine chill. you would see more michaels with moniter and abuse who dont go past tier 1. its scary enough when a micheal strategically pulls me off the generator when im looking around. wouldnt mind this is the killer couldnt just pull me off the gen but be forced to hit me into the injured state first

  • Orion
    Orion Member Posts: 21,675

    Despite its description, Spine Chill works off of a (tight) cone, same as Premonition. Killers would definitely look in your direction as they were headed toward you, and if you were to simply position yourself strategically, this wouldn't be a problem to begin with. The same thing applies to Premonition - positioning would become relevant. Right now I can hold M1 and just leave in the opposite direction the Killer is coming from without a care in the world, no matter where I am on the generator.

    The Shape can't pull anyone off anything when you can simply rotate your camera 360º the whole time.

  • TheLegendDyl4n1
    TheLegendDyl4n1 Member Posts: 1,493

    @Orion said:
    Despite its description, Spine Chill works off of a (tight) cone, same as Premonition. Killers would definitely look in your direction as they were headed toward you, and if you were to simply position yourself strategically, this wouldn't be a problem to begin with. The same thing applies to Premonition - positioning would become relevant. Right now I can hold M1 and just leave in the opposite direction the Killer is coming from without a care in the world, no matter where I am on the generator.

    The Shape can't pull anyone off anything when you can simply rotate your camera 360º the whole time.

    ok im sorry i thought you meant like a first person view not just forced forward in third. but yes the shape pulls me off when running moniter and abuse at tier 1 50% of the time by being very sneaky

  • TheLegendDyl4n1
    TheLegendDyl4n1 Member Posts: 1,493

    @Orion said:

    @TheLegendDyl4n1 said:

    @Orion said:
    Despite its description, Spine Chill works off of a (tight) cone, same as Premonition. Killers would definitely look in your direction as they were headed toward you, and if you were to simply position yourself strategically, this wouldn't be a problem to begin with. The same thing applies to Premonition - positioning would become relevant. Right now I can hold M1 and just leave in the opposite direction the Killer is coming from without a care in the world, no matter where I am on the generator.

    The Shape can't pull anyone off anything when you can simply rotate your camera 360º the whole time.

    ok im sorry i thought you meant like a first person view not just forced forward in third. but yes the shape pulls me off when running moniter and abuse at tier 1 50% of the time by being very sneaky

    Nah, not first person. I don't like having my face stuck in a generator any more than you do.

    I honestly don't know how you get pulled off. I had a Shape try that on me and as soon as I heard the heartbeat (no M&A, obviously, but still), I was out of there and lost him. He only managed to get that close because I got sloppy and stopped looking around. I mean, he wears a bright white mask. It's almost impossible not to see him.

    i know right. to be fair it was on lerys memorial institute i was on the middle gen and he dropped from above and grabbed me. i literally died right then and there from a heart attack.

  • powerbats
    powerbats Member Posts: 7,068

    How about this, you keep your 360 fov but the more you turn around the less visible the skillcheck window becomes. Since if you think about it you can turn and look around but the more you twist around to check say behind you, the more distracted you'll be.

    So looking in say a 90 degree arc you've still got the full window clear as day but say at 120 degrees well you lose a little clarity just slightly because you're slightly distracted.

    But if you're looking say 240 degrees the windows gets faded out a bunch because you're so distracted.

  • deadbytonight
    deadbytonight Member Posts: 2

    @Orion said:

    @powerbats said:
    How about this, you keep your 360 fov but the more you turn around the less visible the skillcheck window becomes. Since if you think about it you can turn and look around but the more you twist around to check say behind you, the more distracted you'll be.

    So looking in say a 90 degree arc you've still got the full window clear as day but say at 120 degrees well you lose a little clarity just slightly because you're slightly distracted.

    But if you're looking say 240 degrees the windows gets faded out a bunch because you're so distracted.

    That sounds like a pain in the ass to program. The "lock PoV" feature already exists.

    Do you program? Cause no it doesn't... lol
    The game already can tell when a player is engaged in an action. We know this because you don't get inactivity crows while sitting in the same spot doing an action i.e. repairing a generator. There is most certainly a variable we can get from any player object that would indicate the FOV vector (with 0 degrees being looking straight ahead). Simply check this value during the repairing state and, if it's between certain values, modify the view as necessary.

    :)

  • Orion
    Orion Member Posts: 21,675

    @deadbytonight said:

    @Orion said:

    @powerbats said:
    How about this, you keep your 360 fov but the more you turn around the less visible the skillcheck window becomes. Since if you think about it you can turn and look around but the more you twist around to check say behind you, the more distracted you'll be.

    So looking in say a 90 degree arc you've still got the full window clear as day but say at 120 degrees well you lose a little clarity just slightly because you're slightly distracted.

    But if you're looking say 240 degrees the windows gets faded out a bunch because you're so distracted.

    That sounds like a pain in the ass to program. The "lock PoV" feature already exists.

    Do you program? Cause no it doesn't... lol
    The game already can tell when a player is engaged in an action. We know this because you don't get inactivity crows while sitting in the same spot doing an action i.e. repairing a generator. There is most certainly a variable we can get from any player object that would indicate the FOV vector (with 0 degrees being looking straight ahead). Simply check this value during the repairing state and, if it's between certain values, modify the view as necessary.

    :)

    I do. Are you aware of the slang term "spaghetti code", also known as "what this game is made of"? I'd rather the devs implement a feature that already exists than create an entirely new one and break something else.

  • powerbats
    powerbats Member Posts: 7,068

    @Orion said:

    Do you program? Cause no it doesn't... lol
    The game already can tell when a player is engaged in an action. We know this because you don't get inactivity crows while sitting in the same spot doing an action i.e. repairing a generator. There is most certainly a variable we can get from any player object that would indicate the FOV vector (with 0 degrees being looking straight ahead). Simply check this value during the repairing state and, if it's between certain values, modify the view as necessary.

    :)

    I do. Are you aware of the slang term "spaghetti code", also known as "what this game is made of"? I'd rather the devs implement a feature that already exists than create an entirely new one and break something else.

    Ok I have to laugh since usually I'm using spaghetti code as an example of problems with coding things in. However in this case i think the anchor already exists since if you think about certain things which affect fov currently.

    Things like Doctor madness level which adds the static effect ad well as the skill check window popping all over the place during madness III. Another really great example of the blur mechanic is when you're looking in the direction of a freshly hooked person.

    The skill check windows gets blurred out. If you look at a gen that's just been completed the same or in it's direction the aura can get blurred some.

    So I think adding a fading effect the more you turn away as a distraction or simply making the skill check smaller the more you turn away would work too.

  • Dreamnomad
    Dreamnomad Member Posts: 3,935

    Survivors don't have knives, axes, chainsaws, claws, or clubs. One of the very few "weapons" survivors have is the 3rd person perspective. This is something that should absolutely not be nerfed.

  • Beverly
    Beverly Member Posts: 184

    I like being able to look around, actually. If I were in a horror movie situation and had to repair something, I'd be glancing over my shoulder like crazy! I don't think it gives much of an advantage since most gens block your view or are located behind walls, large rocks, or things of that nature.

  • apropos
    apropos Member Posts: 245

    @Orion said:

    @deadbytonight said:

    @Orion said:

    @powerbats said:
    How about this, you keep your 360 fov but the more you turn around the less visible the skillcheck window becomes. Since if you think about it you can turn and look around but the more you twist around to check say behind you, the more distracted you'll be.

    So looking in say a 90 degree arc you've still got the full window clear as day but say at 120 degrees well you lose a little clarity just slightly because you're slightly distracted.

    But if you're looking say 240 degrees the windows gets faded out a bunch because you're so distracted.

    That sounds like a pain in the ass to program. The "lock PoV" feature already exists.

    Do you program? Cause no it doesn't... lol
    The game already can tell when a player is engaged in an action. We know this because you don't get inactivity crows while sitting in the same spot doing an action i.e. repairing a generator. There is most certainly a variable we can get from any player object that would indicate the FOV vector (with 0 degrees being looking straight ahead). Simply check this value during the repairing state and, if it's between certain values, modify the view as necessary.

    :)

    I do. Are you aware of the slang term "spaghetti code", also known as "what this game is made of"? I'd rather the devs implement a feature that already exists than create an entirely new one and break something else.

    The functionality already exists; it was implemented with Laurie Strode's perk Object of Obsession. Also, I'm not sure why you think the implementation of this is so difficult, all it takes is some polar coordinates. Make it so that your functionality activates anytime the difference between the character's angle and the object's angle is 180 degrees +/- 22.5, and the element farthest from the origin has the greater angle. So, whenever the character interacts with a generator the skill check visual cue is disappears whenever the respective player's camera angle shares a difference less or greater than 180 degrees with the generator.

  • FinLadd
    FinLadd Member Posts: 190

    @Orion said:

    @TheLegendDyl4n1 said:

    @Orion said:
    Despite its description, Spine Chill works off of a (tight) cone, same as Premonition. Killers would definitely look in your direction as they were headed toward you, and if you were to simply position yourself strategically, this wouldn't be a problem to begin with. The same thing applies to Premonition - positioning would become relevant. Right now I can hold M1 and just leave in the opposite direction the Killer is coming from without a care in the world, no matter where I am on the generator.

    The Shape can't pull anyone off anything when you can simply rotate your camera 360º the whole time.

    ok im sorry i thought you meant like a first person view not just forced forward in third. but yes the shape pulls me off when running moniter and abuse at tier 1 50% of the time by being very sneaky

    Nah, not first person. I don't like having my face stuck in a generator any more than you do.

    I honestly don't know how you get pulled off. I had a Shape try that on me and as soon as I heard the heartbeat (no M&A, obviously, but still), I was out of there and lost him. He only managed to get that close because I got sloppy and stopped looking around. I mean, he wears a bright white mask. It's almost impossible not to see him.

    i know right. to be fair it was on lerys memorial institute i was on the middle gen and he dropped from above and grabbed me. i literally died right then and there from a heart attack.

    Should i call ghostbusters? 
  • ToxicTapp
    ToxicTapp Member Posts: 63

    @Dreamnomad said:
    Survivors don't have knives, axes, chainsaws, claws, or clubs. One of the very few "weapons" survivors have is the 3rd person perspective. This is something that should absolutely not be nerfed.

    Soon we will have rocks!

  • fcc2014
    fcc2014 Member Posts: 4,388

    @Orion said:
    I'd like for the Survivors' PoV to be locked to a certain cone when they're interacting with something so that they can't just hold M1 and keep a 360º watch on everything.

    This is a simple change that would make positioning more relevant when working on generators, provide a much-needed buff to stealth Killers, add to the "scare" factor, and buff Spine Chill.

    No we should be able just like in real life look around us.

  • Orion
    Orion Member Posts: 21,675

    @fcc2014 said:

    @Orion said:
    I'd like for the Survivors' PoV to be locked to a certain cone when they're interacting with something so that they can't just hold M1 and keep a 360º watch on everything.

    This is a simple change that would make positioning more relevant when working on generators, provide a much-needed buff to stealth Killers, add to the "scare" factor, and buff Spine Chill.

    No we should be able just like in real life look around us.

    Humans can't rotate their neck 360º, and certainly not while they're trying to repair a generator.

  • fcc2014
    fcc2014 Member Posts: 4,388

    @Orion said:

    @fcc2014 said:

    @Orion said:
    I'd like for the Survivors' PoV to be locked to a certain cone when they're interacting with something so that they can't just hold M1 and keep a 360º watch on everything.

    This is a simple change that would make positioning more relevant when working on generators, provide a much-needed buff to stealth Killers, add to the "scare" factor, and buff Spine Chill.

    No we should be able just like in real life look around us.

    Humans can't rotate their neck 360º, and certainly not while they're trying to repair a generator.

    Next time i'm fixing a generator(in real life) i will try. I do fix hardware on computers daily and can turn around. Most people can do two things at once.

  • Orion
    Orion Member Posts: 21,675

    @fcc2014 said:

    @Orion said:

    @fcc2014 said:

    @Orion said:
    I'd like for the Survivors' PoV to be locked to a certain cone when they're interacting with something so that they can't just hold M1 and keep a 360º watch on everything.

    This is a simple change that would make positioning more relevant when working on generators, provide a much-needed buff to stealth Killers, add to the "scare" factor, and buff Spine Chill.

    No we should be able just like in real life look around us.

    Humans can't rotate their neck 360º, and certainly not while they're trying to repair a generator.

    Next time i'm fixing a generator(in real life) i will try. I do fix hardware on computers daily and can turn around. Most people can do two things at once.

    No, most people can stop one task and start/resume another one. Nobody can do two things at once, especially when both require the use of the same organs (eyes, in this case).

  • fcc2014
    fcc2014 Member Posts: 4,388

    I'm sorry you can't do two things at once. Can you type and look away at the same time?

  • Orion
    Orion Member Posts: 21,675

    @fcc2014 said:
    I'm sorry you can't do two things at once. Can you type and look away at the same time?

    To be clear: neuroscience found that people just switch between two tasks very quickly, so what might seem as doing two things at once to you actually isn't. Furthermore, a comparable example would be typing with both hands while also using both hands to clean your desk. You can't repair a generator (something that requires you to look at what you're doing) while also turning your back to it.

  • fcc2014
    fcc2014 Member Posts: 4,388

    I'm waiting for your response

  • fcc2014
    fcc2014 Member Posts: 4,388

    Ron Swanson must be your hero!

  • fcc2014
    fcc2014 Member Posts: 4,388

    @Orion said:

    @fcc2014 said:
    I'm sorry you can't do two things at once. Can you type and look away at the same time?

    To be clear: neuroscience found that people just switch between two tasks very quickly, so what might seem as doing two things at once to you actually isn't. Furthermore, a comparable example would be typing with both hands while also using both hands to clean your desk. You can't repair a generator (something that requires you to look at what you're doing) while also turning your back to it.

    Wow you really are something not sure what. Ok well i can remove a hard drive, replace lead cables, memory without looking because i do it so often i know how. Mechanic's i'm sure can do many things without looking. I imagine blind people can too!

  • Orion
    Orion Member Posts: 21,675

    You could've said you were just trolling, save us both some time.

  • fcc2014
    fcc2014 Member Posts: 4,388

    I wasn't trolling. I just proved you wrong and why your suggestion doesn't make sense. If it helps i do feel like i lost IQ points from this thread. So best of luck with this. See you in the funny papers!

  • Justicar
    Justicar Member Posts: 319

    While I like the general idea behind this, I'm not sure what the best way to implement would be. I'm not too fond of the idea of a locked POV; maybe something like a persistent springlook effect during interactions?

  • MegMain98
    MegMain98 Member Posts: 2,914

    I don’t particularly want to give free grabs to Tier 1 Myers. I get what you are saying about positioning yourself in the right position, but what if another survivor is already in that position? There isn’t many “safe” positions that the killer can’t sneak up from behind you and pull you off. The only safe generator I can think of off the top of my head is the one on top of the Mother’s Shack on the Red Forest. You gotta position yourself facing toward the staircase with your back to the drop off of the shack. Mostly ever other generator you’ll easily have a Tier 1 or M&A Myers sneak up on you. Most of the time I hear Myers loud breathing before I even hear the chase music.

    Scares can still happen. Just last night on the Red Forest I was on the last generator and Billy had Tinkerer and I knew he had it but I panned my camera behind me at the wrong time and he hobbled his way over to me and pulled me off. Not impossible to get those generator pull offs.