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Dear Dead By Daylight: UI and Aesthetic Changes (Excerpt)

Hey everyone,

I know, I've been away for a while, but I'm back. There isn't too much left to this series, but I'm gonna try to see it through to the end. If you're new to this series, welcome! I uploaded a document (and accompanying forum post) titled Dear Dead by Daylight about awhile ago which has been getting incredible feedback from you guys here in the community, but the biggest suggestion was to split all the change ideas into multiple documents to make them easily digestible.

Today, I bring you suggestions for changing UI and Aesthetics. Not the most exciting stuff to read about, but ambiance is half of any good horror media.

If you want to know my reasoning or check out the rest of the changes, I'll leave a link to the main post as well as the previous article. Please leave constructive criticism and/or support, you're feedback is invaluable. Thanks again,

NorMak3

P.S. This list isn't perfect and I may change things on the main document based on new data, but I don't plan on changing anything on these fragment posts, so if something seems off, make sure to check the main document or comments to make sure it isn't already fixed.

  • " Add a part during the end game screen as a survivor that says how long it took until you died or escaped and how long the game was once it ends.
  • Add a UI addition that shows a red aura handprint on whichever side of a pallet you will be on when you throw it down. 
  • Show the usernames of the players over their characters in the end game screen and indicate who played which survivor for killer by displaying an image of their character running when the mouse hovers over their end game status icon
  • Change the fog aesthetics on The Game and the Badham maps so they don’t look out of place. For reference, look to the remade Lery’s or the Underground Complex for inspiration. Additionally, it would be wise to have fog on the top floor of The Game as well.
  • Make the hatch spawn in with that auric appearance style survivors spawn into the lobby with instead of it just materializing out of thin air
  • When queued up in a lobby, have a number of players and killers of your rank online displayed to show what kind of matchmaking you may encounter
  • Brighten up Claudette’s base shirt slightly (Probably an additional 2-5 shifts to the redder side of the spectrum? I don’t know color theory either, but there is a massive problem with Claudette having a huge advantage in terms of blending in with the environment)
  • Display a message stating that a killer cannot start a game without survivors in custom games.
  • Make a prompt at the bottom of the screen when the killer can interrupt someone
  • Add in new prompt modifications when a survivor vaults while holding shift, but without running towards it. The label will be “Quick Vault”. Additionally, whenever a survivor is about to enter or leave a locker while holding shift changes the prompts to “Quick Hide” and “Quick Exit” respectively.
  • Add in blowing leaves that can sometimes occur throughout the map. They are purely cosmetic.
  • Move the characters slightly during a Mori so that they are visible and are not clipping into nearby objects. Additionally, reduce the amount of grass and vegetation in the area during the kill so it can be clearly seen. Once the kill is complete, all player models return to their previous places. Finally, add some sort of model correction so that during moris, the actions land where they’re supposed to.
  • Show when a survivor has endurance similar to when they have the broken status effect. This will not be shown to the killer, only other survivors.
  • Add an arrow on the side of the tome window to minimize it manually. Additionally, keep it minimized by default unless you just finished the challenge.
  • Make scratch marks more aesthetically pleasing (Don’t know how yet, but it would be nice)
  • Add a part of the UI which shows what stage of the sacrifice the survivor was taken off the hook from (1st stage, 2nd stage AKA struggle phase, 3rd stage AKA the sacrifice)  in the form of slashed tally marks at the upper left hand portion of their in game status icon. Only the killer can see these marks.
  • Add a minor noise whenever someone posts something in the chat in a lobby
  • Add more noises that positively reinforce the use of killer powers in situations where there are near misses. These should be like the laughs the Deathslinger gets when he barely misses a target, the Doctor gets when he shocks people, the Cannibal when he revs up his chainsaw, and the clown when he successfully gets someone with the Afterpiece Tonic. Many killers make negative noises when they get close to success, but miss. This can cause frustration and discourage killers instead of rewarding them for getting close. Instead, killers should get certain positive audio clues for getting close, just to energize and mentally revitalize little victories during intense chases. These would ideally be some sort of chuckle or sound of amusement like the above examples. They could occur in the following scenarios:
    • Trapper: When a survivor steps in a trap
    • Wraith: When you uncloak within 3 meters of a survivor
    • Hillbilly: When you miss a chainsaw sprint that lasted at least 2 seconds, but ended within 8 meters of a survivor
    • Nurse: When you teleport to a survivor and injure them
    • Shape: When you stalk a survivor to completion
    • Hag: When you teleport to a trap, instigating a chase (won’t count if you’re already in a chase with them)
    • Huntress: When you throw a hatchet and it causes a survivor to scream
    • Nightmare: When a survivor throws down a dream pallet or activates a blood snare
    • Pig: When you miss an ambush by 2 meters or less or when a reverse bear trap activates
    • Spirit: When you exit phase walk instigating a chase (won’t count if you’re already in a chase with them)
    • Legion: When a survivor breaks a pallet by vaulting over it during a chase with rage tokens
    • Plague: When you ingest corruption
    • Ghostface: When you successfully stalking a survivor to completion without the survivor starting to reveal you
    • Demogorgon: When you miss a shred attack by 2 meters or less
    • Oni: When you miss a demon strike within 2 meters of a survivor"

Previous Article Post:

https://forum.deadbydaylight.com/en/discussion/142066/dear-dead-by-daylight-flashlight-changes-excerpt#latest

Original Post Link:

https://forum.deadbydaylight.com/en/discussion/127810/dear-dead-by-daylight-change-suggestions-and-new-chapter-idea

Comments

  • Nantes
    Nantes Member Posts: 74
    edited June 2020

    "Add a part of the UI which shows what stage of the sacrifice the survivor was taken off the hook from (1st stage, 2nd stage AKA struggle phase, 3rd stage AKA the sacrifice) in the form of slashed tally marks at the upper left hand portion of their in game status icon. Only the killer can see these marks."

    I was going to post this suggestion myself, then I found your thread on search! I have some more:

    • An "apply to all characters" button for decorative charms. It is tedious to have to manually go through each killer to apply the exact same layout of charms for the hook, for example
    • Being able to hover the cursor over a status effect on a perk description to get a tooltip describing said status effect. If I'm browsing a perk that says "applies Oblivious for 60 seconds", Why should I have to go back several menus and go to the Help section of the game just to see what Oblivious does?
    • The Rift progress tab shouldn't go over the chat when the post-game lobby appears. This drives me bonkers! This ties in with your "Add an arrow on the side of the tome window to minimize it manually. Additionally, keep it minimized by default unless you just finished the challenge." suggestion
    • The post-game chat should display a notification when a player leaves the post-game lobby so that people aren't left talking to the walls. This is a long-requested feature that was supposed to be added when dedicated servers came out!
    • You should be able to click player's names in the post-game lobby to be led to their Steam profiles so you can add friends
    • There should be a confirmation message when clicking the "select challenge" in the Rift progress tab confirming that you want to leave the post-game lobby
    • When you click to play killer or survivor but haven't clicked to look for a match yet, if you're viewing any of the overlays (character selection, bloodweb, customize, loadout) and click to start looking for the match, the overlay closes for no good reason.

    Feel free to add these suggestions in any future versions of your thread.

  • Nantes
    Nantes Member Posts: 74
    edited July 2020

    (Accidental double post)

    Post edited by Nantes on
  • Rullisi
    Rullisi Member Posts: 392

    Things like the leaves would really help to make maps feel more dynamic such as the wild west map. These are all some great improvement ideas.

  • Ash_Williams
    Ash_Williams Member Posts: 10

    "Add a part of the UI which shows what stage of the sacrifice the survivor was taken off the hook from (1st stage, 2nd stage AKA struggle phase, 3rd stage AKA the sacrifice) "

    You would just have to look at the progress bar and if it's halfway you can remember that the survivor is on their last hook. Yes it would be useful but it would also just be for the people who have a bad memory or don't care to look.

  • Nantes
    Nantes Member Posts: 74

    Not always applicable. If someone is on their second hook but not currently hooked, they will immediately die after you hook them, before you can check what the hook status was, and that might not be what you wanted. Particularly troublesome in a team of identical blendettes.

  • Nantes
    Nantes Member Posts: 74

    Bump because this thread is valuable.