Would you be ok with.....
....increased generator times if there was an interaction other than skill checks? Say like a rhythm mini game or a sliding puzzle type deal?
Comments
-
Do you really think BHVR could pull off something like this?
Try falling off an hills recently?
0 -
They could pull it off. But it won't run smoothly until a year after it's introduced.
I only played it for a few hours but FT13th had some mini game for pouring gas into the boat or the car. More interesting than hold M1
0 -
I think that would be neat. I also want to see "parts" or "gas" that have to be found and installed. 1 gas for each generator and 1 parts for each remaining exposed side of a generator. It would make survivors have to move around the map more.
The parts wpuld just be littered on the ground like totems and the gas cans could be pretty rare around the map but a ton of them in the basement opposite of the chest.
0 -
Wasn't F13's interactions just DbD Skill Checks, just multiple on the same circle? And it was easier/harder depending on the characters skills? Been too long since I played that game
0 -
The problem with the hill is that the map generation tries to put down more gens/chest than available. And to spot what causes that in code is one hell of a task (cause it could be caused by the coin offerings as well as be just a random error)
but sliding puzzles etc, yeah, it could work, question is more how to not have them take up too much time? If you ever played against pig, the trapremoval WITH skillchecks can already be a deathsentence if pig knows where you are and pull you off the box.
1 -
Thats another topic lol.
The whole system would need a rework. Maybe complete a quick puzzle generator automatically repairs itself over a certain amount of time until it hits a certain percentage then stops until another puzzle is completed. With a fixed number of puzzles per generator. Maybe 6. 1 to start it. 1 for each piston. And 1 to complete it.
Killer kicking a generator returns it back 1 puzzle but it starts advancing right away. Pop puts it back 1 puzzle and doesnt start advancing again until a survivor interacts with it.
Maybe tool boxes can be used to auto complete a puzzle
Puzzles wouldnt take but a few seconds to complete.
The time in between puzzles would force the survivors to do something else as there would be no interaction in much the same way that a killer cant kick a regressing generator.
0 -
I only played it like 3 times so I don't even remember. Every time I was Jason people quit and when I was a counselor. If I died early I had to sit there and watch everyone else place until it ended if I wanted my exp. If I want to watch people play a game I'll go to youtube or twitch.
0 -
I would prefer an actual secondary objective. I don't want to look at a gen even longer no matter what. I want to move through the maps and do something other than repairing.
0 -
Mini games could be fun but it would be a pretty big rework since so many perks and add-ons specifically affect skill checks.
0 -
The speed of repair and number of skill checks was based of the charters repair skill. For example Vanessa might have between 5 and 8 skill checks. While Deborah would only have 2. Then each skill check was randomly either R1 or L1.
0 -
I never had the chance to be Jason on a public match. Just counselor but the comment is right about pressing different buttons, although I agree it is better than just pressing M1 and waiting for the RNG to trigger any skill check.
0 -
Thought so. Well, if they added something like that to DbD it would really feel a little more engaging than the current system. I mean, you know it's pretty stale when I can sit and watch YT and hit skillchecks without watching the screen.
0