Kill Switch update: Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.

http://dbd.game/killswitch

Rework Breakable Walls


The introduction of breakable walls was meant to be an additional objective to spicy up gameplay. However, the implementation leaves only an additional “chore” for a single role to play a match more fairly. For killers, there is no engagement or satisfaction to destroying breakable walls. In fact, loading into certain maps, removing specific breakable walls is the first goal or action a killer wants to complete before running into a survivor (ie the breakable walls in main building Dead Dawg saloon and Earie of Crows).

 

The implementation of breakable walls should be a more engaging action for BOTH roles. Pallets in game are finite resources for survivors during chase with a killer. However, the killer role sees them as more of a nuisance than a satisfying experience to destroy. For this case it cannot be helped BUT breakable walls do not need to automatically be placed in the same boat and CAN be more interesting that they currently are.

An example of an engaging implementation of breakable walls would be from the game Friday the 13’th. Vastly different games in how they are played I can say that the implementation of their breakable wall system leaves an engaging and satisfying experience for both roles. The survivor creates a temporary sense of security and the killer experiences the thrill of removing that security in pursuit.

 

An example of how it can be translated into DBD would be somewhat similar. The survivor role would spend some time in an action “barricading” the door while the killer role would perform the action of breaking. For this to be fairer, the survivor creating this kind of breakable wall can’t be at just ANY open-door spot. As well as the amount of time both roles spend completing the action. For this rework to be effective, the killer shouldn’t spend any more time than the amount of time it currently takes to destroy a breakable wall. However, for a survivor to form or build be roughly around the same time it takes to Boon a totem over a hex totem (ie 24 seconds). Which is a fairly long time when compared to the speed a killer can destroy the wall and would require strategic thinking from the survivor on the appropriate time to build/or form this barricade as well as cost vs benefit. Different from the Boon mechanic, the point of THIS breakable wall mechanic is that they are as finite as pallets.

The most effective way I see this implementation in maps is at solo or 2 people only gens within rooms that have no windows or quick escapes. Something along these lines where it CAN come in clutch BUT shouldn’t be God pallet tier or inadvertently make multiple mini versions of killer shacks.

The main idea of the rework idea is that it creates an engaging experience for BOTH roles instead of how it currently only affects one, and quite negatively.

Comments

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    Breakable walls are a survivor sided mechanic paraded around as a killer sided mechanic. "Just break the wall". But they're essentially like pre-dropped pallets, and they're saying that wasting time having to break a bunch of pallets is fine, not game losing.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Imagine how disheartening it would be to chase a survivor back to the same God wall three or four times. Depressing.

  • Valik
    Valik Member Posts: 1,365

    Breakable walls are NOT a bad idea at all, IMO.

    They are basically Pre-dropped pallets at loops. Tasteful. It opens up a lot of doors for design (Pun intended)


    However, I disagree with how they are implemented.

    They should be in specific areas where there are no pallets. The wall should BE the pallet. Breaking a wall should make life easier for the killer, not be a gamble.


    In addition. I feel that they should have the map choose 2 normal windows and turn them into walls.

    Survivors may be in for a surprise if they run to a familiar vault only to see a boarded up wall to greet them.


    Would make maps more dynamic and interesting, while also making Windows Of Opportunity a lot better without touching it.


    They should also have Breakable Vaults. Like, a Wall/Vault hybrid that the killer can break. Spawn a couple of those in the map too.

    LT walls can be frustrating, but give the killer the option to break the loop.

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917

    Breakable walls are a good idea implemented as horribly as possible while perverting the community's idea for wanting them to begin with.

    They were requested as a means for the killer to alter the map in their favor and weren't ever suggested as being used in loops at all(Let alone being used to bring back "Breakable" infinite loops).

    So for them to be fixed nearly every single map but midwich would have to rework how breakable walls are used. EI removed from loops.

    Plus they should add in entity blockers to specific walls(These walls are marked by entity tendrils being fused with them) that only the killer can pass through but not survivors(unless being carried).

    This would let them keep some of the current breakable walls while also allowing for more interesting possible wall designs. As having the "Trap" walls such as current badham breakable walls being for the killer only would fix them as the trap walls like the one on saloon create true infinite loops if broken as they currently stand.