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What does everyone ACTUALLY think the theme/point of this game is?

Everyone complaining about the camping/tunneling or the killers being op etc

have you read the lore? the dev discussions? the cinematics?

I feel the point of the game, is for survivors to be scared. To be stealthing, to be torn whether to save their teammate from the camping killer or try to escape on their own. We've all seen the cinematic where jake says to do the gen instead of saving the teammate that died.


Its supposed to be an emotional, adrenaline based horror survival experience. If i have a fun match idc if i escape. as killer as long as no one bms i dont care if i get my kill. It is fun adrenaline ride of whats going to happen whos going to die every game. Do I save against the camping killer or do a gen? Am i going to be altruistic this round or worry about myself? As Dwight says "I NEED YOU TO SURVIVE SO I CAN SURVIVE" does come to mind.


I feel like most people think this should be some professional/competitve game with a perfect balance. Its not supposed to be perfectly balanced and even if it were its not really able to be.

Or that the killer shouldn't ACTUALLY be a "scary" or rather I should say, intimidating part of the game.

DBD was the first asymmetrical game in which the players cannot fight back against the killer and it remains that way to this day. Its SUPPOSED to feel as though the killer is the power role and the survivors have to SURVIVE. i think too many players feel like its just supposed to be a cake walk and the killer should be nice for some reason.


What about you guys? How do you define the game and how its suppose to flow in the trials?

Comments

  • Hensen2100
    Hensen2100 Member Posts: 339

    I honestly liked it more before the patch. I think the killer should be at an inherent disadvantage. It's 4v1, they should have to play well to "earn" the right to be the power role.

    I don't think the game should be balanced so that anyone can just pick up any killer and perform well; it's a disservice to survivors who have invested time learning to play. They had the handful of killers the newb killers could use (Nurse, Blight, etc) that carry them and then the other killer characters for the hardcore players.

    Now it's like anyone can jump on wraith and get a 2-3k+ against survivors who have played for thousands of hours because survivors have been nerfed into the floor for the sake of the game "being scary" idk. It's never really been scary, and hiding while your teammates die and you are helpless gets old after just a few matches

  • BBQnDemogorgon
    BBQnDemogorgon Member Posts: 3,615
    edited July 2022

    I don't think it's that serious anymore. I think it's meant to just be an excuse for a bunch of cross overs and cool stuff. It's horror smash Bros or fortnite

    It can't be a serious horror survival experience with elements like fear or scares like you said while we have pink elephants rainbow LGBT flags and a shark eating a gen charm called bubbles.


    DbD has an identity/theme issue. It wants to be everything

  • Wewantjason
    Wewantjason Member Posts: 288
    edited July 2022

    You literally think a game where a ghosts, the literal nemesis or michael myers, and monstrous eldritch creatures of all sorts placed there by an evil elder god who feeds on fear and death, should be at an inherent disadvantage two four generic humans who do not speak the same languages armed with flashlights? I appreciate your engagement but I 100% am sure that is not what the devs want you to feel.

  • Sludge
    Sludge Member Posts: 768
    edited July 2022

    As it grew in popularity it changed from atmospheric horror survival to Fortnite but that's how all these big multiplayer games are

  • Alcuin
    Alcuin Member Posts: 460

    If you want to the game to have a fearful aspect to it, Dead by Regression has to go. Dead by Facecamping has to go. Dead by Tunneling has to go. Anyways, you're not going to be afraid in this game after facing each killer at least once.

  • BBQnDemogorgon
    BBQnDemogorgon Member Posts: 3,615

    I think to a lesser extent this problem goes back even before it blew up. The charity case was the first example of that like yeah let's give Dwight a panda t shirt and nurse a raccoon mask lol.

    Good cause but at the cost of the games atmosphere.

  • Wewantjason
    Wewantjason Member Posts: 288

    I'm not saying I expect people to be scared irl, just immerisvely with the decisions they make and how the game is meant to be balanced. I am not saying a silly cosmetic matters, I'm saying that the survivors should feel intimidated by the killer player and play accordingly to win, and that is not what seemed to be the case prior to this patch, and it does seem to be the case now.

  • BBQnDemogorgon
    BBQnDemogorgon Member Posts: 3,615

    Idk I felt like 2016 DbD was kinda scary. The game had an entirely different vibe and art style.

    Game mechanics like adjustable map darkness levels and the fog actually did something.


    The maps in general were darker. Farm maps were night time. So many changes...

  • ColonGlock
    ColonGlock Member Posts: 1,224

    It is a huge behavioral experiment. Saints and sinners show their colors

  • Tactrix
    Tactrix Member Posts: 420

    This game is suppose to be about misery. Miserable game code + miserable devs = Miserable community.

  • Wewantjason
    Wewantjason Member Posts: 288

    I have no problem with the devs. Also I am pretty happy with the game code, its an indie studio and theyve made a huge game

    show me what game youve made that is as big as this one

  • HugTheHag
    HugTheHag Member Posts: 3,140

    Survivors lore-wise are supposed to be scared and desperate, but the game doesn't have that many horrror elements. You don't get really anxious as survivors unless you're against a really stealthy killer that plays as such.

    Camping and tunneling isn't scary. It's just boring, annoying, and frustrating. I don't think these emotions are what the Entity is looking for.

    The game is enjoyable from a gameplay perspective, but lore-wise is ultimately pointless. You never truly escape, you go from trial to trial and nothing changes.

    The game only being enjoyable from a gameplay perspective is precisely what makes camping and tunneling problematic : it's denying other players the gameplay experience. Without that, there is really no reason to play DbD.

  • Mister_xD
    Mister_xD Member Posts: 7,669

    It's a game of hide and seek that is being balanced around a game of tag.

  • Rudjohns
    Rudjohns Member Posts: 2,135

    How can you be scared of a game that you know how it works and its exactly the same over and over?

  • Laluzi
    Laluzi Member Posts: 6,223

    The point of this game is tag with a horror skin. For anyone saying it's a horror game - apart from a small handful of killer builds that prioritize stealth, who here was actually scared after 20-30 hours of gameplay? Do you actually feel adrenaline when you hear the killer's terror radius, or feel the need to hide? Horror has trouble with longevity (the more familiar the player becomes with the game mechanics, the less impactful they become), but survivor gameplay, the victim role, has a lot of elements that don't fit the bill anyway. Stealth killers (played well) are the closest the game gets to horror, actually spooking survivors and instilling a sense of paranoia and tension; the rest is a mix of tag and hide and seek.

    In lieu of actual horror elements, it's important for gameplay to be fun, dynamic, and appropriately rewarding.

  • Laluzi
    Laluzi Member Posts: 6,223
    edited July 2022

    Yeah, sure, I can agree with that. It's still at least superficially a horror game. The thing is, the OP said the point of the game is that survivors should feel scared, that they should be distressed and riding adrenaline. And that is not the case for anyone who's familiar with the game. It's an unrealistic goal, so the gameplay has to provide something else. I think it does (though its balance is very questionable at the moment), but it stands that you only get that true panicky experience when you're versing a killer without a terror radius or who can pop up wherever. As long as looping exists, survivors' first instincts are not going to be to hide from the killer's approach, because they have other tools to deal with them and getting caught isn't the end of the world anyway. And when it is the end of the world (facecamping Bubba, hard tunneling), the response engendered is less fear at a threat and more frustration at the denial of expected gameplay.

    The killer should be scary and intimidating, but you can't make someone scared of something they know how to deal with. I typically don't think horror works in a PVP setting because PVP necessitates an ability to fairly win, where horror has to carry a real and overwhelming dread of being caught.

  • Sluzzy
    Sluzzy Member Posts: 3,130

    Another way to put it is that survivors should not be auto-lose simply because the killer has a tiny bit of experience or is bring overpowered perks.

    Survivor skill is meaningless and that is why the game is broken and survivors are frustrated. Killers should never be an EZ mode and that is exactly what it has become.

    The overall trend has always been that killers are coddled by the devs in every patch since 1.0.0. DBD is not really a game now but rather a 4K simulator.

  • Tactrix
    Tactrix Member Posts: 420

    They've made a big pile of 💩 which is why they're approval rating is tanking. And I don't know who lied to you but they were NEVER a indie studio, they were a corporate company from start to now. So instead of running your mouth you might actually want to take 10 seconds and figure out what you're talking about.

  • ColonGlock
    ColonGlock Member Posts: 1,224

    "tiny bit of experience"

    It takes about a thousand hours to start to be the terror you describe and those players are not as common as the newbies and tourists getting rolled same as before the patch.

  • AnchorTea
    AnchorTea Member Posts: 1,021

    And yet we got a Nurse cosmetic with tools digged inside her face lol


    Despite the crossovers and rainbow charms, it's still a horror game. BHVR's approach will always be centered around horror.

  • GeneralV
    GeneralV Member Posts: 11,175

    Well...not exactly.

    Because the game may have the icons, even more than it used to, but it now lacks the horror atmosphere that everyone misses.

    You are right when you point out the problem of horror and longevity, but there is a very clear difference between having a scary atmosphere and having none at all.

  • Laluzi
    Laluzi Member Posts: 6,223

    Well, that's another reason I say the game lacks a lot of horror elements. The map design used to focus on low visibility, darkness, and fog, with hiding having a stronger emphasis than looping. Now the floodlights are always on, you can see straight across the map in several instances, and your escape points are literally painted out in yellow carpet. The only darkness we get is weird buggy pitch-darkness that only exists on certain platforms (or Dredge, who's definitely one of the best killers when it comes to an actual horror experience.) Whether that's a deliberate change in game direction or an adaption to a paradigm that emerged despite their intentions, I can't say.

  • Seraphor
    Seraphor Member Posts: 9,386

    It's actually a game of cat and mouse, which in point of fact is both of those things.

    It's also supposed to emulate the feeling of the climax of a horror movie. That final killer rampage where the protagonists are at their most vulnerable, and you don't know if they're actually going to make it or not. It's supposed to feel like you're balancing on a knife edge, that any slightest mistake could get you killed at any moment.

    What it's not supposed to do, as a game format, is provide you with a guaranteed narrative and a reward for investment. It's not supposed to result in you being entitled to a certain result just because you accomplished a certain objective. You're not supposed to be rewarded with an escape just because you repaired the gens, the game isn't over until you're out of that exit. That sort of thing is for RPG's, where your progress is defined as the sum of your time investment in the game. That's not DBD.

  • Wewantjason
    Wewantjason Member Posts: 288
  • Bwsted
    Bwsted Member Posts: 3,452

    Desensitization by repeated exposure. There's no game that can be scary after you've experienced the same situation several times. And then you realize that nobody is getting hurt irl and the big bad man wielding a edged weapon is just an avatar. No game developer in the world can do anything about a physiological phenomenon.

    When you get past that stage, which happens rather quickly, you're left with a pvp where the horror aspect inevitably becomes thematic.

    You have to balance around the pvp aspect, because the scare factor is a resource that gets exhausted early.

  • xTalon32
    xTalon32 Member Posts: 413

    Couldn't have said it better myself.

    When playing Solo became too easy (and it is), I lost any fun of playing. I remember being scared when I first started playing the game, my hands would shake every match because I didn't want to blow up a gen. And if the killer saw you, you knew you were going down if you didn't use pallets wisely.

    DBD now is basically complaining how killers camp/tunnel. And how survivors abuse/bully killers.

    I want to feel scared as a survivor and a hunter as killer.

  • StibbityStabbity
    StibbityStabbity Member Posts: 1,839

    To me it's a comedy, but I play this during every game: