Instead of a BLOODWEB should it be a BLOOD STORE?
You go to the store, you buy what you want, in what quantity you want. You also can sell useless add-ons and offerings (that we've all accumulated over the years).
If you have a better idea, please share.
EDIT:
In the comments, ideas/solutions have been shared about how to handle ultra-rare offerings and add-ons. You can still have a store.
Also, hybrid ideas (store plus the Bloodweb) have been suggested.
Comments
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That's a great idea. I think it should be split between blood web and bloodstore. Bloodweb would be purely for leveling up and prestiging (being about half the average blood points you would normally spend) and the bloodstore is for getting specific add-ons, offerings, and perks (all half average blood points) so you don't have to keep buying the useless add-ons that just stack up cuz you never use them.
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I agree on selling back add-ons and offerings that you don't want.
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I think this is mostly a good idea, although some things being too readily available (BNPs, Judith's tombstone, etc) would be a bit cracked imo lol
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I think the bloodweb has a good role of money sink so that broken items/addons are not used too often in game.
I would love a store, or even just to be able to sell the dozens of map offerings I don't typically use, but at the same time it would make really strong items and addons considerably more common, and build diversity would suffer a bit.
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I'm wondering about a possible solution. Perhaps there would be a limit to the amount of very rare items/add-ons that could be purchased within a given timeframe. For people who have been playing for years (especially those who never prestiged, like some of my friends), they already have a nice stash of very rare add-ons and items. But it was difficult to accumulate that stash (and then, sometimes, the bloodweb would give a bunch all at once lol). So maybe there's a way to have a store while keeping certain things more rare.
Maybe we could even have certain rare items available for purchase only at the whim of the entity. Perhaps today, it's Judith's Tombstone, but tomorrow, it's not available. That would kinda suck though. I like the other idea more, but this one is more closely related to the current setup so I'm torn.
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Oh definitely. The millions of BPs I spent over the years (on things I'll never use) would let me level up a character easily.
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Thank you. And yes, you're right. The idea of a split to handle leveling up/prestiging is important to consider.
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Definitely there just sitting collecting dust not being used.
Should be able to sell them back even if it's half of what it cost. But the the blood-web should stay how it is.
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Several browser games (I'm thinking pet sims but we're talking economy anyway, not gameplay) have a concept similar to this, where you have a store that has set slots for each rarity level (with only maybe one or two for the rarest, and 4-5 for the more common) that will reset after 12 or 24h. So if you're not interested by the rare addons of the day, come back another time.
I personnally prefer the bloodweb over this, since if I make 300k bp in one afternoon I'll go through multiple bloodwebs and often pick up quite a lot of rare items, but I could see both systems working at the same time. One regular old bloodweb that is not changed, and maybe a "blood store of the day" in the next tab with a selection of one ultra rare, a couple of rares and then greens and yellows. That way you have a chance every day to have that one really good ultra rare you like without having to go through multiple webs. It would make accumulating them possible at a reasonable rythm without having to grind every day, like if you know next week you can't play, you can save 30k from your games and the rest of the week only log on to get the daily addon / item you like.
It's just an idea though.
Just being able to sell some items half price would already be really good.
(Also, these games are FOMO overlords so I don't know how healthy it would really be)
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I like that.
I hope BHVR does something. We were able to come up with viable ideas on the fly; I'm sure they could take these ideas and flesh them out better.
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I'm all for trading in addons for bp or other addons
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Good point, but balance issues are balance issues. And it has always been a bit wonky to use rarity to justify busted items or add ons. Because single character players will always have ultra rares regardless
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I'd kind of prefer that the addons/offerings that are useless just... not be useless.
If the bloodweb was a store, you'd generally find that nobody would buy addons until they had unlocked all of the perks and then addons would only be used after you had already finished "leveling" rather than being able to use stuff while leveling. It might feel better in the abstract, but would probably feel worse in the absolute because it would feel like you're "wasting" BP on addons rather than character progression.
Then because everyone would do that, they'd want to find some way to make progression slower so that would be making BP either more rare or things more expensive.
The current system basically forces you to create a healthy balance of slower character progression with consumable items that you might not otherwise buy so you can actually try out the different parts of the game rather than saying, "This medkit will literally stop me from buying a perk and I might play against a Plague next match."
There's definitely problems where most of the offerings are completely useless and there's addons that are bad, but I'd rather those just be fixed? Improve some of the worse addons, tone down some of the better addons, and maybe just remove offerings that are useless or reduce their chance of showing up in the bloodweb.
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The blood web is a great concept for maybe the first 10 to 20 hours, than it just becomes an annoyance. I've only been playing for months and I have so many items I don't know what I'll ever do with them.
I think the idea of the blood web of having some things come up only occasionally and thus making them rare and special sounds good in concept but is awful in execution. It means in soloQ survivors never run their best gear (unless they have an endless supply of it) while in SWF people load up powerhouse teams.
A store would be an improvement. So would a button to just randomly purchase stuff at this point.
If we're just soliciting ideas I'd rebuild the whole system: instead of having set point totals they would be increasing, though everything would be permanent. By increasing I mean your first yellow perk costs 2000, your next 3000, and then 4000, 5000, 6000 etc. Items, addons, offerings would be treated like perks and be permanent purchases, though with increasing costs. The system would allow for new players to quickly acquire perks/gear, while maxing out a survivor/killer with everything would take increasingly higher amounts of work. Once you got to the "end" of the bloodweb the system would allow you to turn bloodpoints into shards/cosmetics/etc at extremely high costs.
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Trading useless addons is a welcome idea. But if there was a store you'd get a lot less bp or a green item/addon would have to cost 20k. And now imagine players buying up certain map offerings and spamming certain maps every game
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I'm fine with the bloodweb concept (I actually still enjoy the minigame). I would like to see it as a token system though. Instead of unlocking specific items, addons, offerings, etc. You unlock a token for a given rarity, which you can exchange for the item that you want within that rarity. Tokens would still be tied to a given character, but you have a lot more agency in your selection now. No more burning an entire bloodweb for 1-2 copies of a single addon you like to use.
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The problem isn't them being available, it's them being too strong to begin with.
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I do love your name. It's very cute.
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I don't think they'll ever do this because the bloodweb and all of its flaws are a retention tactic in itself, because it creates a gambling element (which totally isn't gambling guys, don't worry! 😄) that both prevents people from being too efficient (the absolute irony) and keeps an ever moving goalpost that takes an extremely long time to catch up to, and requires further dedication to stay caught up to (especially concerning consumables.)
The most healthy compromise I can think of would be to keep the bloodweb as is, but have a secondary ability to purchase items and addons for an inflated cost. Items its not too big of a deal due to being able to be found in chests midmatch and carried out, but addons are extremely stifled due to this. Having limits based on rarity with a cap based on both time and qty purchased would be a health way to balance it, focusing on killer addons as the example:
1) You can only purchase the addon [x times] within each grade reset, possibly with scaling based on rarity
2) You can only purchase the addon if you have less than [y amount], also possibly scaled similarly
3) the price is double the node-based cost, or have it scaled based on the rarity of the item.
4) these factors initialize with each reset, meaning there is no "rolling over" between months.
The idea basically being to offset the extremely bad luck people can have when trying to get specific addons, which can entirely change the killer's playstyle and viability. The stipulations would be to prevent people from just buying 90 tombstone pieces or mother daughter rings or anything like that, and making sure they can only get a limited amount through this method in a regular cadence. It would also help killers like freddy or wraith who don't necessarily need the highest rarity addons, but might find themselves burning through specific ones at a much higher rate than replenishment. It would have to work a bit differently regarding survivor addons (as there are still perks which let people find those midmatch for free, nor are they considered as mandatory) but it could use that as a foundation and adjust to form a similar system from there.
Its not perfect, but I feel like a compromise like that would be the best hope we would have of improving the system's complete disregard to consumables.
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Only way I can see this working is if it's priced something like:
Specific Brown items/add-ons: 5,000 BP
Specific Yellow items/add-ons: 15,000 BP
Specific Green items/add-ons: 25,000 BP
Specific Purple items/add-ons: 35,000 BP
Specific Pink items/add-ons: 50,000 BP
This is basically simulating how much BP you're likely to spend on average to get them via the bloodweb anyway, if we presume that each individual item/add-on within a certain rank is equally likely. e.g. you're likely to find a iridescent/pink add-on roughly twice every 3 bloodwebs, so it costs 1.5 bloodwebs to buy.
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Thank you! I think that's the first time anyone has ever commented on my name haha.
For what its worth, yours got a chuckle out of me.
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That would definitely be nice. But it would reduce the grind too much and people would play less, so BHVR would never do it
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lol I'm happy to be the first to tell you that. And thank you!
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I posted something like that yesterday. U should be able to trade addons, for example 10 brown-addons gives u 1 yellow-Addon etc.
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As already mentioned, if you had a store were everything was readily available, you'd just have to jack up the cost rare/ultra rare items.
But I think the web is the way to go (especially since it's tied to prestige; how would that even work with a store?), it just needs to be tweaked to speed up buying process. Like being able to unlock whole lengths or stretches of the web rather one node at a time. Like you pick one note on the outer web (or anywhere), and it unlocks all the nodes along the most direct path from the starting point. and of course the entity would take the same number of nodes.
And I also think that rewards for hitting prestige markers like 25, 50, 75, 100 should come with rarity boosts.
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Man, I don't want the nurses having even more recharge and range than they already do.
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I think there are ways to handle rare items that don't require jacking the pricing.
Some people suggested a hybrid system, store and bloodweb. They would handle different things. That's an interesting idea.
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There were a few comments about this idea. Here are some points that were brought up:
If it is that powerful, the issue is with the add-on itself, and that means it should be adjusted.
There could be limits to how many ultra-rare items can be purchased within a given timeframe, or maybe the Entity will rotate which are available for sale that day.
Ultra-rare items/add-ons could cost more than they currently do to discourage hoarding.
I bet someone else could come up with another idea, but just wanted to share some that had already been discussed. Any issues that get brought up help create a better idea, so if you have any comments on those ideas, feel free to share.
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nah cause honestly I agree, I hate wasting my time in that blood web,
I think there should be a blood web for perks and offerings, but for addons and items, absolutely not
trapper is completely unplayable with no add-ons, but if this is the case, we meet the new problem in dead by daylight....
..inflation!
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A lot of that went into the idea I gave earlier in this topic, the ability to purchase things directly should be more of a buffer to prevent it being inaccessible than a means to stockpile or otherwise prevent build variation or over-rely on specific consumables.
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you could probably just limit the amount you can purchase every day,
so that yeah you can still play with those addons but you're not allowed to rely on them
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I think that might be a bit too frequent of a rate, unless you were to make it more restrictive (like, say, making it so the purchase limits were shared by role instead of character.) Sadly, the addons just aren't balanced well enough for that degree of freedom, so you'd end up with people just rotating killers to never have to use anything less than their best addons.
...which could help with increasing killer variety, but it would make pretty much all of them play exactly the same between players.
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ah, nah, just make them super expensive, that's a lot easier, some killers are essential to have addons on like trapper, while others are op, so just vary the prices based on that
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That would be better solved by rebalancing the addons and their relation to the basekit, honestly.
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I would love this. So much useless junk that will never be used that soaked up too many bloodpoints.
Would be nice to convert those back to bloodpoints, or for a conversion rate difference iri shards.
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Yes... I agree that we need this... And it would be a good thing
Somewhere to sell unused Offerings/ Items/ Addons for BP
But the Bloodweb should stay how it is right now... To level up characters (and prestige)
But... coding issues stop it from being real
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The store could maybe have a daily or weekly stock. You could get a few key items or a base stock, but not fully substitute for the bloodweb, nor gorge yourself on certain items. But some items might be practically basekit for your playstyle, so getting a coupl hassle-free would be nice.
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so all iridescent should probably just be priced the same you're right on that
idk, I like the concept, but it's just so weird to balance with the unpredictability of the blood web
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Then you will pretty much have the sweatiest time each and every match, as now all killers/survivors will bring the best addons/toolboxes/offerings.
Rarity will also mean nothing, so accordingly you will need to adjust all addons strength. Because those are somewhat OP to make up for their rarity.
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Notice that if we do a store that you can buy any add on with bp you gonna face always iris.
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There were solutions about this in the comments. It's possible to still have a store.
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