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In-Game Survivor Communication solution

Let's imagine that survivors could use prewritten phrases to communicate with each other without voice chat. This phrases would appear somewhere in the corner of the screen as chat.

Possible phrases:

  • I need healing!
  • Run!
  • I will unhook myself!
  • Going for unhook!
  • I will continue repairing!
  • Let's split!
  • Help me with generator!
  • Help me with unhooking!
  • Just escape!

What other phrases would you like to have included?

Comments

  • Emeal
    Emeal Member Posts: 6,623
    • Thanks.
    • Good Job!
    • We are on Fire!
    • I cant go on like this.
    • I had no Idea.
    • I will distract the Killer.
  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    I mean, this could be whole new content feature.

    This is kinda a thing in Dota, where you unlock voice lines of heroes, or general chat wheel, where you can get famous quotes from tournaments etc.

    And in settings you could simply select let's say 8 options you want to be able use.


    My favorites that would work here:

    Well, that went bad quickly.

    On your belly and crawl.

    Perhaps that wasn't wise.

    Try not to feed.

    Why doesn't anybody like me?

    Back to Hell with you.

  • Raptorrotas
    Raptorrotas Member Posts: 3,347

    Identity V has those and they work quite well. A single "focus repairs" can also be used as " Im camped" if used by a hooked survivor. The devs would need to be careful not to bloat that menu.

    Its one of those fatures that would actually close the comms gap without also buffing the comms users.

  • Ivanynakov
    Ivanynakov Member Posts: 235
    edited April 2023

    Yes. Lots of other competitive games which are afraid of toxicity uses this way of communication. So I wonder why BHVR doesn't implement it here. If this is because of horror atmoshpere then.... for example I think using "Thank you" will be better than teabagging.

  • oxygen
    oxygen Member Posts: 3,375

    It would be a nice way to cover situations the activity icons can't really handle, as auto-detecting some actions are either impossible (as they're not actions, but the declared intent to perform an action) or something else. So as far as I'm concerned the good ones are...

    • "I'm going for the save!"
    • "Killer nearby, be careful!"
    • "Save yourselves!"

    First is to declare your intent of saving, so hopefully others can keep focusing on other tasks.

    Second and third are mostly for the person on the hook to communicate the danger nearby, and in the second case tell others that maybe they shouldn't tape down W and run towards the Leatherface parked 0.042 meters from the hook.

  • LuthirFontaine
    LuthirFontaine Member Posts: 375

    I remember playing smite with that....

    You rock! Cancel that! You Rock! Cancel that!

  • oxygen
    oxygen Member Posts: 3,375

    Honestly the VGS system Hi-Rez has in most their games is pretty robust when you get used to it, it's pretty good.

  • Ivanynakov
    Ivanynakov Member Posts: 235

    I think having "cooldown" on communicating those messages would solve spamming issue. Also ability to mute players would be needed, just in case.

  • Ivanynakov
    Ivanynakov Member Posts: 235

    Agree. I would personally include only phrases important to gameplay that we still miss. And kept their number as low as possible.

  • Emeal
    Emeal Member Posts: 6,623

    How can I state that a system such as this one is really really good idea for DbD, not only for soloQ but also for QoL for Survivors.

  • AssortedSorting
    AssortedSorting Member Posts: 1,520

    Don’t use phrases, use Iconography.

    Then have the Iconography be overlayed on top of a global noise notification for Survivors.

    Or have the Iconography overlap the Survivors portrait for a few seconds.

    Or both, to cover when survivors are too close to one another.

  • Cynwale
    Cynwale Member Posts: 205

    Survivors voice lines would be better, it would keep horror atmosphere and add Audio Chase with Audio distractions without needing to vault.

  • AssortedSorting
    AssortedSorting Member Posts: 1,520

    Voice lines would need localization and subtitles (so the same thing as text communication). Additionally it would need voicework for many different licensed characters both old and new and setting up meetings and recording sessions with voice actors.

    A general system would be best.

  • Cynwale
    Cynwale Member Posts: 205

    General system would make the game a boring SWF simulator, I didn't pay DBD to play SMITE.

  • AssortedSorting
    AssortedSorting Member Posts: 1,520

    Information relay and Survivor voicelines are separate things if you're talking about atmosphere.

    It's not like Wesker players are performing button prompts for his voice lines.

  • Cynwale
    Cynwale Member Posts: 205

    Automatic voice lines for survivors is a bad idea, it would be better if it was like Left 4 Dead.

  • AssortedSorting
    AssortedSorting Member Posts: 1,520

    Perhaps a combo of the general and voicelines, but the voicelines should be approached as a "nice to have" and not integral to it.

  • Ivanynakov
    Ivanynakov Member Posts: 235

    Just played soloq again. Teammate didn't understand why do I teabag in front of him. He was obviously new but it doesn't change a thing. I wasn't healed and I spent 30 secs teabagging before killer came and killer chased me to death.

  • Hex_Llama
    Hex_Llama Member Posts: 1,925

    IDK. I usually don't have a problem being tuned in to what's happening with the rest of the team and what their general intent is. I feel like a messaging system like this would probably just make me feel like my teammates are trying to micromanage what I'm doing.

    Like, yes, there are cases where we don't understand each other perfectly -- but I actually think that's okay. Part of the fun of the game is spontaneously cooperating with other people, and when you get it wrong sometimes the results are really funny.

  • Ivanynakov
    Ivanynakov Member Posts: 235

    There is a HUGE gap between SWF and SoloQ survivors. So every game is a lottery for Killer in terms of opponents' skill level. Killer loses against equally skilled SWF but wins against equally skilled SoloQ survivors. Which brings everything to broken game balance. And this is something I don't see as "really funny results".