the knight's new bug and why it could be a feature
so, for those not in the know, the knight just got killswitched. this video explains why very succinctly:
thanks to DStrike for this video.
what i'd like to talk about is how this bug could actually be a cool feature for the knight with some small tweaks, and could make this killer a lot more interesting to play as and play against as a result.
with some small changes:
- detected survivors cannot be detected by other guards
- guards can no longer kick generators
- the knight can quick-command guards with the CTRL button, making them either immediately kick the object in front of him or immediately chase the survivor in front of him
this could be the shake up that knight needs to actually be fun. knight, to me, always seemed like a killer that would be more powerful the more survivors are nearby. he seemed to be the ultimate multitasker, able to keep multiple survivors occupied at a time. however, what ended up happening is that he became a killer that could kick generators at range because survivors are too able to just run away from his power and he can only send out one guard at a time.
i know that bhvr isn't planning on keeping this bug in the game. but i urge you guys as game developers and as artists to consider the potential consequences of this happy little accident and what it could mean for a killer that has ultimately fallen between the cracks because of how one-note he ended up being on both sides.
Comments
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I wish Jailer could be used for patrolling, Assassin for hunting and Carnifex for destruction.
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That was actually pretty cool...
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this is another thing i'm not a fan of, the cycling of guards that have different strengths just feels like fake depth. if the knight was limited to breaking one object, setting one patrol, and ordering one quick chase with ctrl, and each guard were dedicated to those tasks, it'd probably feel a lot better for both sides. the guard that comes out is predictable and therefore you can choose which one you want to get chased by or which part of the knight's power you want to shut down.
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the idea of mutiple AI roaming around the map is an idea from Nemesis. They don't want to buff nemesis zombies for some reason. One thing I don't understand is that at one point, they said 3 zombies is too much for dbd because it would cause lag yet I see 3 guards AI spawned? is there something we are missing because I do not see dbd lagging in that video.
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That’s so awesome. As a knight main I would love to have that in the game
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Yea no that’s a pass from me.
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iirc the third zombie addon was a problem specifically for the switch version of the game
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I gotta say, the "aarrgh" from all those guards at the same time would drive me absolutely bonkers before long 😂
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I'm no game designer, but it's possible that the difference is in that the guards are temporary but the zombies are fixed. So the game may not have to work as hard with the former as it does the latter.
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The only thing that I have to say is that you're forgetting about controller users by only mentioning the "CTRL button" because unless if the feature is available to controller players then it physically can't be added to the game.
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Knight doesn't use the L button, they can just assign it to that.
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the ctrl button is the power 2 keybind which controller assuredly has since it's an existing keybind used for things like clown/deathslinger reloading. im just saying ctrl because that's what it is on pc.
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