Feedback and Suggestions

Feedback and Suggestions

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The Skull Merchant Design Preview survey is awful

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Just got done reading the design preview and then opened the survey. Almost none of the questions about gameplay are actually answerable. We only got a brief overview of functionality but how fun it is or if it improves gameplay is not something I can actually answer without seeing the numbers or how it works. For example, if the drone is a fast and complete unavoidable hit like victor, it's going to be absolutely miserable.

I feel like the questions in the survey about the rework should have been more general and suited for the broad overview of the design preview.

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Comments

  • Member Posts: 9,841

    The entire reason they are reworking the killer is because survivors didn't like playing against her. Of course the primary concern behind the rework is survivor first.

  • Member Posts: 9,841

    BHVR gutted her intentionally so people would play her less. They don't care about SM players.

  • Member Posts: 7,519

    Yeah, I agree. Overall I like most of the changes that were outlined, and I did try to answer the survey questions the best I could given the information we have but I agree with you some of the questions weren't really well-suited for what was presented to us/there's only so much we have without playtesting it. On paper this rework sounds much more fun and interactive, but specifics matter and a couple of number changes to the power could drastically change an answer on that survey.

  • Member Posts: 6,012

    You are not supposed to know it, You are supposed to consider, from a conceptional place to answer if BHVR is moving in the right or wrong way with their ideas.

  • Unconfirmed, Member Posts: 1

    Because she is a base m1 killer with no map mobility she really needs the ability to injure survivors with the drones also not sure about the green light red light mechanic but I like the idea as long as they get it right also it would not be hard at all for survivors to dodge a drone so a more practical use would be able to destroy a dropped pallet I feel like that should be optional.. but of all the changes are good as long as they are done right and not in a way where the killer is weaker!

  • Member Posts: 278

    Thank you for saying this. It's hard to give good feed back if they are asking questions that can't be useful in any capacity because we haven't seen any real gameplay. Granted, the idea on it's face isn't putting the best foot forward, but that's just a prime example of how seeing the power in action is important. Plenty of powers sounded awful or amazing, then we realized they were the opposite.

  • Member Posts: 622

    I took the survey and found it disappointing.
    I can't know if the changes are positive for the game health without being able to play a PTB.

    In any case... I don't like the changes.

  • Member, Administrator, Community Manager Posts: 325

    Thanks for the extremely useful feedback in this thread! We're always open to refining our survey approach in the future, so notes like these help with that.

    One thing that we will be sure to better highlight in the future is the intention of surveys like this. We understand there's only so much a person can glean from a written rework design vs. gameplay footage. The reality of opening the floor to feedback at such an early stage of design like this is that it typically falls before the prototyping stage, meaning gameplay footage simply isn't available. This is only one step in a multi-step process for us, so we absolutely don't expect folks to have a fully-formed, immutable impression of what we've shared. Heck, it's alright if that impression evolves over time!

    What we're most interested in at this stage is understanding how the information, as presented in its early preview state, makes you feel. Are there things that sound like they'd be fun? Are there others that worry you? These initial impressions help inform the next steps of design and improvements. From the survey, we gain valuable data we can take back to the team, and from discussion spaces like this, we gain the granular feedback that helps provide the very human context of how folks play and experience DbD.

    So all that to say, we fully don't expect you to have a fully-formed impression of this design. At this early stage, we're most interested in getting your first impressions, whether they feel clear-cut or a little more conflicting!

  • Member Posts: 6,012
    edited March 26

    Hi Ryan, would it be cool to interject a Question about that multi-tiered process, which is mostly about the third part of your comment here, which maybe Im just not getting why this preview is the start. The preview is a rather fleshed out idea, which you are now getting feedback to, based on people's preferences. And I'm thinking rather than that, could we not get a people's preferences first in another way? Maybe a survey to ask us what ideas a Skull merchant Rework should entail or like what concepts we think her power should be? Why this route to do this and not another? As a nobody, a survey makes more sense to me, am I mistaken?

    My intention is as a player also Im well interested in the Skull Merchant Killer ending up in a good place as much as you.
    Much Love.

  • Member Posts: 1,206

    My main issue is basically feedback on how skull merchant would be affected with those changes was basically nonexistent in the survey.

    I understand they are trying to please survivors with this rework too, but I think killer(Skully) players should be still primary group. Those are the ones who paid for DLC/skins and actually want to see good outcome of this rework.

  • Member, Administrator, Community Manager Posts: 325

    It's a good question!

    The simple answer is that our wonderful Design partners bring invaluable expertise to the table. Design decisions typically begin with them and then evolve from there. It's in these later stages that feedback is used to help inform what's working and what might need some work.

    The slightly more complex answer is that, while your suggestion of bringing the community in at the ground floor to offer ideas of what a rework should entail is an interesting one (and I'm sure it would yield some interesting ideas), it's also an issue of scale. The DbD community is wonderfully massive, so a survey like this - putting aside the initial point for the moment - would yield a wide range of info, but would lack in the laser-focused specificity that helps inform the changes and refinements we're looking for.

    So, while we're absolutely open to looking at different forms of feedback gathering in the future, there are certain limitations that influence how we tackle topics like this.

  • Member Posts: 405

    almost seems like they dont care about killers unless survivors complain about things…

  • Member Posts: 6,012

    Forgive my vocabulary here, so its kind of like shooting wild and seeing what sticks approach? Yeah, I can actually see why that would make sense. And the logistics of a thorough survey of the community, there would easily be problems with that, I just didn't think of that, that's a very insightful response to me!

    Thanks Ryan, I see what I was missing now and why It didn't make sense before. Hope to see the next stages.

  • Member Posts: 622

    Just revert the changes the skull merchant for the first version, now not is possible protect a 3gen.

    In my opinion the players don't understand the skull merchant because BHVR constantly making changes.

  • Member Posts: 1,110

    this is my biggest issue, and denotes exacy who their priority is when reworking SM

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