http://dbd.game/killswitch
New Challenges/Quests Eliminate Playing for a Goal/Reason
The old archives allowed you to pick one challenge and complete that challenge only. It made me play the game in a play style to specifically fulfill the challenge requirements. For example, repair 2 gens in a single match, I would put on stake out and hyper focus and do a Gen build. Old archives allowed me to play with a goal and purpose.
These new challenges and replacements of archives are too passive. They require absolutely no user interaction. You literally complete them by just playing the game since you can complete multiple in one match. I really like the concept and the effort put into the new system, however I just don't see why the original archives were replaced. There was no need for that as I believe the original system was interactive, and purposeful towards gameplay.
Overall I'm not a huge fan of major change when it comes to DBD. Dbd has gotten more and more corporate over the years and now we are changing the one of a kind, unique to dbd archive/tome system into a basic quest system.
What do we think about the new system.
Comments
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The updates feel streamlined in a way that's not characteristic of DBD. These 'quests' feel kind of 'clean' and lifeless. Like the millionth Marvel movie, but in a game meant to be creepy and filled with eldritch horrors. I think we should be looking for a feel that elicits a sense described by the words mysterious, eerie, haunting, and foreboding. Like exploring a familiar scene of an old house, or an empty street and realizing something is off, but that you can't quite put your finger on. The new colors and UI are veering into what would happen if DBD were made by a certain fruit-based computer company, and not brought to us by some unseen horror creeping beneath life's surface.
But my real complaint is about the daily quests. The more I think about this, the more it makes me feel like doing something other than DBD. I have no desire to feel compelled to play every day in order to avoid missing out. That seems tedious at best. I like the idea of being able to complete tasks at my own pace. The tomes are fantastic in that way, and I'm kind of already thinking it was a mistake to implement this new system in place of the old one. I guess we'll see how this plays out, but I'm feeling a bit repelled so far.
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The tome challenges were often toxic, because survivors would sandbag their entire team to compete challenges like “break 5 totems”, or “hide near the killer for way too long”.
How is solo q supposed to feel like a team, when one of the survivors thinks their personal tome challenges are more important than the survivors escaping the match?
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I don't actually mind it personally but I know not everyone copes well with change. It's definitely gonna take me a bit to adjust to it though.
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I'm sure it's true that some Tome challenges went too far, but I think players sometimes coming into Trials with agendas that aren't 100% aligned with the most optimal strategy is overall healthy for the game.
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The timing on how the points get added to your pool is a bit confusing since you used to have to claim the points, now it applies the points before you even start getting the thing at the bottom counting up what you earned, often leading me to think its bugged and the points didnt count or something lol
And these new quests ensure we might never see glyphs anymore (not sure if anyone will miss them but they were something out of the ordinary to do).
Ill admit i was looking forword to having more stuff to do with this new challenge rework. But now its like theres allot less to do because it all gets done automaticly in much fewer rounds.
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It' just so passive, it's like the whole system doesn't even exist. The game feels like it did back when archives and tomes/glyphs didn't exist
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The problem was that “aren’t 100% aligned” often meant “100% selfishly focusing on their personal tome challenges”.
Pretty much anything that is considered an “interesting” tome challenge, is something that takes so much time to do, that it’s often ruining the entire match for the other survivors.
One of the worst tome challenges were the green glyph challenges, where people would tour the entire map after every generator is repaired, and the survivors were basically competing with each other to get the glyph first. The result would be each survivor ruining multiple games, just for one challenge.
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This is a good thing. I remember there was a challenge to get 1 kill with rancor before. I was new and just and was desperate so i just played sadako, followed the obsession the whole game and kill them last second. Game ruined, but i got my challenge done.
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To be fair, as long as those types of challenges still exist, you can still gear your loadout and playstyle for that match around completing that quest— that's already how I do things in other games that have this system, like Fortnite, I'll pick my landing spot geared around doing one of the quests available.
All it means is that you can do multiple at once, which could also be more reason to tailor your loadout and approach.
My bigger issue by far is reports that there aren't any glyphs or other interesting/unique challenges. I think those should still exist in some form, they're unique to DBD and it's a shame to lose uniqueness unless absolutely necessary.
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I agree.
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Going trough the new challenges feeling like doomscrolling. Paired with the dopamin bling bling from those other games. The ui looks very static and less creative.
I see everything in this but not Dead by Daylight.
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