Developer Update | Player Intent System
Last week, we hosted a Reddit AMA and on top of having a blast answering your questions, we noticed some topics really got you talking. One of those was the “chat wheel” system we’re working on to help Survivors coordinate and communicate their intentions in-game. So, what better time than the present to share some more details about it with you (including one way your feedback’s already impacted it)!
The system in question is – aptly – called Player Intent. With it, you’ll be able to communicate a range of preset messages to your fellow Survivors at the press of a button, using a radial menu. From thanking them for a heal, to saying you’re going to work on gens, to suggesting you split up, messages focus on the on-the-fly actions that are most useful during a Trial.
When a message is chosen using the Player Intent wheel, other Survivors will see it next to your name in the game HUD, keeping your general view clear of distractions while you’re in the middle of looping or hunting for an objective. To help combat message spam, you can expect a cooldown between messages, which will increase if too many messages are sent in a short period.
We want this comms wheel to suit different players’ specific needs, so you’ll be able to customize which messages you take into your Trials from the Options menu.
Of course, one piece of feedback we’ve seen is that a system like this isn’t for everyone. We’ve already discussed this as a team and have a solution for that. If you’d rather not use the Player Intent system, you will be able to disable it from this same menu. Once disabled, you will not be able to send messages to players and will not see the messages they send.
We’ve also added the ability to mute individual players so you have more control over the comms you see (and don’t see). If you're finding a certain player’s messages distracting, muting them will block any further Player Intent messages from popping up on your end.
While this system is meant for everybody who plays Survivor, its value will be a bit different depending on how you play. Just like how your feedback from the AMA helped inform the addition of an opt-out option, we're dying to know your thoughts! Even better, it would be massively helpful if you could also share a little about how you play to give context to that feedback. For instance, do you tend to play soloq, prefer SWF, or identify as a Killer main? How would you define your experience level in the game; a newer player? A veteran?
Let us know in the comments below, as we’ll be watching your feedback closely as the team continues to work on this system ahead of its release this Fall!
Until next time...
The Dead by Daylight Team
Comments
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Might be a good idea to add an option to state you want to be healed 99% if you are using certain perks that need you to be injured so you can use them more easily and they know to top you off when killer gets close. Not everyone checks the other persons perks even if they can or know that the perk would demand to be injured this would give solos the knowledge to let you be injured but then finish the heal if the killer starts coming closer. Of course might be good to add "Stop fixing" or something similar as some people still don't get to let go of the gen when killer runs gen explosion perks.
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i would like there to be an Update to the Tutorial. And to really show these these to new Players.
heck. Make it so everyone has to do a Tutorial for this stuff before they can actually play normal Ques again.
(this is a Joke)
Because while i think it is a really good System that has the Potential to help SoloQ Massively, if no one uses it, or just uses it incorrectly, it's not gonna help bridge the Gap between SoloQ and SWF as much as it could.12 -
Really cool idea! hope this improve the newest player/soloq experience.
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A modifier for certain callouts like "I'm being chased!" or "I need healing!" to tack on "-at the Killer shack!" or "-at the main building!" to the end of those kinds of callouts if the player is within a certain range of those landmarks would be incredible. Callouts for "There's a hex totem near me!" and "I'm coming to take a hit!" would be nice as well.
By far the most important one is "Someone's coming to save me!" and "Nobody's coming to save me!" for when you're hooked is a must imo.
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We want this comms wheel to suit different players’ specific needs, so you’ll be able to customize which messages you take into your Trials from the Options menu.So this looks like a drop down menu of options for what to bring. Implying there is more than 8. Anyway we could just get a full list of all the planned commands now so we can provide feedback ahead of time on what might be missing instead of waiting until like a week before it comes out?
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We definitely need an option that says don't work this gen, it'll 3 gen us.
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We need "Stop opening chests and do a gen" and "stop hiding" lol jk, but this new system looks really good. I look forward it.
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Please add chat for console 🙏 to stop alienating us and a going for chase option would be nice.
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i like this, but i cant help but wonder, so it's a radial wheel, do you have to press something and then the wheel comes up, then you have to press a button? it worries me its not very time efficient, it would be better if you can preset button keys, im on ps5, so ill use ps5 notations, lets say, press square to activate message, then you quickly press L1, to ask for heals,
would also like to add, i dont think i need to let anyone know im in chase, since they can already see the entity claws indicating im on an active chase. It would also helpt if we had extra options for things like, if i need a heal, it would be great for us to be let teammates know your location, at least 2 presets, like, i need heal, im at main, or im at shack, (it would also be an iconic call back to david and dwight meeting at the killer shack, wink wink)
change repair to: do gens!
remove "healing" and "im being chased", we can already see this1 -
This is great. This is also an amazing opportunity to let players show their own perk icons on the HUD by selecting them with this system.
So for example, you could bind a player intent message to be "Perks", then that would open up a submenu showing your own four perks and you could ping your perk to have the perk icon show up just like a player intent message would. Doesn't need to be more fancy than that, no further action needed, literally just the perk icon, maybe with text showing the name of the perk as well. Good players will be able to get incredibly high value from this since they all know the right play if someone when someone says "I have X perk" in a situation.
Just being able to quickly communicate to players "Hey, I have this perk" without them needing to check the scoreboard would be amazing and give great info to your teammates about both your intent and what they should do.
You get hooked with Deliverance, the killer is proxy camping. You ping your Deliverance, and just by the icon alone, everyone knows "Ok, let's leave him on hook".
You're being chased straight off hook but you ping your Decisive, the icon shows up, and now nobody needlessly tries to go for flashlight save or bodyblock, and simply let you do your thing, take chase and waste the killers time as they focus on gens.
Two players are going for a save, one of them pings We'll Make It, the other player lets them unhook.
A player uses plot twist and someone looks to be running to pick them up? Ping plot twist and they realize they don't have to.All this info by pinging a perk icon. Hopefully you consider this. It would be great info and would allow for super specific and valuable communication without much effort to implement. I know you can already see it in the scoreboard, but letting the players communicate it themselves on the HUD with this system is so much more intuitive and better, and easier to spot for teammates than checking the scoreboard.
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Most likely it works like this you press/hold a button to bring it up but you can move the same time. Then you just use the mouse to move it the direction of the message you want to show. Its the same as the Lich's magic wheel. You just need to move the mouse the way the message you want to rely is on no clicking needed.
They have had the basic function in the game since Lich was introduced.
About the chase one its needed as people can be in chase even if the indicator is not moving for example looping the killer using Fixated killing the chase. Not to mention PIg while she is crouched as that does not even start the chase but she is still chasing you.
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I don't think disabling other peoples "pings" should be an option tbh. The system should put the player on a cooldown and even punish that player instead.
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thank you SO much! Maybe now solo q can properly enjoy Cenobite without losing any efficiency!
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As a veteran ow player if you're going throught with this system you should take a lot of inspiration from how the communication wheel works in that game, where it doesn't interrupt your movement and you use the mouse pointer to select your message, i would love to have something i'm familiar with in DBD c:
Also i think the same thing should be done with the information screen (TAB and F1 menu) where you just hold the button to make it appear and it doesn't interrupt your gameplay.
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Its already in the game. Lich has a wheel to chose his magic and it does not stop his movement.
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I low key though that Anon players no longer can view the end-game chat or type on it, lol. I'm going to assume I can mute them in the lobby than the end game screen?
Anyhow, I play both sides and my opinion about this change is that it's good for SoloQ mains out there. However, I don't see a reason to add "Chasing me" in the wheel since I can tell by the Entity's claw marking when a team mate is being chased. Now if you change it to "Killer is near me" Then that would be better.
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Very curious to see how this plays out. It looks pretty well thought through. My current concern is console. If this is like Vecna's spell wheel it's going to be a bit tricky for console players to do quickly and they may hit the wrong input on accident. That happens to me a lot with Vecna.
Post edited by cogsturning on6 -
I stated to another why that needs to be there as you can be in a chase without being "chased". You can have Ghost Face stalking you, you can have Pig crouch following you and you might be playing with Fixated and making the chase start longer or even ending it while being in chase. Its needed not all of people need it but its good to have for certain situations.
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Pleasantly surprised at how varied it is, as well as the ability to customize the wheel to your preferences. The message display is obvious without being obtrusive, and the icons for each message in the wheel are a pretty nice touch for readability at a glance in a tense situation. My only feedback here is that I would like the ability to add specific perks as messages (with the caveat you have to actually have them on you) or have an additional way to ping them once you're in trial. That way, you can announce you're not just going for a normal unhook you're using Shoulder, or need it for Deliverance, or that you're Plot Twisting instead of being slugged, etc. Overall even if that isn't added, you've done great work on this, good job.
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as SoloQ player i can tell you i probably wont use it, but i will point spam you still with some tbags mixed in
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Its still should have an option for keyboartds to tie it to numbers.
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I can't wait for this.
I wonder with you having mutes if you'd add character voices to it on a proximity possibly, I've always loved characters interacting with each other in games like this <3
Stuff like OW hearing voicelines interupted coz they got hit was always so funny. It also can be more immersive like Resident Evil Outbreak's ad-libs <3 just an idea.-3 -
It would be helpful if you could use keyboard bindings for these. Having to pull up a wheel on m&k controls sounds really annoying.
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If you just start running they'll know you dont want to be fully healed, a whole option for this feature is over the top imo
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I'm not the first person to bring it up, but I'm definitely going to highlight how useful it would be to be able to ping your own perks, there are so many situations where that would come in handy. I had one literally today- a solo queue teammate was clicking their flashlight while I was cleansing a totem, and while I assumed they just wanted a heal since I'd just unhooked them, they actually had Soul Guard which I didn't think to check for since nobody runs that perk.
That and many other situations - going for an unhook with We'll Make It, having Deliverance active, having Resilience so not wanting to be healed, etc - would benefit so much from being able to ping your own perks.To be a bit more constructive I think the best way of handling it is to have each perk slot be its own bindable ping in the dropdown menu. "Ping Perk Slot 1" would ping whatever is equipped in that slot, and so on.
There are definitely lots of builds where only really one or two of your perks are really things you need to remind your teammates of, so it'd save space on the wheel to only bind, say, Deliverance and We'll Make It, but not Finesse and Deja Vu, for example.Other than that, I'm feeling pretty positive about this as a solo queue player!
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II will say that it's terrible when developers see a problem in a different way.....So, the problem with the party was that the survivors literally had a wallhack for the entire game. But, the survivors who didn't have a party started complaining. Now, as you like, you do everything for the benefit of the survivors and instead of fighting the party, you give this ability to everyone. It's very bad and I don't understand what will happened with the game
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Really great feature! I play killer and survivor 50/50 and almost always play survivor SoloQ, this is def a very nice feature for SoloQ!
Only thing I really have to add is that the text appearing next to the survivors looks a bit unnatural, it might be the text background but it feels out of place, maybe its too big? Regardless very nice feature thanks for communicating with us and showing us an early preview! <3
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On the surface this sounds really cool but it could get really annoying with spam, or could be used as a tool for bming. Be it to the killer or other survivors. Even with the mute option it seems like it'd be tiresome.
Anyone who played og Overwatch should remember the old meme of Genjis spamming that they need healing constantly.
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Would it be possible to get a full list of chat commands published? Even if it’s sort of a rough draft. There’s some that I think would also need some options or context dependency. If I had to leave two options cemented as “please unhook” or “please don’t unhook killer nearby” it limits how much I’m able to communicate, where a radial option coming from first option would be nice.
Or it could be context dependent wheels, one for hooked one for unhooked.
Also it’s a bit less important as we can check people’s perks but some way of pinging that you have a particular perk would be nice. If you’re cutting it close to make a save and you see an ally a second behind you you don’t have the time to pull up and check if they gave deliverance or babysitter or some other perk that would change your priorities. A teammate pinging “I have wglf” changes what I do on the ground
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it still happens, but It's part of the games charm as it was with Outbreaks, I think having some form of interaction between players to express themselves is always nice. Not to mention it'd give voice actors more chance to shine as the characters they are playing, making them feel more unique, DBD really needs that IMO.
Emotes etc add so much depth for the players who are playing more casually, it's why they sell so well in other games.0 -
I'm a 7.1k hour-player that 50/50 splits on Survivor/Killer, and I largely but not exclusively play solo queue on Survivor.
As someone that's seen and received over a decade of harassment and toxic behaviors in Dead by Daylight, something that's very important to me in a system like this is the ability to quickly be able to immediately mute any players abusing the chat wheel for harassment.
Where there's a will, there's a way, and gamers will somehow figure out how to use the chat wheel to harass teammates by turning a specific chat option into something it was never intended to be. That's simply an inevitability.
When this happens, it's important that I can tab out, select a player, mute them, then immediately return to gameplay with minimal interference.
The introduction of the Killer Power bio in the Match Details screen failed on this front, because since the introduction of Killer Powers in Match Details it is no longer convenient to tab out and see my Quests, now that they're on a whole 'nother tab. I have to tab out of my game (which is already undesirable as it is), scroll my mouse cursor over to the right tab, select it, then scroll down through a scrollbar-list of quests to find the one I'm looking for, all while losing out on precious gen repair time or stopping mid-chase or risking myself getting caught. The inconvenience to check Quests is no longer worth it, so I no longer do it.
That's my biggest worry with a system like this - that it will be so inconvenient to quiet the bad actors, that people may rather opt out of the system altogether.
The Mute/player safety system needs to be quick, convenient, and easy.
It would also be very worth indicating to the whole lobby when a player has opted out of the Chat Wheel system - this can prevent frustrated teammates from becoming even more frustrated that their teammates aren't reacting to their callouts, and so players know their callouts aren't being sent to an unresponsive brick wall.
Based on the design of the current Mute icons, I would also expect the Mute functionality to work in End Game Chat and prevent me from being able to see their typed-chat. I would actually love for it to work like this, that would genuinely be a great feature to help drown out End Game Chat harassment (which is usually all EGC is ever used for, anyway).
This is the exact same icon as the lobby chat. If I clicked a button that looked like THIS^ and I still received messages from someone in End Game Chat, I'd be pretty disappointed, I cannot lie.
I'm still thinking over more of my first impressions, and I'll come back to this post in time once I have.
I understand that the list can and may change, but would it be possible that we could get a full list of ALL currently-planned chat options? This would help us give feedback and insight on what's missing, what's unnecessary, and what's potentially abusable for harassment.
Post edited by NotJared on3 -
Ok then why add the wheel at all then as you can communicate most of these with waves and pointing even now? People still don't get it I have had several who still would t-bag or wave you off a gen when you are hurt or then when the killer comes not healing you up before running to the wind.
This wheel is meant for communication and that is a thing you need to communicate. Your solution does not communicate anything else than they don't want to heal it will not tell the other survivor anything else. This would literally tell them what the other person wants no quess work from other survivor.
Do not heal would be a good one too for people who are using Plot Twist so people don't bother to run to them to pick them up.
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Also sorry to harp on about this, but I hope you can at least some kind of audio tell between the different pings because the text size looks a little small on the hud, it's going to be easy to miss in the thick of the action too, Especially for more casual players/those who are sight impaired.
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Allowing players to remove the Player Intent feature only loops back into the problem we had without it, I believe players should be able to only mute the coms from specific players but should not have the option to fully disable or.
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Then they just mute all of them like you can't prevent that.
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^ This.
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Please add the ability to call out a specific perk you are using! Many perks change your gameplay significantly and being able to communicate it is important, and not everyone is able or willing to go through the whole player list in the middle of the match.
While we’re at it, please make it so that the player list can be closed with the escape key. Almost all UI elements can be closed with the escape key and it’s very jarring to not be able to use that if, for example, the killer shows up while you’re checking the menu.
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Ah, that make more sense. Yeah, it can be an option.
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And of course, still no way to tell that we have Deli ready.
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I hope we get a killer that involves pills so we can finally have Bill yell "pills here!"
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I think this is great! I would like to see the communication pop up/out once activated (like an animation that makes the message larger and then shrink down to normal size). This will bring a little more attention to it. The hud is useful bit it’s easy to miss things if your not constantly looking at it. If there was a slight animation to the word(s) popping up then this would help bring attention to it. I like that it won’t pop up in the middle of the screen and block gameplay.
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I'd really like to see some dynamic options with this. There are too many things to need to communicate with just 8 options, and many things that are too specific to have just one chat option.
ie. You should be able to select 8 options that appear when you are in the middle of repairing a generator, 8 options that appear only when being chased by the killer, 8 options that are the standard, 8 options that appear when you are healing/being heal, 8 options that appear when on the hook, and 8 options that appear when you are on a totem.
The options themselves should also be somewhat dynamic. ie. when cleansing a totem a single option to say I am cleansing a totem that will automatically specify that is either A) a dull totem B) a hex totem or C) a rekindled totemMaybe more a future thing as well but a standardised way to communicate locations that is baked into this system (ie. Selecting a "I am being chased" chat option would send "I am being chased at x location") would be nice as well. It would still be reliant on players learning the maps and knowing where those locations are, but would allow players who know to understand better whats happening the way SWFs do
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This is a great thing, thank you for adding it.
I would like to recommend only a very small cooldown if any first. This is because in scenarios like a hooked survivor needing to give varied comms when a killer is leaving and coming back to hook, or someone on a gen has a killer coming near and leaving it, that's something teammates would need to specifically know to not get baited by, say, that survivor entering chase on the hud. So if there's a cooldown, then you'd either need a chat command for this type of interaction in particular, or you'd need the cooldown to be shorter or non existent.
It's fine if the communications get spammed because if someone doesn't like it they can just mute the offender or the system in general.
It might be a good idea long term to change how large this message is depending on whether a survivor is in chase or not. In chase, it is less likely that the hud will be checked but they might want good information like which generator is being worked on so they don't go there, or where to take the chase generally. I imagine that type of specificity isn't in the launch wheel, but eventually that would be something nice for some serious players to have.1 -
Oh, I think he could be like a lantern in dark mode, a restrictive in-game red item that appears in each survivor's hand at the start of the match, perhaps named The Spirit's Walkie-Talkie. When survivors hold the walkie-talkie, they can send messages. While using it, a faint electrical buzz is emitted, barely audible to the killer, and a "beep~" sound plays once communication is complete. Like other in-game red items such as flashbangs, holding the walkie-talkie prevents the use of regular items. If you want to use another in-game red item like a vaccine or a videotape, you must first drop the walkie-talkie before using the other item. I think this would make for a great mechanic. '^3^'..
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A simple addition that goes a long way.
With that being said, you should likely prioritize updating the tutorial after this. Otherwise, this will be like the perk situation where people end up not using it because the game does not inform you that it exists. You don't need to explain every detail, but a basic rundown will at least get them on their feet with it.
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Wouldn't that arrangement be super clucky with a controller?
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I would like for you guys to revisit the discarted changes you were going to implement to prevent killers from camping survivors and also tunneling them. It is still a huge problem and the yellow bar isn't enough especially in endgame.
The yellow bar does not always help because certain killers still tend to camp even from a distance making the bar not fill up.
Also, something very very common is killers camping and tunneling after the generators are finished. The yellow bar completely disappears allowing killers to face camp.
I hope some changes can be done whether its reworking certain perks like deliverance and decisive strike or visiting old ideas you had once added to a previous PTB
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Can' t wait 🤗
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I'm just wondering how simple it will be to use mid chase where you can't even take your fingers off the run key or movement keys. Or even on controllers where some wish they could remap certain actions to not be on the same button, which button would it be sharing an action with?
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Toggle needs to be removed or people who want to toggle the chat wheel off NEED to be put into there own lobbies with ONLY people who want it to be toggled off. (like how turning off crossplay works.)
They need to get used to the system ngl, but if you must add a toggle people who are wanting to use the comm wheel NEED to be put into separate ques in the back-end compared to those who want to disable it.-8








