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Close the Gap between SWF and Solo Queue

SkeletalElite
SkeletalElite Member Posts: 2,709
edited July 2019 in Feedback and Suggestions

1 ) Chase indicator on the HUD. It would be the killer symbol from the menu in red and it appears in the upper right corner of a survivor being chased on the HUD.

2) Action indicator that tells what a survivor is doing. Nothing if the survivor is just running around, a generator symbol if they're on a gen, totem symbol if theyre on a totem, lit totem symbol if they're on a hex totem, chest symbol if looting a chest, medkit symbol if they're healing, cross symbol if they're being healed. (someone medkit healing themself or self caring would have the med kit and the cross)

3) A progress bar above the survivor showing their progress on their current action

4) Global totem counter that counts totems. Does not discriminate between hex and dull.

5) When one survivor discovers they're being affected by a hex, the others should learn too. (Like how when you get hit with Third Seal it says Hex: The Third Seal and then the symbol stays on screen, except when a survivor is hit with it, it tells all the survivors and not just one, NOED style.)


Just to be clear this stuff all goes on the HUD in the bottom left corner where the number of gens and the survivor's names are.

All of this stuff is stuff that an SWF gets for free that solo players dont. If you implement all of this the advantage that SWF has will be lessened. It will negatively impact some perks and killers yes, but those perks/killers can be buffed so that they can still be good and then it's less polarizing and the game is more balanced.

So many people complain about SWF and this wouldn't necessarily "fix" the issue but it would pave the way for allowing killers to be buffed up without it being unfair to solo players.

A lot of people say to put this kind of stuff on perks but that won't work because then the SWF are just getting the information of those perks without actually needing to run them and solo players are still screwed because they have to waste perk slots to even be on the same level.

Comments

  • JAWS_BDSM
    JAWS_BDSM Member Posts: 328
    edited July 2019

    Or turn off solo surviving and give "search for swf party" option within your region/regions you`ve selected. So survivors firstly form swf party, then search for killer. And allow voice chat be in game. It will barely make it worse.

    You can`t play without being in full party.

    And balance the whole game around Full swf parties.

    That`s it.

  • SteelDragon
    SteelDragon Member Posts: 745

    if these changes are implemented then survivors and gens will both need HEAVY NERFING, probably less pallets, gens taking longer if not adding a 6th gen that needs to be done, maybe just baseline increasing all killers speed, removing infinites from maps. there is a problem with SWF that it breaks the game, SWF gives information to other survivors that they otherwise WOULD NOT HAVE, that is the problem with SWF. What you basically did was list alot of the perks of SWF, but this game was balanced WITHOUT THESE FOR A REASON. so if these changes are implemented then a lot of survivor nerfs and a lot of killer buffs will be needed to compensate for this new information given to survivors

  • starpilotsix
    starpilotsix Member Posts: 203

    Also, you give all this information in the HUD? Guess what, SWF teams now don't have to take any time to communicate it with each other, which means they can instead use their voices for more useful stuff, like specifically where the killer is going, what gens to focus on, etc.


    I'm fine with narrowing the gap... but IMHO it should be done by giving penalties to SWF, or benefits that solo players only get. Not overall changes to how the game works for everyone.

  • SkeletalElite
    SkeletalElite Member Posts: 2,709

    Penalizing people for playing with their friends is a terrible idea from a game design standpoint.

    Instead the information that SWF get from voice comms should be mostly available to everyone. Obviously some things are still advantages for SWF, but this by no means makes SWF stronger. Just because its on the HUD and SWF don't have to use their voice's to communicate it to each other anymore doesn't mean they're stronger. It's not like there's some sort of massive information wave going on in an SWF at all times and by adding this SWF is stronger since its less to communicate. There isn't enough information being given across comms at any given moment for it to make a difference. Yeah the SWF will have to talk to each other about the game less but it's not like that was inhibiting them in the first place.

  • SkeletalElite
    SkeletalElite Member Posts: 2,709

    That won't make a difference, people aren't going to suddenly start hopping into voice calls on discord because they lobbied together.