Something everyone could agree on

A secondary objective, that was non-mandatory for escape, but offered enough of a reward to off-set the potential risk.

lets get suggestions going.

Like if lockers could also be searched, and random lockers would contain scraps of clothing, and once a character has a complete set it would unlock the corresponding article of clothing to be worn. And perhaps sacrificing a survivor carrying a scrap of clothing would drop a scrap of a killers outfit.

Comments

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807
    edited August 2019

    if this is to be a thing the reward would need to be in game, like with a chest, rather than for progression.

    Not very many people do Totems for the BP. They do it because of the perk interactions.

  • ElusivePukka
    ElusivePukka Member Posts: 1,599

    Lunar Vessels should just come back as a feature called "Golden Lanterns" or something. You'd go in, grab a lantern, and if you escape with it you commonly get a moderate sum of BP, uncommonly a slight amount of Iridescent Shards, or rarely a pittance of Auric Cells.

    Or we could do something with the golden toolboxes, maybe a series of increasingly difficult skill checks on a hidden sigil nearby to unlock 5/10/15% bonus BP gain in all categories for all survivors, and every survivor could do this once per match.

  • Frosty
    Frosty Member Posts: 375

    Very cool idea, further more seems easy to implement and ultimately has no draw backs. Although it really doesn't offer killers much, but if this gives them the opportunity to get more kills im sure they'd be happy.

  • ElusivePukka
    ElusivePukka Member Posts: 1,599
    edited August 2019

    @Frosty

    Killers already have more objectives than survivors, that's why the whole 'secondary objective thing on top of totems' is so rarely disagreed with. I agree, though, that something that a. makes survivors choose to use up, drop, or enter without an item and/or b. spend a bit more time in the game off of gens will, in general, be lauded by killers who are smart enough not to reduce this to 'survivors get thing. i no get thing. why i no get thing?!' and think about what it actually means in terms of gameplay.

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    Hence why I specifically couldn't say no one. I know there would be that one guy who would correct me if I did.

  • Frosty
    Frosty Member Posts: 375

    @ElusivePukka

    Agreed, although im sure some one would throw salt on this, it would vastly improve the overall quality of life in the game as a whole.

  • csandman1977
    csandman1977 Member Posts: 2,358

    I like the scaps of cloth idea

  • Frosty
    Frosty Member Posts: 375

    @csandman1977

    Thank you, i feel most people would like another opprotunity to earn different outfits.

  • WickedMilk03
    WickedMilk03 Member Posts: 624

    this just wouldnt help. If a swf decides they only wanna win they could still do it. Or what if your teammate goes for clothes instead of going for a hooked teammate. Angry you would be.


    A real secondary obj must be added. One required to escape.

  • ShyN3ko
    ShyN3ko Member Posts: 1,616

    I read your text and my english is not so good.

    So I was reading this in the first time:

    "The survivors could find clothes in lockers, because they are complete naked"


    I love my brain sometimes :3

    Its kinda weird too draw stuff with my brain..............

  • Frosty
    Frosty Member Posts: 375

    Haha, wouldn't that be golden. Start the trial naked and dress your self through out the match.

  • WickedMilk03
    WickedMilk03 Member Posts: 624

    An objective that requires the survivors to be on the move more often, resulting in more stealth based gameplay, more time for pressure lacking killers to stand a chance. Shortened gen times however. A required secondary obj.

  • Frosty
    Frosty Member Posts: 375

    Ok, i can run with that. Lets say that generators needed parts to be completed. Maps could say have at least one vehicle somewhere to rob spark plugs from or something like that. Other parts could be found say in the basement or even just scattered around like totems, not impossible to find but not glaringly obvious nor always in the same spot. And the "repair" phase would be installing these parts. Maybe a jerry can would need to be found and brought to the gens, and the running action is blocked while carrying for the first 3 gens because gas is heavy.

    Further more maybe certian tools could be found like a ratchet or funnel to speed up these actions, but there would only be one of each a game.

    Not saying its perfect, but something to start a conversation around.

  • WickedMilk03
    WickedMilk03 Member Posts: 624

    I like this except instead of not being able to walk

    do this number: No walking while carrying gas, the survivors have to get gas canisters from white chests.

    There are 3 white chests per map with equal distance between them.

    A survivor can drop the gas canister (but obviously dropping items takes long so you would need to pre drop it before you get caught)

    The killer and survivor can both see a dropped canisters aura.

    The killer can break the canister: resulting in the survivors having to go all the way back to the box.

    Gasoline would be required after a gen is completed.

    Gens would only be 60 charges.

    Once a gen is repaired it cannot be regressed and the killer would have to instead worry about the gas.

  • prayer_survivor
    prayer_survivor Member Posts: 626

    Actual game: 1 objective and 40% of escapes. If the add a second objective and don't nerf killers the number of escapes will be about 20%

  • WickedMilk03
    WickedMilk03 Member Posts: 624

    Survivors take little skill compared to killers and they usually just mess around all the time. Survivors choose to mess around because gens are not fun. That is why the stats are like that. If they were forced to play their best whilst having fun doing it and making it longer then it fixes the problem.


    If a swf team wants to win then they will. But gens arent fun. Being chased is.

  • Frosty
    Frosty Member Posts: 375

    Beautiful, im not a nitty gritty numbers guy, more a like a broad idea kind thinker. Im under them impression the more constructive conversations we get going that generates positive input, the more likely the ideas are going to get on the radar of devs.


    @prayer_survivor i think if done right, as in not to necessarily extend the amount of time it takes to satisfy escape conditions, but to alter how they are met, it would bring about a fresh way to play. It could also bring about the necessity of team work, and not just 3 people gang banging the same gen while one is being chased.

    Again, im trying to get ideas circling that (most) everyone can agree on.

  • not_Queef
    not_Queef Member Posts: 979

    Any secondary objective would need to give a meaningful reward or people simply won't do it. Something like Halloween event last year, with cankerous thingies where you have to extract the goo etc, except rather than giving you event currency, it gives you a bloodpoint multiplier, or shards.

    Auric cells would pretty much guarantee the objective was worth doing, but there is no way they would do that.

  • Frosty
    Frosty Member Posts: 375

    @not_Queef what would you like to see?

    My first suggestion here (and ill paraphrase) was to make lockers searchable for pieces of outfits, and over time sets would be created to unlock the corresponding piece to be worn.

    An in game objective that rewards shards would also be a big incentive. Lets say there are graves randomly generated around a map, and taking the time to dig up a grave could award a certian amount of: common-bloodpoints, uncommon-shards, rare- auric cells. Could even go as far as to make it ultra rare to unearth a survivor you dont currently own.

  • GrootDude
    GrootDude Member Posts: 14,110

    People only say this because they try to deny the reality of the game, whenever the survival rate was claimed to be 80% people kept saying “see? Survivors need nerfed.” But now people act like survivors don’t do gens even though they do.

  • Frosty
    Frosty Member Posts: 375

    I cant pretend to have a clue on survival rates. I do how ever feel they are skewed a bit. The people who play alot tend to probably do the majority of surviving vs a casual player, who i would assume would personally have a lower rate of escape.

    Some people seem fine with the game as is and thats cool, and it may be that the small amount that are dissatisfied are doing all the complaining, again skewing the stats.

    Some sort of change would be welcomed though by most, like a permanent in game bonus objective for personal gains being blood points or shards, and a fresh way of completing gens

  • Fibijean
    Fibijean Member Posts: 8,342

    I would love to see an in-game way to earn shards, although I'm not sure how viable it would be from the developer perspective. But if there's one thing we know from events, it's that the promise of cool cosmetics is definitely enough of an incentive for most people to go for a secondary objective.

    As far as game balance goes, I'm not convinced that secondary objectives are necessary, but I don't care that much because I love them. Pig is my favourite killer to play against because I find the time pressure of getting a trap off just so darn fun for some reason.

  • Frosty
    Frosty Member Posts: 375

    @Fibijean "I would love to see an in-game way to earn shards"

    Wouldn't everyone? Like you said, the allure of cool cosmetics can be quite a motivating force to do something. if you had to rob graves to find the shards how much cooler would that be. You'd only earn a small amount as to insentivise being done evey game and to not tip the balance.

    To not leave killers out, sacrificing survivors carrying shards would award them to the killer.

    At this point i think anything would be welcomed to spice up gameplay for us who have quite a bit of time invested.