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New Features: Adressing Looping, Gen-Rush and Luck-relevance

Mooks
Mooks Member Posts: 14,803
edited February 2020 in Feedback and Suggestions

Just some ideas on horror-(film-)tropes i had that could be nice small additions to the game, nothing major like EGC but some things to add to the atmosphere of the game, making it more interesting and maybe add more offerings.

They add some ways to address gen rushing and extreme looping but don’t take away the whole aspects. They somehow take luck in consideration which feels almost useless right now in my opinion.


Tripping/stumbling

You know those stupid teens in the horror movies that are running straight away from the slow going killer but end up tripping and then getting caught? Add that in a milder way to DbD.

Make it so a survivors can trip or better just stumble a little bit. The longer a chase goes on the more likely it is to trip, repeatedly going from crouching to standing up during a chase/in the terror-radius will also increase the chance to trip. It shouldnt be too long and the surv can move forward straight away after a short stumble animation. During the animation no other action like vaulting or throwing a pallet is possible. Bring luck into it too, so it does have another function in the game (in favor for survivors to being chased longer without tripping).

The animation can maybe show a tentacle of the Entitus grabbing a foot of the survivor. Lorewise the Entitus approves of the chase but it wants something more delicious now: it feeds on strong emotions and the chase gave those. But now it craves other kinds of emotions, the survivor should also feel pain, the other survivors should not be ignored. Give the surv some chaser-bloodpoints for this event.


Spider webs

Spider webs in doorways and windows would add for that creepy and abandoned atmosphere. Maybe even between houses/trees/walls if near enough together. But don’t make some just aesthetic, give some some function:

If a survivor sprints into a web, they will scream, giving a notification to the killer. Crouching or walking will not make them scream, maybe make some disgusted noise.

In any case, add an overlay to the surv camera with spider nets. It’s like the blood during deep wounds that restricts your view. A short animation in place is needed to get rid of them (like snapping out of it, but shorter and without skillchecks). The overlay makes it somewhat harder to run away when getting them mid-chase.

Add in new offerings for survs and killers for less/more spider webs!


Bats

The bats would be hanging from the ceiling indoors or in trees outdoors always in small groups. If someone (Killer or survivor) walks or runs near them they all fly towards the person and then off into the distance.

Survivors would be stuck shortly in a defensive animation and make some noise again or scream. A little bit like the crows I guess, add in a functionality for Jakes perk (the one affecting crows not flying away, forgot the name..).


Rats

Rats can already be seen on some maps I think but they don’t serve any functionality for now.

Give them the ability to bite cables of a gen which then regresses slowly like being kicked. The interesting part: they can bite an already finished/running gen IF the gates are not powered yet.

Both killer and survivors get notificated about the now regressing gen then. The more gens done and the more survivors still alive the likelier it is that a rat appears near finished gen. Luck of the survivors also plays a role into it. Maybe even add a way for the survs to distract rats (add traps, running to them could scare them away etc),


Doors

This one is petty much taken from That Friday13th-Game I guess.. in some of the doorways there could be actual doors. Survivors can open and close them, when holding the sprint button they do it fast and can stun the killer, if he stands there, just like a pallet.

A killer can’t interact with an open door but can destroy a closed door (without being blindable with a flashlight during the animation). Doors may be added in any doorway and are handled like a pallet with RNG/map building. So even a map without other buildings can have at least one door instead of the pallet in the killer shack.


Edit: Typos, added some text, made it more readable.

Post edited by Mooks on

Comments

  • Prex91
    Prex91 Member Posts: 764

    Instead of good windows they can make doors, destroyable and usable only one time like pallets. Like also the trip idea, making surv more fear.

  • Yuyukoyay
    Yuyukoyay Member Posts: 50

    If they remove pallets to compensate for the door idea then it would be a good visual difference to be made.

  • Mooks
    Mooks Member Posts: 14,803

    Pallets shouldn’t be removed completely but doors and pallets should be treated similarly in rng/map creation. Doors would be an alternate to pallets, one time use but they block the view on both sides when closed (no red stain viewable through doors also!), better use for stealth, faster broken, no blinding but also no hitting the surv after a stun.

  • Hex_KillerMainBTW
    Hex_KillerMainBTW Member Posts: 449

    To be honest, I wouldn't mind the idea of barricading yourself in from the killer. Make it about 4 seconds to break it down, gives the survivors a way to escape. However, I highly doubt it'll be implanted. I wouldn't mind getting stunned by having the door slammed in my face. Or stepping on some legos

  • Fibijean
    Fibijean Member Posts: 8,342

    Few things annoy me more while watching horror films than characters tripping over nothing while running away from the killer. I imagine that having a mechanic like that in a game would absolutely drive me insane.

  • Mooks
    Mooks Member Posts: 14,803

    yeah I know, but it has got its place in the horror-genre 😉

    and it should not play a big role in normal chases, but bring a stumble to chases that last way too long

  • Mooks
    Mooks Member Posts: 14,803

    I guess this discussion belongs into the subforum for fan creations?

    Where how can I move it/let it be moved? 🤪

  • CakeDuty
    CakeDuty Member Posts: 1,001

    I don't think the tripping idea is good for this game. Only thing it does is punish people that are good at looping. It really isn't fun to lose because of something that's out of your control (RNG). You probably got this idea from F13, it was already pretty annoying there, but it made sense, cause Jason is slower than most counselors, so it was one of the few ways that he could catch up to them. In this game the killer is already faster than survivors, so it'd make very little sense to have a mechanic like that.

    I know looping can be very annoying, if going against a skillfull team, but it's the only thing survivors can do to waste killers time, and it's one of the few things left that seperates bad and good players. I'd rather they keep doing these map reworks, where they fix the amount of safe loops a map can have and add in more unsafe/mindgameable pallets.

  • Mooks
    Mooks Member Posts: 14,803

    I never played F13 myself and don’t know about most features there, so I didn’t know how tripping functions there.

    I don’t think it should disable looping completely, but if a chase goes on for too long it’s either a looping area that’s too strong or the matchmaking was terrible. And to not make this game completely ruined for the killer (switching targets doesn’t work when a rank 15 killer plays against a complete red rank team), introduce a mechanic that either gives the killer an easier hit or make that survivor actually give incentive to end the chase/get away/hide. Which should be the logical incentive for the survivor as I see it, make them fear a (long) chase.

    For me, a match is more engaging when the chases switch more often the target, I don’t want to loop all match long in one chase or sit on gens while one survivor is looping the killer the entire time.

    If the survivor is so skilled, let him break the chase after some time and get points another way, shouldn’t be hard for him/her.