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Can't remove trap on tutorial game.
Was playing tutorial game as Dwight. PC. Stepped on a trap towards the end of the game. The gate had been opened. Selecting the mouse button option to remove the trap would not work. I got hit and hooked and died.
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P3 Reward - What Could Have Been - Game play / feature boost.
I was going to put this in feedback but with the PTB next week, I take it this time has passed, so now it can just be what could have been. What would have been preferable (compared to an icon) and what I'd kinda hoped for was a time limited enhanced gameplay or game feature boost. An actual reward. For example (numbers…
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Mother Trapper (The Caretaker)
An older woman. Mother or grandmother of Trapper. Perhaps related to the Observer. She traps and interacts with the environment and is the game's meta killer, using the game itself as a trap. Facing her, survivors should be facing a high level of risk. Short, somewhat fast but not overly strong. Opposite intent of Trapper.…
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Long term - Individual Survivors having Individual Base Statistics
Though it was perhaps not originally envisaged this way, it's not really such a great design, that essentially you are always playing as just "the survivor" with a random looks and a few random tweaks. Right now. I can have 10 perks at purple and have 10 survivors with identical builds. Doesn't mean anything. And yes, I…
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Solution to the proposed Mori Changes (and farewell to the Hatch??)
Last survivor goes down. Killer gets presented with 3 options on screen. Kill (plays the mori animation); Save (plays the killer dumping the body at the exit and survivor crawling out with their life spared animation); Entity Decides (Entity steps in and takes over, randomly picking between the two, for which the killer is…
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Buff Trapper Concepts. Here we go.
I play a lot of Trapper. Traps should appear in lockers, not on the ground needing to be picked up. Some sort of mechanism for removing traps quickly, so they can go back into lockers for reuse. Survivor getting caught in a trap needs to be more impactful over the course of the game. Add negative status effect/s as basekit…
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Gameplay Concept - Generators Debuffing
I wrote this up initially as an idea for a Trapper rework but realise it might have something going for it with the meta perk stuff going on. The overall idea is that survivors have one or more periods of negative status effects / cautionary slowdowns applied as each gen is completed. The lore is that as each gen gets…
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Main Menu Quit, should just Quit without confirmation
Main Menu. Select Quit. Should just exit the game - no need to ask for confirmation.
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From Keys and Maps to Compass
Replace keys and maps with a Compass. One of the handheld older style metallic silver kind. Having a similar combined functionality to the two established items is fine, including a latch on the back that can open the hatch.
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Permanently seperate Perks from Totems and a new game feature - Totems
It is never going to be possible to reconcile the use of hexes, boons and the perks attached to them. Too this, too that, too situational, not situational enough. A perk attached to a totem and a stand alone perk are related but not the same thing. A perk should be a perk and a totem should be a totem. Different things. An…
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From Hexes and Boons to The Entity's Totems
Going to try and keep this short. There is never going to be reconciliation possible between hexes and the perks attached to them. They are connected but overlapped as they currently are just doesn't work well and likely will not ever. There are just too many variables. A perk attached to a totem and a stand alone perk are…