Unique Effects For Dead by Daylight! (+Picture Demonstrations)
Note: Picture examples are coming soon!
Blindness: Now limits how far that you can see in the trial by X meters from you by a black mist wall. Auras revealed in the black mist will not be revealed to you. Only the blinded survivor can see the mist wall and blinded survivors cannot see other blinded survivors black mist wall.
Dying State: Your screen will get blurry as you bleed out. During the last minute of your bleed out timer, everything will begin to turn black until your screen is completely pitch black.
Bleed Out Timer: 4 Minutes Till Death
Bleed Out Timer: 1 Minute Till Death
Bleed Out Timer: 10 Seconds Till Death
Bleed Out Timer: Live Build; Screen Stays Consistent Through out The Bleed Out Timer
Hook Phases: Your surroundings will slowly begin to fade into darkness during phase one. During phase two, you'll see dark red eyes looking at you - It's the Entity waiting to be fed! This will only be seen by the hooked survivor when they are either in phase one or phase two.
Phase Two: New Effect
I tried my best to make it look good!
Phase Two: No Effects
Exhaustion and Running: Whenever you have been running for more than 10 seconds, your screen will slightly get blurry and will automatically restore itself after not running for more than 10 seconds. Exhaustion will permanently cause a blurry screen until the status effect wears off.
Exhausted: New Effect
Exhausted: Live Build (No Effects)
Hemorrhage: Whenever you have this status effect, you'll have blood on the corners of your screen as if you was in dying state. If you have this status effect while in dying state, blood will cover more of the corners of your screen and slightly cover the sides of your screen.
Injured State: The noises caused by being injured such as grunts of pain will be increased by 100% and the killers ability to hear grunts of pain is decreased by 50%. Basically this doesn't change anything, it just makes you sound really loud when really you aren't loud in the game.
@Lowbei (SMM): Salt Management Mod
Comments
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I actually like most of these. Kudos
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If you want to bring the horror aspects out you have to make stealth more important. Darkening the game (to an extent), adding a sight distance cap to survivors (with a larger one for killers), and removing the terror radius entirely, would be a good start. Killers and survivors both may need to become slower, so that chases aren't vacuuming out any horror element the game would otherwise have. Some maps are so open that you can see killers coming before their terror radius even hits you--this is super bad design for horror, imo. You're not supposed to know everything around you, or what's coming. Know what could be good? A sight distance when viewing to your sides or behind you, so that you would actually have to get off of a generator to see behind you very far.
Isolation needs to be a big part of the game in order for you to get the horror element, and slower, longer matches could help under a quieter atmosphere.
I'd like to add that SWF would be nerfed if the killers were much more difficult to track for survivors via increased sight obstructions, reduced terror radius, and nerfed aura reading. --That's the main problem with SWF: Knowing where the killer is more than the killer knowing where his targets are.
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i like that the salt seems to have be kept to a minimum on these threads so far!2
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Can't really give the Entity red eyes considering we don't actually know what it looks like besides the spider like legs.
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These are pretty neat however the day I start playing "blurry vision" simulator is the day I quit. I already have alcohol to do that for me and I sure as hell don't wanna feel like I need glasses.0
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Oblitiry said:These are pretty neat however the day I start playing "blurry vision" simulator is the day I quit. I already have alcohol to do that for me and I sure as hell don't wanna feel like I need glasses.0
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I like that blindness effect idea a lot... I feel it should be a different thing or old blindness gets a name change.. maybe this could be a different type of fog effect... devs have so much to play with they have been doing an outstanding job with the game and i'm excited to see what else they have up their sleeve1
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These seem like pretty cool ideas! Nice, man.
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Good editing. Exactly what I would like to see added to the game.
They definitely need to enhance the experience in DBD.
Personally, I think survivors slowly be debuffed while hiding/moving in dark areas as well (Fear: have louder breathing, more erratic and noticeable idle movement, and eventually screaming or panicking noises gradually over time) and killers have slightly better night-vision. After all, darkness is one of the natural things in life we fear, and killers should be what lurk in it. Not that stealth needs a nerf.
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Looks great! I really like the blindness ideas. Survivors never got this effect.
@Visionmaker I agree, the game needs to be darker for survivors, but brighter for killers. Not the other way around, like Freddy's vision.0 -
Dont like the exhaustion one because its punishing in chases. Love the first one and hook one.
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Shadoureon said:
Dont like the exhaustion one because its punishing in chases. Love the first one and hook one.
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@Tsulan said:
Looks great! I really like the blindness ideas. Survivors never got this effect.
@Visionmaker I agree, the game needs to be darker for survivors, but brighter for killers. Not the other way around, like Freddy's vision.One of the biggest reasons why I dislike playing Killer over Survivor is because it hurts my eyes.
More LoS blockers and stealth options (hiding under objects, dumpsters, or crawl spaces) need to be added, while bullshit natural camouflage needs to be addressed. There is no skill in simply blending into the floor.
And yeah, it's a big shame that Freddy is gimped by his own power.
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Shadoureon said:
Dont like the exhaustion one because its punishing in chases. Love the first one and hook one.
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Visionmaker said:
@Tsulan said:
Looks great! I really like the blindness ideas. Survivors never got this effect.
@Visionmaker I agree, the game needs to be darker for survivors, but brighter for killers. Not the other way around, like Freddy's vision.One of the biggest reasons why I dislike playing Killer over Survivor is because it hurts my eyes.
More LoS blockers and stealth options (hiding under objects, dumpsters, or crawl spaces) need to be added, while bullshit natural camouflage needs to be addressed. There is no skill in simply blending into the floor.
And yeah, it's a big shame that Freddy is gimped by his own power.
I have no problem with more kinds of sight blockers. Sewage drains for example. Or map specific objects to hide in. Like a hollowed out tree, car tires, etc.
Also the reason why killers dodged Flashlights was because playing on pitch black nights, and then get a bright white screen, that hurt the eyes. Not fun at all.
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i really wish these dark/ faded ideas were added to knockout to make it a perk to help combat SWF groups because they'll just give out info of their location anyways.
I always wanted knockout to a dazed/darkened HUD screen for survivors, but well done on the post OP
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ItsYourBoyGuzma said:
i really wish these dark/ faded ideas were added to knockout to make it a perk to help combat SWF groups because they'll just give out info of their location anyways.
I always wanted knockout to a dazed/darkened HUD screen for survivors, but well done on the post OP
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Maybe as a buff to Third Seal and certain add ons The Blindness status effect should do something similar to the last dying state image? Right now the Blindness effect is quite bad and basically useless against SWF. Obviously don't make it as hard to see as that image but just something like it.1
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@Eninya said:
If you want to bring the horror aspects out you have to make stealth more important. Darkening the game (to an extent), adding a sight distance cap to survivors (with a larger one for killers), and removing the terror radius entirely, would be a good start. Killers and survivors both may need to become slower, so that chases aren't vacuuming out any horror element the game would otherwise have. Some maps are so open that you can see killers coming before their terror radius even hits you--this is super bad design for horror, imo. You're not supposed to know everything around you, or what's coming. Know what could be good? A sight distance when viewing to your sides or behind you, so that you would actually have to get off of a generator to see behind you very far.Isolation needs to be a big part of the game in order for you to get the horror element, and slower, longer matches could help under a quieter atmosphere.
I'd like to add that SWF would be nerfed if the killers were much more difficult to track for survivors via increased sight obstructions, reduced terror radius, and nerfed aura reading. --That's the main problem with SWF: Knowing where the killer is more than the killer knowing where his targets are.
As much as I want stealth to be more prevalent in this game I highly doubt that is where the Devs intend to take it. I mean who in their right mind would wear bright neon shirts and dye their hair bright blue/pink knowing they are being hunted by blood thirsty killers?
At least Ace had the right state of mind to embrace the natural stealthy abilities of a leopard!
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Nickenzie said:Blood_Coil_Viper said:Maybe as a buff to Third Seal and certain add ons The Blindness status effect should do something similar to the last dying state image? Right now the Blindness effect is quite bad and basically useless against SWF. Obviously don't make it as hard to see as that image but just something like it.ItsYourBoyGuzma said:
i really wish these dark/ faded ideas were added to knockout to make it a perk to help combat SWF groups because they'll just give out info of their location anyways.
I always wanted knockout to a dazed/darkened HUD screen for survivors, but well done on the post OP
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1) blur is heavy on CPUs\GPUs
2) hurts your eyes, cuz they try to focus but not managing to
3) clown cloud is already ######### up0 -
Radiant said:
1) blur is heavy on CPUs\GPUs
2) hurts your eyes, cuz they try to focus but not managing to
3) clown cloud is already ######### up0 -
I really like the bleedout one, I think that would be a great effect to have in game.
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MandyTalk said:
I really like the bleedout one, I think that would be a great effect to have in game.
Yeah, I think it's more realistic! Imagine about to bleed out and your survivor friend is coming then everything goes black! That would add a lot of tension to Dead by Daylight!0 -
@MandyTalk said:
I really like the bleedout one, I think that would be a great effect to have in game.^
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I always thought that would be nice for bleedout. Especially towards the end, it would add some extra tension.
I think the exhaustion one might be a little too much, though. I don't typically run exhaustion perks but I could see it getting annoying if the screen blurs during every single chase.0 -
Peanits said:I always thought that would be nice for bleedout. Especially towards the end, it would add some extra tension.
I think the exhaustion one might be a little too much, though. I don't typically run exhaustion perks but I could see it getting annoying if the screen blurs during every single chase.0 -
@Nickenzie said:
I can tell you that the blur on your screen is not heavy on GPUs, it's actually easier on GPUs because your screen has less detail or a technical computer science term, it's called lossless compression. Have you ever watched a YouTube video and it gets blurry? It gets blurry because it loads the video faster since the video requires less detail or packets! Same thing with DBD, if this was added, your computer would actually run the game better since when you're in dying state, less detail means that your computer would take less time to create every single detail.Funny how you think to know something, when you actually don't.
You're putting on the same plan 2d video and 3d graphics.
And "loseless graphic" doesn't have anything to do with blur ( LOL ! )
Go study buddy
p.s. the darken effect upon death is nice. Nice effort anyway.
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@Nickenzie said:
@fcc2014 What do you think of the hook addition?The bleedout makes a lot of sense with it getting darker the closer you are to death. I like the idea of seeing the entity looking at you while on that 2nd hook it adds a lot to how close to death you are.
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@Nickenzie said:
Remember: These are just ideas that I think would make Dead by Daylight feel more alive. Basically alive means that you actually feel like you are in the game and give you the true horror experience!Note: Picture examples are coming soon!
Blindness: Now limits how far that you can see in the trial by X meters from you by a black mist wall. Auras revealed in the black mist will not be revealed to you. Only the blinded survivor can see the mist wall and blinded survivors cannot see other blinded survivors black mist wall.
Dying State: Your screen will get blurry as you bleed out. During the last minute of your bleed out timer, everything will begin to turn black until your screen is completely pitch black.
Bleed Out Timer: 4 Minutes Till Death
Bleed Out Timer: 1 Minute Till Death
Bleed Out Timer: 10 Seconds Till Death
Bleed Out Timer: Live Build; Screen Stays Consistent Through out The Bleed Out Timer
Hook Phases: Your surroundings will slowly begin to fade into darkness during phase one. During phase two, you'll see dark red eyes looking at you - It's the Entity waiting to be fed! This will only be seen by the hooked survivor when they are either in phase one or phase two.
Phase Two: New Effect
I tried my best to make it look good!
Phase Two: No Effects
Exhaustion and Running: Whenever you have been running for more than 10 seconds, your screen will slightly get blurry and will automatically restore itself after not running for more than 10 seconds. Exhaustion will permanently cause a blurry screen until the status effect wears off.
Exhausted: New Effect
Exhausted: Live Build (No Effects)Hemorrhage: Whenever you have this status effect, you'll have blood on the corners of your screen as if you was in dying state. If you have this status effect while in dying state, blood will cover more of the corners of your screen and slightly cover the sides of your screen.
Injured State: The noises caused by being injured such as grunts of pain will be increased by 100% and the killers ability to hear grunts of pain is decreased by 50%. Basically this doesn't change anything, it just makes you sound really loud when really you aren't loud in the game.
@Lowbei (SMM): Salt Management Mod
BHVR wants to create a competitive survivors favored game, not a immersive experience, those ideas are GREAT, but sadly none of them will be implemented because we need more cosmectics and new bugs (which never gets fixed) before doing actual progress at improving the game experience and immersion of a survival horror game.
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Radiant said:
@Nickenzie said:
I can tell you that the blur on your screen is not heavy on GPUs, it's actually easier on GPUs because your screen has less detail or a technical computer science term, it's called lossless compression. Have you ever watched a YouTube video and it gets blurry? It gets blurry because it loads the video faster since the video requires less detail or packets! Same thing with DBD, if this was added, your computer would actually run the game better since when you're in dying state, less detail means that your computer would take less time to create every single detail.Funny how you think to know something, when you actually don't.
You're putting on the same plan 2d video and 3d graphics.
And "loseless graphic" doesn't have anything to do with blur ( LOL ! )
Go study buddy
p.s. the darken effect upon death is nice. Nice effort anyway.
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