Alternate Game Modes

Every other weekend, there should be an alternate game mode made available. Once the game mode has been released, it should be permanently available in custom games. There are virtually an infinite number of options available (and I'd love to hear everyone's ideas) but here are a few I've come up with:

Specific Killer VS Specific Survivor using only their perks at rank 3. For example, The Shape vs Laurie, The Clown vs Kate, or The Pig vs Detective Tapp.

Super Speed: Both killer and survivor have 30% increased runspeed.

Darkest Night:The map is pitch black. Survivors all have flashlights that are permanently in the "on" position. The killer has night vision up to 15 feet.

2 killers vs 6 suvivors

Random 12: Both killer and survivors all have 12 random rank 3 perks.

Back to Basics: No perks, items, or add ons.

Casual Mode: All perks are reduced to rank 1. Items and add ons are restricted to common or uncommon. Offerings are restricted to ones that can increase bloodpoint gain.

Fog of War: Massively reduced information available to both killers and survivors. Killers do not have a terror radius. Survivors do not make scratch marks. All auras are disabled. Killer can't see unfinished generator auras or active hex totem auras or hooked survivors. Survivors can't see slugged or hooked survivors. All perks for both killer and survivor that enable auras have the aura reading components disabled.

Entity's Eyes: Strange wards appear throughout the map. Anyone (killer or survivor) that passes within 10 meters of a ward will have their aura revealed to everyone on the map. The wards periodically change location.

Treasure Hunt: No generators on the map. Lots of locked chests are around the map which the killer can see as auras. Survivors must pick the lock requiring skill checks before opening. Most of the chests give survivors a bloodpoint bonus for opening. One chest per map will have a 25,000 bloodpoint bonus. Exit gates are powered after 10 minute timer and chests can't be unlocked after that timer.

Shopping Spree: Survivors are restricted from bringing items into the match and there are no chests to loot. However, there are 2 zombie vendors that spawn in the match. As survivors and killers perform actions that earn bloodpoints, they also earn another form of currency. They can go to the zombie vendors to purchase items and add ons of their choice. Killers can purchase temporary bonus buffs such as 60 seconds 5% movement increase, 40 seconds survivors have exposed status, etc.

Totally Random: All Perks, Items, Add Ons, and Offerings are randomly chosen. Perks are chosen from all possible perks and are at rank 3 (regardless whether the player has unlocked the perk or what rank the player's perks are currently at). Items, Add Ons, and Offerings are chosen from all possible options minus event specific offerings. These Items, Add Ons, and Offerings do not consume the player's resources. They are provided by the entity.

Infection:8 players join a lobby. When the match starts, one is randomly selected to be a random killer with no perks or add ons. The remaining 7 are survivors with no perks or items. There are no hooks on the map, but the killer can Mori survivors in the dying state. Once a survivor is killed they will respawn as a random killer with no perks or add ons. Killers that successfully Mori a survivor earn 1,000 BP. The longer a survivor lives, the larger the bloodpoint bonus at the end.
First Survivor Killed earns 2500 BP
Second Survivor Killed earns 3000 BP
Third Survivor Killed earns 5000 BP
Fourth Survivor Killed earns 7000 BP
Fifth Survivor Killed earns 10,000 BP
Sixth Survivor Killed earns 15,000 BP
Last Survivor Killed earns 20,000 BP
Randomly Selected Killer earns 10,000 BP
Survivors can work on generators, but it takes completion of all 7 generators to power the exit gate. Any survivors that actually escape via the exit gate earn the standard 5,000 BP. Survivors aren't realistically going to escape, nor is it really the goal. The real goal is to be the last survivor alive.

3 Life Survivors: Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. While the survivor is in the ghost world they can not interact with any objects other than ones that can be vaulted. The world appears black and white and the survivor can not see or touch the other players. They can, however, move at 85% normal move speed to explore the map to find the locations of generators, chests, and totems (though ghost players can not tell the difference between active and inactive totems). The survivor will also earn some bloodpoints for distance traveled in the ghost world.
After the timer is up the survivor will appear on a random hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. In fact, the hook that the survivor is on will appear broken to the killer. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 4 seconds. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins. Survivors hooked in the basement are sent to the ghost world for an additional 30 seconds. Perk Slippery Meat is locked in this game mode (since it wouldn't really do anything).

Comments

  • @Dreamnomad said:

    Every other weekend, there should be an alternate game mode made available. Once the game mode has been released, it should be permanently available in custom games. There are virtually an infinite number of options available (and I'd love to hear everyone's ideas) but here are a few I've come up with:

    Specific Killer VS Specific Survivor using only their perks at rank 3. For example, The Shape vs Laurie, The Clown vs Kate, or The Pig vs Detective Tapp.

    Super Speed: Both killer and survivor have 30% increased runspeed.

    Darkest Night:The map is pitch black. Survivors all have flashlights that are permanently in the "on" position. The killer has night vision up to 15 feet.

    2 killers vs 6 suvivors

    Random 12: Both killer and survivors all have 12 random rank 3 perks.

    Back to Basics: No perks, items, or add ons.

    Casual Mode: All perks are reduced to rank 1. Items and add ons are restricted to common or uncommon. Offerings are restricted to ones that can increase bloodpoint gain.

    Entity's Eyes: Strange wards appear throughout the map. Anyone (killer or survivor) that passes within 10 meters of a ward will have their aura revealed to everyone on the map. The wards periodically change location.

    Treasure Hunt: No generators on the map. Lots of locked chests are around the map which the killer can see as auras. Survivors must pick the lock requiring skill checks before opening. Most of the chests give survivors a bloodpoint bonus for opening. One chest per map will have a 25,000 bloodpoint bonus. Exit gates are powered after 10 minute timer and chests can't be unlocked after that timer.

    Shopping Spree: Survivors are restricted from bringing items into the match and there are no chests to loot. However, there are 2 zombie vendors that spawn in the match. As survivors and killers perform actions that earn bloodpoints, they also earn another form of currency. They can go to the zombie vendors to purchase items and add ons of their choice. Killers can purchase temporary bonus buffs such as 60 seconds 5% movement increase, 40 seconds survivors have exposed status, etc.

    Totally Random: All Perks, Items, Add Ons, and Offerings are randomly chosen. Perks are chosen from all possible perks and are at rank 3 (regardless whether the player has unlocked the perk or what rank the player's perks are currently at). Items, Add Ons, and Offerings are chosen from all possible options minus event specific offerings. These Items, Add Ons, and Offerings do not consume the player's resources. They are provided by the entity.

    Infection:8 players join a lobby. When the match starts, one is randomly selected to be a random killer with no perks or add ons. The remaining 7 are survivors with no perks or items. There are no hooks on the map, but the killer can Mori survivors in the dying state. Once a survivor is killed they will respawn as a random killer with no perks or add ons. Killers that successfully Mori a survivor earn 1,000 BP. The longer a survivor lives, the larger the bloodpoint bonus at the end.
    First Survivor Killed earns 2500 BP
    Second Survivor Killed earns 3000 BP
    Third Survivor Killed earns 5000 BP
    Fourth Survivor Killed earns 7000 BP
    Fifth Survivor Killed earns 10,000 BP
    Sixth Survivor Killed earns 15,000 BP
    Last Survivor Killed earns 20,000 BP
    Randomly Selected Killer earns 10,000 BP
    Survivors can work on generators, but it takes completion of all 7 generators to power the exit gate. Any survivors that actually escape via the exit gate earn the standard 5,000 BP. Survivors aren't realistically going to escape, nor is it really the goal. The real goal is to be the last survivor alive.

    3 Life Survivors: Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. While the survivor is in the ghost world they can not interact with any objects other than ones that can be vaulted. The world appears black and white and the survivor can not see or touch the other players. They can, however, move at 85% normal move speed to explore the map to find the locations of generators, chests, and totems (though ghost players can not tell the difference between active and inactive totems). The survivor will also earn some bloodpoints for distance traveled in the ghost world.
    After the timer is up the survivor will appear on a random hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. In fact, the hook that the survivor is on will appear broken to the killer. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 4 seconds. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins. Survivors hooked in the basement are sent to the ghost world for an additional 30 seconds. Perk Slippery Meat is locked in this game mode (since it wouldn't really do anything).

    I like the idea of alternative modes and the things you mentioned. But honestly I think thats not gonna happen, maybe in custom games at best These modes sound pretty challenging and regarding the struggle many players already have with the "normal mode" it will be too much imo. I think the biggest problem will be the further seperation of the player base. Players divide into normal and custom games. If you even add one more mode I dont want to know how long queue times will take.

  • If we can't sell it, it ain't happening.

  • @T2K said:

    https://forum.deadbydaylight.com/en/discussion/17700/alternate-game-modes

    I like the idea of alternative modes and the things you mentioned. But honestly I think thats not gonna happen, maybe in custom games at best These modes sound pretty challenging and regarding the struggle many players already have with the "normal mode" it will be too much imo. I think the biggest problem will be the further seperation of the player base. Players divide into normal and custom games. If you even add one more mode I dont want to know how long queue times will take.

    Well the idea is to make them available for a limited time. So for instance, every other weekend an alternate game mode is available. Just as an added incentive, give players bonus bloodpoints for participating. Each update the alternate game modes can be added to custom games as an option. Popular game modes can occur more frequently. But if they are only available for limited time and during weekends when there is a higher player count then splitting the player base should not be a problem.

  • @John_Doe said:

    If we can't sell it, it ain't happening.

    This is exactly the kind of thing that will increase profits long term. This adds extra longevity to the game. More players playing for longer periods of time equals more money. This is win-win. Also, this would allow for a platform for experimentation. Say they want to test a major change to the game. It would be easy to make it an "alternate game mode" to see how it works with large numbers of players. If it turns out working really well then it could be added as a feature to the base game. But if there are a lot of unforeseen problems then no biggie.

  • Back to the basics was one I thought would be interesting, only thing that could be used is BPS offerings.

    I also thought of the random killer and survivor perk and 2 killers 8 survivors one as well.

    I love your list though, a lot of thought went into it. I hope the first one they do is 2 killers. The killers could even "hit each other", and cause I stun scene where they bicker or catch the hot and push back the other killer. My favorite one is if the huntress throws a hatchet that would hit the other killer but he catches it and throws it back. Not saying killers should be hitting each other but you know it's bound to happen in the chaos. Plus it would inventivise the killers to not run side by side.

  • Double Trouble: 2 Killers - 8 Survivors: Double the number of generators needed to power the doors, double the number of doors, extend the map sizes by 1.5x. That would be amazing. The killer combinations would be a real breath of fresh air.

  • @BasedMorlis said:

    Double Trouble: 2 Killers - 8 Survivors: Double the number of generators needed to power the doors, double the number of doors, extend the map sizes by 1.5x. That would be amazing. The killer combinations would be a real breath of fresh air.

    2 killers without a doubt has been the most requested game mode. I think a fair amount of experimenting would need to be done to achieve anything close to balance though. I don't think double everything is the right way to go though. Like maybe 6 survivors with 6 gens to finish might be around the right ratio. I do agree that there would need to be at least one extra exit gate though.

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