Wouldn't be cool to try easy/fast-to-implement NEW GAME MODES in the PTB?
To escape from the same 4-year+ monotony without innovating, implementing a few changes in parameters would automatically implement "game modes" with ease, don't you think so? for instance:
1) Competitive mode: only 1 surv can escape, promotes doing all you can (even betraying) to be the one
Change of parameters: there are no exit doors, completing gens or being the last surv opens the hatch, if killer closes the hath or a surv escapes then EGC animation with the rest of surv dying
2) VIP mode: if a random certain surv dies (not hooked) the killer wins and EGC animation with all survs
Change of parameters: there are no hooks, the VIP surv is revealed to the killer when hit for the first time, then the survs try to protect (bodyblock, head on, etc) to die from bleeding out
3) Berserker mode: a room with many survs like battle royale
Change of parameters: no hooks, no gens, only 1 hatch is randomly respawned for 2 seconds every 20 seconds, the survs are dead upon a second hit
4) Goliath mode: 1 or more killers versus stealth 1 or more survs with custom anti-EGC timer - like
Change of parameters: fast matches with no hooks, no gens, no hatch, trying to be as stealth as possible to last until the anti- EGC timer lasts, in that case the surv survives, otherwise can die at 2 hits if found
5) Hide and seek mode: only survs match that "revealing" or finding in lockers where are others gain score and the pointed respawn, all over a anti-EGC timer, at the end of the match, the one with most score wins, others got EGC'ed
etc etc etc wouldn't be easy to make easy/fast PTB experiments and see if our fun is increased??
Comments
as much as these ideas sound cool, the problem with implementing different game modes is that it has a chance of taking away from what dead by daylight actually is; a 4v1 asymmetrical party game.
on top of that, you'd have to worry about balancing across multiple different modes because one little change to an item, for example, can become incredibly overpowered when used in a different setting.
you'll also have to worry about possible playerbase splitting. matchmaking and queue times will shift drastically depending on playerbase preference, and it could become problematic for the default game with a lack of players if people find more interest in a different mode.
there's just a lot to be considered! i'm not trying to shoot down your ideas, i'm just informing.
yeah some game modes could be ACTUALLY more fun than what we have now and needs balance, that's why I suggest the tests in PTB
right, and i understand that. but the playerbase split, the fact that it'll take away from the base game, and balancing problems still come into play no matter which direction you take it in. ^^'
ah oke