idea for a casual mode
What if you could choose between playing the game as it stands now where you choose either killer/survivor and and there are no coms between killers/survivors other than post game chat or between survivors in lobby chat OR...
You could choose a casual mode where you're put into a lobby where everyone can see each others choice of survivor/killer and perks are still hidden but you have to choose your preference between killer/survivor and the game decides who plays what at random AND there are voice coms in lobby and in game between everyone, killer included?
I think a lobby mode like that would make for more chill/casual games. I've played in silence and that's how their lobbies are set up and I've always found the lobbies there to be pretty fun/chill.
It could make for a nice departure from the way lobbies currently work and you could still play the regular way if you wanted to.
Comments
While that would be preferable in a competitive sense, devs already stated they won't split the player base. Comms aside, the game already feels heavily balanced for casual which is why swf stands out so strongly.
Heavily balanced for casual???
I think we have a different definition of what casual means.
@Sadsnacks
Your right in terms of our definitions. Just speaking from my own experiences and witnessed level of play from survivor peers I'm paired with. While bad survivors do exist, this does not negate the advantages attributed through the game's design. Through the years since huntress release I have moved from complete killer main to survivor due to this perception with no sign of reverting any time soon.
@DemonDaddy It sounds like youre talking about the difference between playing killer vs playing survivor.
Im talking about casual in the sense that the toxicity is dialed down on both sides.
If you read this study done that uses dbd as a case study for toxicity in gaming communities you can see that one of the substantial sources of toxicity is the lack of communications between players. This causes each player to experience the game as a solo experience and makes it difficult to empathize with other players experience. This can even extend to swf groups since even though they can communicate with one another they typically dont communicate with the killer and so they tend to see their collective group experience as taking precedent over the other player, the killer.
The link to the study:
Essentially by adding communication and forcing players to identify less with their own preferred role and more with the entire group (ie killer and survivors chosen from random) you could considerably decrease the occurance of toxic behavior ie a more casual or laid back experience of the game.
If this were implemented then the regular way of playing the game would likely be seen as the more competitive version.