What can be done to make dbd more scary?

Ok so, we all know that dbd isn't scary ( for us that have played the game a long time, at least ). But what can be done to make the game scarier to even us, long time players?

Because let's be honest, the last few chapters were... ummm... how can I explain.......

Binding of kin: hehehe yeetus the fetus

All kill: lmao it's korean joker

Resident Evil: hehehe funny zombie

Look, I'm not saying that these chapters were bad just because they were not scary. My main point in here is that, dbd lost its essence of being scary. And the reason of this post is that I want to hear what you guys think. What would make dbd scarier?

Comments

  • I do think the new music for some killers is a nice touch. It's not scary because I have 1500 hours, but I love the Billy and Clown music.

  • Give survivor 1st person POV like killers and delete spine chill

  • @CheeseAnton said:

    As much as it pains me to say it, stop adding goofy cosmetics to make it scarier. It's hard to be immersed in a creepy environment when these are your teammates and this is the killer.

    https://us.v-cdn.net/6030815/uploads/VZLTAWSHY1BD/image.png

    https://us.v-cdn.net/6030815/uploads/QGZN81LGUO9N/image.png

    https://us.v-cdn.net/6030815/uploads/A99TI942O8C4/image.png

    https://us.v-cdn.net/6030815/uploads/3R7O6D0JFCGH/image.png

    I'll miss Fisherman Joe Deathslinger, but yeah. That's one of the big things that needs to be looked at

  • the thing about horor themed games, the more you play them, the less they become scary, this is especially true with multiplayer games, since you know from the get go the antagonist is controlled by another player. In my opinion alien isolation managed to be scary until everyone figured out how the alien worked.

  • @Troman said:

    Remove Legion, Trickster.

    Darker maps, more fog, bring back the moon bouquet offering, more ambient sounds, creepier terror radius/chase music.

    bro #########? Headless Legion is the spoopiest thing in Dbd..

  • @PigMainBigBrain said:

    If this game had more maps, and at least 6 or 7 different game modes that would appear randomly, its horror factor wouldn't diminish as quickly. But as a lot of survivors already mention, its the same game over and over again, against the same killers with the same style of match over and over again on what could honestly be described as only a handful of maps if we're talking level design....its small... and considering the game isn't some big open world extravaganza its kinda weak to have as few maps as we do. But what makes it worse is that every game mode is the exact same. Generator...after generator.....after generator.

    Theres no doors to unlock, no puzzles to solve, no check points to get past, no things to collect on your way to some objective, theres no notes to read, LITERALLY THE GAME IS MISSING 90% OF OTHER GAMES HORROR TROPE MODES! We got generators, and thats it.

    don't forget totems

  • @Marc_go_solo said:

    Create much more unpredictability:

    • Make the maps more muddled, so different jungle gym setups; randomize the number of pallets and lockers; throw aspects of different maps together.

    • Add traps to be wary of. Pits, alarms, instant down traps. Make survivors uncertain of the paths they tread.

    • Change the soundtrack to much more creepy noises, inspired by the maps you play in. If your in the swamps, have creepier creeks, or sounds that sound like swamp water splashing, but distort it into something creepier.

    • Erase security. Have items have a low chance of "failing"; alter that barrier at the exit gates, so survivors aren't sure how far to move forwards until they escape; only nerf perks

    Basically, fear is mainly based on not being able go anticipate what is going to happen. Fear is not knowing if the ship will sink/ what is hiding in the darkness/ when will the loneliness end/ will it hurt? The security and knowing has to be taken away, otherwise there is no way fear will ever have a place.

    "Basically, fear is mainly based on not being able go anticipate what is going to happen. Fear is not knowing if the ship will sink/ what is hiding in the darkness/ when will the loneliness end/ will it hurt? The security and knowing has to be taken away, otherwise there is no way fear will ever have a place."


    This post is the key to this problem. I been sayin stuff similar for ages. But I don't think the devs actually know how to do this.

  • @Jill_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/2380707#Comment_2380707

    Yeah that's the thing, one of the only ways I can imagine that could make dbd scarier without changing much of the game is to maybe remove the terror radius of the killer and having the music only in chase, but it would probably be extremely unbalanced for killers and the devs would have to rework a lot of the perks.

    I would rather play a game like that that actually scared people than deal with the E-sport levels of free information that are just handed around like candy....and yes, even the ridiculous amount of tracking perks and auras and mass info perks killer has.

  • I remember that place, vividly. When I was fairly new to survivor my first real time in that map was against a freddy, who was way more skilled than he should have been. The entire match was horrifying because of his old nightmare mechanics and the way that map allowed him to cover so much territory. It actually felt like something out of a freddy movie.

    New freddy and his presence in these new reworked maps feels like a....video game....like a straight up cartoon. Like....actually kinda bad in the scare factor. Not that his power is terrible or bad, his power concept is pretty good right now.....but the visuals kinda tore his ######### up.

  • @Apollos said:

    I have two opinions on this: the game can either be more on the gamey competitive side, or it can be more on the scary side. But it can't be both. What makes great classic horror games scary are elements like surprise, isolation, fight or flight, and so on, which DBD mimicks fairly well. But DBD also has to balance itself out on the more competitive side too, which one-sided horror games don't. Essentially if DBD were a truly scary game, the current game we're playing would be the side game mode you unlock at the end.

    The other thing is that once you consume a lot of horror, you become desensitized. I know people that can't even play DBD because they get so scared, they can't even move. Or they flub skill checks constantly because they can't focus. To those people, the game is absolutely terrifying as is. But to us, it's all second nature. I feel the same way with the games I've played for years. When I rented RE3 as a kid, I couldn't leave the storehouse because I was too scared. Now I run through the whole thing in one sitting, no sweat. Basically, a game like this can't be scary forever. They would have to completely change it routinely or make new games.

    You mean like.....


    Dead By Daylight: Seasons ?

  • Strong antagonists.

    The hunt for balance dilutes the horror element of the game.

    The threat of being taken out of the game very quickly and brutally creates the tension desired, but that is lost everytime they nerf a killer power, or add another wierd cooldown, or a tell to let you know a power is about to be used.

    Problem is there is a vocal group of competitive players who want an e-sports type playing field where 1v1 there is an equal chance of success for either side which is completely rediculous when you consider this is meant to be an asymmetric 4 vs 1 game.

    If the horror movie/game monster isn't scary then the the movie/game itself isn't scary. Because why are you running from this monster when you have the same competitive edge as it does.

    If the killer was a bot people would play it no matter how hard the monsters were because beating it would be a challenge, but because the monster is another player people get angry about being beaten by it and want an equal competitive playing field which flies in the face of the very theme of the game.

    Monsters that come out of nowhere, are unpredictable, can kill you quickly, force you to run hide, make you feel desperate or hopeless are what makes horror scary. When you balance to lessen the effects of these things you make it less scary.

    Everytime someone makes the "this killer is boring" argument they are often saying "not easy to read and counter" and in doing so are asking the devs to make the killer more boring by making them more predictable and readable.

    You can't cry for balance and then cry it isn't scary because balance will make it less scary.

  • I believe what would help the most would be very thick fog, like in the original Silent Hill.

    SH1_Fog1.jpg

    Imagine hearing the Killer's Terror Radius and not being able to see where they are coming from, even if you're on a large open map like Red Forest.

  • @WTBacon said:

    I believe what would help the most would be very thick fog, like in the original Silent Hill.

    https://us.v-cdn.net/6030815/uploads/D0YCTH2KF8QE/sh1-fog1.jpg

    Imagine hearing the Killer's Terror Radius and not being able to see where they are coming from, even if you're on a large open map like Red Forest.

    The fog is totally busted. Even if you use reagents, it doesn't make a very big difference. Then there's maps like the new Coldwind where the sun is out and the fog is black for some reason, or how the RPD only has fog on the ground level.

    Imagine thick fog or big shadow bulbs in conjunction with Insidious, or a killer like Michael or Ghostface.

  • ATMOSPHERE is all it needs

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