Survivors have no incentive to survive, and i feel like that's a pretty big design flaw.

Whenever i play survivor, i honestly don't care if i live or die. It's a good thing cause i don't get stressed or mad even when tunneled or whatever. if im next to the exit and i can choose to leave or to stay and go for a risky save, i'll always choose the latter. i just try to do my best and escape, but if i dont, it's no big deal and i go to the next game.

i really feel like there should be higher stakes though, other than losing an item. this would make risky altruistic plays less likely but more meaningful, creating memorable moments for the players involved. in my experience as a solo q survivor i almost never get left behind, they always at least try, since they don't really have anything to lose. (this may not be the case for everyone, but my gameplay is very team oriented so perhaps the other survivors feel indebted to me).

I had an idea that for every consecutive escape, you get a bloodpoint multiplier. for example, at 3 escapes you get 1.25x, at five escapes, 1.5x, and at 10 escapes 2x. these bonuses last until you lose the winning streak.

on the other hand, when you die you lose all items and add-ons. this sounds crazy for the current bloodweb state, but with a reworked system it could work. fixing the endless grind at the same time.

my idea was that each time you escape, you get loot, increasing in rarity for more consecutive escapes. these would be in the form of messages like so:

"at the campfire, you find some abandoned supplies: you gained 2x toolboxes and 1x medkit."

"another survivor shares his knowledge with you: you learned the perk x."

and so on. of course with no longer buyable items the bloodweb would cease to exist, and there should be a new perk buying system, on top of the spontaneously learned ones which would be a very rare occurence.

all in all i think it would be a healthy change, make survivors less cocky with the killer and more afraid (as we all originally were back when we started) possibly removing some toxicity. not to mention remove the possibility of swf all bringing busted items like 4 purple flashlights, or rare toolboxes with BTL, etc. purple items wouldn't be taken for granted anymore, and we would be grateful even for a brown medkit... just making do with what you've got, and possibly promoting more variety in item usage like maps and keys. at the same time it would also reward the best survivors with good items.

another thing is that you could add a lot of easter eggs and fun things with the loot system, like finding rare notes with pieces of lore/diaries from other survivors, stuff that foreshadows upcoming characters, charms, etc...

last but not least: with higher stakes you wouldn't see as many players dc'ing as soon as something doesn't go their way, throwing the game on purpose to go to the next one, etc... therefore promoting game health.

please don't let this thread flop guys, it seems that the only ones to gain any traction are the baity threads with the usual survivor vs killer wars.

Comments

  • Yes and no. Personally I think the only incentive to not survive is knowing your MMR will increase, but if you die, you'll be put with worse teammates.

    It's a lose lose