Incentives for Fun Play on Both Sides

I recently watched Choy's video on adding side objectives for survivors to create more interesting gameplay.

Video here -> https://youtu.be/GDaUNpeg76U

Here's the main point summarized:

Dead by Daylight, when played optimally, is very stressful and often boring. Players often play optimally, since there is not much else to do in the game other than do gens and escape or kill survivors.

Choy's Solution: Add optional timed events for survivors that occur throughout a match. Completing the event before the timer expires gives all survivors a stacking bloodpoint multiplier, which increases BP gained at the end of the match. The goal of this change is to extend matches and disincentivize gen rushing, allowing the killer to have a more relaxed and less stressful game.

P.S.: It doesn't actually matter what the event is, so long as it takes a reasonable amount of time. Could be something like "Find and complete the newly spawned golden generator" or "find all 5 glyphs that spawned in the main building" or "bring the stick of dynamite to the boulder and blow it up." Just as long as it's enjoyable or at least not tedious.

My thoughts:

Adding optional side objectives with big rewards for survivor is a good thing. However, the killer is not given any incentive to play any differently. A nice killer can play for 12 hooks and actually have a shot at doing it, but a sweaty killer will still slug at 5 gens and face camp people. Eventually, survivor players will realize that going for the side objective is simply not an option since the killer can decide to start playing efficiently at any time... meaning nothing will change.

Survivors will go back to splitting up on gens and playing extremely safe, and killers that want to play nice will go back to camping and tunneling just to have a shot at winning. Something like giving killers a point multiplier for playing nice alongside giving survivors side objectives will help incentivize fun gameplay again.

For example, every time the killer hooks a survivor, they get a point multiplier. This means the killer will miss out on potential bonus points if they camp someone through multiple hook stages instead of hooking them three times. In addition, the point multiplier is MUCH higher for hooking a survivor other than the last one that was hooked, disincentivizing tunneling and encouraging killers to play fair.

I think with survivors having bonus objectives to gain BP multipliers and giving killers BP multipliers for playing nice will encourage the behavior we want to see from players, and overall increase the quality of each match. Players are highly self interested, and will generally not play nice or for the enjoyment of the other players. Creating situations where the player can serve their own interests while also making play more relaxed and enjoyable for the other players is an ideal decision.

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