Thinking Hat time

I've already done this in the Feedback but i'm trying to make it not feedback but an open discussion so maybe it gets more traction.

My way to "Fix" the game is by changing the SCoring system for both roles. Survivors get treated as Team instead of Individuals, meaning Escaping is now a Team effort more than ever. So Survivors every interaction will gain BP for the whole Team. So Every action and interaction awards BP that is put into a Team BP pool. The objective is to promote TEAM WORK and LESS SELFISHNESS. SElfish players will gather less BP for the team so everyone is making less BP, Team Players are making more BP so everyone gets more BP. THe objective of these changes is to reward the moment to moment gameplay rather than the end result of escaping or not.

Loopers will gather Chase points for the Team while also giving the Team time to give the Looper Progression points. So Loopers get more BP because the Team is doing gens because the looper is giving them time to do the gens. They're both actively helping each other. Survivors who play more of a support role ensure everyone is up and running to maximize BP gains, unhooks, heals, protection hits,etc, all of those count towards the Team BP pool. At the end of the match everyone gets a share of the Total BP pool and the player with the Most points in the End is the MVP and gets a set bonus of extra BP, this is to incentivize people to play as a Team.

If someone dies early then they get their share of teams Total BP until that moment. After that moment the share is only divided by 3 and so on with each kill.

For killer the rules also change, each interaction or killer actions is valued more than getting a sacrifice itself. This way a killer that goes through an entire match, kicks a ton of pallets, walls and gens and gets 8 hooks but no kills still can get rewarded more than simply getting 2 cheesy kills. The objective with these changes is to make the games more fun and more active for each side.

With Survivors having to play more as a Team to increase their gains not only do they need to stop being selfish but also the more likely the killer is to find multiple people, so spreading pain and suffering becomes easier aswell, which hopefully leads to less camping and lesss tunneling.

Now if Survivors spend more time helping each other then some Perks and items need adjustments, Prove Thyself, Toolboxes, Medkits, Hyperfocus, Boons would get revisions to not reward so much a single player and not have a gigantic benefit when stacked. I propose Hyperfocus only gains stacks if survivors heal another team mate. This means there's no more 1 man gen rushers. You actually have to earn the Stack by stopping what you were doing, find a teammate to heal and then hit the great skill check. This means survivors have to get together which means if the killer finds one they are more likely to find multiple survivors. This keeps Hyperfocus as a good Perk to have since the objective of these changes is to encourage teamplay but prevents 1 man gen rushing or 4 man gen rushing seperatly.

Regarding Camping and Tunneling, there's also a fix i would like to discuss.

Remove Hooks from the game and you can't Camp, it's an easy fix. So what replaces Hooks? Easy answer! Upon Downing a survivor the killer will now send the survivor directly to the Entity, the Entity will fedd on them and then Respawn the Survivor in a safe distant location to avoid Tunnelling. There i fixed both problems at once.

You stop survivors from dying off super early by either being camped, tunneling or wanting to get out, if you want to get out then DC or let the killer down you 3 times but honestly i don't see why you would want to do that, you're screwing yourself out of BP and your Team cause you're not giving good interactions to earn BP but the side bonus for the rest of Team is they share BP between 3 players only and someone gets to be MVP so someone can still get a decent sum of BP even if they're playing against a killer they don't like , like for example Nurse.

This new system prevents camping cause there's nothing to camp, which makes killer gameplay better, you can go off and pressure something very very quickly, survivors won't immediatly see themselves in a bad spot when they respawn.

For the survivor that is sent away to the Entity they get to see a new animation where the spider like things from the Entity come and hurt you and drain you. This animation will continue until the killer starts chase with someone new. So if the killers starts a chase right away this Survivor also Respawns faster. Killer is away dealing with someone so it's to bring back the survivor.

This helps alot against tunneling cause you have no idea where the survivor will spawn, which also helps against stream snipping survivors, the killer has to see where they spawned and go there which leaves the survivor with some time to relocate if they find themselves in this situation. Also they can still have access to perks like DS for example for the cases where a killer is dropping everything just to tunnel this one survivor. That behaviour from a killer should get punished. I fully understand tunnelling and camping is a matter of choice, it's human nature to choose the path of least resistance but screw you, i want better players, on both sides, i want better SoloQ players in my Team and i want better killers who don't tunnel or camp and actually make the game fun, scary BUT MOST OF ALL ENGAGING.

Some Perks will have to be adjusted yes.

This change to the Sacrifice system also means useless offerings like spawning hooks further away or closer stop existing which means MORE SPACE FOR ADD-ONS AND ITEMS in the Boodwebs.

And finally we need to seperate new comers from experienced players. Put new players in a seperate pool, make them play 5 or 10 matches between themselves before they are eligible for SoloQ or SWF, this way there's no Boosting via SWF and SoloQ gets players that aren't absolutly brand new with 0 perks and no builds that don't know who the killer is or where he is or what map they are in or where gens are, or what looping is. Protect the new players so that you can protect the experienced players aswell and have a higher player retention.

Give Custom matches Bots so Killers can learn how to play a new killer and their power and so Survivors can learn how to Loop, get some map knowledge and come inot SoloQ and SWF's knowing what to expect and what to do.

Your game is 6 years old and some of this stuff should be here since a long time ago but you're still on time to make DbD BETTER and make it last alot longer than 6 years.

So tell me what you guys think.

Comments

  • I'm at work ATM so I'm gonna go piece meal at random so forgive plz.

    Removing hooks entirely removes something they buy killers, time and pressure. They get at least 2 survivors off objectives. While it would remove camping and easy tunneling and for added bonus slugging if I'm reading right, killers NEED to pressure survivors in multiple ways.

    Adding new survivors is nice in concept but would be a pain for people looking to play with friends. I'd argue force the tutorial (and improve it) over forcing new players into matches

  • @Rulebreaker said:

    I'm at work ATM so I'm gonna go piece meal at random so forgive plz.

    Removing hooks entirely removes something they buy killers, time and pressure. They get at least 2 survivors off objectives. While it would remove camping and easy tunneling and for added bonus slugging if I'm reading right, killers NEED to pressure survivors in multiple ways.

    Adding new survivors is nice in concept but would be a pain for people looking to play with friends. I'd argue force the tutorial (and improve it) over forcing new players into matches

    You could still slug if you want to bait out someone coming for a rescue or if you enter a chase with someone who is on their last stage, in that scenario you keep the guy slugged and are free to chase to chase someone that can get sacrificed on down. Sending survivor away for the entity to feed on them is alot faster than picking up, risk losing the pick to a flashlight save or pallet stun, carry them to a Hook and hooking them. That's how you gain time and pressure. It's a faster process than carrying survivors to a hook and you're keeping the 3v1 aspect. That survivor still has to respawn and go somewhere useful. While the killer is already somewhere useful for him, already on another chase or pressuring a gen or doing both at once.

    I'm forcing new players into matches between themselves before they join the rest of experienced players. It keeps players who are already under MMR rules from getting matched with new players. Which prevents killers from bulllying new players and helps SoloQ survivors because they don't get complete new comers as teammates.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211187#Comment_3211187

    You could still slug if you want to bait out someone coming for a rescue or if you enter a chase with someone who is on their last stage, in that scenario you keep the guy slugged and are free to chase to chase someone that can get sacrificed on down. Sending survivor away for the entity to feed on them is alot faster than picking up, risk losing the pick to a flashlight save or pallet stun, carry them to a Hook and hooking them. That's how you gain time and pressure. It's a faster process than carrying survivors to a hook and you're keeping the 3v1 aspect. That survivor still has to respawn and go somewhere useful. While the killer is already somewhere useful for him, already on another chase or pressuring a gen or doing both at once.

    I'm forcing new players into matches between themselves before they join the rest of experienced players. It keeps players who are already under MMR rules from getting matched with new players. Which prevents killers from bulllying new players and helps SoloQ survivors because they don't get complete new comers as teammates.

    You specified as soon as they were downed, meaning slugs won't exist.

    Psa still at work and low battery so will continue later

  • @Rulebreaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211237#Comment_3211237

    You specified as soon as they were downed, meaning slugs won't exist.

    Psa still at work and low battery so will continue later

    I didnt say as soon as they are down, you can definetly still slug i'm only replacing the whole process of picking someone up and carrying them to somewhere. It will work basicly like pyramid head when he cages a survivor, he does little animation and survivor goes away.

  • Now that i have time to disect~....

    Fixing the survivors score as a team is something id advocate for but I dont think it would stop selfish plays much as the ones actually doing the work will be gaining bloodpoints for said selfish teammate. Sure it would stop everyone from being selfish as nothing would get done, but it comes with people who do nothing getting more bp than they should (or deserve may be the correct term). That said adding an MVP who gets a bonus would be very nice in our eyes.

    As a side note, im pritty sure someone suggested something along shared bp along while ago but got shot down for similar reasons (if my choppy memory serves right).

    For the killer change, im not sure its good as a whole as the 2 cheesey kills only really matter to the current mmr or player's satisfaction. I know I and a good few others can enjoy a 8 hook no kill game as long as it was ya know...a good game. The usual ones who camp and tunnel are:

    A: The ones who do it for fun (the usual ones)

    B: The ones desperate to turn the match/ secure a kill, either from altruism to them being the only survivor they can find. (Which your change would stop them from being found again immediately)

    @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211187#Comment_3211187

    You could still slug if you want to bait out someone coming for a rescue or if you enter a chase with someone who is on their last stage, in that scenario you keep the guy slugged and are free to chase to chase someone that can get sacrificed on down. Sending survivor away for the entity to feed on them is alot faster than picking up, risk losing the pick to a flashlight save or pallet stun, carry them to a Hook and hooking them. That's how you gain time and pressure. It's a faster process than carrying survivors to a hook and you're keeping the 3v1 aspect. That survivor still has to respawn and go somewhere useful. While the killer is already somewhere useful for him, already on another chase or pressuring a gen or doing both at once.

    I'm forcing new players into matches between themselves before they join the rest of experienced players. It keeps players who are already under MMR rules from getting matched with new players. Which prevents killers from bulllying new players and helps SoloQ survivors because they don't get complete new comers as teammates.

    As you've corrected saying slugs would still exist, how exactly would we be feeding the spider? (we were under the assumption that its akin to PH's cages) If the killer has to carry the survivor to some kinda portal/hellbeast all well and good but the problem remains that this lessens the pressure a normal hook grants as only 1 survivor is temporarily out of play instead of 2-4. With said upcoming basekit unbreakabil slugging may not force other survivors off those gens they love. It also is a buff for survivors at the end as hellbeast/portals may spawn them close to an opened door. Im all for anti camp (im neutral to tunneling) but killers need options that wont obviously screw them over. (Just to be a nit picker but this wouldnt do a think to streamsnipers though as they are watching the screen....)

    Im gona skip perk chages cause thats all over the forums. Im also gona skip the new player ideas cause thats to much a "to each his own" deal.

    More types of items would be nice and BHVR are working on having bots to train against. (Im guessing about a yr or 2 but im pessimistic)

    We can allow ourselves abit of hope that the devs will make things better for the whole community but everything needs to be thought through from both sides thoroughly (admittedly im speaking for their upcoming idea so apologies for the deviation)

    Damn thats alota words~

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211339#Comment_3211339

    I didnt say as soon as they are down, you can definetly still slug i'm only replacing the whole process of picking someone up and carrying them to somewhere. It will work basicly like pyramid head when he cages a survivor, he does little animation and survivor goes away.

    Replacing that and you make trying to save that poor sod on the floor obsolete along with various perks.

  • @Rulebreaker said:

    Now that i have time to disect~....

    Fixing the survivors score as a team is something id advocate for but I dont think it would stop selfish plays much as the ones actually doing the work will be gaining bloodpoints for said selfish teammate. Sure it would stop everyone from being selfish as nothing would get done, but it comes with people who do nothing getting more bp than they should (or deserve may be the correct term). That said adding an MVP who gets a bonus would be very nice in our eyes.

    As a side note, im pritty sure someone suggested something along shared bp along while ago but got shot down for similar reasons (if my choppy memory serves right).

    For the killer change, im not sure its good as a whole as the 2 cheesey kills only really matter to the current mmr or player's satisfaction. I know I and a good few others can enjoy a 8 hook no kill game as long as it was ya know...a good game. The usual ones who camp and tunnel are:

    A: The ones who do it for fun (the usual ones)

    B: The ones desperate to turn the match/ secure a kill, either from altruism to them being the only survivor they can find. (Which your change would stop them from being found again immediately)

    https://forum.deadbydaylight.com/en/discussion/comment/3211237#Comment_3211237

    As you've corrected saying slugs would still exist, how exactly would we be feeding the spider? (we were under the assumption that its akin to PH's cages) If the killer has to carry the survivor to some kinda portal/hellbeast all well and good but the problem remains that this lessens the pressure a normal hook grants as only 1 survivor is temporarily out of play instead of 2-4. With said upcoming basekit unbreakabil slugging may not force other survivors off those gens they love. It also is a buff for survivors at the end as hellbeast/portals may spawn them close to an opened door. Im all for anti camp (im neutral to tunneling) but killers need options that wont obviously screw them over. (Just to be a nit picker but this wouldnt do a think to streamsnipers though as they are watching the screen....)

    Im gona skip perk chages cause thats all over the forums. Im also gona skip the new player ideas cause thats to much a "to each his own" deal.

    More types of items would be nice and BHVR are working on having bots to train against. (Im guessing about a yr or 2 but im pessimistic)

    We can allow ourselves abit of hope that the devs will make things better for the whole community but everything needs to be thought through from both sides thoroughly (admittedly im speaking for their upcoming idea so apologies for the deviation)

    Damn thats alota words~

    It would work exactly like PH cages. You start a simple fast animation, no need to carry one anywhere.

    You simply just send them away with a quick animation and on you go pressuring a gen and finding someone else to chase. Until you start a new chase the game is a 3v1. That's slowdown and pressure and since Survivors are "forced" to team play that means that when you find one of them you're more likely to find 2 or even the 3 so you can disrupt them all at once. If you disrupt all 3 then they'll have to relocate, the Respawning survivor comes in and has to find their teammates aswell. And you're still not factoring in Killer Perks, so once you start factoring those in, you've got plenty of pressure.

    You're not getting pressure from hooks unless you get 2 hooks on someone, you really only get pressure from hooks after they've reached stage 2, that's where they can die and thats pressure, or you're camping 1 hook, if you're camping 1 hook then there's no gen pressure just that survivor, you're just getting 1 guy out asap. To make it a 3v1. So what's the faster process to get a 3v1 and still be pressuring the Map? The current system or my idea?

    As for Slugging and Base UB. I can't account for Base UB since we don't know what that will look like when it comes to Live IF AND WHEN it comes to Live. If both were to coexist and i think they would work pretty much as they do now or in the PTB. IT's a matter of you risking slugging to save time or hooking or sending them away PH style.

    YOu won't have to worry about Base UB if you're Hooking or if you send them away. EIther way the best solution will always be, make it a 3v1 asap, get a hook or send someone away, to then make it a 2v1, slug the next guy, the respawn survivor comes in and you're back to 3v1 but not really cause you got a slug so you can either use that time to get another slug and make the game progress into FInal Standing Survivor or hook/send one of them away and keep the game a 2v1 for as long as possible in search for the Final Standing survivor situation where you could win and skip the process.

  • At work again on phone so bear with me plz

    If it works like PH cages then trying for pallet saves, blind saves, body blocks, power struggle, sabotage would be gone and something would need to replace that as survivors have minimal to do as is.

    I have absolutely no idea how you honestly think having a survivor on hook doesn't generate pressure. That's 1 survivor not doing anything for their team and (hopefully) at least another going for the unhook soon. If they leave the survivor on the hook then they're down another hook state and easier to permanently remove them from the trial. And to answer your question, the current system as you know where your tunnel target is when unhooked. (Admittedly this is a matter of opinions)

    I agree that neither of us can account for whatever behavior plans but as stated above, PH style removes survivor saves (glory to the cages) which have saved me alot of times and as before, endgame teleports could simply teleport the survivor to an opened door.

    As for the final paragraph, can you please elaborate Abit more clearly for me as how I'm reading it is confusing for us on what point needs dissected