What features would you like in this game? And what would be the potential to develop within?

Make your own features, mechanics, and potential that could help the game be more fun and interactive.

Comments

  • up u_u isn't there anyone who thought an idea to bring in this game?

  • -Pre patch Legion activating

    -Buffing every killer so much, until the majority of their playerbase likes to play them in high ranks.

    -Rework of survivors: Every survivor would be ending up as unique, how killers it are already today. Aka. Some of them would run faster, others would be better at repairing, others in killer spotting and so on. Of course also with drawbacks, so that they not ending up being op (example: that the runner classes are very bad at repairing and so on).

    -New gamemods in parts. Escaping is a very great gamemode imo, but they could mix that gamemod a bit up with minor objectives in the maps and maybe also larger maps.

    -After they would have that balanced out (something that would be a really big piece of work), maybe small event matches. Where the best killers hunt the best survivors with some unique outfits as price, or maybe also money (prices then only for the 3 best of each category).

    That would it for me.

  • Buffing every killer so much, until the majority of their playerbase don't need to work for a kill anymore.

    ^ Fixed it for you @Talmeer

  • @My_Farewell said:

    Buffing every killer so much, until the majority of their playerbase don't need to work for a kill anymore.

    ^ Fixed it for you @Talmeer

    That was not my intention, but I guess some survivors would not like to see fair games for everyone.

    Not that I would care about that :). If someone has something against that thought, it is the problem of that person.

  • i thought of making more hiding spots with diferent advantages and disadvantages like:

    if found in this you do not get grabbed(get hit instead),your aura can be read, youre not completely hidden

    or:

    fast-getting in this doesnt make noise, your breathing is a bit louder in it...etc you get it

  • @CoffengMin said:

    i thought of making more hiding spots with diferent advantages and disadvantages like:

    if found in this you do not get grabbed(get hit instead),your aura can be read, youre not completely hidden

    or:

    fast-getting in this doesnt make noise, your breathing is a bit louder in it...etc you get it

    Sounds also interesting.

  • Punishment for DC's would be nice..

  • I would say 2v8, but that idea has went down the drain.

    Maybe like an april fools joke killer who is the most bland M1 killer in existence, and doesn't even have a power. He will be free because april fools.

    Another fun thing would be that all of a suddent the role of killer and survivor switches for a day. Like Trapper, Nea and all of those killers are survivors for a day, and survivors like Dwight and Meg are killers for the day. Would just be a fun meme.


    But I doubt the devs will go silly on us, even though it would be hilarious.

  • @Talmeer said:

    -Pre patch Legion activating

    -Buffing every killer so much, until the majority of their playerbase likes to play them in high ranks.

    -Rework of survivors: Every survivor would be ending up as unique, how killers it are already today. Aka. Some of them would run faster, others would be better at repairing, others in killer spotting and so on. Of course also with drawbacks, so that they not ending up being op (example: that the runner classes are very bad at repairing and so on).

    -New gamemods in parts. Escaping is a very great gamemode imo, but they could mix that gamemod a bit up with minor objectives in the maps and maybe also larger maps.

    -After they would have that balanced out (something that would be a really big piece of work), maybe small event matches. Where the best killers hunt the best survivors with some unique outfits as price, or maybe also money (prices then only for the 3 best of each category).

    That would it for me.

    So survivors become like the ones in Identity V.

  • Sorry, I don't know Identity V, but I have read about it on https://identityv.gamepedia.com and fly there above some articles.

    To your question @DoomOrb : Well, not exactly, but it sounds like a bit similar to them. A difference should be there, but that could something for further discussions, if that idea ever gets picked up by the devs.

  • All i would wanna ask for to be added is higher console sensitivity that's all 😥

  • @My_Farewell said:

    New game modes.

    spread ur ideas :D im curious!

  • @Raptorrotas said:

    For a long time I've had this concept in the back of my head which I'd like to hear some opinions about.

    I want to make it more dangerous for survivors if the killer attacks them during an action. As it stands of today, unless you can grab them, they can for example keep breaking a totem and then still zoom away with the after hit sprint, especially if the reliable grab bugs out.

    What I propose are simplified mini stuns or changed animations resulting in less hit sprint. While it'd be easy to simply slow the survivor down, the animations itself should be changed to give the survivor and killer more feedback as to what happened.

    Most survivor actions can be split up in in multiple segments in their sequence; take "grabbing window, jumping/climbing over it and landing" for window vaults. Getting hit during such a segment could result in every following segment be replaced by a differently animated one. Instead of "grabbing window, jumping, landing" we would get "grabbing window, getting hit, botched jump making the survivor fall, getting up again"

    For continous action like repair, sabotage, cleansing or healing there should be a small "getting hit" animation similiar to failed skillchecks that either completely stops the interaction or pauses the progress like the one from failed skillchecks. While i personally am for extending the timeframe for grabs or such interruptions for a short moment after the survivors stop those interactions, it might be too much.

    Obviously this would need a lot of work for the animation team, as they'd need to create a lot of different segment for each possible sequence. It also depends in how many segments each action would be split into, as it'd be more accurate to have more segments.

    As somewhat equivalent exchange on the killer side, this concept would also apply to pallet stun saves, flashlight saves or interrupting the killer during the hooking animation (although the last is questionable at best)

    Tl;dr
    • Replace the rest of a vault animation by a slower version after getting hit.
    • Mini stun survivors with "getting hit" animation during continous actions, similiar to failed skillchecks (repair, sabotage, cleanse, search
    • Add animation for such occurences.

    Concept for punishing survivors for getting hit mid animation.