Replace M1 Simulator With a New Minigame! Come Share Your Ideas!
Dead by Daylight was released in 2016. A game featuring four Survivors and one Killer. The objective of the Killer is to stop the Survivors from completing the generators and escaping by any means necessary and using a wide array of abilities. The Survivors must repair all of the generators.
This is one of the few threads I'm going to be uploading talking about updating the game's old features to something more engaging. In this thread, we'll talk about skill-checks.
As a Survivor, most interactions will require you to hold down the action button(M1, most commonly) until the bar is completely filled, thus completing the interaction. Occasionally, you must quickly react to hit the skill-check to prevent your action from being set back and alerting the Killer. This feature has been in the game since its release and has always been... quite boring for the Survivors. Not only that, but it is very easy and poses no challenge to most players. It needs updating, a rework.
My idea for changing interactions. Some may stay the same, such as unhooking, cleansing a sickness, etc. But here are a few ideas for just some of the interactions. One last thing before I begin: I want you, the reader, to post your ideas down below. This is a discussion, after all.
---
Skill Checks
A short detail I should add before I start. Skill checks will stay, but will become more of an attention-grabber to Survivors. When a Survivor receives a skill-check, rather than it appearing in the middle of their screen as normal, it will appear on whatever object they are interacting with, thereby forcing them to look at what they're doing to see the skill check. This makes it so that skill checks have a more fitting role in making sure that survivors are paying attention instead of just holding down the action button.
Generators
This is an incomplete idea of mine. While repairing generators, instead of holding down the button, you simply press it to begin repairs. Upon beginning to repair the generator, the Survivor will always instantly receive a skill-check immediately. If this skill-check is succeeded, then repair progress will begin to increase. If not, then the generator will explode and the Survivor will be knocked off of the generator and must try again. Failed skill-checks cause more generator regression than failing the minigame below. Skill-check success zones become smaller the more progress has been made.
While repairing the generator, survivors will receive a minigame where there are eight bars balancing along a straight horizontal line. These bars slowly move off of the line as repairs continue. The survivor must navigate these bars back to the center of the line to prevent them from straying from the center line. If any of the bars move too far from the center line, then it will flash red for a moment before causing the generator to explode and regress. Failing the minigame this way will cause the generator to passively regress as if the Killer had damaged it. Interacting with the generator after a failure or when the Killer damages it will automatically have whichever bar that had gone too far still in place and flashing red. No generator progress will be made until the bar is moved back onto the track. As usual, during repairs, a skill-check will occasionally appear.
Also, generators will take longer to repair alone.
Lastly, the Killer can use offerings to increase how many bars will be in the minigame. Perks and add-ons will also affect how many bars there will be, the speed in which they move, and how big they are.
Totems
Hex and dull totems will not have any skill-checks as usual, but it does require the player to focus and do more than hold down a button. When cleansing a totem, the player must hold down the action button to complete the action. The minigame for totems will have the player take part in a game of herding. A circular 2D arena will be placed on the Survivor's screen and there will be a cluster of hex energy(I don't know what to call it) that will hover around the arena. The Survivor takes control of a circular cage and must keep the clump within its boundaries as it hovers around. As progress is made, the cage shrinks in size, making it more difficult to contain the energy. If even a little bit of energy is out of the boundary, then no progress will be made.
Hex: Thrill of the Hunt will create an additional effect. Not only will it take longer to cleanse the totem, but it will shrink the Survivors' field of view moderately and will cause two clusters to appear and bounce around the arena. In return, the Survivor must control TWO cages: one using their primary controls(WASD/Left-Stick); and another with their camera controls(Mouse/Right-Stick). This makes totems extremely dangerous, especially against stealthy Killers.
Jigsaw Boxes
This last one may be a bit disappointing, but all I have for you is an idea. Jigsaw boxes will first always inflict Survivors with the Oblivious status effect, just for a quick adjustment. Okay, so now for the real thing. The Jigsaw Box will have a more difficult variant of any minigame in the game chosen at random to be presented to the Survivor interacting with it, such as the generator or totem minigames. Additionally, the Killer may equip add-ons to present Survivors with unique mini-games that are also even harder than the previous. All of that, while also receiving a barrage of skill-checks that inhibit their progress further.
---
That's about all I've got for you. I'm looking forward to hearing your ideas! This is an odd subject, so let's keep this judge-free, alright?
Some interactions that I haven't mentioned that you could work with: healing, chests, sabotage, opening exit gates disarming traps, snapping out of it, waking up, mending, sealing portals, and cleansing a sickness.
Thanks for reading!
Comments
Thanks a lot! I really hope that they make a change sooner or later.