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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432273#Comment_3432273
How is it guaranteed if killer can find you? It's not like the gates open automatically as soon as the last survivor moves in their vicinity. Survivor has to strategize some. If killer finds them it's gg, if killer cannot find them then survivors can leave. RNG can be extremely unfair. Such as Hatch spawning under the Killers fit. When did the survivor get the chance to look for hatch in that scenario? Survivor needs time to open Exit Gates though, it's not instant, so killer can usually make it in time.
The Killer doesn't have the chance to look for Hatch if it spawns underneath the Survivor either. And when it doesn't spawn underneath either of them they both have the chance to run around looking for it, hell, if the Survivor is Healthy they can take a hit and leverage a speed boost too.
The problem with your suggestion is that if the Switch is too hidden and too separated from the other switch, running back and forth between them is always a losing game, especially if the Survivor leverages the grace period of the Light not showing to take a "mulligan" at committing to the switch if they start hearing the Terror radius return.
And if the Killer commits to scouring an area to look for the Survivor at a switch they can't know the Survivor is at, you've just made it a 50/50. Which is kinda unwarranted given the Survivor already failed to work as a team with others to open the Exit Gates, and failed to find The Hatch.
It's a messy scenario, but I think it works as it is.
If you wanted to make it more "high-stakes" with guaranteed "good spawns" of gates, I'd say that the Survivor should have Killer Instinct applied on them for 6s after The Hatch is closed. So the Killer now knows where you are, and it's up to you to successfully hide from then on, instead of at base having a 50/50 on opening an Exit Gate.
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Or let The Killer Delve into The Hatch for bonus BP ("Match Result: UNKNOWN", walking through black Fog), and The Survivor subsequently being Killed by The Entity.
Treat The Hatch more like a neutral event, a drain. If the Survivor finds it, they enter and the Trial ends. If the Killer finds it, they enter and the Trial ends.
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In this case the only way it's hopeless is if you're the last Survivor alive. In that case there's Hatch. If Hatch has been closed... Well I don't think a third chance needs to be guaranteed, especially with no effort on the recipients part.
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@Milo said:
We will get our questions... in a week. For now we should just chill.
They literally asked for feedback/questions? And as far as I'm aware it wasn't explicitly stated the Anti-Camping mechanic would be in the upcoming PTB, just later this year.
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Both games include mindgames and attempting to outwit your opponents, in addition to tracking them in the first place.
DBD has enough years and players to have entrenched knowledge of optimal ways to play though, in addition to the optimal way to play also kinda removing a lot of the capability for mindgames unless dedicating your Perks to it (immediate Tunneling out of a Survivor), with sub strategies whose counter-argument is "don't play any mindgames and M1" (Camping).
Deceive Inc. is new and fresh, so the meta is still being defined. But from what I can tell they'll eventually have to address scavenging battles (hearing gunshots and then scouring the zone for the victor to pop them while their low), how inconsequential being obvious at the start is given there's no insta-kills but relatively easy disengage tools, and how the main gameplay loop more or less needs a sacrificial lamb to grab the objective to then be subsequently bodied by the people who were waiting outside.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430662#Comment_3430662
The problem is that you cannot just compare those two because they are not even compareable in the game without any hearing issues.
Terror Radius is not directional while Survivor sounds are directional (which is logical, since they are emitted by the Survivor itself). So if you would get directional queues where a Survivor is, it would be a huge buff and every Killer player would just turn it on instantly, because they get a clear indicator of the exact position of the Survivor.
Sadly I dont think that it is really possible to give Killers such a accessibility feature, except it is either really useless or OP.
Could give a faint border glow to a screen edge based on the quadrant a sound comes from (Ignoring the up/down of the camera, and instead focusing on the orientation of the character model), the intensity and opacity of the glow dependent on how loud the sound is, based on distance and a hardcoded max value.
Could make it dark fog instead of a glow. Akin to The Entity "Whispering" being visible, pointing towards something.
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Camping:
- Indirectly buffs Killer early-game and Mobility Killers - by moving the Survivor away from where they were hooked into other Patrol paths, reducing the overall opportunity cost of camping and proxy camping if they stumble across the Hook.
- Like Pyramid Head Cages, the spawning mechanics will likely be figured out, and will be utilized in strategy.
Tunneling:
- For a new Survivor, a Conspicuous action, a buff disappearing on an action they didn't perform, time-based yes/no application of another buff they didn't choose to control, all of which are basically information overload due to needing knowledge on unknown systems rather than the environment explaining the situation. There is too much "Tell" and not enough "Show". I at least like your camping suggestion where you move the Survivor, rather than adding passive debuffs/buffs to players.
- If the Survivor gets unhooked safely and the Killer wasn't camping, and for whatever reason they both come across one another while the Survivor still has V1 Endurance up, the Killer is punished for the Survivors unfortunate circumstance. That doesn't mesh well with asymmetric gameplay, nor the theme of the game.
I find the camping suggestion interesting, but abuseable (to the point of making camping/proxy-camping stronger than it is currently). Though I think your tunneling suggestion is overly complex, and probably isn't necessary.
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Not gonna lie, It'll be nice to have content to chew over the weekend, instead of over the week. ('Course in terms of conceptual content, pushing software updates on Fridays more or less will always mean that damage control needs to be ready over the weekend, which kinda kills their weekend if they work normal M-F)
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This is… Hmm… Will need to wait and see how his character is integrated into the game.
Bruce Campbell has the Ashley Williams persona as cover. If it’s straight up Nic Cage? Hmm.
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Sure.
But from a meta perspective I think DBD could carve its own path with requiring Survivors to take effort in communicating via third party tools for distinct dialogue.
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Are you interested in the DBD Lore expanded upon (How DBD interconnects itself)? Or interested in the facsimiles of characters put into new situations? (Which one takes precedence?)
Arguably one could be achieved simply by doing the same thing that BHVR does with DBD, extending cross-IP character integration. Such as The Trapper being added to Mortal Combat.
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You’ll care if it means on average players start using those builds every match allowing them to hyper-tunnel, hyper-repair, always escape chase, etc. And not because of skill either, but because of numerical assurances just dressed up nicely.
More emergent and varied gameplay (for all involved) is important, yes. But it’s easier to implement systems to facilitate that if you’ve got a balanced state to begin with.
Make a strong foundation, then build/iterate off of it. If new additions fail, you can still rebuild off that foundation with a lot less work than rebuilding everything.
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@gothbave said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426588#Comment_3426588
in cs go you can play with nvidia filter but untrusted that means you will face cheaters and a bad experience in general, but if you play trusted you can't use nvidia filters and reshade is bannable, in dbd it's not but it should, they can remove the ability to use it, the whole point is stretched resolution was remove for unfair advantages, filters are the same not as strong as stretched resolution was but still it is, cs go was just an example and doesn't have to do at all with my topic
I was curious if it was a general filter ban, or just an NVIDIA ban possible through the NVIDIA software performing a “handshake”. Meaning that it only effects NVIDIA filters, and no other filters.
Examples on how to perform what you’re requesting have *a lot* to do with your topic…
Also, given that CS:GO is maintained by Valve, they’ve shown themselves to be a very collaborative company.
Wonder if they’d call the two modes “The Void” and “Curated Memories”, if they ever decided to do it.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427668#Comment_3427668
They'd have to look at Breakdown as well. And as a bonus to killer, how about scourge hooks take 18-20 seconds?
Far as I'm aware Breakdown utilizes the same properties of a Sabo'ed Hook, just on different triggers, but yes (though I'd probably be surprised if I was able to look at the code).
Hmmm. No need to treat Scourge Hooks any differently, unless you introduce a Scourge Hook Perk that augments Scourge Hooks in such a way.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427192#Comment_3427192
I think this idea would be worth testing.
And if it only works on non-sabo’ed/consumed Hooks and the Survivor can be grabbed during the interaction, should prevent sabo-squad/emergent dead-zone abuse.
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A minimal occurrence, minimal impact event, like decaying Spirits husk with an item a Survivor may or may not have, doesn’t need the effort to keep/maintain in the game.
Your argument against Nurse’s interaction removal is now you can’t try to stop her from tunneling, again needing a specific item/Perk to counter tunneling and is a band-aid fix to that issue.
”It made sense for Wraith and Hag”, because tying niche Power interactions to bringing an item means there’s always going to be opportunity cost for *engaging gameplay* when not selecting a specific item. Instead bake that gameplay into the Power, you get a better average to balance around and Power interaction options are less dependent on item selection.
Make Zombies able to be Head-On’ed by default without the use of a Perk: Zombies now can be destroyed by a Pallet Drop, or a player can lure a zombie to a Locker, and perform a Rushed Exit to stun them.
Suppressing a Nurse blink via Flashlight seems like it’s was missed when removing the Lightburn stun.
Spirit being blinded out of her phase honestly seems like an oversight, I am also curious in what scenario that actually happens in.
Blinding Legion out of FF to my knowledge is only done in animation locks, and I don’t think that kind of meta-gameplay is good design.
If you want to add a chase disruptor tool, go ahead. But don’t make it unique to each and every Killers Power, instead target general chase mechanics all Killer use: sight/scratch marks/Aura read capabilities/Bloodlust.
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I'd support this if it wasn't simply copying the gameplay element of "crawl to a Survivor to get picked up" that already exists.
Instead, why not let Survivors "pick themselves up" with a special interaction at a Hook?
This special interaction being a distinct Action allows for independent balancing detached from existing systems.
Requiring the Survivor to be at a Hook to perform the "Persevere" Action gives the Killer an idea of where a Slug might be that they left lying around, an assumption that a slugged survivor might try to subvert too, instead crawling to another Survivor.
EG: A Dying Survivor can try to "Persevere" at a Hook, slowly climbing the base of The Hook over 16s, until standing in the Injured state.
Why such a short time? The Survivor first needs to crawl to a Hook, and the closer a Survivor is to a Hook, the closer the Killer would have been to simply Hooking them in the first place. So it serves as an incentive to not leave slugs near Hooks, while also allowing the Killer to assume a long time to "self-pickup" if a Survivor runs into a dead-zone.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426624#Comment_3426624
I think you're honestly the first person I've seen say this. On social media I've only ever seen people complain about how dirty and nasty the cosmetics look and how if they were cleaner they'd be so much better lol. Btw the blood and stuff is visible/noticeable in game
I can certainly see the appeal for cleaner cuts of outfits and designs.
Which works for games with a more cartoonish and simplistic design like Fortnite.
But DBD’s aesthetic is rooted more in horror, which is a more raw and primal concept, and relies a lot on atmosphere. Those Twitter complaints are proof that the designs feel a bit “uncomfortable”.
Its also not like Call of Duty where you can start releasing wild and zany skins near the end of a titles lifecycle because the next game is releasing shortly, effectively wiping the slate clean for a fresh coat of atmosphere and cashing in on the absurd factor.
DBD is one title, and any cosmetics released are going to stick around, so stick to an overarching theme to help cement your “brand”.
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Why not have it grant the full effects each time a gen is completed, but for a limited duration, and then permanently active during EGC?
Play around needing to utilize it/keep it in mind when in a chase and if it might pop.
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@Wilx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423889#Comment_3423889
I have to disagree. Camping and tunneling was huge before the gen regression perks were NERFed. I'm not saying there isn't a problem, but using gen speed as an excuse to tunnel and camp is bull. Most do it at 5 gens anyway. Maybe camping and tunneling has caused "gen rushing".
NGL I hopped onto DBD to play Killer for a few rounds and I swear it's the fastest I've ever seen someone(s) unhook someone after I've hooked them all 4 games in a row across two Killers (Pig/Executioner).
They learned quick after I circled back immediately, but c'mon, the hell.
I suppose part of may be a result of map size (Crotus/Ormond), and admittedly it's a very small sample size.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426610#Comment_3426610
Whatever is shown in the model preview pics is how they look in game.
In which case toss them down a few hills. There's a bit of dust and blood from what I can tell (not sure if that's translated in-game), but the outfits come across as way too... situationally sanitary. As though the character is ready for a photoshoot, instead of being caught off-guard, or in-the-moment.
I wouldn't be so picky about aesthetic if part of DBD's charm wasn't its aesthetic.
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Can't tell if they're supposed to be as picturesque as shown in the promo images or not. But keep to a dirtied aesthetic, like the person has been running for a while.
Apart from that, sure whatever. Not sure how the monetization for DBDMobile is, if it's leveraging gacha systems or not.
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The thing about "M1 Killers" is that their kit (Powers) should add enough to counteract pallets n'shite.
If you're not using their Kit, and instead literally just using basic attacks and nothing else, THAT should not be balanced towards (assuming Survivors bring Items and Perks) unless you introduce Perks that literally suppress a Power for a Generic Effect.
(EG: "Beast of Prey: Replaces your Power with a Toggle - Press the Power Button to suppress your terror radius after 2s, while your Terror radius is suppressed, gain additional Lunge range.
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Oh. To OP:
One is a Perk, the other is basegame.
making DS the ultimate anti-tunneling
Perkchoice isn't good design. -
@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426237#Comment_3426237
Sit right on top of the hook, surv gets unhooked, immediately smack them, absolutely zero things they can do. What's really a skill issue is thinking you deserve a pity kill after losing all the gens
I mean you could say that it's a skill issue thinking you're entitled to a second health-state upon immediately being unhooked because of poor decision making of other Survivors.
Just pull the Killer away from Hook like you're able to prevent survivors from splitting input on gens.
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@gothbave said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424724#Comment_3424724
you can't use nvidia filters, you can use it just if you play untrusted
That... Seems completely bypassable if it's tagged to nvidia tech. Is "trusted" a setting that requires invasive/controlling computer settings?
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425672#Comment_3425672
Killers being able to close exit gates? Only if gates opened instantly or it took killers as long to close them as it takes survivors to open.
Was thinking more that if the Killer closes an Exit Gate, The Hatch opens permanently. Gate Close animation would be a bit lengthy (and lock the Killer into it) to make babysitting a switch as Killer (if both Killer/Survivor reach it the same time) give Survivors a window to move around the Killer, if they commit to closing the Gate instead of addressing the nearby Survivors. Then the remaining Survivors would have Hatch to find, no stationary unlock needed, but would need to spend time finding it while being able to move.
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As much as I agree, given that I think the EGC should focus on creating tension, ultimately the base BT making unhooks safer at the end prevents Killers from padding their Killrate and getting MMR boosted to the point where they continually burn out.
Though it absolutely does feel like a free escape during the EGC given you can’t really chase other survivors due to on-hit speed making it safe for them to proxy hook with the Exit Gate being a get out of jail free card.
Still wish they’d let the Killer close Open Exit Gates.
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Yes.
Hell one of their anniversary streams had a psychologist talking about the game.
Makes sense to better understand your audience, especially if you want to try and curate a better horror atmosphere.
But it also seems they’ve gotten more into trying to understand how to better monetize player behavior too.
These are some results from the search “behavior interactive Canada research”
https://www.cgmagonline.com/news/dead-by-daylight-community-1-5-million/
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424965#Comment_3424965
Think of it like an emotion, the idea of fear incarnate. The more pain/suffering/unease felt by someone or caused by something, the more The Entity's presence encroaches. But it isn't ever-present in worlds outside The Realm, as it can't freely move between realities outside of its own.
Again, the entity has been explicitly described as chosing and bargaining, and capable of torture and knowing when it's broken it's target. It is capable of thought.
For Whispers and the like, that's a consciousness embracing The Entity's Power (Auric Energy), being flooded with diluted memories, nonsensical thoughts/sounds/voices.
This is the Entity's voice directly. The tutorial makes note of this, and correlates the perk Whispers and the Entity talking.
And IMO that "Entity" is the "Mad Architect". The Observer (one of the many) quite literally gone off the deep end in search for entertainment, horror, power, further delving into the workings of his Auris and The Tower.
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@sizzlingmario4 said:
There isn't meant to be anything to counter Killer Instinct because that's the entire point of it. It's exclusive to killer powers and should stay that way, likewise it should remain uncounterable. Certain killers' powers are built around its presence.
Still think that it should be suppressed if a Survivor is in a Locker.
Legion seeing Survivors in a Locker kinda really just throws new Survivors for a loop, and is pointless against experienced Survivors.
And then that adds something to pivot around when designing new Perks/Powers.
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424774#Comment_3424774
Isn't it possible that Auric Energy/Cells is "memorystuff", after being "digested" by The Entity? Auric Energy being how it's interpreted by external consciousnesses?
Auric cells are matter that responds to memories, not memories that have been digested. It's been stated a few times before that those that understand what Auric Cells are and how they work are able to wrestle control from the entity and form them into what they want instead of the entity. It's how some of the more prominent lore figures inside the entity's realm were able to hide away from a time, using the Entity's auric cells against it to conceal themselves and make themselves comfortable. Eventually though, the Entity either finds a way to get to them, or decides to allow them to exist as they please (As was the blight's case when they initially entered the realms, before becoming a killer)
I don't think The Entity is intelligent in any manner that we understand (Or perhaps even accept as being intelligent). It's less of a "being" and more of a "force of nature". It feeds off of and draws in memories/consciousnesses of things that cause fear, and is simply draw to potent memories/characters relating to that emotion.
But it doesn't think. Think of it like a Black Hole.
The entity is intelligent and does think, how else would it know who to target to bring into the realm and how to torture and/or bargain? And is even capable of very rudimentary conversation, the whispers that you hear when using the perk Whispers, affected by Madness, or when using corrupt purge as the plague, are the entity's voice, incomprehensible, but still talking.
Everything gets tossed into The Void, where loose memories are diluted into Auric Energy, including inaccurate ones. (These very same memories turned Auric Energy is what fuel the "Realms" created by the consciousnesses dumped into The Void, on their own tiny little islands)
Admittedly I might have missed some lore tidbit, but the void is more of a trashbin than anything, where the husks of survivors with no hope anymore, or killers the entity was unable to convert go to. Only 2 beings have been to the void; Blight, who was allowed to by the Entity, and Vigo, who had made his own way there I think.
Honestly, thinking on it, the amount of times the Entity has allowed someone to wander the realms as they want makes me wonder if it's curious about itself, meaning even the entity doesnt exactly know how the entity works.
Oh, but if you are looking for "Intent" on bad things or targeted occurrences:
It's how some of the more prominent lore figures inside the entity's realm were able to hide away from a time, using the Entity's auric cells against it to conceal themselves and make themselves comfortable.
Not everyone is good, and in DBD's lore there's a cult around The Entity.
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424774#Comment_3424774
Isn't it possible that Auric Energy/Cells is "memorystuff", after being "digested" by The Entity? Auric Energy being how it's interpreted by external consciousnesses?
Auric cells are matter that responds to memories, not memories that have been digested. It's been stated a few times before that those that understand what Auric Cells are and how they work are able to wrestle control from the entity and form them into what they want instead of the entity. It's how some of the more prominent lore figures inside the entity's realm were able to hide away from a time, using the Entity's auric cells against it to conceal themselves and make themselves comfortable. Eventually though, the Entity either finds a way to get to them, or decides to allow them to exist as they please (As was the blight's case when they initially entered the realms, before becoming a killer)
I don't think The Entity is intelligent in any manner that we understand (Or perhaps even accept as being intelligent). It's less of a "being" and more of a "force of nature". It feeds off of and draws in memories/consciousnesses of things that cause fear, and is simply draw to potent memories/characters relating to that emotion.
But it doesn't think. Think of it like a Black Hole.
The entity is intelligent and does think, how else would it know who to target to bring into the realm and how to torture and/or bargain? And is even capable of very rudimentary conversation, the whispers that you hear when using the perk Whispers, affected by Madness, or when using corrupt purge as the plague, are the entity's voice, incomprehensible, but still talking.
Everything gets tossed into The Void, where loose memories are diluted into Auric Energy, including inaccurate ones. (These very same memories turned Auric Energy is what fuel the "Realms" created by the consciousnesses dumped into The Void, on their own tiny little islands)
Admittedly I might have missed some lore tidbit, but the void is more of a trashbin than anything, where the husks of survivors with no hope anymore, or killers the entity was unable to convert go to. Only 2 beings have been to the void; Blight, who was allowed to by the Entity, and Vigo, who had made his own way there I think.
Honestly, thinking on it, the amount of times the Entity has allowed someone to wander the realms as they want makes me wonder if it's curious about itself, meaning even the entity doesnt exactly know how the entity works.
Auric cells are matter that responds to memories, not memories that have been digested. It's been stated a few times before that those that understand what Auric Cells are and how they work are able to wrestle control from the entity and form them into what they want instead of the entity. It's how some of the more prominent lore figures inside the entity's realm were able to hide away from a time, using the Entity's auric cells against it to conceal themselves and make themselves comfortable. Eventually though, the Entity either finds a way to get to them, or decides to allow them to exist as they please (As was the blight's case when they initially entered the realms, before becoming a killer)
IRL we still don't know what the smallest building blocks of matter are made up of, just that it's made up of energy. So that still leaves room for DBD's Lore to have it's Auric Energy be sourced from "digested thoughtstuff", which is the angle I'm going for.
Also the fun thing about making oneself comfortable in The Realm is that's just one more thing to fear losing! And in this case bad thoughts might literally be coming to get you. The noise you thought you heard, now is a noise you hear.
The entity is intelligent and does think, how else would it know who to target to bring into the realm
Think of it like an emotion, the idea of fear incarnate. The more pain/suffering/unease felt by someone or caused by something, the more The Entity's presence encroaches. But it isn't ever-present in worlds outside The Realm, as it can't freely move between realities outside of its own.
and how to torture and/or bargain? And is even capable of very rudimentary conversation, the whispers that you hear when using the perk Whispers, affected by Madness, or when using corrupt purge as the plague, are the entity's voice, incomprehensible, but still talking.
Memories made "reality", and memories that essentially lead to self-fulfilling prophecies by the consciousnesses that think up "what-ifs" of their current situation. Keeping in mind of course that the most "energy-efficient option" is a memory that induces fear, as that's what The Entity is all about.
For Whispers and the like, that's a consciousness embracing The Entity's Power (Auric Energy), being flooded with diluted memories, nonsensical thoughts/sounds/voices.
Admittedly I might have missed some lore tidbit, but the void is more of a trashbin than anything, where the husks of survivors with no hope anymore, or killers the entity was unable to convert go to. Only 2 beings have been to the void; Blight, who was allowed to by the Entity, and Vigo, who had made his own way there I think.
It is a trashbin, where everything that has been "processed" goes.
I don't think it's fully fleshed out, story-wise (but I am unsure). So I'm going with it essentially where everything The Entity "processes" goes, and is essentially, to our eyes, nothing but endless fog, albeit this also being the place with the most amount of Auric Energy, and as a result this is also where all Auric constructs get created.
I don't think of it like layers, more like a galaxy, where space is Auric Energy/Fog/Void and the "stars" are memories that consciousnesses are able to see/have created through their own memories.
For The Blight? In my opinion he's a consciousness that was "processed" by The Entity over time , diluting himself into Auric Energy by injecting himself with his Serum. Eventually by happenstance his consciousness partially reformed in The Void under the singular pursuit of the memory of a flower, and coagulating into what we know as The Blight.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422988#Comment_3422988
This is from a worldbuilding standpoint that doesn't require the writers to shoehorn themselves into a box with having a human mind controlling every facet of the Trials (and said logic of why/how are the Trials constructed), and can allow for more explorative writing down the road.
Except it's already been established that the trials themselves and everything in it other than the Killers & Survivors that The Entity has captured are created and controlled by The Entity itself, along with everything else in The Fog aka The Entity's Realm.
The Entity is a "Horror Dimension Eldritch Being", where it's quite literally the idea of fear, if it weren't just an emotion. It's alive and exists because fear as a concept exists. Existing outside of, but connected to, all other realities that share fear as a concept, being fed Auric Energy by simply being in the presence of negative emotions.
The Entity's dimension, The Realm is itself another reality, infinite in size. However, instead of physical matter, it consists of memories. Memories of how physics works, memories of what a car looks like, memories of what a Generator does, etc. The Trials themselves are memories of locations held by Killers/Survivors, etc.
Given the above, the Trials being so "regulated" doesn't make sense.
While it's possible for memories to manifest through thought in The Fog, the assumption that The Fog consist only of memories is incorrect, outside of Killers & Survivors who are trapped in The Fog along with the Fog Creatures created by the Entity itself, The Fog actually consist purely of Auric Cells only.
The Entity picks and chooses what does what when it looks at a memory of an area and thinks "this would work as a trial ground" but it does not understand why a house needs to look like a house, hence why we had stuff like old haddonfield houses. You can think of The Entity like an AI that generates content, it can create stuff out from what it interprets it as, but it doesn't truly understand what it's creating, which is why some stuff is so off.
So therefore, it makes perfect sense for the trials to be regulated. If The Entity wanted to outright KILL the Survivors, it wouldnt make it fair at all. but it needs everyone to be kept in an emotional state at all times in order to extract as much Sustenance as it can from both Killers and Survivors.
Which is why the trials are regulated. why pallets exist, the exit gates, etc.
Besides, The Fog and everything within it including the trials as well as all Fog Creatures and the insects and animals like Rats & Crows are all part of The Entity itself since they're all extensions of it, so why wouldn't it control every part of how the trials looks and functions when it's already in full control of it all? (Excluding Survivors and Killers.)
You can say that the Trials we play are merely a unique selected subset of all the goings on in the Entity's Realm.
You could also say that the Trials we play are guided by a "Mad Architect" intent on bending the Realm of the Entity for some unknown purpose.
You could also say it's both.
I can't really say the trials have anything to do with any Mad Architect because there doesn't exist one canonically, unless you're thinking of The Mad Designer aka Jezabel who gets mentioned every now and then in the tomes, however she has nothing to do with the trials themselves and are more about drawings, sketches and journals about scenes from other realities or about future events yet to happen.
Perhaps you've looked at the Mad Designer and mistaken them for something like a Mad Architect.
Except it's already been established that the trials themselves and everything in it other than the Killers & Survivors that The Entity has captured are created and controlled by The Entity itself, along with everything else in The Fog aka The Entity's Realm.
Yep
While it's possible for memories to manifest through thought in The Fog, the assumption that The Fog consist only of memories is incorrect, outside of Killers & Survivors who are trapped in The Fog along with the Fog Creatures created by the Entity itself, The Fog actually consist purely of Auric Cells only.
Isn't it possible that Auric Energy/Cells is "memorystuff", after being "digested" by The Entity? Auric Energy being how it's interpreted by external consciousnesses?
The Entity picks and chooses what does what when it looks at a memory of an area and thinks "this would work as a trial ground"
I think this is where my viewpoint and yours diverge.
I don't think The Entity is intelligent in any manner that we understand (Or perhaps even accept as being intelligent). It's less of a "being" and more of a "force of nature". It feeds off of and draws in memories/consciousnesses of things that cause fear, and is simply draw to potent memories/characters relating to that emotion.
But it doesn't think. Think of it like a Black Hole.
but it does not understand why a house needs to look like a house, hence why we had stuff like old haddonfield houses. You can think of The Entity like an AI that generates content, it can create stuff out from what it interprets it as, but it doesn't truly understand what it's creating, which is why some stuff is so off.
Everything gets tossed into The Void, where loose memories are diluted into Auric Energy, including inaccurate ones. (These very same memories turned Auric Energy is what fuel the "Realms" created by the consciousnesses dumped into The Void, on their own tiny little islands)
I also think that the scales we are thinking about are very different.
The Entity doesn't "pick and choose" how an area looks. Saying that it can look one way, or look another, is inaccurate.
It already has all possible permutations of an area setup. As soon as it's thought about, that memory now exists, floating around somewhere. As if The Realm is its own multiverse, capable of generating multiverses, like an infinite fractal.
Which is why the trials are regulated. why pallets exist, the exit gates, etc.
Besides, The Fog and everything within it including the trials as well as all Fog Creatures and the insects and animals like Rats & Crows are all part of The Entity itself since they're all extensions of it, so why wouldn't it control every part of how the trials looks and functions when it's already in full control of it all? (Excluding Survivors and Killers.)
To restate my viewpoint, I don't think The Entity "controls" anything. It has no intent, by our standards. You may disagree, and on that point it'd be artistic differences.
I can't really say the trials have anything to do with any Mad Architect because there doesn't exist one canonically, unless you're thinking of The Mad Designer aka Jezabel who gets mentioned every now and then in the tomes, however she has nothing to do with the trials themselves and are more about drawings, sketches and journals about scenes from other realities or about future events yet to happen.
Perhaps you've looked at the Mad Designer and mistaken them for something like a Mad Architect.
I find it fun to try and figure out a way to turn every game we've played as Players into in-universe cannon.
So that involved coming up with the above, and subsequently realizing that it would also conveniently allow the old game lore to exist in tandem (where The Entity was more or less a madgod pitting people against one another).
Wasn't sure if BHVR was bringing that back or not, so kinda made an assumption when I heard Mad Designer. (Though I don't know why I thought Mad Architect).
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@gothbave said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424232#Comment_3424232
some other games fixed this like cs go did, yes playing 4:3 wasn't a fair thing but filters still give some sort of advantage too seems the same, if they removed 4:3 they should remove filters too then
Huh, how did CS GO address Filters?
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Stretched res was able to be applied to a survivors 3rd person orbiting camera which allowed a tilted camera angle to see over higher loop walls than before.
It was also something that the game could control, given it supplied the data.
hard to do it when a reshade/filter is just processing the same data through its own software.
Do I think it’s sporting? No.
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@roundpitt said:
You could abuse this as any killer with high mobility by constantly going to the hook and forcing the hook to teleport, preventing the survivors from unhooking. Would be easiest as Dredge or Blight
I do this with Pyramid Heads cages.
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No. Giving a survivor protection against the Killer for tunneling is ripe for abuse.
Unhook a survivor, that survivor is protected against the Killer, so they go repair the nearest Gen, all other survivors hide, and the Killer can’t touch the survivor on the gen.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422686#Comment_3422686
Where in the lore is there talk about an Architect of the Trials other than the Entity?
As far as i'm aware from having read the lore, The Entity itself is the only thing that actually creates the trials themselves.
Been a while since I've read through the recent archives.
This is from a worldbuilding standpoint that doesn't require the writers to shoehorn themselves into a box with having a human mind controlling every facet of the Trials (and said logic of why/how are the Trials constructed), and can allow for more explorative writing down the road.
The Entity is a "Horror Dimension Eldritch Being", where it's quite literally the idea of fear, if it weren't just an emotion. It's alive and exists because fear as a concept exists. Existing outside of, but connected to, all other realities that share fear as a concept, being fed Auric Energy by simply being in the presence of negative emotions.
The Entity's dimension, The Realm is itself another reality, infinite in size. However, instead of physical matter, it consists of memories. Memories of how physics works, memories of what a car looks like, memories of what a Generator does, etc. The Trials themselves are memories of locations held by Killers/Survivors, etc.
Given the above, the Trials being so "regulated" doesn't make sense.
You can say that the Trials we play are merely a unique selected subset of all the goings on in the Entity's Realm.
You could also say that the Trials we play are guided by a "Mad Architect" intent on bending the Realm of the Entity for some unknown purpose.
You could also say it's both.
Of course now that I think about it I don't know what OP's post meant by "The Realm", if it was just the Trials or everything.
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The idea of a single-use buff Item hasn't yet been implemented yet, so cool idea.
That being said, the point of an item is to be consumed, and the Items mechanics to be played around. Permanent buffs don't mesh with that, and the 4s Aura reveal is very low stakes with gameplay that just has you stand there.
This implementation comes across more like a permanent 5th Perk, rather than a consumable 5th Perk.
Edit: Thought the dialing time was the time it took to activate the Item.
The idea of a significant investment into doing something for a permanent gain is cool, but should likely be relegated to a Perk category, instead of an Item.
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@Kirarozu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398220#Comment_3398220
I mean if there weren't many pallets there would be so many dead zones and killers wouldn't even need to use their powers. They could just chase us and down us.
And if given the tools to build pallets, that could be a time-sink instead of just upping Gen repair times.
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If The Architect of the Trials for whatever reason disappeared or ceased using the Trials to siphon the Auric Energy from The Entity, leaving the Trials behind, this is (first take on) what I'd write to happen:
Excess Auric Energy buildup around The Architects Siphons would occur, primarily causing Blight formations in The Basement and around Hooks as Survivors get Hooked in a Realm, but their memories of pain are unable to be siphoned. (Game-wise this could tie into the End-Game Collapse starting as a result of getting several Hooks as a Killer)
Survivors and Killers slowly have their previously suppressed Ego returned, or filled in by the excess Auric Energy intertwining with their memories. This returns the social capability and (likely) dampens the Kill/Survive drive amplified in characters. (Hello voice-lines.)
Survivors and Killers would no longer be shuffled around Realms when the Trial ends or they Escape. Killers would be left in whatever Realm they are in, Survivors would stay in the forest in the Void (if that's even where they ended up after traversing the Fog outside the Exit Gates). These Realms however would also no longer be "restocked", and would likely be ravaged by the EGC "reset".
Survivors would no longer be dredged up from the Void, at least, not in an "intelligent" manner now. If there was a PvE portion to this game, the constant unchecked dredging of the Void would be the reason behind void monsters coming for characters.
The Entity's Realm is its own dimension and an infinite fractal across the omniverse. The Architects sub-domain is also a fractal, and their Tools now open to all who were once their experiment.
In my opinion, anyone willing to reverse engineer the nature of Auric Energy, and the Architects Tools, would be able to make claim to a new sub-domain. If they used the Architects Tools, they would also be connected to anyone else using the Tools from an Auric connection, having easy access to one another (for good or ill). Some might try exploring the Entities Realm, likely forever being lost.
This all sounds optimistic, but don't forget that in the Entities Realm your loves and more specifically your fears, will become manifest, in a literal sense. And boy howdy fear has a really nasty feedback loop.
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So if I give Jeff a shirtless skin, I am a COWARD for bowing to you, no thanks. I must stand up for myself. #Jeff in a warm snowsuit,
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@ehe said:
Its a completely fine perk. If a killers actually bothering to kick gens then thats one warning already. And of course if they just immediately find you after a kick, you know they have it. Once you know its there all you need to do is pre run man, 4m/s = 6 seconds to get out of gens 24m radius. Not to mention the kick takes half that time. Dealing with this perk shouldnt be a struggle.
Pre-run means scratch marks.
I still don’t know why it’s not tied to the radius around the Gen. Ease of code maybe?
If it’s going to lean into being able to paint an area with a scan after kicking a Gen, make it more hit or miss by reducing the radius.
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F2P game monetization is a house of cards reliant on whales.
Even a huge player base means nothing if players don’t spend money so the company can pay for servers, customer support, labor costs, etc. All of which need a continual flow of funds if services are continually used by a player base.
At the very least that is why the initial buy-in should not be removed, as it acts as future funding for new account services.
Your comparison of the current monetization model to a gacha game is the most ill informed take I have ever seen. Gacha systems are slot machines with no duplication protection that prey on gambling addictions. You don’t know what you’re getting, and stacking the odds in the houses favor just makes them more money.
You admonish FOMO but complain that there are infrequent sales. You know sales for things that don’t have logistics issues necessitating the sale are purely to incite FOMO right?
Though I am neutral about the Auric prices of outfits. Maybe lowering the prices will make them more accessible to players, making more sales that level out when they were higher priced, but maybe overall increasing player retention and perhaps satisfaction with more manageable financial sinks.
Maybe the better option would be to incite fomo with seasonal sales on a full (not time-limited) catalogue. (Though BHVR would likely have to roll back their couple-month limit for assured Shard prices, either abolish it, or shift it to like a year)
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416642#Comment_3416642
See my issue with the game is that 4ks seem to be the norm. Killers will absolutely sweat for 4ks everytime. Personally i tend to let one or often two survs escape. I get every body to 2 hooks, kill 2 survs (not always necessarily in that order lol) and then allow the last 2 to finish gens or last one to find hatch.
I still get the challenge of outskilling other players and lose a minimal amount of bp. The survs get a bunch more bp and a free escape which makes a change from dying constantly. I'll usually only play merciless against a coordinated team, and even then as long as they dont BM i usually let someone get hatch.
That's how I play too. And yeah, it (usually) ends with being "nice" and letting someone go. It's why I'm very aware of a lack of dynamic gameplay systems with this game, and how a Kill snowballs so much.
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416656#Comment_3416656
It's hardly a commitment though. The movement speed penalty is virtually zero, and the time to either enter or exit Shred is of similar insignificance to Demogorgon's positioning.
Fair enough. Never played as the Demo, only against him (and I don't play enough Survivor to play at too high of an MMR), just that it seems like it's a commitment from a Survivor perspective.
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His anti-loop has a mobility commitment that means moment to moment chase gameplay is ripe with mindgames and potential counterplay.
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@NoHookDC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416619#Comment_3416619
Because it retains the "work together or die" design of the Survivor role that is lost as Survivors lose Generator output potential through Sacrifices?
Except that's the point of an Asym game like this; The Survivors lose power as they are picked off. The Killer gains power as the equation moves closer to 1v1.
You want to suddenly give Survivors the ability for a free escape by allowing dead Survivors to guide their friends to the hatch, which would be something the Killer cannot counter in any way, shape, or form. All because the game's power balance is working as intended?
That is not how this game is asymmetrical.
The Killer has a Power and base stats/information advantage that are greater than a Survivors base stats.
Assuming equal skill, the Killer will always win in a 1v1 (though Survivor skill and map resources will augment how long that takes).
Survivors are given goals to accomplish that allow them to remove themselves from a losing situation, exit gates and hatch.
Given Survivors will always lose the 1v1 eventually, during which they are unable to work on those goals, it becomes necessary for other Survivors to work on those goals while the Killer is preoccupied in their 1v1 (or searching for a 1v1).
With the current state of the game, Gen Repair, Chase, Hooked, Rescuer are the four roles in DBD’s gameplay loop for Survivor.
When one Survivor dies, one of those roles is removed from consistency, and in equally skilled play that is usually Gen Repair.
The thing is, the gameplay loop doesn’t change to accommodate that currently, which I believe to be an oversight given the ease of tunneling out a Survivor.
You can either setup guardrails to preserve how long it takes to get to a 3-survivor cycle (by introducing more and more anti-tunnel measures), or you can focus on creating dynamic gameplay around Survivors being Sacrificed.
I prefer the latter given that the game is a Slasher, and not all Survivors should “make it out alive”.
But that doesn’t mean that a Player being Sacrificed should remove them from gameplay, and I think Hatch can play a role here with Sacrificed Survivors.
I’m also of the opinion that 0K and 4K 12 Hook games should be edge-cases. But am aware that a non-4K game as Killer doesn’t feel quite as “rewarding” at the moment.
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The time-efficiency disparity between prior med-kit self-heals and altruistic heals was way too large. (In addition to charges being really easy to stack).
If you want fast self-heals, invest in them with addons and Perks or get healed by another Survivor, not just bringing a single item that allows self-heal anywhere that you can (could) leverage charge bloat with too.