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Vox_Nocturne

Vox_Nocturne

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  • It's actually canon. Heather decided to change her name to Cheryl at the end of Silent Hill 3, as she was not running away from anything anymore.

    In this alternative universe, Cheryl has since gone on with her life, and was starting a new job when The Entity took her.

  • *spoilers for Silent Hill*

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    The original Cheryl turned into either a demon or Mother (depwnding on criteria met throughout the game), but when Harry defeats it, he sees a baby on the floor and escapes with her.

    To protect her from The Order (Silent Hill Religious Cult), he renames her Heather. As the third game goes on, Heather finds out she was that child, and therefore was Cheryl. She changes her name to Cheryl at the end of the game, dropping the Heather facade, and on to happier times.

    Unfortunately, in one parallel universe, Cheryl was not so lucky, and is now the plaything of The Entity... Or will she play it?

  • This is an amazing chapter for me! I can understand others may have been hoping for other franchises, but I think whatever franchise they use there will always be people who love it and people who'll hate it.

    My hope is, as the game grows further, they'll be able to get as much of the licences and ideas as possible, so that everyone gets something they are really excited about.

    However, it's great to see how much positivity there is for this chapter, amd for those who don't like it, I hope their ideal chapters (e.g.: Alien, Friday 13th, Hellraiser, etc.) get an opportunity to appear as well.

  • Silent Hill has had a massive influence, basically moving survival horror into more psychological territory. Games including Dead Space; The Evil Within; Amnesia; Outlast and numerous indie games owe a huge debt to Silent Hill.

    In terms of other media, Stranger Things was strongly influenced, and both musically and artistically impacted heavily on the use of atmosphere. Various Creepypasta and SCP references are also bound to Silent Hill (SCP-106) in popularising the alternate world/reality technique.

    I think it was also the first series that explored previously unexplored subjects such as incest, domestic abuse, adoption and psychological abuse.

    In terms of a video game, I would certainly say this is iconic.

  • My God, after reading this, Pyramid Head is a BEAST!!!!

  • Well, now BHVR have taken a firmer grip with gaming franchises and cemented the movie worlds, maybe the next is to dive into the worlds of Creepypastas and SCP. If that ever happens, my God the possibilities!

  • Pyramid Head was first introduced by James Sunderland as that "Red Pyramid Thing", or something like that. He's one of the very few horror gaming characters to be widely known and referenced outside video games to such an extent. Some, like yourself, may not have come across him, but when he first appeared, he was a real nightmare!

    Also, I think the original plan for Silent Hill 2 was to have him stalk James more, but there was some outtage that took a lot of the original work, and with deadlines he ended up cropping up in set areas.

    There's plenty of lore about him about. Definitely worth exploring!

  • There's actually a lot I'm excited about:

    The tribute to all the first 3 games (Area: SH; Killer: SH2; Survivor: SH3).

    The legendary skins, and that could be applied for.

    A killer which seems like a very different kind of stealth/oblivious build, especially considering The Executioner's daunting appearance.

    A survivor who can utilise The Entity.

    It also shows that, alongside Mr. Overbeck, Dbd are venturing into different mediums.

    Honestly, I'm intrigued in the lore, considering how Silent Hill, and in particular its God, relates to The Entity.

    Basically, really excited for this! Great work BHVR!

    Only odd about this post is the Gen X comment - I'd think most Gen X would really dig this.

  • It's the competitive nature of the game, combined with fragile egos and the inability to look at their own mistakes, instead finding it easier to blame everything else. It's uncommon you come across people who think how they can play better, instead of just deny any responsibility. This results in being toxic to others to compensate. Probably other reasons, but this is a major one.

  • @EwokVDub said:

    https://forum.deadbydaylight.com/en/discussion/comment/1297536#Comment_1297536

    That is a very interesting tweak to keys. I like this idea.

    Thank you! The best bit is that the system is already in place, so hopefully not too tricky to impliment.

  • Here's a few:

    In Birdsong - Everything Everything

    Falling Into Me - Let's Eat Grandma

    Affraid of Heights - Billy Talent

    Longshot - Catfish and the Bottlemen

    Take the Long Road and Walk It - The Music

    Celestial Creatures - Wild Beasts

    Tinseltown in the Rain - The Blue Nile

  • @Supernaut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1297777#Comment_1297777

    Power - Mustn't pause mustn't hesitate, otherwise you get a bash on the head like this ... AND PUT INTO THE DYING STATE!!!

    And the cosmetics - my God, there would be hundreds! BHVR would have a field day!

  • Dead by Daylight: Chapter 17

    WaCaDaY

    Killer: Timmy Mallett

    Survivor: Michaela Strachan

    Map: Granada Studios

    0_JS77964907.jpg

    If this happens, I will officially live the rest of my life naked and only speak in Teletubby.

  • Forgot to add mine! I'd choose "Calm Spirit", mainly because I'd be able to befriend various birds, which could also result in me using them to spy for me, attack, defend and help me in various ways.

  • Both could do with tweaking. Here's a possible tweak to both that could work

    1. Mori: Simple tweak - Mori activates when survivor is downed and their next hook would be their final. It's still useful, as a) fun animation and b) avoids the longer process of hooking. As a little extra, it would be nice to give each killer a couple of varied Mori's to choose from.

    2. Key: Copy the idea from "Hex: Thrill of the Hunt". The key will take a set period of time to unlock the hatch, and triggers a notification to the killer when this starts. The hatch could take less time to open, but if the action is stopped it resets the progress like Hex: TOTH, or it takes longer but does not lose progress. I'd prefer the former, just to avoid the 99% tactic.

    These 2 ideas could make it more fun and tactical.

  • In the words of Peter Venkman: "Now there's something you don't see every day!".

    From what I saw, you struck David; he went into the dying state, but his status at the bottom left only showed him as injured. If you hit him at that sweet spot when EW3 ends, maybe the strike turned to EW2, but was started as EW3. The animation acts in accordance to what you see because - I dunno - latency? But the survivor may have seen the strike as EW2 from their perspective. As a result, the server catches up and a mysterious David appears. This is one of those 1 in a million occurances, but yeah really odd!

    What did the David King player say at the end?

  • Candyman. If it's not, BHVR have thrown a pretty good curve ball.

    However, with regards to the "mysterious survivor", could it be Tony Hawk? I'm only pondering this because of the amount of available cosmetics for the survivor (6 new tops!), and he's worn various outfits during his career. This is obviously just a shot in the dark guess though.

  • I respect any killer or survivor who plays with either no perks, or rarely used perks or perk combinations.

  • If they increase it to 4 daily challenges, then there could always be 2 survivor and 2 killer, rather than a mish-mash that could result in 3 killer or survivor challenges only.

    Would also be good if the challenges relate to the perks you have, so it may detect which ones you have and ask you to escape a round with the perk X. That may encourage players to mess about with perks more.

  • Sometimes, if I'm killed, it's because the other three survivors don't play the way I expect, which may either be them acting moronic, or me just being oblivious to what the main focus of eaxh is doing.

    Other times, I look at how I played. See where the mess-up was and learn from it. That's the only time I feel truely salty, and that's against my own ineptitude. I just pledge to "git gud" and carry on.

    Sometimes it's the Killer for either playing better than me, or some game glitch.

    Whichever way you toss it, ultimately each game is different, and the end result varies a lot, depending on all variables. I can only change my way of playing. It's really not a good expenditure of energy to only focus on faults outside of my power.

    As with anything, you can't force others to play exactly as you want, but you can always learn from your mistakes. The game is a lot less stressful with that in mind, I think.

  • I've no problem with survivor names not being shown. If a trade off is possible, remove survivor player names and just make the key more obvious to see.

  • Tunneling (to me) feels like chasing the same guy consistently, regardless of people throwing themselves at you, and ignoring gens or any other activities they could be doing. Even more so when the killer eventually hooks them, they are rescued, and once again the killer single-mindedly chases them. One exception would be end game with the gates. It makes no sense whatsoever to not go for a recently unhooked survivor who's running to freedom - and even then that's not tunneling. That's just common sense.

    Camping, or rather face-camping, is basically wanting to constantly snog the survivor on the hook, sometimes hitting them when they get frustrated. Basically, that's the bad camp. This feels confused with patrolling the hook, where a killer walks within sight of the hook, waiting for survivors to come, so they can get the hits in and use the hooked perp as a trap for others. Patrolling is fair. But just standing still right in front of the victim - that's true camping.

  • For me, it's more about nervous or paranoid rather than scared, only because of familiarity.

    But The Shape is always paranoia-inducing for me. Also, any killer that you can hear around the map (Doctor's blast; Demogorgan roar; Oni roar; Deathslinger shot). Those add an atmosphere which is good for adrenaline.

    However, Myers wins it for me.

  • @sonialeybaa97 said:

    I think Bloody Mary and Moth man would be cool new characters too

    Maybe Bloody Marys map could be set in a town or old glass factory. And whenever you pass a mirror a specific number of times she can grab you and then try to hook you. Maybe even have a trick mirror so when a survivor try’s to unhook you, your not actually there. (If that makes sense)

    When she attacks you she can scream at you strangle you steal your soul (lock you in a mirror)

    Then for her special kill she can scratch your eyes out and drink your blood.

    Her survivor could be just some janitor who cleans up the factory

    As for Moth Man his map could be set in like a swamp like area. Whenever you pop a generator he has the option to teleport to that generator. He should also be able to fly over the map for a few seconds. If any killers are in radius he can swoop down and pick them up and take them to the hook.

    When he attacks you he could stretch you, make a growling sound. Or when he’s near it sounds like a swarm of wings flying.

    For his Special kill he could fly with you up in the air and then crush you with his wings.

    His survivor can be John Klein from the Mothman Prophecies.

    Finally Slenderman could have his set up in the woods with a old rusty playground He can stalk you. If you stare at him for too long he can take you into a different dimension and keep you there until a gen is popped. Also he’s completely silent. You can’t hear him coming. If you stare at him to long you lose heath and need to heal before you get down.

    His special kill he could stalk you. Then grab you. Use his tentacle arms to rip you in half.

    For his survivor it would be cool to have Payton Leutner. (The real life victim of the slenderman stabbing) or any younger character would be cool.

    I like the idea of the third one in some form. Some survivors always like to constantly look at the killer chasing them, so having a killer which punishes the need to see where they are could result in some interesting gameplay! Likewise, that sort of killer would also perhaps need some sort of debuff if it's not being looked at. Should be affected by aura reading abilities. An ultimate deterant for Object of Obsession.

  • Does anyone know what is happening with the new matchmaking system? One thing I've been wondering is how will that new algorithm deal with the people who purposely depip?

    The matchmaking does need fixing, but how do players who do that invertently affect the rankings? Is that making a significant impact?

  • This would be a great idea!

    Some people said that having survivors from before the time of generators knowing how to fix them would be odd, but in this realm there's every chance a new survivor could be given this skill inheritantly by The Entity, in order to give them more hope, resulting in a tastier snack. I cannot imagine every survivor was a mechanic prior to abduction.

    Personally, I'd love a Mayan or Ancient Egyptian survivor.

  • Slippery Meat: Whilst being carried by the killer, time to wiggle out is reduced by 4%/8%/12%. A little like an opposite to Iron Grasp.

  • That is actually one of the most beautiful things I've seen in this game! What a gesture!

  • Just don't give them the attention. That's all they want: to show off the fact the can twiddle knobs and press buttons better than you in a game. Ignore and move on.

    Alternatively, you could reply in character! I got a toxic message when I defeated some survivors as Hillbilly. There is nothing more empowering than replying to "You trash killer" with "HUWAAAHRGH *snort*".

    Well, maybe not responding at all is more empowering. But being in character is fun!

  • @dbarranco said:

    https://forum.deadbydaylight.com/en/discussion/comment/1294294#Comment_1294294

    I think you have a really good point. But the devs said a "classic slasher" or something along the lines of that. I don't think I would consider Candyman a ver popular slasher, but I could be wrong.

    Likewise, I too wouldn't immediately think of Candyman if someone said "iconic slasher". However, I know very little about the franchise or any influence it has. Also, I doubt BHVR would say something like:

    "We are excited to announce the new chapter will feature some lesser know killer you probably haven't heard of, but was in a movie from the 80s or 90s, or something like that".

    Not quite as catchy! But I am interested in a power involving bees.

    Either way, there are certainly less popular killers than Candyman, and it does open the door for more characters by the guy or team who owned his rights, so I'm looking forward to it. Still would like a Xenomorph or Walter Sullivan killer though.

  • Everything points to Candyman at this point. Other possibilities do not have nearly the amount of hints Bee Boi has accumulated.

  • No. I don't feel a need to be, as I'm content with my skill and don't feel there is any point to prove. Do gens and escape. Kill and move on.

  • It could be interested as a team play, and also perhaps an opportunity for the killer to see if someone's wasting time, waiting for the pick up. Not sure if everyone would like or benefit from it.

    However, could be a possible learn at level 30 perk for a future survivor, just to add an element of tactics. I could see it as that, but maybe not as a basic play.

  • However, it would be interesting for them to revisit The Teacher. Maybe the game has opened up more opportunities for this killer to become viable, or they've tweaked it over time with an intention on bringing us this in future.

  • I think I've seen them somewhere before. The apple was a proposed perk for a fan-made killer "The Puppeteer" I think, and that brown one looks like a ruller weapon for the considered Teacher murderer.Not sure about the green one though. This could either be a random pic, or a clue. But I believe this isn't to do with the killer at this stage. Interesting find, though!

  • A very poor translation of "Voice of the Night" into Latin, because I like the sound of that language. Doubt half of it is even Latin! Sod it; just sounds nice.

  • @NinjaDette1 said:

    I’ve only played as a killer a few times and I’ll admit I was also bad at it so I went back to my Claudette ways. But I don’t go around and but dance to killers unless they deserved it and or bad teammates while their on a hook 😎☝️👍.

    I'm happy to say no butt dancing was experienced during that round. Although, frankly, I'd understand why if they did.

  • @alullabyfortheclarks said:

    https://forum.deadbydaylight.com/en/discussion/150645/was-sally-smithson-always-a-killer

    i dont think so that could just be a scar from when the entity tortured her or maybe a patient from the asylum fighting back before being murdered.

    Yeah. Still, interesting to know where exactly that came from. Odd that it's the one injury and where it is. That's what got me to thinking about this. Thank you for your thoughts!

  • Everything, Everything. That band is quite something, not just because they're very creative musically, but also lyrically they explore ideas and thoughts not really brought up elsewhere.

    A selection of songs to start with:

    Kemosabe

    No Reptiles

    Good Shot, Good Soldier

    In Birdsong

    Hapsburg Lippp

    MY KZ UR BF

  • It would not be a great idea, considering issues such as advantages like @Poweas explained; the sheer amount of work to have all Killers develop different animations that may result in clipping, glitches, etc.; and finally it would just result in some silly animations. Imagine The Pig spewing out Plague bile, The Hag going balistic with Bubba chainsaw, or the Oni crouching and peering around corners to stalk.

    Nice to see you putting suggestions up, but sorry this would be too flawed.

  • Xbox is also effected. Really hard to hear anything over it if playing as a killer, plus on a psychological level it's not pleasant to experience as it puts that "Crap, gens done" feeling in place.

  • @Fibijean said:

    Back for more psychological analyses - this time, I'm interested in how players perceive particular characters, based on things they've heard, past experiences, etc.

    They could be survivors or killers. Do you expect certain killers to camp or meme? Do you dread being put on a team with someone playing a specific survivor? Do you judge someone's likely skill level based on who they're playing or what cosmetics they're wearing? Do you tunnel people or let them live based on their character or cosmetics? And why?

    Let me know all about your in-game prejudices, rational or otherwise!

    (Usual disclaimer applies - I am a design student, using the DBD forums as a case study for my Honours research project. I won't include any personally identifying information, such as usernames, but insights gained from this post may be used as part of my studies.)

    • In terms of individual survivors or killers, no.

    • No. There aren't any survivors I dislike teaming up with.

    • I don't judge the skill of any survivor or cosmetic in terms of how good/bad they are, but with regards to playstyle certain dress-styles make me consider if they're playing the distraction.

    • If my judgement on someone being a runner from the previous question is right, I'd actually avoid them and focus on others. But that's based on how they play, rather than outfit.

    • I like to play in character, therefore depersonalising the experience to limit any prejudice I might be blind to.

    Hope this helps with your studies!

  • People who are rude are usually individuals who are extremely self-critical and negative, and as a result reflect this onto others as well. Basically, it's them bouncing these insecurities. It may make themselves feel better for a moment, but those self-beliefs quickly come back to them.

    Rather than look at the round critically to see if there were mistakes to learn from, they'd rather blame others as it's easier for them.

    Best things to do is either be really polite; cheerful; jokey or ignore them completely. Sometimes works! One survivor accused me of tunneling post game (I didn't, but likewise I don't know what that person's view of the game was) & I just replied "Love you too, sweetcheeks!" & they actually became rather friendly afterwards!

  • No. I see it, but then just play as normal. If anything, if they start infinity vaulting to the point the only sound you here is them banging their wood I just ignore those. Most I've encountered aren't like that though, and it's important to acknowledge that for me.

  • If they did do a chapter on this, it would be interesting to throw a curve ball (not business-sound, admittedly) & elect a "Stranger Things" style dlc for Silent Hill 4. Henry Townsend and Eileen Galvin as the survivors (yes, 2!), and Walter Sullivan as the Killer.

    Walter could have ghosts appear around the map which takes away health from survivors, and a.i which controls those ghosts. Dead survivors could also be brought back. In turn, survivors could light candles at key points as a safe haven from them, and even a sword could be located to pin one down. Very ambitious, but I like the idea.

    However, Eileen was a nightmare follower in the game, so she may become the new "Toxic" survivor.

  • It would be interesting to actually have a licenced killer from a different media. Movies and TV are in, but to also reach into other video games; creepypastas; scp; artwork; theatre could offer so much in the way of expanding the game.

    I don't know much about Candyman, so I'm fine regardless, but sourcing into all sorts of media would really open up a world of opportunity.

  • For me:

    Most hated survivor: Jake Park - In the games I've been killer, Jake seems the one who comes up with the stupidest moves and dumbest saves. Sure, for a killer that should be a gift, but whenever he gets in my radius, I feel my IQ being devoured.

    Most hated killer: The Ghost Face - With his stupid flipping cloak, that stupid comic mask, sculking around like Myer's annoying little brother, and running after you like some flipping Scooby Doo villain. He's just ... ugh!

  • Complimenting any good plays in chat, responding to toxic comments with humour that can make the other laugh and become friendly, and for people to play both sides.

  • It's not so much SWF that effects the negativity towards them; it's that a certain number are toxic as balls. Punishing all SWF as a result would only cause damage to the game, and result in alternative problems that the devs may very hard to rid of

    It's such a difficult situation. You can't penalise poor behaviours, you can't cause a detriment to SWF, you could buff sole survivor to get close, but then that means killers are devastated. Maybe creating alternative game modes, which offer better rewards, would help. People respond better to reward than punishment. That would be a better route to take.

  • @Joelwino said:

    The canon says no, but here's my idea: Sally was a survivor in real life. She worked at an insane asylum for 20 years with no real friends or loved ones to talk to, like the survivors in the entity's realm. After 20 years of living the same nightmare over and over every day she snapped and became a killer, murdering everyone indiscriminately. She viewed it as saving them from the living hell that was the asylum, she didn't want anyone else to go through what she went through. After she snapped and didn't want to be a survivor anymore, the entity collected her to become a killer.

    That fits well, and maybe that entry wound shown in the lobby and the hanging position she floats in could be a "reminder" by The Entity of her former survivor role.A little extra psychological torture, above all else.

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