Zucker_Schock
Zucker_Schock
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- Zucker_Schock
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If you want some takes on things, where they could start, how about: A killer that interacts with water, on every map he enters are puddles of water / it rains / he makes it rain. He could make them into traps or use them for his own traversal like portals or buffs. And also could use the rain in some way like make it an activatable ability that grants him bonuses or de-buffs survivors in some way.
A killer that interacts with lockers and uses them as weapons like explosives or portal locations.
A killer that changes the game since he starts a timer at the start of the match and is in a top down perceptive. His goal isn't to kill everyone like all other killers but slow the survivors down with his abilities until the countdown runs out and kills the survivors. Therefore he doesn't have to interact with the map like usual and map objects receive a new interaction for the survivors transforming them into weapons against the killers powers.
Of course the last one is a stretch and isn't really realistic since they keep their base concept. Would shake everything up though.
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Just as a side note i also want to adress that AI in itself isnt as hard as people may think it is, since engines already give a basic AI construct. So making AI characters that find their path towards their destination be it a player or objective is not very hard. I made them a few times myself so i know what i am talking about. Sure networking them is also part of it but still its possible. And BHVR already has a basic AI in Dbd in form of the tutorial characters. But they are very basic, anyway would be possible to have some AI entities.
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I will give you that my idea isnt completely fresh and has some similarities to Plague or Pig but it is also not something that i thought about for a long time or got paid for, its just something fast and quick.
There are people that invest quite a bit of time to create fan made chapter concepts which are fresh and realistic while others of course are a bit utopic.
There seem to be a few pretty fleshed out chapters here for example : https://www.youtube.com/c/IridescentMalicious/videos
I have no idea how realistic they would be since i havent watched them all, just a little something.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1668655#Comment_1668655
I agree that it would be cool to add a non bipedal character,but i can also see that that would require an insane amount of work AND money to make it happen.
So i can see why that won't happen
Sure,other games made that happen but you can't always compare games to each other and say 'Well game X made Y happen,so game Z should too'.
I would love to see a concept of a killer which sounds realistic (in terms of adding it to the game) that would feel completely unique and new.
Ok, i will give you something i wrote when Blight was on PTB how they could have made him instead of giving him another movement ability. Its not as fleshed out as some fan created chapter ideas you can find on here or every other communication channel Youtube for example. Just a realistic power idea:
"For example they could have made him injected survivors with his blight, causing them to have debuffs and sporadically stop interactions like repairing and healing. And maybe give them a infection bar, that increases while they are under the effect, when it reaches 100% they sporadically fall into a frenzy attacking everything around them, kicking gens they worked on or attack survivors they tried to heal. To stop this they would need to find alchemist stations across the map. Would have been more interesting than what we got."
"Why not do something completely fresh ? Inject them and send Survivors in a delusional world of madness where they need to complete a objective to get back into the trails aka get back into consciousness. Or so much more, there could have been debuffs for survivors, toxic spores, giant mutations, harvestable flowers, AI controled survivors that are affected by the blight, multiple power tiers and mutations. Not just Octane from Apex Legends but more bouncy and less jumpy."
I will say that things like AI aren't that easy to implement but changing a positive interaction like healing or repairing into a negative one like kicking the gen or hurting the Survivor is pretty easy to do. Multiple stages to his ability wouldnt be hard to do either.
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... its because thats what he is called. If you are asking about that space between Ghost and Face, well its a legit stylization of his name : https://en.m.wikipedia.org/wiki/Ghostface_(identity)
Atleat he did got his real name, unlike Leatherface which is called The Cannibal ingame but even the Dlc is called Leatherface. And well the "The" is just for consistency because well thats what they do.
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https://youtu.be/GAGqBMqyE14?t=196
This video explains part of what i am saying pretty well.
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I know that its easier to stick to a principle that you know works other than do something completely different but i would love to see something new and i could give you a few examples as well, just look at some fan made chapters / killers if you want, i can give you some concepts too.
I can give you another example, BHVR stuck to a Bipedal Rig with basically the same size for the entire span of the game. Of course it is more difficult to adjust some maps and so on if you need to consider a different sized character but its not that hard, other company's have done it in the past as well.
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@OniWantsYourMacaroni said:
I'm pretty sure that every killer we got so far was quite unique with a interesting power.
With so many killers already in the game there's a high change that some feel a bit similiar in certain aspects.
You know how many Killers got a movement oriented power ? Its 12 out of 21. Other than that most of them have the same base chase mechanic with a little twist. I would like to see more strategic Killers like Trapper for example who changes the gameplay of maps with his traps since he basically creates barriers with his traps where no one can simply go through.
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@EntitledMyersMain said:
New killer: The Slav
Power: Ak-47
An Ak 47 that can be used to exterminate the capitalists
perks:
communism
removes the "hex" part from any hex part you have.
more communism
you can kill injured or healthy survivors
maximum communism
block all generators for the duration of the match
https://us.v-cdn.net/6030815/uploads/JS29UNF3G7QP/screenshot-2020-09-12-104233.png
Why would i need
:"communism: removes the "hex" part from any hex part you have."
Name one hex perk that would help me when i can have the other 2 perks xD
I would probably play something like: BBQ, Bamboozle/Brutal Strength, More Communism, Maximum Communism. xD
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/194058/so-i-timed-blights-destroy-pallets-stun
FYI The patch notes say that a "Lethal Rush" breaks a pallet, but the red add-on lets you break pallets with a Rush as well (i.e. with the add-on you don't have to bounce off something first to break a pallet)
Also a leathal rush isnt enough to break a pallet, you have to attack aswell.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/194058/so-i-timed-blights-destroy-pallets-stun
FYI The patch notes say that a "Lethal Rush" breaks a pallet, but the red add-on lets you break pallets with a Rush as well (i.e. with the add-on you don't have to bounce off something first to break a pallet)
Exactly, thats also what i wanted to say with: "meaning Compound Thirty-Three probably still has the added effect of having a 1 sec faster stun and also not having to attack first or needing to activate lethal rush."
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@Zucker_Schock said:
https://forum.deadbydaylight.com/en/discussion/comment/1641301#Comment_1641301
If thats the case, the addons have a little flaw that basically makes them pretty redundant: if you end your rush with a attack you dont get the slowdown of running out of your rush. Its generally faster to stop your rush with a swing. Meaning the reduced fatigue time gets canceled out by slowing down to a stop and than getting stunned.
Btw. am i right that Unrelenting doesnt work on these attacks ? I think i remember that it didnt work on the PTB since its not a basic attack, didnt stop many people from using it since they didnt knew. So i wasnt sure if it does work or doesnt.
I mean it should probably still be faster if you have those addons to let your rush run out instead of attacking at the end but these addons loose some of their time benefit since it isnt as effective to let it run out. You also get less distance. But it should be true that you can get some good time value if you use it correctly.
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/1641293#Comment_1641293
Most of the time I rush at a survivor, I'ma swinging. So yeah, if I can control the urge to take a swing at them, then I can benefit from the add-ons, but for the sake of the OP, I was merely pointing out that equipping them won't give any time benefit when using his lethal rush to break pallets, because you attack, which cancels out the add-on(s) effect.
If thats the case, the addons have a little flaw that basically makes them pretty redundant: if you end your rush with a attack you dont get the slowdown of running out of your rush. Its generally faster to stop your rush with a swing. Meaning the reduced fatigue time gets canceled out by slowing down to a stop and than getting stunned.
Btw. am i right that Unrelenting doesnt work on these attacks ? I think i remember that it didnt work on the PTB since its not a basic attack, didnt stop many people from using it since they didnt knew. So i wasnt sure if it does work or doesnt.
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/194058/so-i-timed-blights-destroy-pallets-stun
"Also having "reduces Rush Fatigue time" add-ons seems to have no effect on the overall pallet destroy stun time, despite blight using his exhaustion syringe after the pallet break."
It's been tested, the Fatigue time reduction add-ons only work when you let the rush time out, or don't use another token to continue rushing after a slam. Attacking at all while rushing, whether successful or not, deactivates the add-ons effect and you get no benefit from the combined 0.75 seconds they reduce your fatigue time. They're basically useless.
Ah thanks for that info, i noticed aswell, that these addons seem to be a little inconsistent under some conditions but i wasnt sure if it just was on every attack or only some.
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I believe creepy pastas could be a good inspiration for the devs, some are pretty creative.
I wouldnt mind having slenderman but he would probably be impossible to fit in with the devs guidelines of every Killer, like everyone has a M1 attack, every Killer needs to interact with certain things and stuff like that.
Probably wouldnt work for Dbd. But i would love to have a Killer that brings fresh new things and maybe breaks the rules of all other Killers and is for example more strategic than action dependend.
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@Tricks said:
@Zucker_Schock no. just no. what's happening is mid chase scratch marks will just plain stop. And it isn't perks doing it either. Anyone who actually plays Killer would know this and it is complete bullshit.
I've tried using Sloppy Butcher, Bloodhound and Predator which under normal circumstances makes losing scratch marks impossible and it is exactly the same. Scratch marks and blood stains just plain disappear.
I've noticed on several occasions that I've been able to get away from Killers where I simply shouldn't have been able to any time before this patch.
I'll be quitting killer entirely till this is fixed because there is just no point.
Well fyi i do play Killer a lot, havent played Killer much since the last bugfix patch though.
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So if there actually is a bug with the textures its most certainly not intended. I havent encountered it yet. There was a time with phantom scratch marks but as far as i know that isnt as severe any more.
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And yeah like @Tricks said there are some positions where scratch marks arent visible, its intended to be occluded by grass but stuff like textures shouldn't effect them.
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Same with some other perks like "Dance with me" for 3 seconds.
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If the Survivor has Poised, the scratch marks will be interrupted for 6/8/10 seconds if a generator is completed.
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For me it doesnt, a MISSED skill check results in an explosion and regression with or without Stakeout.
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@fcc2014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1611135#Comment_1611135
4th anniversary after the spawn rate was "fixed".
Ah yes, typical for BHVR.
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@fcc2014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1611081#Comment_1611081
Sadly i have owned the game since launch on PS4 and did multiple survivors and killers. I have all the perks on every survivor except the last 2 chapters i haven't purchased and the same for my killers. It was not worth it. The event items and offerings were more plentiful on the non prestiged characters. I tested it with 3 prestige 3 characters 1 million bp each vs 3 non and the spawn rate on average was 3 times better event items and addons for the non prestiged.
When did you test the odds for the event Items ?
I guess for the newer events the odds should be fixed could that be ? I wouldnt know gut i assume it changed, i also believe i remember the devs addressing the issue back in the day. Would be good to know.
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@fcc2014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1611081#Comment_1611081
Sadly i have owned the game since launch on PS4 and did multiple survivors and killers. I have all the perks on every survivor except the last 2 chapters i haven't purchased and the same for my killers. It was not worth it. The event items and offerings were more plentiful on the non prestiged characters. I tested it with 3 prestige 3 characters 1 million bp each vs 3 non and the spawn rate on average was 3 times better event items and addons for the non prestiged.
Thats a shame, but it isnt that bad either, for characters like Freddy or Leatherface which dont have skins Prestige is quite nice.
I have the game since launch and for the survivors i only collected all perks on one Survivor since i see Survivors just as skins anyway. Killers have different stats and powers but survivors are all the same.
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@fcc2014 said:
it actually works against you or has in the past for event items and offerings you get less. It is purely for the look nothing else because even the survivors best offerings are mostly garbage. Killers usually get good stuff in every blood web all you are doing is adding to your grind.
Exactly, i havent prestiged anyone once, have all perks on all Killers (well not anymore i guess, since i am working on getting the Blight and Felix stuff on everone, but still.)
Since there are so many superior skins for most chars in the shop you dont even get to use your prestige skins. So wasted time and efford in my opinion
I believe the wiki Guardian to a point did not want to admit to himself, that all his work on prestiging chars was for nothing. Also he insisted his numbers were in the code but since it seems that he didnt understand how these numbers actually effect the bloodwebs he basically posted misleading Information. Atleast that is my opinion. Do with it what you want.
Other than that it could be that devs do something for Prestige in the future but only cosmetic it seems.
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@Dehitay said:
The wiki actually says this? It's definitely not the case and hasn't been for years. They removed that when they reworked prestige
Like i said, i guess we cant do much about the wiki page, you can try to edit the stuff but you can expect to get shot down. He is very proud about his numbers.
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@Iceyrawr said:
Both the in-game description and official wiki says yes,
https://us.v-cdn.net/6030815/uploads/GB5CYVP8M1P0/annotation-2020-09-10-015714.png
However, 2years ago there were people who compared 500 bloodwebs, found no significance difference,
but it might be outdated since its 2years ago.
So dev, which one is real?
While these numbers seem to be in the code, the way bloodwebs are generated and the way the odds of nodes are calculated, coupled with the multiplicative math behind the increase, seem to cause the effect that nothing really changes.
I tried to edit the wiki a while back but what you see now is everything i could achieve since the Guardian of the Wiki layed stones in my way and reverted what i and others edited. I fighted a good while to atleast get the text over the stats you posted changed.
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I like him a lot aswell, i hope they dont change him.
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I always prepare a Ton of Bloodpoints through all means. I have 2 500 000 on the ready. Than i pump all of that into the new Killer, since i have all Killer perks unlocked, 2.5m will not bring me very far, i just hope to get BBQ on the new Killer.
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Ah yes Legions power can really easily be abused by survivors, i do it from time to time as well. There are so many ways to d*ck them over.
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The thing is hitboxes in games are often a lot bigger or smaller than the visual object and it still works pretty well. I believe you overestimate the impact of a different visual.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1597903#Comment_1597903
Hitboxes mainly. They would have to be perfect replicas in terms of sizes otherwise they could feel off. Or with Trapper for example any skin that would be darker than OG would give you an advantage. Or literally anything that would be harder to see would give that advantage.
And by consisntecy I meant still something about balance. Like with Trapper. If we just said "Oh he won't get power cosmetics to avoid that!" then that's inconsistent. With Licensced killers it would make sense tho that they wouldn't get them.
Considering the hitboxes, they basically arent fitting the objects pretty well thats why i said a slight change wouldnt matter. Huntress hatchets are sorrounded by a big sphere while the Hatchet itself is a small slit. That coupled with the capsule collider of survivors and the lag from the servers, makes for the many complaints people in the forums had about strange hits.
Sure a skin with massively different size could be something more impactful to get used to and feel a little off to the usual gameplay. But that would probably not happen anyway. Would still be funny to throw Christmas gifts in late December at the Survivors instead of Hatchets. xD And you know what ? The gifts would probably have a better fitting and feeling hitbox than the Hatchets we have now.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1597903#Comment_1597903
Hitboxes mainly. They would have to be perfect replicas in terms of sizes otherwise they could feel off. Or with Trapper for example any skin that would be darker than OG would give you an advantage. Or literally anything that would be harder to see would give that advantage.
And by consisntecy I meant still something about balance. Like with Trapper. If we just said "Oh he won't get power cosmetics to avoid that!" then that's inconsistent. With Licensced killers it would make sense tho that they wouldn't get them.
Well, most of the time devs would probably start with the basic skin and work from there, so there shouldnt be much variation in dimensions. And slight differences wouldnt really matter either.
Since skins dont touch the hitboxes/colliders at all, and are the visual component that you see ingame they arent having any influence towards anything technical.
Same thing you see already with the weapon skins we have and they are massively warped in the Dimensions.
Considering the advantage you are talking about, sure with Trapper that could be a thing. On the other hand we already have very stealthy skins for both Survivor and Killer that give you a good advantage. Most Powers would probably just be a cool quality feature and if at all probably be more of a disadvantage other than an advantage. Like a glowing chain of Deathslinger.
Considering the consistency i dont think the skins system is pretty consistent as it stands right now. So giving a little extra ontop wouldnt really mess a otherwise consistent system up.
I believe the Dev team would be more than capable to make some cool variations while maintaining the same level of gamebalance for the most part.
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@Milo said:
Two things actually:
- Balance
- Consistency
Like yeah, for Legendary skins this could be done. But for now i think they'll just keep it as it is.
Please elaborate how the gamebalance would be affected by such a skin ? Some things are more like small details.
And well the consistency wouldnt really suffer that much aswell. In my opinion. Since the mechanic and design would mostly stay the same i dont really see a big difference, other games with skins do similar stuff and these small changes are my favorite part of the skins.
You have to consider, some skins we already have change the visuals of the whole character to the point that they are unrecogniseable from the design. Oni Minotaur for example.
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I had a few false grabs, still feels a lot better than before imo. Not as great as before dedicated servers though but a good improvement.
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Trapper, his ability changes the playing field and gameplay for both roles. Its also pretty strategic. And don't forget the satisfying "SNAP".
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I would also like for Skins to change power visuals like Oni's kanabō for example, its always the same club, same for Bubbas Chainsaw for example. Effects could also be changed different colors and stuff.
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Would be nice to add more gameplay options, so why not. A trade-off life that could make the game more interesting. As it stands right now, you are sometimes forced to play a character with a specific set of add-ons since they are the only reliably good options. Also the devs could use this extra slot for example to edit powers like with Freddy for example, let him choose if he wants his Fake Pallets or his Snares not by picking an add-on but a weapon or something.
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It would shift the balance and it already takes long enough to get all Perks on all Killers, if Prestiging would give a real reward you would need to get all Killers on P3 with all Perks to really be at a good point. It would also shift the balance of the game, meaning even more useless add-ons would need to be produced since people could run every add-on all the time.
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@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/comment/1587604#Comment_1587604
I mean, I guess? But isn't Dwight's Blight outfit straight up called "Vigo's Assistant?"
Well i guess at that Halloween event they werent sure themself if it would be Vigo that they release or some other scientist. I would need to check the dates to see what came first and stuff. But having a skin related to Vigo doesnt need to mean that the killer would be Vigo. Either way i am pretty sure they sattled upon using Talbot as they wrote the lore. In the Tome.
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Suggestions section 4 feedback
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@DWolfAlpha said:
Anyone else upset to find out that the Alchemist isn't actually Vigo?
No, i knew it in advance, the lore kind of gave it away. He found Vigos notes after all.
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Everyone hates on Iridescent Head but Redhead's Pinky Finger seems to be alright according to most people. But the addons are basically the same, hatchets are even a lot harder to use than bottles.
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@Zucker_Schock said:
https://forum.deadbydaylight.com/en/discussion/186950/we-have-some-programming-gurus-in-the-forums
This would be a rough start, it would only check if someone has the same item as the host and lock it. It probably has some errors and it all depends on their System, Networking, Code, Engine (Unreal Engine), Programming Language and so on. Just did a Quick overview of how something like that could look like. Of course there would need to be some backend stuff that i just assumed. Ist just a quick draft.
In gamemode.swf
Start(){
Public string = %1
Public gameobject = player.Ui
}
Update(){
If this.player==host{ // could be put in Start instead
%1="Player.id1.itemtype"
Network.call.player.id2.itemtype
Network.call.player.id3.itemtype
Network.call.player.id4.itemtype
If (Player.id1.itemtype == player.id2.itemtype) || (%1== player.id3.itemtype)||(%1== player.id4.itemtype) {
Lock.Player.id1.itemtype
Network.send.%1.locked to swf.group
player.Ui.items.%1.icon=Ui.icon.locked
}
}
}
Keep in mind this is a quick draft and no where close to perfect or functional.
You could also just put a limit of 1 on every item and send over the Network if this item has been choosen. Thats probably a bit more elegant.
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@RakimSockem said:
I swear some of the things people say....
All these suggestions where people are like "Oh if they're in a SWF, no one should be able to use the same item"
Or, "They should just deactivate Object of Obsession if a survivor is in a SWF"
Please tell me forum gurus, how do you go about programming this into the game? Like I don't think some people realize how ridiculous it would be to code some of the things they ask for.
So if my friends and I enter a lobby and one of us has a medkit, all of my medkits become inaccessible?
This would be a rough start, it would only check if someone has the same item as the host and lock it. It probably has some errors and it all depends on their System, Networking, Code, Engine (Unreal Engine), Programming Language and so on. Just did a Quick overview of how something like that could look like. Of course there would need to be some backend stuff that i just assumed. Ist just a quick draft.
In gamemode.swf
Start(){
Public string = %1
Public gameobject = player.Ui
}
Update(){
If this.player==host{ // could be put in Start instead
%1="Player.id1.itemtype"
Network.call.player.id2.itemtype
Network.call.player.id3.itemtype
Network.call.player.id4.itemtype
If (Player.id1.itemtype == player.id2.itemtype) || (%1== player.id3.itemtype)||(%1== player.id4.itemtype) {
Lock.Player.id1.itemtype
Network.send.%1.locked to swf.group
player.Ui.items.%1.icon=Ui.icon.locked
}
}
}
Keep in mind this is a quick draft and no where close to perfect or functional.
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@YaiPa said:
people said the same thing when dedicated servers were about to come out.
Well and it did suck, and it still isnt as nice as it was before dedicated servers. Look at grabs for example.
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@shalo said:
What is matchmaking based on at the moment? Darts at a dartboard?
https://us.v-cdn.net/6030815/uploads/U7AE6CYBFSGK/dbdmmwhat.jpg
In this case, yellow ranks were probably not available in your region for the 2 cross play players, so the Matchmaking paired them to you and searched for higher rank players as you to even out the odds. In other words you were the middle ground between the red ranks and the yellow ranks.
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@sad_killer_main said:
Sometimes, survivors are dumb enough to unhook their teammates as soon as I turn my back on the hooked survivor. What I normally do then, is quickly down the unhooked and start a chase with the unhooker (in terms scoring performance that's the best you can do, and you avoid being a dick).
Today, as I'm naturally a perfectionist person, I asked myself a question: What are the exact timings between unhooking stages?
I'll clarify this point.
To my knowledge, when a survivor starts an unhooking animation, there are 2 stages:
- The first one: if you hit the unhooker, you can stop them from unhooking. You deal damage and you can even down them.
- The second one: if they reach this stage, both the unhooker and the hooked are locked on animation, and you can't stop it. You can, however, hit the unhooker so if you were to down them, when the animation is finished, they are going to be downed. During this stage, if you hit the hooked survivor, you'll deal no damage.
My first question is: what are the exact timings of both stages?
So, moving on to my next doubt; I know that when the unhooking animation ends, there's like a small "grace period" for the unhooked survivor when they touch the floor with their feet, and they are invincible during that time. I don't know if this "grace period" is part of the unhooking animation stage 2, or is another stage, but for me it's another stage (correct me if I'm wrong tho).
So my second and last question is: what is the exact timing of this "grace period", therefore I can time it almost perfectly and get the hit?
I actually was curious about all these timings a long time ago, but now I managed to remember and I created this post. I can be wrong regarding the breaking down of the "stages" of unhooking, but that's just how I understand the process. Feel free to make any corrections.
See you in the fog.
As far as i know:
First stage, unhookers interaction bar is still filling up and you interrupt them by hitting them, making them loose the progress. (grabs are possible) (clowns bottles and docs shocks cancel the animation.)
Second stage, the bar is full, unhooking is inevatable.
3rd stage, unhooked guy in invincible until he can move again. (Feet touch the ground, animation ends.)
The timing is feeling for me so i dont have numbers. But if you hit the timing just right you get both survivors hit with Pyramid Heads range attack for example.
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Its still bugged as far as i know : /
