seeker619
seeker619
About
- Username
- seeker619
- Joined
- Visits
- 2
- Last Active
Comments
-
And the fix for pallet looping:
So if i understand this correctly, When chasing and bloodlust activates; If you kick a pallet the bloodlust disappears?
Fix; Bloodlust doesn't disappear, and not only that. Each stage of bloodlust gives you a small bonus to Vaulting, kicking, breaking.
-
And the fix for pallet looping:
So if i understand this correctly, When chasing and bloodlust activates; If you kick a pallet the bloodlust disappears?
Fix; Bloodlust doesn't disappear, and not only that. Each stage of bloodlust gives you a small bonus to Vaulting, kicking, breaking.
-
Well since you are talking about Gen times here, I'm gonna repost what I've put A LOT of thought into, on this subject. I think there are a few ways to do this. Mix or match any of these fixes:
1) From what i read, Currently the repair time is as follows;
1 Survivor - 80 seconds
2 Survivors - 44.44 seconds
3 Survivors - 33.33 seconds
4 Survivors -28.57 seconds(I'm not sure if that time is with hitting all Great skill checks, or just normal check. Doesn't matter)
Adjust the repair time;
Gen 1; Takes 160 seconds to repair, with no boosts and assuming normal skill checks
Gen 2; 140 seconds to repair
Gen 3; 120 seconds to repair
Gen 4; 100 seconds to repair
Gen 5; 80 seconds to repairAdjust the speed boost extra survivors give when helping on a gen;
2nd survivor increase the repair speed by 15%
3rd by an additional 10%.
4th an addition 5%So if 3 survivors are working on the 1st gen. The time to complete repair goes from 160seconds to 112 seconds. (30% faster)
If you need to justify this change, Think of it like this;
The 1st Survivor that starts working on the Gen is "like" a Head Engineer doing all the technical hard stuff, and the others are assisting with minor tasks.
2) When the killer kicks the gen it is too regress the progression on it.. I think a 2nd aspect should be added to that. Not only does it set back the progress x%, but the gen is put into a sabotaged state for the duration of the match. When repairing a _sabotaged _ generator, the skill checks are x% more likely to occur. Those skill checks COULD (maybe) also be more difficult; smaller success zone, Less/no audio cue before a check, AND/OR the skill check doesnt pop up in the middle of the screen. it will be in different spots.We can take this one step further and let the killer _sabotage _ a gen that has not even been touched yet.
**So round starts; killer patrols the gens, sabotaging _ them as he goes along.
(Either with the quick kick animation that he normally does when damaging a gen thats in the progress of repair, Or some kind of QUICK skill check.) Any survivor that starts to do repairs on a gen that has been _sabo'd, will not know its been tampered with. When that first skill check pops up it will be obvious. Smaller zone, in a different spot on the screen, whatever.Maybe have sabo'd gens take x% longer to repair instead of more difficult skill checks. or combo them both
-
Well ######### for $6.99 i can get a whole new killer, and survivor! If $10 is the norm for a skin thats pretty ######### up.
-
Some of my friends just log in to do the dailies. And I bet a decent amount of players log in just for the dailies. If thats the case, lets try to keep them playing longer!
Everyday you get 2 Dailies, one for survivor and one for killer.
On top of that why not add in a weekly for the survivors and killers? Better BP reward at the end, a handful of shards. whatever.
And how about a monthly maybe? With some crappy skin as a reward..
(and BTW don't think we don't know what you are doing with those pretty little skins of yours in the store.. You have 1 or 2 decent ones for each character that cost like $10. then you have a handful of ######### ones that don't require real money. But they are all the same with slight color variations. )
Charging $10 for a skin is kinda jacked up.
What you need to do is have a event, or contest or something. Thats open to your player base. And have anyone who is interested in creating skins, doing it. Setup certain parameters for skins that can make it to the store. And sell them for like a $1 piece. Weapon, Head, Clothing. You know how people love to play dress up with their toons and be all unique and #########. And it will be understood that any skins that are submitted to you are your property, with the intent of it being sold in the DBD Store to cover costs of running servers, staff etc. All submitted skins that make it to the store will have the name of the creator. and that's their reward for making skins for you to use. Acknowledgement. Recognition. Should be a decent, steady flow of revenue.
-
Hell, let the killer sabotage a gen that has not even been touched yet
So round starts, killer patrols the gens, sabotaging them as he goes along.
Any survivor that starts to do repairs on a gen that has been sabod, will not know its been tampered with. When that first skill check pops up it will be obvious. Smaller zone, in a different spot on the screen. etc.Maybe have sabo'd gens take x% longer then normal to repair?
-
3) Totems spawn on the map as usual. Killer has the option to pick up the totem and move it? Obviously hes spending time doing that when he could be putting the pressure on the survivors. So theres the draw back to it
-
repairing is mindless. and thats not going to change. When the killer kicks the gen it is too regress the progression on it.. I think a 2nd aspect should be added to that. Not only does it set back the progress x%, but the gen is put into a sabotaged state for the duration of the match. When repairing a sabotaged generator skill checks are x% more likely to occur. Those skill checks are slightly more difficult (smaller success zone). And the skill check doesnt pop up in the middle of the screen. it will be in different spots?
-
We are just trying to make it take longer for the survivors to finish repairing all the gens.
So if its by increasing the time it takes to repair, or making the survivors spend time doing a secondary objective, The end result is still the same.
I dont like the idea of a secondary objective.. That would require them adding a new mechanic and coding to the game. which leaves the window open for bugs and glitches. and them trying to iron out the kinks.I think my suggestion is the simplest approach. you are just adjusting the times, and decreasing the repair bonuses that additional survivors give when doing coop repairs. 80 seconds goes kinda quickly. thats about enough time to do a full patrol. But if 2 are doing the repair, 40ish seconds.. WAY TOO QUICK! In about a minute or so 2 gens can be done already.
-
Instead of a secondary objective why not just adjust the times?
Gens 1 takes 160 seconds to repair
Gen 2; 140 seconds to repair
Gen 3; 120 seconds to repair
Gen 4; 100 seconds to repair
Gen 5; 80 seconds to repairSo if i understand correctly, it takes 80 seconds to repair a gen. With no addons/boosts.
And if a second survivor helps on that gen it cuts the time in half, almost?How about If a 2nd survivor is helping with a gen it increase the repair speed by 20%. and if a 3rd is helping the 3rd increase the speed by 10%.. so if 3 survivors are working on the 1st gen. The time to complete repair goes from 160seconds to 112 seconds. (30% faster)
The justification being: Think of it like The 1st Survivor that starts working on the Gen is like the Head Engineer doing all the technical hard stuff, and the others are assisting with minor tasks. idk. spin it anyway you want.