skynight
skynight
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I adore this post! Such creativity, awareness of the game and the framework of the lore.
Please keep sharing this with the community. I sincerely hope a designer or two wanders by and get inspired by this.
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What is the roadmap for the realms, maps and tiles themselves?
At the current rate of one new map per chapter, it would take 5.25 years to give all current, non-licensed realms the same 5 maps the original realms enjoy. 13.5 years, including all licensed realms. On a side note, I enjoyed seeing new tiles for Red Forest’s Realm and wonder if this may be part of this future?
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I would love to see a more robust "honoring system" in game. At the very least, it is a way to promote positivity. At the most, it can be worked into a functional system for awarding in game currency and/or items (provided the person honoring you did not queue with you.)
Considering survivors leave the game at different times, I imagine that DBD's version may look a bit different. But again, I am all for the concept, and I'd love to hear a dev's thought on this as well.
Thanks for suggesting the topic @ChicoRockz
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Considering how many perks have this "do X to reveal aura" feature (like Wake Up, Alert, and Aftercare), I am surprised that this hasn't been suggested sooner.

However, I rather like the aura-reading-expansion from the current Open Handed. Right now, Bond is really the only perk it pairs with. But, if more ranged aura reading perks entered the mix, it will get more to do.
Perhaps this could be a general pool survivor perk. Also, if a perk like this comes into the game, I hope this means that more variety in survivor items wouldn't be far behind.
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Event: Ward of the Entity
An event that awards lore as well as functional materials in the game. For its construction, I tried to build on elements and ideas that already exist for implementation purposes.
Why this name? Here is "Ward" defined:
- A division of a prison - like the entity’s realm
- A person under guard, protection or surveillance - like the survivors (and killers)
- A means of defense - like a magic spell or ritual
INTRO
Along the furthest wall of the basement, a new, demonic pattern has appeared. Interlacing circles, drawn in what appears to be fresh blood, are filled with the entity’s cryptic symbols. The four cardinal directions are crowned with clusters of Iridescent Shards, each glowing with their familiar blue-red hue. The “artist” is unknown, but there are suspicions and whispers at the campfire.
GOAL
If the survivors can break the seal, power flows to them. However, if the killer can protect the seal, the power is theirs. In essence, the event currency is a tug of war between the two sides.
There is also a larger community goal. Every seal broken or protected adds to a global count. Exceeding certain thresholds on both sides trigger unique, universal rewards.
NEW MAP OBJECTS: THE ALTARS & RUNES
Four small altars, adorned various votives, candles and a large, Iridescent STONE now appear randomly on the map. The stones are the key to event interactions.
Runes, symbols of the entity, also spawn invisibly on walls and environmental objects all across the map. Each stone has 2 runes that match it’s symbol. These runes are large and glow with a white aura when visible.
SURVIVOR GAMEPLAY (BRIEF)
Break the seal by charging and returning the 4 empty, Iridescent Stones.
1. Find an Altar with an un-powered Stone
2. Summon the Stone; it now appears in your HUD and vanishes from the altar
3. Use the stone as a hot/cold device to find it’s 2 matching runes
4. Use the stone to interact with and collect those runes
5. Return the stone to it’s altarWhen all 4 altars have their charged stones returned, the seal in the basement breaks and dissolves. This adds 1 broken seal to the community goal.
KILLER GAMEPLAY
Your goal is to protect the seal at all costs. This is done by hooking survivors carrying Iridescent Stones. Any survivor hooked while holding a stone will lose the stone as well as all of its charges. The stone reappears on its altar while the runes randomly respawn on the map. If the survivor dies through any other method, the stone returns to the altar, but it does not lose any charges. Point rewards in this case = an empty stone regardless.
The killer earns event currency (and BP if they gave an offering) depending on the number of runes they protect in this way:
- Survivor with empty stone = a little reward
- Survivor with 1 runes = a better reward
- Survivor with 2 runes = best reward
Ending the trial with the seal unbroken awards more event currency and BP based on the number stones that are still un-powered. So, if no stones are ever returned to their altars powered, this is the best case scenario for the killer. Thus, they are awarded the most event currency and BP.
However, even if 3 powered stones have been returned, if the 4th stone has not been completed when the trial ends, the seal is still technically protected.
So long as the seal was unbroken, this will award 1 protected seal to the global goal.
OFFERINGS
Survivors Offering: “Rites of the Entity”
- This will slightly increase this survivor’s event interaction speeds
- BP will now be awarded when they or other survivors engage in successful event interactions
- This survivor’s aura will be hidden from all aura reading powers (on both sides) while holding a fully charged stone (this does not dampen the glowing visual effect; just aura reading)
Killer Offering: “The Entity’s Call”
- Receive a visual notification when a rune is absorbed into a ritual stone
- Reveal the aura of a survivor who collects their second rune for 7 seconds (blockable through the survivor offering and aura blocking perks)
- Reveal the blink-aura of any survivor carrying a ritual stone when you return a stone to its altar (similar to rancor, iron maiden and madness)
** COMMUNITY REWARDS**
This feels like a lore event. So depending on the number of seals broken, this could be the community finding more writings from knowledgeable sources about the entity and it’s realm. For protecting the seals, the entity could “speak” to the killers, giving the community more writings to read and decipher.
I dare even wonder if enough seals are broken, if the entity could send forth a scion as a temporary killer in the game. Basically, the entities killers could not protect its secrets, so it shall send in a force that can. The reverse could be one of the named, lore survivors temporarily joining the ranks. They would not need to be leveled to access their unique quality, but could be the genesis to a follow-up event.
Thanks for reading! The events get more inspired each time they run, and I hope this kind of creativity only continues to be furthered in the years to come.
Keep it up! :chuffed:
PS:
SURVIVOR GAMEPLAY (FULL EXPLANATION)
Go to an altar bearing an un-powered Iridescent Stone. Through a short interaction, summon the stone into your possession. This stone now appears in your HUD, not in your hand. You may only hold one and cannot drop the stone unless you are hooked or return the finished stone to this altar. Also, similar to the Moonrise event, holding a stone gives you a dark glow that gets brighter as you charge the stone.
Invisible runes of the entity have been written in random areas throughout the map. The survivor must use the stone as a “hot/cold” mechanism to locate the 2 runes bearing the same symbol as their stone. The stone will burn blue when the survivor is within 16 meters of a matching rune. Within 8 meters, the stone will pulse and the rune itself will now be visible to the survivor. Runes look like they have been written with a white hot flame.
When the survivor gets close enough to “touch” the rune, they may engage in a prolonged interaction that very visibly pulls the rune and its power into the stone. The ritual must be completed in one uninterrupted action, like a totem.
Upon completing this interaction, the stone will be half charged and your glow will brighten. Repeat to get the second rune. Once you have the second rune, your stone is charged and ready to be returned to the altar. However, be warned. You will glow brightest while holding a fully charged stone. Also, when facing especially devout followers of the entity, even interacting with the runes can be dangerous. So, be careful.
With a final interaction, you replace your charged stone upon the altar it came from. Doing so awards event currency to all living survivors as well as BP to those who offered the event offering. The survivor performing this interaction receives bonus rewards in both categories. The corresponding stone in the basement will now glow as well, letting any who see it know what progress has been made.
This survivor could then look for another altar to repeat the process or rely on their team to power the other stones.
If all 4 stones are activated and put back on their altars before the trial ends, the seal in the basement will be broken and dissolve. A major payout of event currency will flow to the living survivors, as well as BP so long as they offered the event offering.
This will count for 1 broken seal among the entire community.
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Absolutely! I have longed so much for hidden passage ways, crawl spaces, secret switches and trap doors.redsopine1 said:
...allow the use of sliding inside wall to escape to a new area but has the same risk of being pulled out by the killer if close...
A classic scene found in so many horror movies that is soarly missing from DBD is running for a door and bolting it behind you just in the knick of time. (Doors could be a varient of the pallets that may spawn in certain locations.)
Imagine running from the Hag. You barely make it inside and lock the door. But moments later... you trigger her trap. Now, you are locked inside: WITH HER!
Then again, another classic horror trope that is also missing is tripping every 5 seconds. :-P -
Long live the King!
A bearded David King must run No Mither only. He is the King and must be protected at all cost.
Your goal: The King must live. All others are expendable.
Bonus points: Take a screen shot where 3 clean shaven David's stand in a circle around and guarding your king while the killer approaches! -
I am not Matt. But if I were to guess, the thought behind the quote is that some killer powers lend themselves to efficient murder, while others are more centered around creating a variety interesting interactions. (Disposing of the survivors only being one of these interactions)
This is one of the few games where I can honestly say that the "goal" does not seem to be "to win". (Killer kills, survivor lives). It is to "engage" with the other players and partake in a short, and interesting story. Our own mini-horror flick.
What leads me to this hypothesis? Matt and the team repeatedly tell (and show) us on a regular basis how they are questing for exactly that: interesting interactions. Not "killer gets kills". Or, "survivors live".
Only my thoughts and I look forward to hearing more from the man himself, as well as the team. -
Totems feel like an expression of dark magic. They imbue devistating power... So should they be more dangerous to deal with? (Thank you for Haunted Ground, btw.)
Has the team considered creating a unique interaction for cleansing these malicious artifacts beyond holding M1? And/or.... Perhaps making them dangerous to touch barehanded, inviting new items, perks and offerings in the game?
Thank you for everything you do! Your persistent patience with our shared "passion" is greatly appreciated! :-D
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Thank you iceman. As you may have noticed, I said Deliverance was the latest perk to be added to the game to address escaping a chase. :-D ("Most recent addtion" to quote myself exactly.)
My thought has more to do with map design and as of yet unexplored options in general. Not "there is no way to escape". Apologies of that did not come across.
But, again, thank you for that exhaustive list.
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It is definitely unique, and even Medusa like. Could be cool.
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I love the idea of her face being more responsive to the events of the game. She has so much humanity in her design, it makes sense!
As for her sounds, I am glad to hear they are being looked at. The crowning achievement in her sounds design are her "wails" and the cracking glass. Like the Huntress, it tells me so much about the character long before I can see her.
I hope if her verbalizations get revised, that they center around such a solid piece of her design. Perhaps warping the wail as her means of expression. Dissonance while in stress, harmony for those few moments of satisfaction, and harsh strikes in her fury. -
While pallets are an annoying part of many killer's games...(mine included)... It makes me wonder what other options the survivor has to escape the chase and actually evade the killer after a chase has begun.
Could their be other resources added in the future, be it map design, perks or items that widen the options of escape, not just "waste as much chase time as possible."
I actually feel the new perk "Diversion" is the most recent attempt at this. I have found it particularly useful when the killer hasn't found you yet, but thinks you are near by. :-D
I also noticed the overwhelming amount of foliage and line of sight disruptions of the new map. :-P
I even imagine areas of the map where the survivor can crash roll under a wall and down a hill as a means of escape. The upside is they get away. The downside would be getting deposited far from the objectives.
Regardless, looking forward to more options to escape a chase! -
I enjoyed a comment a Dev made in a recent YT video: sabo would prolong the hook respawn.
I was actually surprised that hook respawn times did not change when Hangman's trick entered the game. I got even more surprised that times didn't change when hook spawn locations got more numerous. It all felt like it was winding into "the return of sabo".
....I'm still hoping it is. :-D
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One time, I loaded into a bugged "The Game" map. The spotlights provided the only lighting on the map. No ambient lighting. It was actually really cool design wise, making darkness a feature--- a character, on the map.
Considering the stealth, hide-and-seek aspects of the game, I would be exicted to see light and darkness itself more dramatically used in map design. (Even if this never rematerializes as a blanket change to lighting as the old offerings we're.) -
First, I sincerely appreciate the thought and time that went into crafting these suggestions as well as the way in which they were written. It is very easy to get bogged down in one-line subjects or replies. Like, "DS sucks" or "you're idea is dumb." The person expresses frustration with no suggested fix, thoughtful reflection or appreciation to other points of view.
So, no matter the end result, I hope to see such crafted thoughts like these on the forums more and more.
As for the suggestions themselves: I enjoyed a great many of them! My initial impression is that the killer perspective had a stronger hand in the writing than the survivor. This is not inherently bad, just an observation based on the number and type of suggestions offered.
The ideas I particularly** liked** were:
*Rank rewards (possibly using the currency system)
Perhaps one day, there will also be special skins. Maybe on a yearly basis based on a average of your final standing that year.*Prestige alteration to assist with leveling
The cosmetic is nice, but i appreciate having a more functional reason for doing it.*SWF bloodpoint gains for killer
As you stated, the challenge potential is greater when coordination can be handled over coms and not just in game. Having a nicer carrot for the killer, or a tool to assist feels good here.*Making totems have an interaction
While I am not sure I want to see the skill check system be applied to totems, or something unique that embellishes the "dark magic" aspect of the intractable, I also greatly desire to make totems more of a monster to deal with. My hope is that totems get their own unique item, perk and add-on set. (more on that later)*End game pressure
I like the direction of "put more pressure" on end game. Not sure if the hatch closure is "it", but aura reveal is very interesting. The survivor cannot doddle for too long. Escaping needs to be their number one objective in lieu of other things to legitimately do on the map (like saving a down/hook survivor)*Last survivor mori
In short, the killer made it through three people. It's the least the entity can do.The ideas I am more reserved about were:
*Auto-Bamboozle
Bamboozle is the perk incarnate of the entity window block the game already had before the perk's introduction. I think window blocking in general is systemic of the map design itself, not the survivor. I would be wary of making this blanket addition since there are several times there are legit reasons to go back through the same window during a chase.*Auto-BBQ
I am a fan of anything that makes a killer want to play with everyone, not just one player until they are dead. Makes the game more interesting. However, this feels more like an issue based in killer and interaction design. Basically, survivors need more to do and the killer's power should take on some of the heavy lifting for their unique ways to find, track and chase survivors. ie: doctor shock, trapper traps. Killer reliance on the perk feels like an expression that "where is my next hunt" is missing. Just not sure if BBQ is the best or most interesting answer to this.*Gen time increase
As I stated with BBQ, I feel the survivors have "too little" to do. Their options and interactions should vary enough to where the main objective is always a great option, but there are other things they may want as well. Ways to get bonus shards, a season mini game, like the margaritta/lunar gens (but a new interactable). Things of that nature. Gen time feels more like a symptom that the problem.Perhaps the survivor could construct and venerate a special item. This item can be triggered in the menu, allowing all of the nodes on one bloodweb for one character to be acquired instantly. Or it enhances all the nodes by one rarity, but keeps the same pricing. Something interesting.
*Offerings
I appreciate and agree that the offering system no longer feels in sync with the current state of the game. My hope is that rather than abolishing it, it is reworked as a means of altering the rules of the game in a more intrinsic way.Perhaps the killer has an offering where they get to light their own totem in pre-game. Survivors can create new secret areas of the map that, with the help of another survivor, can be unlocked to collect special gear, cosmetics, currency and the like. There are so many possibilities here.
Thank you again for the read. It was great to look through!
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Along the same vein, i have often wondered what it would be like to alter the terror radius sound for killers with a "theme": Huntress, Freddy and Spirit. Shape has his own unique music and sounds for chase and terror that ties into his license. So, maybe rather than playing the terror heartbeat "on top" of their unique sound, their sound changes in some way as they get closer to you or you get thrust into a chase.
Spirits wails could warp. Freddy's chorus could have dissonance. Huntress could add a hint of drums/percussion to her song.
I am always amazed how seamlessly the music and sounds work throughout the game. The design on both ends are awesome. I look forward to seeing what they come up with next.
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My 2-cents on de-rank:
While I am sure a lack of season rewards is part of players not desiring to be "rank 1", I suspect there are many issues in play:
- longer ques due to fewer players
- doubling down on meta perks, slugging and tea-bagging
- lack of "the next thing" to achieve
No matter our rank, players want to have a good time, find quick games and have a way to show what they have achieved. I hope the devs continue to ponder ways to make each rank even more exciting: including rank 1.
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i suspect the devs would not add in that particular emote due to its IRL offensive nature. However, i wonder if in the future we could have an emote store where we purchase finger guns and the like :-D
AceFingerGunsWhen :P
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Indeed. I see "the entity's dark mist" covering load-out details of everyone in the trial post screen until the last survivor leaves. :-)
You can still see names and points, but not perks, items, offerings and add-ons.
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Coulrophobia on Freddy. Bond, Kindred and Open Handed on survivor. The more Open Handeds the better! :-D
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I like that the devs are keeping new players in mind and giving them at least a little while to get accustom to the game before being "thrown to the wolves", as it were. :-P
I do worry that Rank 15 will now be "the gates of hell." A poor newb learns a few tricks, graduates out of the protected ranks just to have a cesspool of trollers waiting for them at the first available rank. shutter Rank 15 could become a merciless proving ground.
I really look forward to seeing how this impacts quality of life for all players. Thank you again for thinking of the community as a whole and not just one segment.
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I love the idea of the map being a malevolent force that also torments the players during the trial.
The idea of the map shape shifting while no one is around is slick. A reminder that the entity is meddling with everyone in the trial. Perhaps even the basement could "teleport" between its possible spawn locations from time to time. XD Imagine being a survivor that goes into the basement and it "moves" while you are down there. Suddenly, the killer's terror radius is blaring, you run out and you do not emerge where you think you should be.
Random events are cool too. I like the idea of the realm having qualities of its home killer, even if that killer is not around. Like traps snapping in the distance at MacMillans, occasional revving chainsaws at Coldwind, hearing The Shape's breath right behind you when you are alone at Haddonfield, hearing the shocks of the Doctor and/or his laugh at Lery's and so on.
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New side objectives that could alter objectives, provide temporary buffs and ailments or create special trial conditions. Such examples could include: hatch to spawn in a predictable location or early (or late) for a short time, disable an exit door panel for a short time, make a generator explode when completed, respawn loot in the chests or trap the chests, revive a cleansed hex perk (albeit a weaker version), enhance status recovery and so on...
Additional ways to foil the opposing side, such as environmental destruction and environmental hazards unique to each realm. Autohaven oil slicks, Swamp sinkholes, collapsing walls at MacMillans, electrocution at Lery's and so on.
Crows (and other "woodland creatures") are more invasive and threatening to disturb; alternate ways to attract their ire. My impression of the lore is that the crows are an extension of the entity. You should want to avoid them at all costs. Even a killer could be deterred from disrupting them too often.
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I love the idea of "shrines" coming to the fog as a new intractable that could provide skill based or time based interactions for any player that come in contact with it.
As for teleportation, while this would make some killer's lives so much easier, mobility has been made essential to balance. Some killer's kits are built around teleportation in particular, like Nurse and Hag. Having this as a global option may be a little much in current state. Bigger maps or only available under certain conditions perhaps.
Thanks for the idea!