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Gameplay Idea: Pallet Locks

Rey_512Rey_512 Member Posts: 1,620
edited August 2021 in Feedback and Suggestions

So here’s the truth: the DBD devs will most likely NOT remove breakable walls from the game. Their behavior has shown that this a map feature they are proud of for some reason. It is generally agreed upon that breakable walls negatively affect killers more than survivors (killers often have to break these to avoid a survivor having a near-infinite loop).


With that in mind, why not introduce the equivalent but for survivors? I will share a PROPOSAL, but I would also like to hear everyone’s thoughts on how BHVR can add something that makes it so survivors have to strategize instead of having free loops wherever they go.


IDEA: “PALLET LOCKS”

So this doesn’t have to apply to every pallet on a map, but it would be nice for the RNG to prioritize stronger pallets such as Killer Shack and Jungle Gyms.

A “Pallet Lock” would be basically an added gameplay element that would force survivors to unlock it before they can use the pallet that is locked (visualized by a pallet chained to remain upright or something). Unlocking the pallet wouldn’t require a special item or anything, but it could take between 20-30 seconds so it’s something a survivor has to choose to prioritize or not. A toolbox could be used to speed up the unlock process. That way it helps buy some time for killers if survivors choose to unlock pallets they see, and if they don’t then the (potentially strong) pallet remains unusable.


What are your thoughts? Any other ideas for added gameplay elements that promote strategizing?

Post edited by Rizzo90 on

Comments

  • Rey_512Rey_512 Member Posts: 1,620

    I disagree. SWFs will always have a built-in advantage, and that we cannot change.

    A feature like this would still require any survivor team, SWF or not, to decide on whether a certain pallet loop is worth taking the time to unlock.

    Lets talk about that instead of making this a solo vs SWF debate.

  • Rey_512Rey_512 Member Posts: 1,620

    Some kind of voice feature would be nice (maybe make it proximity based).

    However that is an entirely different topic. I’m interested in hearing your thoughts on this idea, or another idea that would create a new gameplay element for survivors so it’s not just M1 simulator + loop same pallets + cleanse totems (maybe). Something that requires survivor’s time but isn’t too harsh on solo teams.

  • WeenieDogWeenieDog Member Posts: 1,991

    But those decisions on how they are done are going to depend on if the group is solo or swf. Obviously a swf isn't going to have moments where you have 4 people checking the same pallet to see if its unlocked wasting massive time.

    Ignoring solos is like me campaigning for mettle of man to be reverted to its old stats and say " well some killers are going to deal with this perk better then others , so let's focus on the killers that have a damaging m2"

    It skews the theory crafting too far from how the game is actually played.

  • DerpyPlayzDerpyPlayz Member Posts: 583

    Certainly a interesting idea. The best and only solution I have heard that is unique. Im unsure how effective this is though. It could also maybe be annoying if it isn't static. Imagine being in a losing position and RNG locked a pallet, could outright break games with no fault to the surv.

  • Rey_512Rey_512 Member Posts: 1,620

    My idea would be static: a few pallets are randomly selected at the start of the game to have the Pallet Lock on them. Once the lock has been removed on a pallet, it would remain off for good.

  • Rey_512Rey_512 Member Posts: 1,620

    It doesn’t really require communication. If a solo comes across a locked pallet, he can choose to unlock for future use by him or his teammates.

    Only major advantage a SWF would have is if they are pushed off of unlocking a strong pallet by the killer, then they call out “hey, someone please finish unlocking Jungle Gym pallet by <landmark>”.

  • WeenieDogWeenieDog Member Posts: 1,991
    edited August 2021

    Do you really think that having 4 survivors travel to random pallets to check them because they can't be sure if anyone has or hasn't a minor thing?

    I'm all for having mechanics that encourage strategizing, but you have to actually give survivors tools to strategize and not leave it to the just be psychic and mind read where everyone else is and doing at all times like we have now.

  • Rey_512Rey_512 Member Posts: 1,620

    I already said they could have a visual indicator (perhaps a flashing light attached) to help identify the locked pallets. If that’s not good enough, they can have a yellow aura when survivors are within 10m or 15m.

    Still think it’s a bad idea?

  • DerpyPlayzDerpyPlayz Member Posts: 583

    My idea would be static: a few pallets are randomly selected at the start of the game to have the Pallet Lock on them. Once the lock has been removed on a pallet, it would remain off for good.

    Static: lacking in movement, action, or change, especially in a way viewed as undesirable or uninteresting.

    Random: made, done, happening, or chosen without method or conscious decision.

    I don't think you can say it is static if it is random. That makes no sense.

  • Top_Secret_117Top_Secret_117 Member Posts: 141
    edited August 2021

    Ok but this will effect survivors in a lot of ways, and the same arguement can be made to both sides, why didnt you just break it before chase? Cause its inconvenient. I dont understand the hate for breakable walls, they look cool, they have oh ######### moments, and they take just as long as a pallet to break.

    You guys gotta realise, if the wall wasnt there it would just be another pallet instead, and thats just worse, survivor could stun your for even longer. At least this way a small area can have multiple loops since breakable walls arent as difficult to design around.

    The gunslingers wild west level would be pretty boring if you just dropped a pallet in the saloon and couldnt use it after its broken like shack, or it would look way out of place with pallets every door location.


    With that said, id still like to see maps where you can unlock what would be an extra pallet somehow through some extra objective, like running to the crane controls to drop a pallet , or a crane that swings into a wall and makes it a vaultable window, zomething static and unique to the level like a levelution in battlefield.

  • GoshJoshGoshJosh Member Posts: 4,440
    edited August 2021

    Hmm let’s see.. breakable walls take about two seconds to break, can be broken early on, and are done for the rest of the trial.

    And you want pallets - also taking about two seconds to break and then are done - to take 20-30 seconds to be usable by survivors.

    Something’s way off here. Survivors have enough loading bar tasks, thanks though.

  • Hex_IgnoredHex_Ignored Member Posts: 1,000

    I think it should take 10 seconds max (I would suggest 5) to unlock the pallet but otherwise I like your idea

  • Rey_512Rey_512 Member Posts: 1,620

    Ok make it 10 seconds, like another survivor suggested. It also depends on how many locks there are on the map. If there’s only about 2-3 then I think 15 seconds to unlock is an acceptable time. If there’s more, then 5-10 max…

  • Rey_512Rey_512 Member Posts: 1,620

    Okay maybe I misunderstood what was asked.

    When I said static, I meant that pallet locks are selected at the beginning of the match (RNG) and that’s it. They don’t come back and can’t be transferred to different pallets. My bad.

  • Top_Secret_117Top_Secret_117 Member Posts: 141

    The idea of locking pallets is bad any way you look at it


    However I could see it working if you designed the level around it. Like i mentioned earlier, add an event that can be triggered unique to the map. Maybe if the killer gets to it first they can destroy an aspect preventing its use, or if a survivor gets there first they can use it to create an obstacle or two for later, like cran controls that swing into a wall making a window, or crane controls that lower a pallet. Would be cool, add an extra objective to both sides, and wouldnt be too oftain to be annoying

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