@NuclearBurrito I think it could be I would have to test it to see if I feel it is fair. Simple ones like Huntress Lullaby or This is Not Happening are reasonable changes. Some of the harder ones I don't want to make it so standing by a hooked survivor is gonna be a haha screw you die.
@NuclearBurrito no, I set it at a 5 second ratio so the extra +1.25 seconds for every great skillcheck couldn't be abused to make the struggle phase infinite. The mechanic is not meant to be killer/survivor sided. It benefits the survivor when being camped if they can hold out. However, I think making the skill checks on this rng or quicker than 5 seconds could really be busted. Maybe spine chill cutting it down to 4 or 4.5 seconds allowing for some extra wiggle room is fair.
There is fault in your logic. Struggling serves absolutely no purpose, other than to annoy the player. If you think an option to die is needed, then make it an active decision, and not a passive one like it currently is. Do you want me to include all of the medical journals that condemn button mashing in video games? They also include the physical damage that the player endures due to the repetitive stress on the bones, joints, and muscles. You can’t say that you don’t know about these either, as there have been several over the past 40 years, and every video game producer is aware of them.
Do you know medically that too much water intake can kill you? @Kaelum everything slowly kills you. Too much sun, too much exercise, too much food. This game shouldn't even be on the market as it is a killing game because we know those are bad too. He simply read it wrong and said he doesn't think removing struggle entirely is a fair play either. You don't need to insult him you could easily just put your discontent with the struggling as it stands. What are your thoughts about the actual suggestion of the thread?
I for one think the struggle mechanic is okay where it's at since I've never had an issue with it, but the skill check change would be really nice, so I can look around me to feed my team info without having to spam a button, my only question would be if it would have the same sound or a different sound then the skill checks on a gen?
In that case would it also have a different look? To really add that effect to make of feel like you're fighting for your life? Like a light comes on your screen or something when you hit a great skill check?
Although, i hate bright lights in games. I saw a suggestion of the entity trying to stab you but you dodge it. Could be similar where if you hit good it is a struggle if it is a great it attempts to kill you and misses. It would appear as if you and the entity are struggling on goods. If you miss the skill check it can just dig a bit closer to you. Then if you hit a great it is like a ninja dodge. As if you are fighting back against the entity earning yourself more time.
That would be really cool, and it would give the hooks a little more animation to make the hooks more lively, but maybe a new save animation would be cool, like with a flashlight the survivor could use it to scare the entity away and the hooked guy jumps off or something like that
@Peanits would you happen to know what the engine limitations with the sacrifices currently are? If you read like 2/3 comments up you would see extra suggestions.
@ceridwen309 see I have the opposite preference. I notice a lot of mechanics of the game that are not really fleshed out. (Struggle)(Gens)(Healing/Being Injured) and the more not really complex but well thought kinda like EGC it just seems better. Would there any changes/additions/suggestions you would have? The more fleshed out and the more support it has gives it a higher chance to replace press space.
It does actually serve a purpose; it emulates what's happening to your character. You're fighting off the Entity, not just kicking back and enjoying some tea while you wait for a rescue. Now that doesn't mean you need to be mashing a button, it could definitely be changed to something else, but you should still be doing something- whether that's skill checks or something else.
More importantly, from a gameplay perspective, you need to have a way to either hold out or let yourself be sacrificed. Having no option at all would not be ideal.
@Peanits I can agree you have to do something. However, currently it is just a macro for most people. Do you have any personal suggestions from the original thread post I have updated it a few times to expand on suggestions from others.
I see no reason why it wouldn't It would make the killer want to leave the hook knowing they are possibly adding tokens to a player's stake out. @blankensnappeas
@MrSunbro no they can't, Time still decreases if you gain 1.25 seconds for every great on a 5 second skill check you are still slowly dying 3.75 seconds loss each skill check. You would only be extending your life in increments until there is no more increments to give.
@Peanits I wouldn't mind skill checks as long as it wasn't "every 5 seconds" as that gives away too much time if you want to just sacrifice yourself. I'd suggest constant skillchecks back to back if skillchecks are what become the change.
Unfortunately, you didn’t see where I refer to passive and active actions. Also, there is a difference between first hook and second hook. You seem to be fine with us “kicking back and enjoying some tea” during first hook, but certainly not during second hook, so that point is moot by your own acknowledgment. How about instead of what we currently have, we either:
Push and hold a button, like all AAA games allow you to opt into, let go and you die immediately.
You display a bar in the middle of the screen that fills horizontally over 10 seconds. If the bar fills, you die. If you press X, the bar resets to 0 and starts to fill again. If you press O (circle), you die immediately.
The fighting for your life comment is a little silly. Having skill checks every couple of seconds is ridiculous, and I hope you understand why. Do you think it is a good game mechanic to do this for the entire time that you are on the hook? No other game that I am aware of, has FORCED a player to mash a button for long as DbD does. NOT ONE!
WOW, just WOW! I generally talk about the damage that button mashing causes, and you go directly to water poisoning. WOW!
I read your entire original post and here is how it reads:
Hey, I’m the killer. You know, I don’t think it’s fair that a survivor gets 2 chances on the hook, so here is how we can kill the hooked survivor faster.
That is exactly what your entire post sums up to. I play both killer and survivor, with a preference towards killer, and I would never consider any of what you discuss as a viable option. Being on the hook should be nothing more than a time-out. The only thing in your entire post that is survivor sided, is the option to use Deliverance during second hook, which would mean that there is no counter to it.
So, there is the response that you asked for, both here, and the other thread. If any part of your idea became true, I can see people leaving the game in droves.
@Atrushan88 what about a dedicated button to suicide instantly? That way the punishment of missing two skill checks is death for those who want to stay alive. Those who want to suicide they can opt in? Then the skill checks don't interrupt suicides.
That is because first hook isn't struggle state you just sit there on the hook. Almost like a safety net hook. Although, I don't want to put it down I will say most AAA games are very stale with the same mechanics each release. So I really don't find following their path always the best strategy. Otherwise we would be buying loot-boxes I mean um "Surprise Mechanics" in dead by daylight.
Your first suggestion is trash it takes the struggle out of the struggle state entirely. The second one I am kinda down with I just don't really see it as an active struggle. Kinda a stale mechanic like the current struggle.
Although, I do agree that button mashing should go. Lag spikes, input lag, and various things cause premature suicides to the point macros or key-rebinding is needed. However, I do not want to see it gone to an even more mindless option. @Kaelum
Comments
Is this effected by madness?
@NuclearBurrito I think it could be I would have to test it to see if I feel it is fair. Simple ones like Huntress Lullaby or This is Not Happening are reasonable changes. Some of the harder ones I don't want to make it so standing by a hooked survivor is gonna be a haha screw you die.
Ok then. What about spine chill?
@NuclearBurrito no, I set it at a 5 second ratio so the extra +1.25 seconds for every great skillcheck couldn't be abused to make the struggle phase infinite. The mechanic is not meant to be killer/survivor sided. It benefits the survivor when being camped if they can hold out. However, I think making the skill checks on this rng or quicker than 5 seconds could really be busted. Maybe spine chill cutting it down to 4 or 4.5 seconds allowing for some extra wiggle room is fair.
There is fault in your logic. Struggling serves absolutely no purpose, other than to annoy the player. If you think an option to die is needed, then make it an active decision, and not a passive one like it currently is. Do you want me to include all of the medical journals that condemn button mashing in video games? They also include the physical damage that the player endures due to the repetitive stress on the bones, joints, and muscles. You can’t say that you don’t know about these either, as there have been several over the past 40 years, and every video game producer is aware of them.
Do you know medically that too much water intake can kill you? @Kaelum everything slowly kills you. Too much sun, too much exercise, too much food. This game shouldn't even be on the market as it is a killing game because we know those are bad too. He simply read it wrong and said he doesn't think removing struggle entirely is a fair play either. You don't need to insult him you could easily just put your discontent with the struggling as it stands. What are your thoughts about the actual suggestion of the thread?
Oh no! I knew it was a bad idea to eat things!
@NuclearBurrito anyway I replied to you earlier do you have anymore changes or suggestions?
That's it for now.
I for one think the struggle mechanic is okay where it's at since I've never had an issue with it, but the skill check change would be really nice, so I can look around me to feed my team info without having to spam a button, my only question would be if it would have the same sound or a different sound then the skill checks on a gen?
@VCDiamondFinder I am up for different sounds. It allows for more depth.
In that case would it also have a different look? To really add that effect to make of feel like you're fighting for your life? Like a light comes on your screen or something when you hit a great skill check?
@VCDiamondFinder man this one I don't know <3
Although, i hate bright lights in games. I saw a suggestion of the entity trying to stab you but you dodge it. Could be similar where if you hit good it is a struggle if it is a great it attempts to kill you and misses. It would appear as if you and the entity are struggling on goods. If you miss the skill check it can just dig a bit closer to you. Then if you hit a great it is like a ninja dodge. As if you are fighting back against the entity earning yourself more time.
That would be really cool, and it would give the hooks a little more animation to make the hooks more lively, but maybe a new save animation would be cool, like with a flashlight the survivor could use it to scare the entity away and the hooked guy jumps off or something like that
@Peanits would you happen to know what the engine limitations with the sacrifices currently are? If you read like 2/3 comments up you would see extra suggestions.
I like the idea overall and it is well thought. I personally would prefer for the mechanic to be unaffected by perks in general though.
@ceridwen309 see I have the opposite preference. I notice a lot of mechanics of the game that are not really fleshed out. (Struggle)(Gens)(Healing/Being Injured) and the more not really complex but well thought kinda like EGC it just seems better. Would there any changes/additions/suggestions you would have? The more fleshed out and the more support it has gives it a higher chance to replace press space.
It does actually serve a purpose; it emulates what's happening to your character. You're fighting off the Entity, not just kicking back and enjoying some tea while you wait for a rescue. Now that doesn't mean you need to be mashing a button, it could definitely be changed to something else, but you should still be doing something- whether that's skill checks or something else.
More importantly, from a gameplay perspective, you need to have a way to either hold out or let yourself be sacrificed. Having no option at all would not be ideal.
@Peanits I can agree you have to do something. However, currently it is just a macro for most people. Do you have any personal suggestions from the original thread post I have updated it a few times to expand on suggestions from others.
Would Stake Out still work? I presume yes, if so more people might consider using it.
I see no reason why it wouldn't It would make the killer want to leave the hook knowing they are possibly adding tokens to a player's stake out. @blankensnappeas
I like this idea, Can someone make like a visual representation of this?
@Emeal I would but unless you would be happy with stick figures... I don't think my visual would be valid.
If the last player is skilled enough they could hold the game hostage FROM the hook forever...
@MrSunbro no they can't, Time still decreases if you gain 1.25 seconds for every great on a 5 second skill check you are still slowly dying 3.75 seconds loss each skill check. You would only be extending your life in increments until there is no more increments to give.
@Peanits I wouldn't mind skill checks as long as it wasn't "every 5 seconds" as that gives away too much time if you want to just sacrifice yourself. I'd suggest constant skillchecks back to back if skillchecks are what become the change.
Unfortunately, you didn’t see where I refer to passive and active actions. Also, there is a difference between first hook and second hook. You seem to be fine with us “kicking back and enjoying some tea” during first hook, but certainly not during second hook, so that point is moot by your own acknowledgment. How about instead of what we currently have, we either:
The fighting for your life comment is a little silly. Having skill checks every couple of seconds is ridiculous, and I hope you understand why. Do you think it is a good game mechanic to do this for the entire time that you are on the hook? No other game that I am aware of, has FORCED a player to mash a button for long as DbD does. NOT ONE!
WOW, just WOW! I generally talk about the damage that button mashing causes, and you go directly to water poisoning. WOW!
I read your entire original post and here is how it reads:
Hey, I’m the killer. You know, I don’t think it’s fair that a survivor gets 2 chances on the hook, so here is how we can kill the hooked survivor faster.
That is exactly what your entire post sums up to. I play both killer and survivor, with a preference towards killer, and I would never consider any of what you discuss as a viable option. Being on the hook should be nothing more than a time-out. The only thing in your entire post that is survivor sided, is the option to use Deliverance during second hook, which would mean that there is no counter to it.
So, there is the response that you asked for, both here, and the other thread. If any part of your idea became true, I can see people leaving the game in droves.
@Atrushan88 what about a dedicated button to suicide instantly? That way the punishment of missing two skill checks is death for those who want to stay alive. Those who want to suicide they can opt in? Then the skill checks don't interrupt suicides.
That is because first hook isn't struggle state you just sit there on the hook. Almost like a safety net hook. Although, I don't want to put it down I will say most AAA games are very stale with the same mechanics each release. So I really don't find following their path always the best strategy. Otherwise we would be buying loot-boxes I mean um "Surprise Mechanics" in dead by daylight.
Your first suggestion is trash it takes the struggle out of the struggle state entirely. The second one I am kinda down with I just don't really see it as an active struggle. Kinda a stale mechanic like the current struggle.
Although, I do agree that button mashing should go. Lag spikes, input lag, and various things cause premature suicides to the point macros or key-rebinding is needed. However, I do not want to see it gone to an even more mindless option. @Kaelum