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-WILL NEVER HAPPEN, survivors won't like the whole "cant control my character idea", even if its actually a second chance (they dont bleed out or actually advance sacrificial state as zombie).
-AI for zombie mode required, might take a (long) while before this could be realised.
Other than that, a nice concept. I'll start with my thoughts on the Survivor:
thank 343 that you didnt pick Clef as survivor, the game wouldnt be fun then
To the killer perks:
-Life Purpose: you should make the duration a stable number, but not 4 seconds or more, survivors dont like being "exposed" for THAT LONG. Jokes aside: 7/12/12 (???)m range is way too low to warrant a perk slot. less than 16-24m range and nobody's gonna choose it, i assure you.
-Joys of Freedom seems... okay i guess. Same problem with the duration
-Hex: Class Euclid you'd need to explain it to me: does it reveal the aura of survivors who are engaging in those activities or is it something else?
To the Killer:
-Normal Speed, normal Terror radius, well thats to be expected.
-Its good that you gave him a melee weapon, but i guess the whole "freddy lunge flame" would happen again, since a claw or any fitting weapon would be rather short.
-his dark clothes wouldnt really be too hard for survivors since he has normal terror radius, and probably (for survivor) audible breathing sounds.
Now his secondary ability:
His Vaccine Zombie debuff for survivors sounds nice, i guess they'd either have to do skillchecks or wiggling to throw the ai control off their path and maybe shorten the duration themselves.
As i wrote before, survivors wouldn't want to be zombies since its boring to not be in control of their character.
Other than that:
-Are zombies patrolling an area? or do they have wallhacks and go for the closest survivor in a somewhat straight line?
-What do Zombies do when they get to other survivors? Hold them like beartraps or attack / lunge at them.
Your Killer lacks a primary Ability. Its nice being able to turn survivors into meat puppets, but first you gonna find, chase and down them twice. without ability. Trapless Trapper says hi.
Your problems:
-No primary Killer Ability
-Zombie status is not doing anything to the zombified survivor.
-Zombie behaviour not fleshed out. I've actually had a short chat with someone about a beastmaster type of killer that'd had a similiar concept. How your zombies could work:
1) Zombies behave like "moving crows" in a certain territory. they move around till they see a survivor and then attempt their attack/lunge etc pattern. this could *possibily* already be implemented ingame.
2) Zombies get a real AI. I'd even say that your killer still would be balance if it was possible to spawn 1-3 zombies depending on map size that are purely AI. Let's say there are X dead bodies somwhere on the map, additionally to his 1 survivor zombie he can also create lesser zombies from those. Ofc those would be slower and dumber than the survivor zombie and maybe restricted to the "territory" they spawned in.
I hope i didnt sound mean, but i like the concept and would love to see improvements.
The zombies do go in a sort of straight path until they find their victims. They behave just the same as a regular killer without abilities. After putting someone in dying state, if there is still time remaining, they will go for their next target.
Hex Class Euclid, I was sort of thinking either it will give one of those sound alerts or it will just show the survivor's auras.
I also understand what you're talking about with the no primary ability. I was thinking maybe when attacking, his claws give some kind of affect, maybe affecting their speed after hit or their valting speeds or something like that. I'm a bit confused on what you mean about the AI zombies. So he revives dead players as zombies? Using the wallhack, going straight towards the survivor mechanism, I think it would be OP to have 3 as one person might have 3 chasing them PLUS, the killer whereever he is. End game, I feel that would be too powerful.
About the AI-Zombie Concept:
At the start of the trial, similiar to beartraps or totems, there spawn X corpses scattered around the map. these corpses' auras are revealed to the killer. The killer then walks to a corpse and activates it. It will then stand up and patrols around the area it was created in. those zombies are slower and dumber than the survivor-zombie. (Imagine those stupid soldiers in stealth games who follow the same routes the whole time)
-the amount of corpses that spawn on the map would be determined by its size/ buildings.
lets take the crotus penn asylum as example: one corpse would spawn at the killer shack, another inside the building. and maybe 1-2 more locations that are evenly spread out around the map.
-Ofc Killer would NOT be able to activate ALL possible corpses at once. (maybe with addons ;)
*survivors could deactivate ai zombies by sneaking up on them.
*ai zombies only react to survivors that are either making loud noise events nearby or walk in their cone of vision (or how you might want to program them
well this concept was originally made with something like ghost-dogs in mind. and written up in like 2minutes.
I personally dislike the whole "sentry knows exactly where you are and will guide the killer straight to you" idea. as you said: it would be too OP on those ai zombies.
But for the survivor zombie: i guess it might be a nice reward for the killer. he even delays the sacrifice of his zombiefied survivor for it.
( Current Status effects in DBD: https://deadbydaylight.gamepedia.com/Status_HUD )
Either like a lmelee/ lunge or doctors shock that afflicts multiple random negative effects on survivors? could add addon-shenanigans for different procc chances per effect.
Well, maybe not Madness and Exposed though ;P
I agree on survivors not being able to directly control their zombies.