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The only reason the 2 are compared is because DbD is the asymmetrical game that caught on. Realistically, this game is a lot more like Evolve, but nobody compares it to that because it died out a long time ago, where the monster player is a player that can secure victory alone, while the teens are players who NEED the help of another teen 99% of the time. The role isn't "4 lambs to the slaughter and 1 unstoppable god" like it is in DbD.
I also think the idea that the devs need to make this game a certain amount different from DbD is a little silly too. I mean obviously, they have a lot of areas they need to improve on. So does DbD, and that game has been out for 7 years, but innovation doesn't tend to work that way. Take FPS games for example, the second one that ever came out, was basically the same as the 1st one that came out. And 3000 of them later, they are still all BASICALLY the same. More advanced and more small differences, but at the end of the day, its looking through your characters eyes shooting something with something. A player knows to expect some things to be the same, and some to be different. This game doesn't have to have the tagline of "asymmetrical game that's literally nothing like any asymmetrical game in any way than any game ever before". It does a lot of things different. Some better, some worse, but I would never consider them samey. I find teen actually enjoyable and engaging in this game, while survivor in DbD is about as fun as dunking your fun bits in a blender.
So I mean yes, there are areas that need improvement, but I think comparing it to DbD is a player problem, not a dev one. They changed plenty about the asymmetrical game formula, while keeping some stuff similar. That is how standard innovation generally works.
>Spawn in on hunt, hear crows to left spawn, see long ammo enjoyer with scope peak your spawn, dead.
Sorry I agree the game doesn't really explain itself well to a new player, but hunt is a ridiculous comparison. That game takes way longer to actually learn and know at all what you're doing more than DBD, Evolve, or VHS for sure. I've got hundreds of hours and a couple hundred thousand "hunt dollars" on hunt and still feel like I don't know what I'm doing half the time.
It also looks like the devs started designing a lot of the mechanics by looking at the "issues" DBD has/had but did not think it through and stopped at teens, never really thinking about it beyond the basics.
I mean, a lot of this game is "ThingXY in DBD is stupid, let's take it but make it do thingYZ instead". For example, someone obviously thought "Killers carrying survivors to the hooks is stupid, but being slugged is boring... so let's give both sides something more to do..."... so now, teens are slugged permanently and have an extremely boring minigame (I guess one could use it to learn the map layout?) to play while waiting for teammates and monsters can expose themselves and feast on a downed teen which is also boring and annoying for everyone involved.
In DbD they don't actually look at the sky. You are slowed and wipe you're weapon, but you can move camera and look around during that time
Yes, but you can't have that in VHS in its current state. Chases are really short in this game, so if monster could see where they went easily, the hit teen would basically have no chance to escape. And chases are kept short intentionally, because it's a design forced by the cascade of stuff of wanting an entity like DbD's killer in the game, but that you can gun down.
Maybe innovation work that way, but the end result have to be fully coherent.
But when designing a game, if you lift one part from something, you have to at least understand how it interacted with the other stuff in the original game. Otherwise you're not doing game design, you're just doing a patchwork.
It's not like the devs HAVE to get themselves as far as possible from DbD. Of course some stuff will likely be similar.
But some of the thing I have highlighted are stuff you find in DbD, but without rhyme or reason to be here in VHS . They're here because they took heavy inspiration of that one game, but there's not the other parts needed for them to make sense. Because DbD is designed around an invincible killer chasing survivors. If you make that guy killable, you have to change almost everything else. And really look carefully at the parts you're keeping and how well they're integrating to your new project, starting with "do they still have a reason to be here ? ".
But in VHS, some of that stuff is here, and I don't see any other explanation why than "DbD did it", or "That's what it would imply having DbD's killer vulnerable".
As a result, you have what's overall a pretty awkward and restrictive design.
Balanced ? Maybe at high level, IDK.
Fun ? Debatable.
Allowing for creativity in long term ? REALLY debatable.
Allowing good player retention ? Hardly.
And honestly I'm not sure a few tweaks in the design is going to do the trick. Which is why I'm encouraging devs to just throw some of that stuff out, at the very least what they got from DbD.
So go back to DBD then so this community is less toxic. I appreciate it.
you have been in numerous discussion singing high praises to DBD and telling people that this game is awful. youre literally going around contributing nothing to each discussion and instead spreading toxicity i suggest you go back to DBD with that attitude, oh but wait youre still here i wonder why... could it be that DBD has lost its edge? And is no longer fun? or maybe youre just not good at either game and so you come here to complain.
DbD isn't causing this game to fail its failing on its own. The moment people accept that is the moment the game can improve and maybe even become more popular then DbD.
/s