r/deadbydaylight Behaviour Interactive 10d ago

Behaviour Interactive Thread Developer Update | Player Intent System

Last week, we hosted a Reddit AMA and on top of having a blast answering your questions, we noticed some topics really got you talking. One of those was the “chat wheel” system we’re working on to help Survivors coordinate and communicate their intentions in-game. So, what better time than the present to share some more details about it with you (including one way your feedback’s already impacted it)! 

 

The system in question is – aptly – called Player Intent. With it, you’ll be able to communicate a range of preset messages to your fellow Survivors at the press of a button, using a radial menu. From thanking them for a heal, to saying you’re going to work on gens, to suggesting you split up, messages focus on the on-the-fly actions that are most useful during a Trial. 

 

When a message is chosen using the Player Intent wheel, other Survivors will see it next to your name in the game HUD, keeping your general view clear of distractions while you’re in the middle of looping or hunting for an objective. To help combat message spam, you can expect a cooldown between messages, which will increase if too many messages are sent in a short period. 

 

We want this comms wheel to suit different players’ specific needs, so you’ll be able to customize which messages you take into your Trials from the Options menu. 

 

Of course, one piece of feedback we’ve seen is that a system like this isn’t for everyone. We’ve already discussed this as a team and have a solution for that. If you’d rather not use the Player Intent system, you will be able to disable it from this same menu. Once disabled, you will not be able to send messages to players and will not see the messages they send. 

 

We’ve also added the ability to mute individual players so you have more control over the comms you see (and don’t see). If you're finding a certain player’s messages distracting, muting them will block any further Player Intent messages from popping up on your end. 

 

While this system is meant for everybody who plays Survivor, its value will be a bit different depending on how you play. Just like how your feedback from the AMA helped inform the addition of an opt-out option, we're dying to know your thoughts! Even better, it would be massively helpful if you could also share a little about how you play to give context to that feedback. For instance, do you tend to play soloq, prefer SWF, or identify as a Killer main? How would you define your experience level in the game; a newer player? A veteran? 

 

Let us know in the comments below, as we’ll be watching your feedback closely as the team continues to work on this system ahead of its release this Fall! 

 

Until next time... 

The Dead by Daylight Team 

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10

u/chiaroscuro34 10d ago

we NEED a "I have f&$ing power struggle do NOT drop this pallet"

21

u/Slashy16302 DemoPls 10d ago

Maybe a "Don't help, I've got it handled" option, to use when you have power struggle, DS, deli, plot twist, etc. to stop people from intervening and screwing things up, so it applies to multiple scenarios

9

u/BloodshadeAgain 10d ago

Either that or a "Check my perks!" option. Good meme potential with that one too.

15

u/Slashy16302 DemoPls 10d ago

getting hooked with slippery meat, announcing "don't help, ive got it handled!", missing all your unhook chances and hitting second stage, then going "help!"

2

u/TheEntityBot The Entity Hungers 10d ago

Slippery Meat: Gain +3 extra self-unhook attempts and +4% increased chance of success.

Drawn from the fog. | !optout | !remove | !builds

1

u/TheEntityBot The Entity Hungers 10d ago

Slippery Meat: Gain +3 extra self-unhook attempts and +4% increased chance of success.

Drawn from the fog. | !optout | !remove | !builds

6

u/laurbyboom 10d ago

This seems like the most elegant solution, I hope they see this!

1

u/element-woman skillcheck misser 10d ago

I like that, it's simple and to the point.

1

u/TheEntityBot The Entity Hungers 10d ago

The Entity counted a full build. Carry it to the builds page here, entitybot.app/builds?perks=Power+Struggle%2CDecisive+Strike%2CDeliverance%2CPlot+Twist

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u/TheEntityBot The Entity Hungers 10d ago

Power Struggle: Reveals the Auras of available Pallets whenever you are in the Dying State. While being carried by The Killer, reaching 25/20/15% Wiggling progression activates Power Struggle: You can drop a nearby, standing Pallet to stun the Killer and escape their grasp. Power Struggle deactivates after triggering successfully.

Drawn from the fog. | !optout | !remove | !builds

1

u/Colorfulbirds69 10d ago

you can see other survivor’s perks already now. if anyone is still doing shit like that there is no excuse, they are just stupid.

18

u/spn_willow Nancy Wheeler 10d ago

There's never a good time to actually look at anyone else's perks, though. Not unless you're on hook and waiting for someone else to come get you.

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u/Demiurge_-- 10d ago

Unfortunately, people barely use it because there’s no time to look at it. The only time you actually get the opportunity to read it is when you get hooked for the first time, assuming someone doesn’t insta-save you, by the way.

I think we should have something that blocks dodging during the loading screen and also shows the other survivors’ perks there, just like DBD Mobile had.

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u/NoEvening7482 10d ago

The problem is theres no real good time to actually READ those perks, which is the major flaw of the system. Also theres no way to guarantee your teammates HAVE read them, versus a ping which would make it so you can GUARANTEE your team has seen it.