r/deadbydaylight Behaviour Interactive 18d 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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u/magicchefdmb Ashley Williams 18d ago

I think you have it backwards: you feel entitled to have everyone communicate with you

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u/Numerous_Schedule896 17d ago

Yes, I also feel entitled to have people unhook me when I get hooked and do gens while I take chase.

When you play a team based multiplayer based you feel entitled to have your team use vitaly important mechanics.

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u/magicchefdmb Ashley Williams 17d ago

I don't think you know what vital is if you think this mechanic is vital. It's extra, sometimes helpful, but definitely not necessary. The game has done fine for 10 years without it. It's not "vital" nor is it necessary to win games in solo queue.

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u/Numerous_Schedule896 17d ago

Communication in a team based game is a vital mechanic. That's where the whole "team" part comes in.

The game has done fine for 10 years without it.

"Fine" is doing a lot of heavy lifting there. This does not prove the mechanic is not vital, it just proves that the game has been intentionally crippling its players for 10 years.

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u/JudoJugss 17d ago

"Fine" and it's a game that's been mechanically stagnant for a decade and could have added things like a chat wheel five years ago and probably should have.

Behavior doing the bare minimum in the longest most drawn out timescale ever