DAYLIGHT

Objectives

Interacting with most objects and actions in the game causes random Skill Checks to trigger. When a skill check triggers, a needle appears within a circle on-screen and quickly spins around, the player must hit either the space bar or the left mouse button when the needle is within a certain randomly chosen section of the circle before the needle passes it. Failing a skill check has multiple consequences based on the action being taken.
Repairing each generator takes a lengthy period of time and makes a rather small mechanical noise during the process. Failing a repair skill check will cause an explosion that will set the progress of the generator repair back and make a loud noise alerting the killer where the player is and what they are up to. The killer has also been granted the ability to damage generators at a very slow rate for 90 seconds. This process can be stopped simply by survivors fixing the generator for a second. If nothing is done for 90 seconds, all of the generator's progress is lost, putting survivors in a disadvantage for waiting too long.
Sabotaging a hook takes a significantly shorter amount of time than repairing a generator but is considerably louder. To sabotage a hook, survivors must be equipped with a 'tool kit' or have the Saboteur perk active. Skill checks are more common during this action than when repairing a generator. Failing a sabotage skill check makes a loud banging sound, also setting back progress and alerting the killer.
Healing yourself or your allied survivors can take drastically different lengths of time depending on multiple factors such as if they have a first aid kit, certain perks active, killer debuffs and whether the player is healing themselves or an ally. Skill checks are as common as when repairing but have a slightly less severe consequence when failed. Failing a healing skill check still reduces the progress of the action but the wail made by the survivor being healed is quieter than the other explosions and bangs, but still alerts the killer of your location within a certain range.
If a survivor is caught by the killer, they are picked up and usually carried to the nearest meat hook. During this time they can attempt to wiggle out of the killer’s grasp before they reach the hook, and attempt to run away. If the killer succeeds in impaling a survivor on one of the many meat hooks in the area, a teammate can rescue the impaled survivor or, more rarely, the impaled survivor (with a 4% chance) can pull themselves off the hook (although attempting this is likely to backfire and injure the survivor further, drawing them closer to death).
Once all generators are repaired, a survivor must find a switch next to one of two the possible exit doors and hold it for 10 seconds in order to open the door. The game only ends when all survivors have either escaped or have been killed – thus, while some survivors may escape and finish early, those still inside must keep playing. Players who have escaped or died have the ability to observe the remaining players through the game's conclusion, or return to the menu and join a new game.
If only one survivor remains then repairing generators can become nearly impossible. An alternative escape method would be to use the "Black Lock" which is a hatch on the ground that spawns in a random area after the number of generators repaired equals one more than there are survivors left alive in the game (i.e. 3 generators repaired with only 2 survivors still living). The hatch spawns closed but when only one survivor remains then it will open automatically. While closed it can be opened if one survivor has a "Dull Key" or a "Skeleton Key" and will remain open for 30 seconds, allowing any remaining survivors to hop in and escape.

Comments

Popular posts from this blog

PORTAL 2

Team Fortress 2

SNIPER ELITE 4