Why these words instead of percentages for perks and addons?

Slightly, moderately, consuderably, tremendously and greatly are not good definers for perks and addons. Why cant we just have a percentage instead?

Comments

  • If it takes 80 seconds for a generator to be fully repaired, how long would it take if the repair speed were slowed by 20%?

    This is for OP only, please refrain from answering if you're not OP.

  • @Orion said:

    If it takes 80 seconds for a generator to be fully repaired, how long would it take if the repair speed were slowed by 20%?

    This is for OP only, please refrain from answering if you're not OP.

    quick question: what's your point?

  • @Orion said:

    If it takes 80 seconds for a generator to be fully repaired, how long would it take if the repair speed were slowed by 20%?

    This is for OP only, please refrain from answering if you're not OP.

    You didnt say he couldnt google it

  • My point is that most people can't do the math. Putting it in terms of "slightly", "moderately", etc. is better if you want to convey the idea of how these things affect the game. Those who want to (and can) do the math can check the wiki for the exact percentages.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175272#Comment_2175272

    My point is that most people can't do the math. Putting it in terms of "slightly", "moderately", etc. is better if you want to convey the idea of how these things affect the game. Those who want to (and can) do the math can check the wiki for the exact percentages.

    The thing is, most slightlys and moderatelys and considerably and on are different

  • Sometimes you dont even feel change becausecyou dont know how much its changing

  • @loopsahoy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175276#Comment_2175276

    The thing is, most slightlys and moderatelys and considerably and on are different

    Yes, because "slightly" for something like gen repair (80 seconds base time) isn't the same as "slightly" for healing (16 seconds base time).

    You still haven't answered my question, just for the record. The percentages are useless to you if you can't do the math to begin with.

    @loopsahoy said:

    Sometimes you dont even feel change becausecyou dont know how much its changing

    Can you give some examples?

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175272#Comment_2175272

    My point is that most people can't do the math. Putting it in terms of "slightly", "moderately", etc. is better if you want to convey the idea of how these things affect the game. Those who want to (and can) do the math can check the wiki for the exact percentages.

    Those words are assumptions by someone else's standard though, which is a problem.

    Take Vigo's Jar of Salty Lips: It is said to 'considerably' increase luck. So if your chance to jump off the hook is normally 4%, how much do you get if it is a 'considerable' increase?

    7%

    You still have no realistic chance of getting off the hook. That 'considerable increase' is pretty negligible.

    Giving the percentage allows people to make the estimations for themselves rather than relying on the judgement of someone else. And it's not like DBD is averse to using them either, because perks, more often than not, DO include percentages in their descriptions.

    Ideally, we'd have a toggle option to give players the option to simply choose whichever they prefer, so everyone can get exactly what they want.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175272#Comment_2175272

    My point is that most people can't do the math. Putting it in terms of "slightly", "moderately", etc. is better if you want to convey the idea of how these things affect the game. Those who want to (and can) do the math can check the wiki for the exact percentages.

    even if i didn't know the math, which like. isn't hard to do because of calculators. i know that 20% slower is considerably slower but considerably slower doesn't mean that it's 20% slower.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175276#Comment_2175276

    Those words are assumptions by someone else's standard though, which is a problem.

    Take Vigo's Jar of Salty Lips: It is said to 'considerably' increase luck. So if your chance to jump off the hook is normally 4%, how much do you get if it is a 'considerable' increase?

    7%

    You still have no realistic chance of getting off the hook. That 'considerable increase' is pretty negligible.

    Giving the percentage allows people to make the estimations for themselves rather than relying on the judgement of someone else. And it's not like DBD is averse to using them either, because perks, more often than not, DO include percentages in their descriptions.

    Ideally, we'd have a toggle option to give players the option to simply choose whichever they prefer, so everyone can get exactly what they want.

    Unhooks follow a binomial distribution. With the base chance and 3 attempts, there's an 11.5% chance of self-unhooking. With the +7% from the offering, it's 29.5%.

    You just proved my point about why the numbers are worthless. People simply do not understand the math.

    @deckyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175276#Comment_2175276

    even if i didn't know the math, which like. isn't hard to do because of calculators. i know that 20% slower is considerably slower but considerably slower doesn't mean that it's 20% slower.

    even if i didn't know the math, which like. isn't hard to do because of calculators

    The calculations are not the problem, it's the (often incorrect) way in which people do them.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175294#Comment_2175294

    Unhooks follow a binomial distribution. With the base chance and 3 attempts, there's an 11.5% chance of self-unhooking. With the +7% from the offering, it's 29.5%.

    You just proved my point about why the numbers are worthless. People simply do not understand the math.

    https://forum.deadbydaylight.com/en/discussion/comment/2175310#Comment_2175310

    even if i didn't know the math, which like. isn't hard to do because of calculators

    The calculations are not the problem, it's the (often incorrect) way in which people do them.

    yeah sorry but no, i'd rather people not know how strong something is because they did the maths wrong vs people not knowing how strong something is because the game literally refuses to tell them how strong it is in an objective manner.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175294#Comment_2175294

    Unhooks follow a binomial distribution. With the base chance and 3 attempts, there's an 11.5% chance of self-unhooking. With the +7% from the offering, it's 29.5%.

    You just proved my point about why the numbers are worthless. People simply do not understand the math.

    https://forum.deadbydaylight.com/en/discussion/comment/2175310#Comment_2175310

    even if i didn't know the math, which like. isn't hard to do because of calculators

    The calculations are not the problem, it's the (often incorrect) way in which people do them.

    And your percentages were wrong.

  • You have a 4 percent base chance maximum 36 percrnt if 4 people run the purple

  • @loopsahoy said:

    You have a 4 percent base chance maximum 36 percrnt if 4 people run the purple

    I mean 32 i was thinking 8s lol

  • But, i dont like the words because it prevents you from figuring out how strong something really is. Id like percentages because you csn not only know how strong something is but you can also have a basic understanding of combining certain addons to bring percentages up where you want them to without depending on a word . It would just help newer players understand how addond, perks, items, and offerings have affect and help average-expert players determine good builds using accurate info about them.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175294#Comment_2175294

    Unhooks follow a binomial distribution. With the base chance and 3 attempts, there's an 11.5% chance of self-unhooking. With the +7% from the offering, it's 29.5%.

    You just proved my point about why the numbers are worthless. People simply do not understand the math.

    https://forum.deadbydaylight.com/en/discussion/comment/2175310#Comment_2175310

    even if i didn't know the math, which like. isn't hard to do because of calculators

    The calculations are not the problem, it's the (often incorrect) way in which people do them.

    I love how you just assume that everyone who plays this game is so stupid they shouldn't be allowed to see numbers.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175294#Comment_2175294

    Unhooks follow a binomial distribution. With the base chance and 3 attempts, there's an 11.5% chance of self-unhooking. With the +7% from the offering, it's 29.5%.

    You just proved my point about why the numbers are worthless. People simply do not understand the math.

    https://forum.deadbydaylight.com/en/discussion/comment/2175310#Comment_2175310

    even if i didn't know the math, which like. isn't hard to do because of calculators

    The calculations are not the problem, it's the (often incorrect) way in which people do them.


    Unhooks follow a binomial distribution. With the base chance and 3 attempts, there's an 11.5% chance of self-unhooking. With the +7% from the offering, it's 29.5%.

    You just proved my point about why the numbers are worthless. People simply do not understand the math.

    It's 7% with the offering, not +7% with the offering. So it goes from 11.5% to 19.5%. Still terrible odds. Still not a relevant increase.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175278#Comment_2175278

    Yes, because "slightly" for something like gen repair (80 seconds base time) isn't the same as "slightly" for healing (16 seconds base time).

    You still haven't answered my question, just for the record. The percentages are useless to you if you can't do the math to begin with.

    https://forum.deadbydaylight.com/en/discussion/comment/2175279#Comment_2175279

    Can you give some examples?

    Most common addons, some yellow, the slight movespeed and moderate speed for trickster while throwing, things like plunderers at some points, and a few more.

  • And 20 percent of 80 is 16, its pretty obvious, its just a 5th. I thought you would have answered that already and i dont know who OP is.

  • However, prove thyself, based on my math, will tak away 15 percent from every survivor working on that generator, so if 1 its 80, 2 is 54, 3 is 34, and 4 is 16.

  • Because you have 5 percent per survivor. 5 percent of 40 is 2, so that x 3 is 6, and that means it is 34 because the set time fir each survivir is 20 seconds off of 80 for every survivor. Just an example. But, with prove thyself, it will only be 5 percent for each survivor.

  • @loopsahoy said:

    And 20 percent of 80 is 16, its pretty obvious, its just a 5th. I thought you would have answered that already and i dont know who OP is.

    Yes, 20% of 80 is 16. However, it's a 20% decrease in speed, not a 20% increase in time. 80/(1-0.2)=100. The increase in time is 20 seconds.

    "OP" means "Original Poster", AKA the person who opened the thread (meaning you, in this case). Also sometimes called "TC" (Topic Creator).

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175500#Comment_2175500

    Unhooks follow a binomial distribution. With the base chance and 3 attempts, there's an 11.5% chance of self-unhooking. With the +7% from the offering, it's 29.5%.

    You just proved my point about why the numbers are worthless. People simply do not understand the math.

    It's 7% with the offering, not +7% with the offering. So it goes from 11.5% to 19.5%. Still terrible odds. Still not a relevant increase.

    My bad. However, if you think going from a little over 1/10 to a little under 1/5 isn't significant, I don't know what to tell you.

  • @deckyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175500#Comment_2175500

    yeah sorry but no, i'd rather people not know how strong something is because they did the maths wrong vs people not knowing how strong something is because the game literally refuses to tell them how strong it is in an objective manner.

    yeah sorry but no, i'd rather people not know how strong something is because they did the maths wrong vs people not knowing how strong something is because the game literally refuses to tell them how strong it is in an objective manner.

    I'd rather the devs not waste their time with "bug" reports from people who don't know how to do the math.

    You can check the wiki if you want to know the percentages, it's all right there.

  • @WTBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175500#Comment_2175500

    I love how you just assume that everyone who plays this game is so stupid they shouldn't be allowed to see numbers.

    Please address what I actually wrote, don't pull out a strawman.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175588#Comment_2175588

    My bad. However, if you think going from a little over 1/10 to a little under 1/5 isn't significant, I don't know what to tell you.

    Oh its signifacant change Alright. Beware of genrush

  • What do you expect, exactly? Self-unhooking is supposed to be a last-resort thing to begin with, not something you try every single trial. Does it have to be a 100% self-unhook chance for you to consider it "significant"?

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175711#Comment_2175711

    What do you expect, exactly? Self-unhooking is supposed to be a last-resort thing to begin with, not something you try every single trial. Does it have to be a 100% self-unhook chance for you to consider it "significant"?

    ? I was talking about gens

  • And I was talking about self-unhook probability in the comment you quoted.

  • I don't get why Orion is fighting this so hard.

    There was another post a couple weeks ago and the argument was that it would be too time-consuming for devs and confusing for new players, but I really don't see how forcing new players to google what everything does is more confusing than percentages.

    And the whole point about people not knowing how to math is moot when they'd come to the same conclusion after asking the internet what "moderately" means.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175276#Comment_2175276

    Those words are assumptions by someone else's standard though, which is a problem.

    Take Vigo's Jar of Salty Lips: It is said to 'considerably' increase luck. So if your chance to jump off the hook is normally 4%, how much do you get if it is a 'considerable' increase?

    7%

    You still have no realistic chance of getting off the hook. That 'considerable increase' is pretty negligible.

    Giving the percentage allows people to make the estimations for themselves rather than relying on the judgement of someone else. And it's not like DBD is averse to using them either, because perks, more often than not, DO include percentages in their descriptions.

    Ideally, we'd have a toggle option to give players the option to simply choose whichever they prefer, so everyone can get exactly what they want.

    Maybe that could come with the next major uodate. Not the chapter, but gameplay wise like the updated graphics. Im expecting new healing, unhook, and vaulting animations, along with some more features like this later to come. If i could guess, id say that survivor models will come with the re chapter ptb.

  • @loopsahoy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175276#Comment_2175276

    The thing is, most slightlys and moderatelys and considerably and on are different

    Hell, in some cases different words mean the exact same thing.

    Surgical Suture slightly increases heal speed (green addon)

    medical scissors moderately increase heal speed (yellow addon)

    needle and thread slight increases healing speed (yellow addon)

    all 3 of these addons increase healing speed by 15%


    Goes to show just how useless the terminology is.

  • They probably don’t want the average player to realize just how stupid many addons are for how expensive they are.

  • Yeah the pigs "Video Tape" says "Slightly reduces Ambush Attack Charge time" but it's a whopping 50% reduction. That same add-on also has a second effect that says "Slightly decreases missed Ambush Attack cool-down" and it's only 20%.

    Legions "Cold Dirt" says "Considerably reduces cool-down of Feral Frenzy" but it's only 15%.

    There is no consistency and I wouldn't call 50% "slightly". Just give us the numbers ffs.

  • @RepostRiposte said:

    I don't get why Orion is fighting this so hard.

    There was another post a couple weeks ago and the argument was that it would be too time-consuming for devs and confusing for new players, but I really don't see how forcing new players to google what everything does is more confusing than percentages.

    And the whole point about people not knowing how to math is moot when they'd come to the same conclusion after asking the internet what "moderately" means.

    The internet, unlike the game, tends to not just give the numbers, but also the necessary context to understand them.

    I side with Orion on this, this thread amply proved that most players are unable to interpret numbers correctly, especially when it comes to those related to probability. The adverbs do a fine job explaining the relative effect something has compared to the default values.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175276#Comment_2175276

    Those words are assumptions by someone else's standard though, which is a problem.

    Take Vigo's Jar of Salty Lips: It is said to 'considerably' increase luck. So if your chance to jump off the hook is normally 4%, how much do you get if it is a 'considerable' increase?

    7%

    You still have no realistic chance of getting off the hook. That 'considerable increase' is pretty negligible.

    Giving the percentage allows people to make the estimations for themselves rather than relying on the judgement of someone else. And it's not like DBD is averse to using them either, because perks, more often than not, DO include percentages in their descriptions.

    Ideally, we'd have a toggle option to give players the option to simply choose whichever they prefer, so everyone can get exactly what they want.

    Yes, by the devs' standard, which should be perfectly fine, since it's their game.

    @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175278#Comment_2175278

    Hell, in some cases different words mean the exact same thing.

    Surgical Suture slightly increases heal speed (green addon)

    medical scissors moderately increase heal speed (yellow addon)

    needle and thread slight increases healing speed (yellow addon)

    all 3 of these addons increase healing speed by 15%

    Goes to show just how useless the terminology is.

    Those are most likely just oversights by the devs when they reworked them. The words don't determine the value, they are independent.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175294#Comment_2175294

    Yes, by the devs' standard, which should be perfectly fine, since it's their game.

    https://forum.deadbydaylight.com/en/discussion/comment/2175984#Comment_2175984

    Those are most likely just oversights by the devs when they reworked them. The words don't determine the value, they are independent.

    I'm not a fan of the old 'the devs are always right' approach, but it comes off as downright comical when it's back-to-back with a dev oversight.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2176442#Comment_2176442

    I'm not a fan of the old 'the devs are always right' approach, but it comes off as downright comical when it's back-to-back with a dev oversight.

    I don't take it as "the devs are always right" so much as "its the artists vision". While a videogame, with all its interactive elements certainly has enough moving parts that there can be more objectively 'right' or 'wrong' elements, it's ultimately still their product to sell how they want.

  • Its pretty inconvenient that theres these words because who wants to look for percentages online? Maybe if you like the words the devs can put parentheses nwxt to the word with the percentage inside.

  • Who can really say thats not a bad idea? It favors al players AND lets players understand how things really have affect on powers, items, and survivirs and killers.(examples, clown: how MUCH are survivors slowed fir 5 seconds? Well, thats a moderate speed decrease(10 percent). How much does the antidote affect your speed? Thats a Considerable haste(10 percent).

  • It even still helps make accurate builds that booat the right things.

  • And it will help anybody that wants to know, new or advanced.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175278#Comment_2175278

    Hell, in some cases different words mean the exact same thing.

    Surgical Suture slightly increases heal speed (green addon)

    medical scissors moderately increase heal speed (yellow addon)

    needle and thread slight increases healing speed (yellow addon)

    all 3 of these addons increase healing speed by 15%

    Goes to show just how useless the terminology is.

    This is definitely an issue, IMO. For the same effect, the language should be consistent.

  • I agree with Orion, the majority is not able to handle numbers. Just remember when people thought that changing Enduring from increasing recovery speed by 75% to reducing recovering time by 50% was a nerf.

    @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175276#Comment_2175276

    Those words are assumptions by someone else's standard though, which is a problem.

    Take Vigo's Jar of Salty Lips: It is said to 'considerably' increase luck. So if your chance to jump off the hook is normally 4%, how much do you get if it is a 'considerable' increase?

    7%

    You still have no realistic chance of getting off the hook. That 'considerable increase' is pretty negligible.

    Giving the percentage allows people to make the estimations for themselves rather than relying on the judgement of someone else. And it's not like DBD is averse to using them either, because perks, more often than not, DO include percentages in their descriptions.

    Ideally, we'd have a toggle option to give players the option to simply choose whichever they prefer, so everyone can get exactly what they want.

    You made the possibly worse example. Vigo's Jar of Salty Lips increases luck from 4% to 7%, a 75% increase from base, which is considerable.

  • Why not do both? Moderate(X%) increase. Hevck a lot of games give options in the option menuse for simple vs descriptive tool tips.

  • @tolore said:

    Why not do both? Moderate(X%) increase. Hevck a lot of games give options in the option menuse for simple vs descriptive tool tips.

    That is the EXACT same thing i just said.

  • @White_Owl said:

    I agree with Orion, the majority is not able to handle numbers. Just remember when people thought that changing Enduring from increasing recovery speed by 75% to reducing recovering time by 50% was a nerf.

    https://forum.deadbydaylight.com/en/discussion/comment/2175294#Comment_2175294

    You made the possibly worse example. Vigo's Jar of Salty Lips increases luck from 4% to 7%, a 75% increase from base, which is considerable.

    Yeah, 75% from a -really bad base value-. If Vigo's jar of salty lips is supposed to be 'considerable', why does no one ever consider it?

    That's the general point, too. These value judgements are made by someone else and are thus utterly unreliable. As also proven by the slightly/considerably mess-up where both are about a 15% heal speed increase.

    Just give an option to switch between value judgement and actual percentage.

  • those words tremendously piss me off

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2176865#Comment_2176865

    Yeah, 75% from a -really bad base value-. If Vigo's jar of salty lips is supposed to be 'considerable', why does no one ever consider it?

    That's the general point, too. These value judgements are made by someone else and are thus utterly unreliable. As also proven by the slightly/considerably mess-up where both are about a 15% heal speed increase.

    Just give an option to switch between value judgement and actual percentage.

    Why does no one consider them? Because, just like you, they do not understand probability.

    When it comes to binomial distribution, as Orion explained, the difference between a 4% unhook chance and a 7% unhook chance, despite the seemingly small percentage difference for laymen, is quite big.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2177971#Comment_2177971

    Why does no one consider them? Because, just like you, they do not understand probability.

    When it comes to binomial distribution, as Orion explained, the difference between a 4% unhook chance and a 7% unhook chance, despite the seemingly small percentage difference for laymen, is quite big.

    It's 11.5% to 19.5%, and that is only if you count all three attempts.

    It goes from 'not worth trying unless you're gonna lose a hook anyway' to 'not worth trying unless you're gonna lose a hook anyway'.

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