Almo
Almo
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- Almo
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@korrok said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909726#Comment_3909726
Care to elaborate? Why don't you consider it a proper solution?
There's a problem with player motivation here; the mori becomes more important than the main goal of the game. That's fine, if it doesn't hurt someone else's game experience. But being slugged for 3 minutes while they hunt the other down then wait for them to die on the hook so they can get the mori is a problem.
The slug for the 4k is a problem, but at least once they're on the hook it's fairly safe to finish the match so the slug doesn't spend as much time waiting.
But for the mori, the other must die first. That might mean 140 seconds of waiting for the full hook sequence.
The issue should be fixed through some kind of motivational system, not just letting people quit. If someone has to invoke the menu and hit quit to fix a problem in the gameplay, that's an issue in my book. It's better than nothing, to be sure. But a real solution should be found.
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Abandon match is a hack to avoid the difficulty of designing proper solutions to these issues.
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Thanks, I'll take a look at these. :)
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@100PercentBPMain said:
I actually just thought " wonder what almos up to these days" hope you're doing well
I am doing well, thanks. :)
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/437235/something-i-wrote-over-on-reddit
Wow! Thank you for all of your work on the game. Dbd truly is an oasis for horror lovers.
Do you still play the game?
What are some of your favorite playstyles? 😊
Thanks! I do still play the game. I like to play stealth/objective survivor with Feng: Alert, Q&Q, Urban, and Lithe. For Killer, I main Pig (P100), but I also really like Trapper, Huntress and Chucky. My standard Pig is Tampered Timer, Box of gears, Surveillance, Nurse's Calling, and Lightborn. I didn't actually like Trapper much until I did my 5 hours of play before doing the Trapper update. I came to really appreciate the playstyle, and the subtlety of placing traps well.
@Shroompy said:
Very well put together and nice to see an opinion like this from someone with your kind of experience.
I wish you well with whatever other projects you work on next :)
Thanks, I am happy if anyone liked reading it. And thanks for the well-wishes. :)
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/437235/something-i-wrote-over-on-reddit
It's funny that there is a much longer thread going on where someone copied the post, compared to this one that you made.
Anyway, thank you for posting your thoughts. I do wish it was more about asymms in general instead of what felt like VHS vs DBD, but I really appreciated reading it.
A more general article would be quite interesting for sure. :) I'm guessing there's more negativity in the other thread, so I'll just stay out of there. 😁
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@DemonDaddy said:
I'm not a pig player but I do enjoy seeing Ms piggy now and again. Seems very odd that for a very limited resource the traps don't enforce maximizing the number of searches.
If it's always the same number of searches, you lose any sense of hope that it might come off early. This is why Trapper's Traps aren't just a single value for how long it takes to get out, but a variable one.
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I dunno, is it a problem?
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For me, it's the Prestige perk unlocking. I love this one. :)
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@Huge_Bush said:
Hello everyone, Huge Bush here messaging you all from my glorious hospital bed that just refuses to be comfortable for me and let me have one nights good rest. A couple of weeks ago, I can down with what I though was just some cold which morphed a week later to what I can only describe as “almost death”.
It wasn’t pretty. I couldn’t make it out of bed for more than 60 seconds. Going potty was like trying to take the One Ring to the fires of Mordor, only with Nemisis chasing me and Bubba waiting at the mouth of the volcano. It was terrible.
Im finally out of the darkness, but not out of the clear. Turns out I have/had Covid-19 that ravaged my lungs and has given me pneumonia. In order to not suffocate in my sleep, I have to keep oxygen tubing snaking through my nose and make sure these kind medical professionals keep checking on me while I sleep(if this stupid bed would let me, argh!).
Anyways, I know I’m not a big presence on the forums, I was just bored and wondered if some of you can give me the rundown on what went on in the world of my favorite game that I love to hate/hate to love. Was the event just another meh moment? Were the new cosmetics nice? Did Claudette get anything new? Are boom totems as broken as everyone was crying they were going to be? Which killer is on the current survivor nerf target?
Someone post some pics of Dbd memes (I like the one with Steve and bubba in the basement). Cat and cow pics are acceptable too.
Really hope you get better soon.
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This recommendation is in no way meant to sell DLCs, but I guess it will sound that way. Play them all. At least one should click. You just say to yourself, "Oh. This is the one." That's how it was for me with Pig.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2420401#Comment_2420401
If i recall apparently some dumbasses took Springtrap's chip (from the remains of him), which basically its all the programming (aka consciousness) and attempted to make a videogame with it, largely to cover up all the mess of the company (the previous games) by recreating the events of past games and make them out to be pure nonsense rather than real events to clean their names.
But as seen the chip had Afton's soul and now took form has a virus inside said game and ended up brainwashing one of the testers (the character you play as) and turned her into his follower who is know has Vanny, which wears a white bunny costume and is now set on continuing his legacy as a murderer.
Btw this reminds me on how the hell the third game even happened, Springtrap was retrieved between the first and second night, like did none of those idiots noticed that he has a freaking corpse inside him? i feel the smell would have been a dead giveaway, and that a lot of the flesh is visible form the outside.
Hahah "dead giveaway" hahah!
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A very large part of DbD's gameplay is centered around the asymmetry in the cameras. It would be a different game if Killers had 3rd person camera.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2401032#Comment_2401032
What if Clown had 1/2 bottles more by default?
I ask you this specifically because I find the power very fun and instresting, but many times I'd like throwing bottles in the open to shorter the distance they can make, I almost always regret that choice because they almost always still reach a nearer loop, even in the open, and I won't have 4 full bottles to have a guaranteed hit at a loop and will have to reload later, maybe in a place where if I reload they can leave the loop again.
Imo 1/2 more bottles would relief a lot of stress for not having to conserve every single bottle like gold
I did a full analysis of distances gained with the yellows compared to without, including reload times etc. The result was that we felt it was best to stick with 4 bottles (not to overbuff straight purple play), but increase the speed boost (that we had at the time) and reduce reload time.
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@bedlord said:
https://forum.deadbydaylight.com/en/discussion/comment/2394811#Comment_2394811
It can still have seperate ammo types
The UI becomes more complicated. What if you try to throw and don't have a purple, but you have a yellow? Where in the HUD does it show the other ammo count? If there are two ammo counts, how is it obvious which is which?
When I say we considered two ammo counts, I'm not kidding. It was going to overcomplicate things. I mean, if DbD were a hardcore RTS, yeah no problem. But it's not meant to be that kind of game. :)
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/comment/2394487#Comment_2394487
Well you left that dangling, what was the third bottle?
I had not gotten that far. The intention was three colors, and some way to fit in a juggling animation. But discussions with other designers and the UI team indicated three was going to cause interface complexity issues. So that was dropped before I had designed what the different bottles would do.
I'm very happy with how it turned out in the end. The various other developers (programming, UI, VFX, audio, QA I hope I didn't miss anyone) involved in the implementation did a great job!
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@EntitySpawn said:
Biggest issue is both bottle types share the same ammo, like ew why!
But stick on the duration addon it's much easier
To keep the inventory UI/switching inputs simple. We considered seperate ammo, but it wasn't worth the added complexity. The first design had 3 bottle types. :D
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2392464#Comment_2392464
You are not serious :d
I am completely serious about this. BTW, TCM is a decent horror movie. I expected way less than I got. The use of the generator audio to generate tension in the scenes of walking through the forest was top-notch. Its moral ambiguity is also really solid.
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If someone said to me, "Hey there's this 1v4 slasher game where you play killer or survivor, and they have some horror movie characters, which should be in the game?" and I didn't know anything about the game, I'd say "definitely that guy from Texas Chainsaw Massacre". I had not seen the movie until fairly recently, so I didn't know what he was called until joining the DbD team. :D
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@Krimbar said:
https://forum.deadbydaylight.com/en/discussion/comment/2389822#Comment_2389822
Survivors hearing their sounds a little louder was a problem? Is that really your priority? Another killer perk has become utterly pointless now.
Over the long haul, we have to make our systems sensible. It becomes impossible to keep track of how everything works if there are weird inconsistencies everywhere. So we mix in some work that addresses systemic consistency with that of specific balance issues.
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Spirit was not the target of the change to how volume-adjusting effects stack. We knew it would have a large effect on Spirit/Stridor users, but the intention was to make their interactions more sensible. Most notably the issue where a Survivor would hear their own sounds louder if the Killer had Stridor.
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@GuyFawx said:
At least they didnt make it 41 or 39 that would probably irritate you lot more.
Oh man, 41 is a prime number. You guys would have loved THAT.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2386728#Comment_2386728
But seriously Almo, is there a reason why it's 44 Knives?
It's such an odd number. Would it break balance to give him 4 less knives or 6 more knives?
Yes, there is a reason.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/2386321#Comment_2386321
42...there's just something about that number!
NO! Not ALL the rockets!
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Alert and Surveillance. I feel so blind without those.
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Personal experience only: not a comment on general Killer success on HField.
I do well with Trapper, usually. I'm a weirdo and I don't play Trapper with gen-defence perks (well, maybe Pop sometimes). I find that Haddonfield's narrow corridors with grass are prime locations for traps. Dropping them on the landing spots from the favorite window vaults also often works.
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Thanks for taking a look, everybody. :)
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Since I joined the team Aug 2018, in my experience it was Old Legion.
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@Seraphor said:
Wouldn't that just basically guarantee that the killer gets a 2nd hit in the next few seconds?
The infection mechanic is supposed to act as a third health state. No point in that if it doesn't give you a chance to get away before you lose another one.
We had it without the infection boost during early testing. It was really unfun to play against, so it had to change. Having played both versions, honestly the live version is far better.
I totally sympathize with feelings that it makes the tentacle less useful than it could be. But having seen what it's like in the more powerful state, we know it was too much.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2360967#Comment_2360967
Lol Almo can you spawn yourself in like 80,000 cakes and use them every game?
Haha no I can't do that. :)
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I'll just comment why I'm not using mine. I have all perks on all Killers and the roughly 10 Survivors (haven't counted recently) I play. Until another character releases that I need perks on, using cakes doesn't help me get perks, just more addons and items, which I don't really have a shortage of.
But believe me, the time will come when I use the cakes. Eventually those bloodpoints will be had. :)
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2343378#Comment_2343378
How do you think that's possible? That's pretty interesting...
This is my opinion. It is backed up by precisely zero data, it's just my perception.
DS has two uses. One is to add a cost to Killers who tunnel. Note I am not saying it prevents tunnelling; it just ads a cost. The other use is to get some "invulnerability time" in which to bully the Killer. An example is working on a gen or healing someone with the Killer right there knowing that they can't get you immediately since you have your DS protection.
A large number of people who use DS use it for purpose 2, and now that they can't as easily, they have stopped. Those using it for purpose 1 can still do so with no loss of efficacy. Also, its use near exit gates hasn't changed.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2343378#Comment_2343378
Please don't be scared to respond, promise I won't bite, but how would you feel about making DS usable twice?
Maybe we could shorten the timer, just to be sure that killers would only ever get hit by it if they hard-core tunnel. 🐷
This seems unlikely, but I wouldn't rule it out. DS as it is already has a strong success rate, and as it stands it has what I think is the right feel for such a perk.
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@Satelit said:
I think people have been really underestimating it since the nerf
Escape rate remained unchanged when we updated Decisive Strike.
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OINK
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@Mandy said:
I was going to say that I run it when running a Sabo build or a super altruistic build - it's not part of my general perk pool though.
Same here. If I want to know where a Survivor will go down so I can be first to rescue, I'll run Empathy.
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I was like "Woa who changed Trick Blades?!?"
Oh right, it's Lucky Blade. :)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2328922#Comment_2328922
Calm your blind criticism that's glossing over "but I can't get adjustments to things past the Lead Designer". It's a team effort and regardless he is not the final say.
Though I wonder if Unnerving Presence still effects Snap Out of it.
If it does, it shouldn't. We've been working on removing perks affecting skill checks related to powers, for the same reason we didn't want Huntress Lullaby affecting anything but healing and repairing checks. It just gets to be impossible to maintain.
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OINK
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No, that was completely not what happened. I know people like to think that, but I can't get adjustments to things past the Lead Designer if I don't have valid justifications for them. I don't just get to change whatever I want. :) That perk's effect was changed only to affect certain skill checks as a means of normalizing the design and making it more maintainable. If it affected every skill check, then in the future every time we add a skill check effect to something, we have to worry about how that perk would affect it.
And if I recall correctly (this was quite a while ago now), that change would not have made any difference to that string of (however many) checks I missed since those were generator repair checks. I would still have missed them after the update. :D
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The lullaby is huge, at around 45 meters radius. Players are used to hearing it a lot, even if the Huntress isn't that close. When the 20m TR is removed, it's surprsing how often you can "sneak" up on players who are expecting a TR warning when she's close. Wooden Fox seems to be working fine.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2317154#Comment_2317154
Considering how starved the devs are for new perks that aren't half ass copies of existing ones. I hope none of them read this lol
Nope, I didn't read it. ;)
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Nice job! That's a lot of work. My big sticking point was Demo.
I'm just missing the two RE Survivors at the moment.
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Clown. :)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2296324#Comment_2296324
Does your QA... do multiple device testing? At least sanity checks?
We absolutely do multiple device testing. But there's a big difference between a team of people testing internally and hundreds of thousands playing on the released version.
Please have patience with us as we get a solution for this problem. We are fully aware of the frustration it has caused, and want this fixed as much as you do. :)
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My favorite never went live. The collision shapes on the Cow Tree changed, and the cows hung upward and rattled around up there. It was hilarious.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2295232#Comment_2295232
how did nothing happen during beta lol
The issues are largely on console. The PTB doesn't happen on console.
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View Tatariu stream on twitch. He's a Legion main, and painful to play against.
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It's correct that cleansing any totem gives the speed bonus.
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When I had only played a few hours (like 10 or something), I thought Insidious made you invisible.
Its wording was different at the time, but for a player familiar with DbD's language, it still didn't indicate invisibility.
But to be fair, it gives the same stealth indicator onscreen as Wraith gets when he's invisible, which is why I thought that. :)
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OINK oink oink oink

