Avatar

BillSimmons

BillSimmons

About

Username
BillSimmons
Joined
Visits
257
Last Active

Comments

  • @TragicSolitude said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3423227#Comment_3423227

    I don't understand. Do Builders have to do that every time they make any changes just to get it to recalculate properly?

    I have had constant success with just waiting for the difficulty to get calculated, then removing and readding a block to recalculate it. If there's a pending change it has shown itself after doing that little delete->undo action.

    Teetering on the edge of another difficultly rating has been and continues to be one of the more tedious parts of building.

  • The reward for reaching prestige level 10 does feel bland and considering that's the final ooh-rah of your outpost you'd think there would be more offered at the finish line.

    I like the idea of rewarding the player with a free outpost/synthite to buy one. You're succeeding in the eyes of the game, but only receiving scaled up rewards like all the previous prestige levels.

    Permanent outposts are a no go, but maybe in the future your prestige 10/mastered outposts could appear in a playlist that would test a custodian's skill and reward you, the builder in some way.

  • Q: What are the ranking rewards?

    I've seen a lot of users repeat that cosmetics will be awarded based upon your ranking at the end of this preseason in June, but I haven't seen anyone from the MYM team say that. The team has said that they can't share exact details on the rewards ( https://twitter.com/MeetYourMaker/status/1646183354146910208 ). During the launch live-stream the team said, "We do also have rewards for the ranking seasons... We'll be including new rewards each time" ( https://www.youtube.com/watch?v=AW8VCVmjpYI&t=2179s ).

    This at least seems like there's some reward outside of JUST currency, but like you mentioned without having any actual idea of what the reward(s) may be why should you care?


    Q: How are rank points calculated?

    Difficulty of the base, your rank, the builder's rank, and the amount of deaths determines how many rank points you're awarded after escaping with the genmat. Unfortunately there's no shown breakdown of how the system lands on whatever number it calculated, so you're left scratching your head on why the last raid gave you +125, but the one before gave you +88. As you increase in rank your threshold of deaths before you start to lose rank goes down, so like you said at 2 deaths you can lose rank points.

    I'm not a big fan of the ranking system either. As my rank goes up, so does my building knowledge, but that doesn't mean I intend to make even deadlier creations. Though in my failure to do so I lose hundreds of rank points per outpost I have active to raiders who only die a few times. I wish they could use some other metric to determine rank points, but with frequent iterations on each outpost deaths are the one value that remains a constant.

  • Brutal maps have such a wide variety of difficulty that I'm sticking to dangerous outposts for the most part now.

    I rather play more outposts than spend that time on one with plenty of crowd control traps (incinerators, plasma sentinels with plasma cloud mod, pistons, etc.). Slowly raiding outposts has been less fun for me and out of all the choices brutal difficulty has been the most consistent in making that a constant.

  • It's tough to earn kills with the mod since it works just like the full size corrosive cube, a player needs to stand in the splatter for about a second before being killed. What's worked in my experience was a grapple hook that holds you in place with multiple other combo traps including a corrosive cube with splatter.

    It takes a lot to get it to perform well, grapple, a projectile source, distraction trap, then an adjacent corrosive cube with splatter, and that's only if the grapple reels the player in.

    An easier setup with lower overall performance is bomb ejector near corrosive splatter cube. Bomb ejector is going to greatly outperform the corrosive cube, but that small extra danger splatter brings can help.

  • Another cool warmonger trick I've come to learn is by setting them on an elevated platform one tile above the player's path they'll jump swing down and then immediately attack for a second time after they land. Good mix-up if you can keep the player in their general attack vicinity.

  • Sounds like a deadly grappling hook with the tracking prerequisite, cool.

  • My outpost was fixed yesterday and is now receiving raiders. It'll be almost impossible to come back from having to reset prestige points, but at least it's playable.

  • @RaidenHusky said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3400360#Comment_3400360

    Counter-point to your point. If raiding is dull because you can sus anything and everything out now that you can recognize it, wouldnt adding making the cube reskinable as a mod help keep things fresh and scary since it won't be easy to sus out a holo cube anymore?

    To clarify I mean this mod would introduce the possibility of that well camouflaged option everywhere in an outpost. When raiding it's great to see different trap combinations, but making a mod that forgoes that element by being extremely flexible creates a "this mod fits all" option. In my mind that's adding to the problem more so than helping encourage variety.

  • While this can sound like a cool addition it loses the charm when you think about how repetitive trap combinations make raiding dull. Introducing a holocube that matches the surrounding blocks would create an annoying combination by removing the one easy way players can identify a holocube. If you want holocubes that match the surrounding environment pathing part of your genmat route through a bedrock section works well. Hiding a holocube with second wave is a great way to surprise raiders too.

    Everything in MYM is setup around clearly showing traps and this idea would be the exact opposite of that, for that reason I'm out.

  • Small and medium outposts are great options given their lower prestige point requirements. Large outposts are too demanding, where if you fall behind with low kills & accolades it's near impossible to come back after resetting.

    I picked up a 750 capacity small outpost and found the challenge of making something with those restrictions pretty fun. It very clearly looks and plays like an outpost that's under construction, but a few prestige levels in you can make something that's pretty solid while still working with a small capacity.

    Previously I was buying only large outposts for the three tombs, but with a poor track record of reaching champion status with them I switched to only small and medium sized outposts for more consistent longevity. As a raider I look forward to playing large outposts for three tombs, but find the occasional very long HRV path/time consuming raid is what pushes me towards appreciating the smaller outpost options.

  • An outpost cooldown idea sounds grand for the players who have been burnt out by earning prestige levels, but I do think the prestige system does an okay job at keeping the active outposts fresh. I rather see that current system receive a balance pass than effectively tossing it for a new one.

    Encouraging players to edit and incorporate new strategies so their outpost performs well is a key feature of Meet Your Maker. It's hard to say that would still be a key feature if players could instead build an outpost and receive all the rewards without earning any prestige levels through performance. As we were saying before the game needs players to raid outposts to survive and if you take the synthite requirement away completely with a gated cooldown you'll negatively affect the population of raiders as well.

    It's an interesting idea, but I think it does more harm than good for the game as a whole.

  • Trying to maintain five outposts is incredibly time consuming. Just keeping one/two active is more than enough for me. After the daily bonus + a Chimera level from the extracted genmat your outpost(s) provide, you're at 500 synthite, which isn't enough to prestige a single outpost. Raiding is necessary to keep your creations active.

    Striving to max out your active outposts is only for the most dedicated bunch of players. Every outpost needs players to raid them and by pushing five of your own creations into the pool of active ones you'll need to work even harder to keep them all running.

    All that being said I would appreciate getting an additional synthite award for reaching prestige level 10. Maybe adopt the outpost milestone rewards like others have suggested. I wouldn't want some basic exchange/conversion solution. While that works, it's the least interesting way to solve the issue of having thousands of parts to hundreds of synthite.

  • If you're using a melee build definitely equip the melee suit and unlock the speed boost biolink. Getting an additional 30% speed boost for 4 seconds after destroying a trap/guard makes a huge difference.

  • Tune into the livestream on April 4th at 11AM ET and ask the developers questions as they build and raid to satiate the Chimera's hunger. https://twitter.com/MeetYourMaker/status/1641847825909809153


    Previous streams have proven to be a great way to get answers to your most pertinent questions. I look forward to seeing your queries in real-time via the live chat :)

  • There aren't any exclusive preorder rewards. The deluxe edition rewards will become available separately after launch on April 4th (https://twitter.com/MeetYourMaker/status/1636802719104024576?s=20). The rewards if you own Dead by Daylight will be available until the foreseeable future (https://twitter.com/MeetYourMaker/status/1638567443051208706?s=20).

  • I often make a secret exit that opens once you pick up the genmat. That secret exit is usually a direct path out, leading straight towards an escape in the desert. I'd like for it to stay this way, to give the builder and raider more options. Requiring the player to travel back to the starting platform seems more tedious than anything else.


    Guards pursuing outside the build area is good as it stands. You don't need to travel far before the prompt to escape appears, and by the time they're touching sand they've "escaped" in my mind.

  • Doesn't affect the song, only the heart beat.

    Monitor is excellent on anyone who doesn't have a song, it kinda works on Freddy espcially with his addons that lower it further.

    Monitor doesn't affect Spirit's phase sound.

  • How set in stone is this year 4 roadmap?

    I understand that the switch and mobile releases are set as well as the new chapters etc.

    But will we possibly see a second map rework or dedicated servers before the expected dates?

  • I think it's too easy to skew the data to the result you're trying to prove in this experiment.

    • By playing killer you directly affect the outcome of the experiment. Whether it be facecamping hooks, slugging everyone, camping hatch with NOED, spamming moris, etc. the "toxic" killer behaviour can and probably will bring you those high ragequit results.
    • You didn't follow through with the full experiment (out of the 58 games you played 20 were without dcs) I wonder how many more would of been without a dc.
    • You counted each dc in a match to calculate the average dcs per game. By doing this your average was inflated. If I counted correctly 38 out of the 58 games played had at least 1 dc making around 65% of the games played had a dc(s) I think that would be a better number to use

    I did a similar experiment, but instead played survivor only to avoid skewing the data with my killer performance

    https://docs.google.com/spreadsheets/d/e/2PACX-1vQPDvxZTB-qF0CI3Ujwhihbu62MQ8MDofbiYUBsqFU_CqbhEgX6xKL1otzsEBynz_oODR3GaR8tW9Ps/pubhtml?gid=1551007512&single=true Scroll to the bottom if you want to see my proposed solution to the dc plague.

    Out of the 100 games, 27 games had at least one dc.

    I do believe that your data is true, but it's not a fair example to prove your point.

  • With the same matchup (vs Huntress with Iron Maiden) Head on worked for me. I stunned the Huntress in one of the basements on Preschool, after hearing the scream.

  • Dedicated servers will bring some kind of dc handling that we've all been asking for, until then dcing is just part of the game unfortunately :(

  • I like the two modes the most, the killer power is interesting.

    I wouldn't mess around with the player models by taking things away, instead add the usual meter on the player status part of the UI & an effect that makes them easier to spot. This would further encourage reassembling themselves at the respective hook.

    Like others said don't remove actions or abilities from players as the effect gets worse.

  • I still enjoy playing both killer and survivor, but almost every time I play I end on a subpar match that kills the mood. Whether it's a game ruined by dcs or just a complete stomp that leaves little gameplay other than holding M1 on gens.

    Until I find another game that fits this DBD fixin, I'll continue to play.

  • I like the idea of spread over time fires, but for the current game I think it would be difficult to show those effects and maintain the optimization level DBD is trying to reach.

    Also leaving a fire burning where any strong loop is would be the meta, killer shack burn that motha, Lampkin burn it down, etc.

    I would be interested in seeing another killer with an ability like the Doc, where you can switch between modes.

  • I like to entertain the chase until the loop potential gets too strong. Whether it be an almost infinite or killer shack adjacent to jungle gym/L wall with a pallet.

    There will always be that game here or there where you play just for fun and chase for too long even when the survivor t-bags and flashlight blinds you on pallet breaks/vaults.

  • Balanced Landing, Lithe, Dead Hard, Vigil

    Run around and mind game chases by activating various exhaustion perks.

  • This was kind of mentioned in the Dev Stream, they said something along the lines of We're testing out ways for you to earn more points if you run the killer around for 5 gens, if you repair 5 gens, etc.

    This won't mean that getting 32k will be a likely occurance, but expect more points for good play.

  • I don't know about any distance, personally I love the long shot. Whether it's a low charge arc over a hill or a missle from a ways away, it's the most satisfying thing to pull off as Huntress.

    I wouldn't try to grind this one out and let it happen over time, going for long shots only will probably leave you frustrated like it has already :)

  • I saw a post recently about using the corrupt intervention (entity blocked gens perk) to limit what gens were available to be completed as default for all killers. Early game only a few generators are accessible and as time goes on more unlock.

    I don't think survivors should get punished for completing the objective, instead there should be a mechanic in place that makes it difficult/impossible to achieve a 4 minute escape. On the contrary punishing survivors for not doing the objective by a certain time is too harsh, since they're already losing (there's probably been a few hooks).

    The only thing I could come up with would be as your fellow survivors die, you become more scared of your impending doom causing your breathing and cries for help to be slightly louder than before.

  • @George_Soros said:

    It's 3 min though, isn't it? That's what I remember from dev stream.

    EGC got lowered to 2 minutes, but if you have someone in the dying state/on hook it will double the time. So a maximum "delay" of 4 minutes is the worst that can happen once EGC has started.

  • With the introduction of EGC will we see any EGC related dailies?

  • I think confining the game into a specific play style would make the game stale for both parties.

    If BHVR follows through with the new gamemode promise, I'd be interested in something like this being introduced. More difficult trial for survivors more bps, cycle different gamemodes into 3 day intervals to keep things interesting.

    I like the idea, just not for base game. Do I think it would change the game much with gen rushing games, no but gen rushing is its own beast in itself to tackle.

  • Adding large skill checks like Doc has for snap out of it on traps wouldn't be a terrible idea, but hurting survivors for failing the checks wouldn't be necessary leave that feature to the bloody coil addon.

  • Yes they do stack even more so with Monitor & Abuse, the name of that build is called no shock doc since you can creep up on everyone by staying in punishment mode.

  • @indieeden7 said:

    @Chaotic_Riddle

    I'm pretty sure the devs stated that that only takes effect after the end game collapse has started

    You're unable to grab survivors that jump through the hatch on PTB, it's now a race to who gets there first rather than the standoff that happens now.

  • I think high ranks are similar for most games, out of all the matches you play you usually see some sort of meta that gets used often.

    For DBD this is playing high mobility killers (Nurse, Hillbilly) in higher ranks.

    The solution that most players use is to make an alt account that you can mess around on.

    Personally I stay around the purple ranks, I use strange builds/no perks to stay around those ranks.

  • Is slugging fun for the survivors no, can you counter it yes. Like others have said if it bothers you enough and happens frequently to you run those counter perks.

    Personally I don't mind getting slugged if it's just me, but when those 4 man slug nurse games happen it makes you wish you had unbreakable on. However those games rarely happen, likewise unbreakable rarely works for me, so I'm cool with it.

  • I'm with Treeman on this one, the exhaustion balances it well. But I think taking the skill out of it with the automatic stun on a locker search isn't the direction I'd like to see the perk go.

    Right now it's a gamble not only if it works or not, but also if it doesn't work and the killer grabs you. Survivors have few perks that allow you to show off your timing skill Dead Hard, Head On (when it works), Sprint Burst (when you force the killer to whif a swing), etc. I'd like to keep the perk in that timing skill area, rather than wait in a locker forever until the killer searches.

  • Killers & Survivors can have their game time cut short by gen rushing. Killers getting 30k games before offerings/perks come into the mix played well enough to earn those bps.

    Survivors can earn 20k in a well played game before offerings/perks. Since we're comparing the two roles let me suggest this; if you play a Survivor game and it's ends quickly due to your death you have the ability to start up a new game while the previous game is still going on. While I don't think it's that likely that you would earn more bps for dying quickly in multiple games, I do think it would be close to the bp/minute in normal matches.

    I think it would be wrong to reward Survivors with more bps in the current game state since gen rushing is a common game occurance. In addition there are a number of bp bonus perks Survivors can use (WGLF, Prove Thyself, etc.)

    I would be interested to see WGLF give something in addition to the bp increase, but a direct counter to BBQ isn't it imo.

  • Forgot to add that I was expecting way higher numbers when it came to dcs, in the earlier half of the 100 games the percentage was closer to 40% of the games had dcs.

    But as the games went on the percentage got better and better, I'm interested to see if the devs pull similar numbers in the game data post.

    Regardless the dcs suck and the dedicated servers hopefully will put an end to this crime that goes unpunished all the time.

    firefox_2019-04-29_11-29-07.png


  • I'd like to know what percentage that this post was based off of my 100 game dc/infinite load statistic post I attempted to post today?


    Real question: Percentage of wins vs losses with large rank gaps between players ( 3 Rank 8s and 1 Rank 18)

  • Solid idea

    I wouldn't add a condition to take away stacks though, the safe hook prerequisite is enough.

  • It's a change in the right direction to make the game smoother on the killer's side. With this change you'll have a better chance at securing at least one kill/sacrifice per game as killer.

    It was never fun to sit through the almost perpetual save -> down -> body block -> down -> hit on borrowed time -> tbag in exits gates song and dance. Now that process will be shortened down to whatever time is left in the end game collapse if it has started; and hopefully your 10-15 minute killer game will be not for nothing as all 4 survivors slip out the exit gates.

    This update is not gamechanging IMO, almost all the current end game killer strats can be applied to the update.

    • You hook someone and then camp/proxy camp them, because leaving them would open the possiblity that they get saved and you lose out on that kill. (You could try and bait survivors when you believe there wouldn't be enough time to escape the entity in end game collapse, if they go for the unhook)
    • Checking exit gates to find survivors before they escape to get that last chance hook.

    Starting the end game collapse as killer could be argued as way to make the killer stop camping someone that's on hook. But the game hasn't changed where you need to start the end game collapse as killer. You can continue to play the game the same way you've played before.

    Ultimately we're all going need to see what it's like on PTB later next week to make a true assessment.

  • No worries there's a ton of planned changes in the next patch, especially with end game collapse and the perk changes that will follow.

  • Less than 5 players games  

    Starting with the next mid-chapter update, if this situation is detected, players will be returned to the tally screen (keeping their items, addons and offerings) and will be notified that the game has been cancelled. We will continue to monitor the cases where games might start with less than 5 players and keep on improving the process. 


    https://forum.deadbydaylight.com/en/discussion/57097/developer-update-april-2019#latest

  • Take the healing items out the picture and instead of an additional effect just have the perks reset after using one.


    So, you get hooked you use deliverance MoM resets it's hits to 0.

    You get hooked, you use deliverance, DS doesn't activate on 1st hook since you used another "Tank" perk.

    You're able to use the same builds as before, but the super mega mondo combo chaining of perks won't happen.

  • Happened to me as well, game lasted about 5 minutes. Once 2 gens got popped in quick succession the killer quit. Unfortunately because I was downed and hooked in that 5 minute period I lost a pip, instead of black safety pipping.


    I'd like a system that punishes ONLY the party who disconnects, not the other players in the game as well.