Codela
Codela
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- Codela
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There was an error rendering this rich post.
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It happened to a friend of mine, too. Got dc'ed, lost a pip and a dc penalty of 5 minutes.
How did you get to 24h?
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@Le_Rageur_Dbd said:
https://forum.deadbydaylight.com/en/discussion/comment/1173177#Comment_1173177
So, what now ?
Now, why are u bringing back your pear ?
Bring back... what? Is that a saying translated from your mother tongue into English?
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So...
What now?
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@Maelstrom10 said:
Deffinately down for this and have suggested a system similar to ow endorsements before
Simply adding a upvote option that is easy to access (for console) And easy to see would go a long ways towards being kind towards others
doesn't even have to have rewards in it for me. Though any would be nice :)
Hehe, I was sure that somebody must've already suggested something similar. Glad to hear you like it. :)
As for rewards, the only consistent form of representing your status in DbD right now are cosmetics I think. But then again, there are so many possibilities on how to represent an honour level: exclusive cosmetics (such as legacy skins), badges, generator/hook accessories, maybe even emotes ... ?
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@AddictedToMosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1165709#Comment_1165709
It's not a weird concept, I just don't see it working with this kind of community. Most players act as entitled children, and I blame the devs for catering to every request they make. The fact that this game is asymmetrical only complicates things: if I'm playing, say, Rome 2 online, and I lose a battle, I might still "honor" my opponent because we fought in a quasi-balanced match. But DBD is fundamentally different.
That's undeniably true, especially the asymmetric aspect which I believe to be the main source of entitlement in this game. Which brought me to thinking about: what happens if player begans to feel entitled to being honoured? That sure would pervert the original intention of the whole system.
I've started playing this game two months after release and I see the same topics being discussed over and over and over again. In my young, naive state of mind, I'd thought this might bring a bit of fresh, new air to what slowly becomes the most toxic community I've ever come across. :D
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@WeenieDog said:
I just wonder how honor would even be built. If people voted, then it could end up like OW's endorsement system where people either don't vote, or just randomly pick on a name on their own team.
And how would the game be able to detect punishable actions in a fair and consistent manner apart from straight forward incidents like disconnecting? and what would fair play even mean?
But I think we'd end up with the same situation we already have:
People that |camp/tunnel/farm/1 hook death/hold m1 all game/generally throw| don't really care about points or rank.
Yes, especially your last point was one of my main concerns, too.
The whole Honour-Level system idea was not meant to be affected by what the game detects 'honourable' or 'punishable', because that's indirectly already the case when it comes to pipping or how many BPs you'll earn. It's rather a choice or an instrument that is given to the players in order to create a less toxic environment, maybe even an environment in which fair-play is actively and notably being appreciated.
Holy cow, do I sound like a SJW right now - which I am not! :D
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@AddictedToMosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1165659#Comment_1165659
The problem is that survivors would abuse this system, and most killers would end up with low honour. I just can't see it working. Also, who decides what is fair and what should not be done? As some have suggested punishing tunnelling killers, should gen rushing survivors also be penalised?
The main idea I was having in mind was to go away from directly punishing/penalising players based on their actions but to encourage and reward "fair" and "sportsmanlike" behaviour to get the same results. It's like working with...let's say a child: instead of penalising it for its behaviour, you should try to positively reinforce good behaviour in order to maintain it - that's the underlying thought I had. And I was thinking that this could be achieved with a system such as Honour-levels.
I don't know what its core elements should look like nor how it can be effectively implemented - it'd be tough, that's for sure. And it won't be applicable to SWF.
Yes, it'd be more than difficult establishing what is fair and what should not be done. But why not let the choice be made by the individual? If a killer deems simple genrushing as not honourable, he won't honour the player(s) afterwards. If a survivor deems tunneling not honourable, that survivor is free to not honour the killer. That said, the other 3 survivors can still deem him or his playstyle honourable.
I know it's a weird concept as of now, but again, it was just what my mind spontaneously came up with. :)
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@Tactless_Ninja said:
-Everyone dresses as same character
-Kill one
-HE TUNNELED MEEEEEEE
-Lose honor. Must play sudoku instead of DBD.
You won't lose honour if you kill/mori/whatever a survivor. The idea behind that is that you can get honour-levels (or sth. similar) but they can't be actively taken away from you by other players. :)
And at some point in time, you'll get some rewards based on your level and it will be resetted.
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Gladly, he got banned.
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@Todgeweiht said:
Deathslinger must be the most divisive killer to date, he is either too strong or too weak lmao
This exactly.
I was just about to write something along your lines because we simultaneously have a thread discussing how strong he is. :)
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1165223#Comment_1165223
His "understanding" of tbaging is absolutly irrelevant, it is part of our gaming culture that it has a totally different meaning (i dont explain this here, just google it if you are not aware) then saying "good bye" and it is exclusive for toxic reason.
If tbaging means good bye, then showing my middlefinger can also mean now "have a nice day" since it is my personal interpretation. I hope you get the point.
Where did i mention post chat? Do we really have to discuss about if wishing someone death is aweful? I dont even considere this. But whats the point? Both things are very disrespectful and wishing someone cancer is bannable.
Apparently many killers take it personal when someone tbags, which is totally understandable. I dont believe, the OP is not aware of this.
Nobody has to complain if he gets camped after tbaging. And nobody has to complain if someone shows somebody the middlefinger and then gets treated the way around. Cause and effect, that simple.
I merely tried to relativise your statement "one of the most shameless and disrespectul things" to the things which are far more disrespectul and almost equally common in our community.
I didn't say you were referring to post chat. But, I think that if we discuss t-bagging and someone connects that to "the most shameless and disrespectul things", we must not exclude death or cancer/sickness wishes since they, too, are sadly part of our gaming culture. And I think it's completely legitimate to bring it up in this case. I tried to show that there are worse things than t-bagging at the exit games - that's all.
About cause and effect, I'm fully on your side. That's why I wrote: "That said, if you t-bag at the exit gate, don't expect the killer to understand it as means of saying goodbye. One cannot be that naive."
Lastly, I think we can agree on the fact that, generally speaking, t-bagging is toxic. Personally, I think there are some circumstances in DbD under which I think t-bagging is not to be understood as toxic but that would go to far right now.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/138265/saltiest-thing-ive-ever-heard
So you tbaged that dude at the exit gate, one of the most shameless and disrespectful things you can do in DbD and you are now wondering that you get camped?
I see, you have not learned your lesson, since you come here and brag (?) about that.
May i ask why you tbag anyway? Do you think this is funny or are you a fan of Ochido? I dont get this really, i would feel so embaressed if i had to be toxic in a video game.
Hold on, wait a minute.
"one of the most shameless and disrespectul things" - You can't be truly serious about this, can you?
You know what's really disrespectul and shameless? Wishing for someone to "f** die", wishing for someone to get cancer, telling female players to "just grow a thick skin" which has been the case in a thread some time ago, telling the devs to go f* themselves or calling them incompetent when they're working their butts off to save whatever can be saved in this community and so much more. All of those points are so much more disrespectul than spamming one goddamn key.
OP said that for him, t-bagging is a sign of saying "goodbye" to the killer. If you don't buy it, don't buy it. But don't twist and pervert his statement with your own understanding and perception of t-bagging.
That said, if you t-bag at the exit gate, don't expect the killer to understand it as means of saying goodbye. One cannot be that naive.
Stay safe out there.
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Mine is when I want to mindgame a killer by doing unexpecting turns or faking vaults but end up getting hit because the killer's got either 1000IQ and consciously processes my mindgame or because he's a baby-killer doing the most unexpecting stuff. ._.
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You know, when it comes to translating stuff, you have to always ask yourself whether you want to stay as close to the original as possible ('literal fidelity') or if you want to strive for equivalence ('equivalent effect'). Throughout a good translation of a text, one is constantly moving on a spectrum between those two extremes.
Now here, Mettle of Man is a tricky phrase to translate since 'mettle' in itself is fairly vague in its meaning I think. Also, I'd deem a literal translation into German such as "Eifer der Menschen" as inappropriate because a) - for me - it carries a political or economical if not spiritual connotation and b) it doesn't feel natural at all and most certainly does not equal "Mettle of Man" in English as the phrase "X of Man" in itself is much more common in English than in German.
So, why not translate it simply into "Eifer" or "Mut"? :)
@SunaIIanu While I was writing this text, I got your notification. I think I've answered your question, haven't It? In this case, I'd simply translate it as "Mut" or "Eifer", the latter being way more formal (such as mettle). It might be even possible and most certainly legitimate to translate it as "Hartnäckigkeit" since mettle refers to one's "ability and determination when competing or doing something difficult" and "an ingrained capacity for meeting strain or difficulty with fortitude and resilience". (Cambridge/Merriam-Webster)
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@BenZ0 said:
Agree the German translation is really bad up to decent. Most of the words are simple translated and alot of words are used there that NO German would ever use in the language. If you play this game in German it feels like you are reading a instructions to a technical device. Everything sounds soo... strict and unnatural. The devs really need some natural German speakers to translate that, its necessary!
Some examples for unnatural words that no German would use:
Stufe (Level) - most of these words are really old, German has been adapted with time and many english words are now very common such es "Level".
Wahrnehmung (Perception) - sounds very weird, noone uses this word its way too informative. You would say this in instructions or informations but not a game or text xD. My suggestion: Aufmerksamkeit (Alert or keep an eye)
Talent (Actually translation is gift, flair or talent) - Its perks in english, Talent doesnt fit at all? Imo a really flawed translation without any thinking behind. My suggestion: Also a word that got common in German, should also just stay at "Perks".
Wiederherstellungsrate (Recovery rate) - Wiederherstellung is usually something that you "rebuild" or "heal" for medical themes but not recover from a fall, stun or ability. The translation is also not good and doesnt fit. My suggestion: Aufladezeit or Abklingzeit, that reffers more to a "ability".
This.
Some translations are really weird. And as you've already pointed out, either outdated or unintuitive.
Rancor is translated as "Hass". "Hass", however, rather translates into "Hatred" or "Hate", signifying a strong aversion or intense dislike whereas "Rancor" refers much rather to "malignity" which would equal "Verbitterung/Groll" in German. Which, conicidentally, would be much closer to the French "rancœur". I know that's an incredible pedantic detail, but it's the sum of those little things that build up to this 'weird' feeling towards many translations into German in the Game. I've been playing the game mostly on English, that's why I rarely come across any weird translations. If I do, it's mostly because friends of mine talk about them.
@BHVR: I'm a native speaker of German and proficient in English and French. Hit me up if there's anything I can help you with. :D
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I mean, we've also gotten the Demogorgon, so except for some licensing issues, I can't think of a solid reason of why it would be impossible to have a Xenomorph.
That said, however, I'd love to get a killer that gets close to what the Entity is. I cannot think of a concrete concept right now, but somebody who's heavily influenced by the Entity maybe - maybe even the Entity itself? :P
Maybe a killer that functions on a meta-level, shifting maps, tiles, loops, changing their appearances, making survivors question the game and match itself, pulling survivors into different mini-worlds from which they need to escape, fooling survivors about where generators are placed, ... I know that some killers covere at least partially one or more of those aspects and I'm aware that it's a bit of a weird concept, but I'd love to see something like that one day!
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@Nyctophilia said:
https://forum.deadbydaylight.com/de/discussion/comment/1139278#Comment_1139278
Have fun with the time penalty after disconnecting smh. Playing killer means hanging up survivor & if he succeeds then his Skills are simply better than corresponding survivor and then you don't have to cry when the killer is face-camping, because it's a way to make sure he get score points. Survivors constantly complain about tunneling, camping etc. If you simply did your tasks on the generator and kept hidden, you would also win, but instead you would prefer to looping and provokate the Killer, so it is clear that in the end you will be frustrated if you start Rounds with this Mind.
What? I think you're responding to the wrong comment, aren't you?
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@NullEXE said:
Why are people commenting on this thread?
Block the guy, and move on. Nothing BHVR can do about it when it's taken place in a third party program.
I think this is to be read for entertainment purposes only, of course there's nothing BHVR could or would do in this case. :)
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1151733#Comment_1151733
I'd love to see something like that some day, or even just a way for people to see that one of their reports resulted in someone being punished.
This!
That. Would. Be. Awesome!
Not long ago, I had a guy who told me to "go ######### die irl" and I wonder what happened to him. Naturally, I reported him.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1151646#Comment_1151646
I see, this might be like how pallets work
Sometimes when a killer that can break a pallet is at a certain angle to the pallet, it will flick you to the pallet, I do it with demogorgon all the time
I rewatched the video and saw that the angle was the same that I hit pallets with, but it didn't look like you were close enough to break it
I think this is a major mechanic of how interactions in the game work or have worked! Vacuum pallets, breaking pallets, vaulting windows, ...
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@DwightOP said:
Visually one of the best maps, I really like the sky stars and sunset.
Gameplay wise... It gets really fast survivor sided on certain spots.. And really fast killer sided on other spots. Very unbalanced for both sides imo. Needs some serious tweakin in terms of loop tiles.
Also is it just me or does this map seem extremely small?
My first impression yesterday was: "Wow, this map is quite big!" But having played one match and after exploring the rest of it, it really seems rather small. For me, it feels like playing on some sort of board.
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@Dinasy said:
I really f*cking tired that devs don't cares about Legion. He was so fun to play as! Now he is a garbage, he is not interesting to play. Why you don't want to buff him, he really need it!
Thanks to his old ability and DEEP WOUND, he could kill much faster during the chase than a foot killer, he could quickly get to the target with the help of rabies, because he had a CD of MUCH less than 4 seconds, 4 seconds f*cking! He was an energetic, fast, and interesting killer. What did you do now, you made a trapper without his traps... Developers simply do not want to solve this problem, because they are afraid to make not just the community, survivors community. But this is what separates good developers from bad ones, to be able to experiment, you even have dbd mobile for this, you use it as a place for experiments. Draw conclusions from what is happening now...
It's posts like these that I read in my mind with the narrator's voice of those rSlash videos on YouTube. Anyone else?
If you don't know what I'm talking about:
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I'd love to have all of those entitled little brats on both sides take a break - may it last forever.
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@Clockso said:
https://us.v-cdn.net/6030815/uploads/028/TR9BLNQAICNX.png
First off, there will always be an obsession, regardless of whether or not the players brought an obsession perk or not.
Nothing too crazy yet, with this change Decisive Strike would possibly be shadow buffed since due to the lack of obsession perks it was easy to tell if at least 1 survivor has the perk, if no one was the obsession then the killer can tunnel all they want knowing that no one is running the perk.
if you run 1 obsession perk then the obsession selection won't be random and will choose you, if you're running 2 obsession perks and someone else is only running 1 obsession perk then the person with 2 obsession perks will be chosen, if a survivor has 3 obsession perks.... you get the idea.
The Obsession will gain passives their 3 teammates can't get.
- Find better items in chests
- Higher Chance to free yourself from the hook
- Gain faster speed while healing and cleansing totems.
- Double Bloodpoints
- Unhook Faster
- 5 Perks, 4 if you aren't the obsession, the way this will work is something similar to this:
https://us.v-cdn.net/6030815/uploads/735/KXEH4NWVKXRE.png
And much more, but these are the basics, and obsession perks can be reworked accordingly to give the obsession even more passives
Now you might be thinking, so basically the obsession gets massively buffed for no real reason, why would you think it's a good idea?
Well it's all sweet and good until we get to the one ULTIMATE Change.
*The Obsession Cannot Repair Generators*
You passively help your team by giving them better items at chests, you cleanse totems faster to prevent the killer from getting NOED to activate, you don't need to get teammates to unhook you because you can easily free yourself from the hook, basically the team doesn't need to worry about you. and this will massively help with the generator's speed, the killer can't possibly manage to pressure 4 survivors from repairing generators, by the time you end chasing the first survivor 3 or 2 gens can possibly activate, but when only 3 survivors repair generators and the 4th one is doing other stuff then you could possibly manage to apply pressure.
And that is all, i'm eagerly waiting to hear what you guys think.
Mhm, nice idea in general but some gameplay mechanics would need major reworking for this to not be too powerful. You need emblems to work differently for the obsession or make the objective category count differently for it, you might need to address some perks (such as Nemesis maybe; however, this could also be quite interesting) and as a killer you'd need to be prepared to face 4 DS' in every match. Because, let's be honest, once you know how to loop a killer, everyone would want to become the obsession because of the benefits it would provide you with. Unhooking faster, faster cleansing, double bp, 5th perk and so on... There's a reason why 90% of videos on YT showing somewhat "skilled" survivor gameplay consist of 90% looping and getting chased. :D
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@rhodamia said:
https://forum.deadbydaylight.com/en/discussion/comment/1141158#Comment_1141158
Yep. It's why there's no voice chat and solo perks exist. You CAN be a team. But at the end of the day it's about you.
Exactly. And if I deem unworthy to unhook someone because it might play just into the killer's hands, I won't do it. And if I reckon my teammates to be potatoes and unhook me unsafely without BT and/or doing other potato-worthy stuff, I sure as hell won't even bother wasting a single thought about playing as a team.
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@Acromio said:
https://forum.deadbydaylight.com/en/discussion/comment/1141005#Comment_1141005
"Should I pay for their mistakes?"
Yes. Like it or not, you are a team. You win together, you get uncorked together.
Nah, I don't agree with that. It's survival of the fittest for me.
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@UkilledLegion said:
@Codela yea u right.only 2 mins because 4 mins its again second chance.survivors must pay for mistakes and bad not careful game
Meh, if I am the only one surviving because I was matched with 3 potatoes, why should I pay for their mistakes?
Besides, for me it only happens rarely that I get to open one of the exit gates once EGC has begun. I guess its 1-2 out of 10 times that I actually get to open them.
How about the others?
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I am sorry but... what?
If I understood you correctly you want EGC to only last 2 minutes, is that correct?
When playing Survivor, EGC sometimes stresses me out as it is. I don't think it needs to be shorter.
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@Raven9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1139552#Comment_1139552
Yes, I can say that the survivors, especially rank 1, are always using it and I experience this disgrace in every game.
I don't see it happening in every game, neither as killer nor as survivor. So, what are the odds that we have so very different experiences here? I really doubt that you see it every game or you've got to be the unluckiest person in this whole world.
Apart from that, if this lagswitch is really being used so consistently, then it sure is a problem, @Peanits & @not_Queen : is there a way to monitor the latency's fluctuations? It says that the script is turning on and off every 14s as it's the maximum before you'd get kicked. And, there sure has to be a way to detect whether someone is using a cheap combination of Netbalancer and AutoHotkey, isn't there?
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1139202#Comment_1139202
What I mean by that is that I've noticed a resurgence in recent years of general admiration for and imitation of modernist techniques and ideals across various arts. Brutalist architecture, grotesque and minimalist elements in visual arts and design, philosophies like Nihilism and the literary work of writers like Eliot and Woolf being a few examples.
Modernism and postmodernism tend to overlap, and mean different things at different times depending on which field you're talking about (a lot of what one might call postmodern philosophies, for example, are also prominently featured in what are typically considered modernist works of art and literature). Postmodernism is both a natural progression from and simultaneously an utter rejection of modernism, and the fact that the terms are used differently depending on the context makes it very hard to define either absolutely. So yes, I definitely agree that it's impossible to talk about one without discussing the other, especially if you're doing so in a broader historical sense.
I'll admit I haven't made a study of English Literature in about 4-5 years at this point, so I'm a little rusty there, and not too familiar with the distinction between modernism and postmodernism in that particular context. But what you're saying sounds accurate to me, because of course one characteristic of postmodernism is the deliberate subversion of modernist ideas, often using recognisably similar techniques (such as the ones you mentioned, which can be found in the work of influential modernist as well as postmodernist authors) to create that juxtaposition.
Perfectly put!
As for the disctinction between modernism and postmodernism, as you said, the one can't barely go without the other. And although a clean and clear cut between literary movements is hardly ever possible, it is much more noticable between Romanticism (and all of its sub-movements) and the general ideas of Modernism than between Modernism and Postmodernism. I've already given some examples of postmodernist traits in literary production in my first post (meta-fictionality, intertextuality, ...). However, as is always the case with literary movements, literary production at a given time is heavily connected to general, philosophical views and ideas on life itself.
So, as for postmodernist ideas and paradigms, the following questions or considerations seem to be somewhat 'dominant':
- Questions about one's subjectivity. What is subjectivity? The relationship between subjects and objects are being re-negotiated.
- What is objectivity? Is there something like an 'objective reality'? What is truth? Is there truth at all? Is their knowledge? This goes hand in hand with ideas on deconstruction, power structures and discourses, logic, reason, ...
- Ideas of humanity's place in a continously connected and accelerated world.
- Self-reflexive processes of thought such as social constructivism and thus social determinism and many more (race, gender, social status, ...)
- Postcolonialist and post-war philosophical ideas and considerations ...
I've missed out on at least a bazillion other ideas. :D
One last idea I'd like to bring up here though comes from Peter V. Zima, an Austrian literary scholar. In his view, the relationship between modernism and postmodernism is nothing but the transition from ambiguity and ambivalence towards indifference. By indifference, however, he doesn't want to say that nobody cares about anything anymore. It's more of an indifference towards aesthetic values: everything becomes interchangeable and everything can be considered 'art': ". . .from a novel to a collage, from a portrait to shoes painted in red exhibited in a museum . . . aesthetic categories become unnecessary/indifferent" (1997: 359).
I'm glad to have the chance to discuss something like this instead of those "GG survs op" discussions. :-)
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@Gand4lf said:
https://forum.deadbydaylight.com/en/discussion/comment/1138173#Comment_1138173
Black ward or secret offering = DC in loading screen.
There's your mori champ.
Yeah, I don't see many people insta-dc'ing upon seeing a black ward or secret offering in loading screen. Apparently, we've made fundamentally different experiences playing with or against either.
I am playing much more survivor than killer. And if I bring a key, I won't ever be mad about the killer bringing a mori. :D
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Ja, das mit den Hitboxen ist ärgerlich und Schuld daran sind die neuen dedizierten Server. Ist nicht so prickelnd. Bei etwa 3-3 von 10 Hits frage ich mich wirklich, wie das treffen konnte - aber gut. Kann an der eigenen Verbindung liegen, kann an den Servern liegen, ist halt leider momentan so.
Wenns um (Face-)Camper geht, dann ist das beste, was deine Freunde und Du machen könnt, einfach die Generatoren zu reparieren und das Match zu verlassen. Dadurch verhindert ihr, dass der Killer pippt, Punkte oder noch einen anderen Survivor bekommt. In meinen Augen ist das immer ein Win für mich und meine Freunde, wenn jemand von uns gecamped wird.
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If you aren't the one getting camped, just do gens and leave. If you are it's frustrating at first but the fact that 3 other suvs survive if they don't fail completely outweighs the cost imho. Plus, he's gonna depip as well.
I usually watch some YouTube vid or read something whilst getting facecamped. :D
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@Raven9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1139116#Comment_1139116
i'm not using google translate but I speak many different languages and therefore I have the possibility to make typos. I can even swear he's cheating, i understand that I no longer want to play a killer here.
Just like @drimmalor has said, if you see someone cheating, report him. You can attach files to your ticket, so if you managed to get a clip that shows him cheating, that would be even greater. :)
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@Fibijean said:
I don't know if I'd say they were inspired by modernist literature so much as that the person they hired to write the lore happens to have a modernist writing style. What I mean by that is I suspect it's more a matter of the author being influenced by modernism in their general practice, rather than looking for inspiration for this project and finding it in Virginia Woolf or whoever else. Modernism is becoming increasingly popular nowadays, not only in writing but in other art forms as well, so it's not too surprising that writers are being affected by that and starting to mimic it in their own work.
That was my thought exactly! :)
When you say that modernist aesthetics are becoming increasingly popular nowadays, what do you mean by that? Because, I feel that modernist aesthetics are bound to come up in postmodern discourse because not only does the term "postmodern" refers itself to its predecessor, but also because what modernists "tried" to achieve with their narration perspective-wise is now being developed further by characteristics and ideas such as intertextuality, meta-fictionality and meta-narration, auto-reflexivity and so on...
But then again, who really knows what postmodern means anyway? :D
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@Nyaren_Chan said:
I am currently studying English Literature in University, we recently discussed about Modernist Literature (20's to the 50's) and how authors were using interior monologues and free indirect speech to tell their stories. Basically, the narrator tells the story of a character, but using its vocabulary and describing its thoughts, without necessarily being the character speaking itself.
It sounded very, very similar to the entries I have been reading in the Archives of Dead by Daylight, and I have been wondering if the devs were actually inspired by Modernist Literature, in order to show their world through the characters' perceptions and feelings.
What do you think ?
Hey there, I'm an English student myself and...to be honest, I've never paid any attention to DbD's textual productions. However, since you've got me quite invested now, I think I'm going to give it a try! :)
As for whether they made a conscious decision to use free indirect discourse, I somehow doubt that's the case. That being said, I still do think that their writing is heavily influenced by precedent literature as is often the case!
I would adore to have someone from BHVR reply to this!
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You bring key, I bring mori.
It's just that easy.
Also, "balanced" in this game is considered as 2 survs surviving and 2 survs getting sacrificed. So, while you might find it frustrating that - apart from everything you wrote about keys - one surv could escape through the hatch, it's actually healthy to the balance of the game. Not taking into account keys of course. So, in this regard, having one last survivor escaping through the hatch while you've sacrificed or mori'ed the other 3 could be considered as perfectly fine maybe even unbalanced.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/1135636#Comment_1135636
As long as the gen is not finished and has enough percentage done you can regress it.
I see what you mean, but you can trol with pebble, you will be able to troll with red herring, etc. So thats not the problem i guess.
Ah, I see!
It's definitely very interesting to have the regress mechanic applied to survivors in another way than intentionally missing skillchecks. Let's see if this becomes a thing one day! :)
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How would this apply to gens that have been repaired by multiple survivors? Could I regress a gen that is almost finished?
I see a bit of trolling potential in there. :D
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When it comes to the question of whether DbD is balanced or not, I sometimes come to the conclusion that DbD per definition can't ever be truly balanced. Here's why:
a) Its very fundament is asymmetric: You've got 1 killer/player playing against 4 survs/players (most of the time). In a very basic and objective sense, this 1 vs 4 scenario is per se not balanced.
b) You've got many different killers which incite very different playstyles from both killers and survivors. Some scenarios ask for a stealthy gameplay, some for an altruistic one, some for a very confrontative, ...
c) There is a multitude of different perks with different synergies which also incite different playstyles which either benefit or punish you when confronted with a specific killer. I think this is why balancing evolves around the meta - otherwise it would simply not be possible.
d) RN-Jesus. RNG as such is providing as much potential balancing as possible to a game since prior to it's effectiveness, it does not take any sides. However, sometimes you get maps and their respective rng pallet and window positioning which is either more killer or survivor sided. Considering maps, I struggle deeming this rng als "balanced" because although both killers and survs can profit from rng, the map and thus the match itself might become killer or survivor sided due to it: to a certain degree, RNG provides both killers and survivors with the same preconditions, but on the other hand, once in effect, it might take sides.
I think it's somewhere inbetween those factors and many other why DbD is so incredibly hard to "balance". It might be just the nature of it.
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Okay, thanks for letting me know guys! I only remembered the time I was force to enter something via controller, a game-key or sth like that and it took me ages to enter it. :D
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1135509#Comment_1135509
"And even then a minority was crying about SWF. And even then the same arguments for and against SWF were brought up. It's a debate going on for almost 4 years now and it's getting so incredibly boring."
Yes, but I didn't say people should stop complaining. I think there's quite the difference between saying that something is getting boring and telling people to stop doing something.
Complain all you want; the more you complain the more you incite the Devs to do something. Doesn't change my personal feeling of it getting boring.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1135402#Comment_1135402
The ranks will still be there but they will not be used for the purposes of matchmaking. Which makes me think that they have already switched on the MMR.
Yep, that was my first reaction, too! :)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1135428#Comment_1135428
lol "stop talking about swf people complain 2 much xD" wow dude I guess SWF is fine, might as well add back in the old brand new part as people simply complained too much, amiright. lmao.
Yes! And revert the changes to DS, SC and sabo'ing hooks, too!
No, but for real: what part in my post do you understand as: "stop talking about swf people complain 2 much xD"? I merely stated that a) SWF was planned from the very beginning, b) the same arguments are being brought up for almost 4 years which concluded in c) it's getting boring.
I didn't claim SWF was fine, I didn't claim SWF was unbalanced. And feeling boring towards hearing the same arguments over and over and over and over and over again I deem a natural reaction. What about you?
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Wait... I am not an xbox player, but how do you manage to write such long texts with your controller? :D
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1133823#Comment_1133823
But these things were REMOVED. SWF was ADDED. But well, whatever, it doesnt matter
Nerf SWF, buff solo. This is balancing
You were the one who were complaining about people screaming in chat. Just mute them
Oh come on... you make it sound as if adding SWF was ever up for debate - which it wasn't. It was planned from the very beginning but couldn't get released on the official release date but not even 1.5 months later. And even then it was buggy as hell.
And even then a minority was crying about SWF. And even then the same arguments for and against SWF were brought up. It's a debate going on for almost 4 years now and it's getting so incredibly boring.
Edit:
@Hoodied SWF was planned all along.
TL'DR: SWF was announced even before DbD released in June 2016.
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@Bingbongbong said:
Doesn't matter if he had a good average Kills or not that's not the point. The Point is that Matchmaking is putting him against higher ranks which isn't fair. You can still 4k while having a Miserable time.
I don't get why people think getting a Kill means it's balanced, There's so much more to it than that.
The thing is that ranks do not represent skill on a 1:1 basis as was mentioned many times before in this thread.
As of now, ranks represent rather how much you play instead of how well you play, so ranks aren't a reliable indicator on how well or skilled someone is. With ranks being disabled soon as means of matchmaking, this won't be an issue anymore. I'm not sure on whether they decide to keep ranks implemented in the game, but they won't be there for matchmaking any longer as far as I've understood their statement.
What I'm trying to say is that OP's post and screenshots actually prove that ranks do not really matter in this game anymore. If we take into account every game in which matchmaking seems not to work, we've got at least 7 games in which s/he got an average of about 2,5 kills which is above what the devs would call "balanced".
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Why is it that the people who start cry-threads like this one always disappear forevermore after their original post?
Like, what's your point exactly? Just wanted to vent? :D
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1133493#Comment_1133493
Where does it say that? If anything it says escaping and hooking are the objectives.
you can argue it’s pipping, some could argue it’s blood points, some could say just having fun
It was said that the tutorial states that gens and escaping are the surv's main objective. But I can't confirm that right now, I just believe them. :)
But enough off-topic for now. Let's stay on whether going afk against toxic SWFs is legit. :D