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Deebo

Deebo

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Deebo
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  • @HeHeBoii said:

    Nah fam. They don't give two poops about Killers. So my best advice, be a survivor, and join the cause!

    Now if something was extremely broken for killer, they will nerf it like they did Freddy and have no regrets.

    Nah fam. They don't do kneejerk killer nerfs any more. Other than Freddy the only changes that have happened have been buffs. Legion.

  • @Unnamed_Freak said:
    You know, you maybe, just maybe, could do gens. I understand if you are the one being facecamped, but really the killer's attention is on one person, the rest can do gens and escape. Unless if your teammates are potatoes.

    Exactly this. Every survivor who is being facecamped needs to just struggle for as long as possible, eat the loss for the rest of the survivors so they can spam gens.

    Every survivor who sees someone being facecamped needs to ignore the survivor and go do gens.

    If this was more common, you'd see a lot more hook&forget games, than there currently is.

  • I like that hatch. Both as killer and survivor. It's that last element.

    The problem right now is that it's a Mexican standoff. But only if the survivor is at full health.

    Here's the play by play for hatch standoffs

    Survivor at full health results in a Mexican standoff where the most patient player wins.

    Survivor in injured state tilts the odds in favor of the killer.

    There are a few perks, and add-ons that alter the odds.

    It's not unbalanced. It's just not fun for either party.
  • Kaelum said:

    @Deebo you have obviously never worked on an online game before. TimeStamp? It is impossible to use such a mechanism in any fair way. In fact, it it impossible to know the time differences between machines that is less than the latency between the machines. NTP, and other protocols for achieving the same goal, make some good guesses, but they are by no means perfect. Add that to a game that people can easily hack, and you’d have a ######### storm.

    You obviously don’t know how TCP and UDP work either. While packets may be sent out in a very specific order, they do not always arrive at the client in that specific order. Some packets take longer than others to arrive, as not all packets take the same route, so trying to calculate anything that is less than the latency between the 2 machines would not be fair to both players.

    Servers will NOT improve the experience for anyone, as latency will increase. Latency now is peer-to-peer, latency with servers is client-to-server-to client. The server adds latency to all connections, thus my analogy to the current KYF where the spectator is the host. Other than that, you just repeated what I had already stated.

    No, I haven't worked on a game before. I do work in the networking field though, and I know that multiplayer games are a long way off from being a 100% fair a 100% of the time. But they can be fairer than DBD currently is.

    A lot of what you say is true, but I find it interesting that rather than try and argue how it could be improved upon, you spend effort trying to put me down in an attempt to discredit me. I think it's plain as day neither you nor I are experts on all things netcode related. If you are, you should look into client-server time stamp interpolation.
  • @legion_main said:
    powerbats said:

    Well by not allowing yourself to die on hook you're basically saying killer go find that 4th person for the 4th kill for free. As far as struggling goes it should be either hold x key/button instead of having to button mash.

    Yes but if your looking at it from a more realistic standpoint no one would want to kill themselves they would do everything they can to try and survive 

    Yes, but looking at it from an even more realistic standpoint, why don't the survivors just help each other crawl over the walls, rather than power up and unlock the tallest obstacle in the game. How do killers and survivors realistically see each other through walls, and how is it that blood spurts out with enough force to shoot through your clothing and leaves really noticeable puddles at a rate that would cause loss of consciousness in a rather short amount of time? Realistically, why do the killers drop a survivor off their shoulder after a flashlight was shone in their face?

  • @HURRI_KAIN said:
    Mend shouldn't countdown while in the killer's terror radius, that would fix this problem.

    That's a good point.

  • @Kaelum said:
    @yobuddd dedicated servers should prevent the loss of BP due to the killer DCing, but the latency will get slightly worse. It will be similar to playing a KYF match where the spectator is the host. Will it end being hit through pallets and windows? No, and it will get slightly worse. The killer’s Internet connection will still be a factor, but not in the same way that it is today.

    The flashlight issue is not only a killer connection issue, as a survivor with a very poor connection can DC as well. The killer connection supports bi-directional telemetry to each survivor, which means he sends and receives ~4x the data that a survivor does. The devs can reduce the number of times/second that the flashlight is used, beyond what they have currently done. Compressing the telemetry can help to, but with some new hacks that currently in use, I don’t see this happening. The amount of data will double if they encrypt the telemetry.

    Latency = asychronus activities occurring in parallel. The problem is when 2 opposing actions occur at near the same time. Who wins? Currently, both win, and I don’t see that changing. However, when there is a greater difference in time between the actions, then the server can declare that the latter action occurred too late and ignore it completely. Thus, whomever has the worst connection, will have the worst experience. With a bad enough connection the killer could be going back in time, or not lunging/swinging, while the survivors get away. It all depends upon what rules BHVR puts into place on the servers and clients.

    Close enough, but not quite right. You're assuming that the server will handle information in the order it receives it. Information can be "timestamped", and so even if the server receives the package for a killer lunging 2ms later than a survivor using Dead Hard, the killers' lunge will still be the event that takes place for both parties.

    A server will improve the experience for people who have good connection quality, and make people with poor connection quality have to look into it and improve their connection issues. That's in stark contrast to where it is currently:
    If I play as a Killer (my connection is amazeballs), it feels responsive and fair all the 85%-90% of the time, I'd guess, and then I see the odd stuttery, short-distance-teleporting survivors. But playing as survivor, sometimes I take hits that look like they aren't anyway near me at all. But that's a subjective observation.

    Dedicated servers, will result in two things:

    1) While your quality may vary, it will be a fairer game for all players.

    2) Players with poor connection quality will likely struggle more playing killers than they are used to, but the same will be true for clutch-important timings, like Dead Hard.

  • @Swiftblade131 said:
    My favorite, is when a survivor sits there for 40 seconds, sees how bad the ping is, and chooses to stay/ready up, then complains about the bad ping after the match.

    I am not going to drop my lobby for 1 survivor with bad ping, when the rest are sitting at a comfortable 80 ping. Not my problem.

    It being green in the lobby is not what determines how well the match will perform. Ping is a measurement of how fast you get a response when you send a request. Think of it as sonars on marine vessels. The vessel that sends out a ping, waits for the echo to return after it reflected off a surface, the time from transmitting and reception is what the ingame "ping-meter" measures in milliseconds.

    The problem is that a host can be on a poor wi-fi connection, or a 2.4GHz connection. If there are many devices using it, the ping isn't going to accurately represent how the performance will be. For instance, I'm sure you've experienced a weird jerk or hiccup, throwing your character in any direction or seen players run facefirst into walls. This isn't caused by a "high ping", but rather a dip in connection quality. Once the hiccup is over, you're back in green numbers.

  • @Rebel_Raven said:
    MyNamePete said:

    @Rebel_Raven said:

    What do you think about the ability for killers to unhook a survivor into being carried again?

    It would reset the hook phase they are in when originally hooked previously, though.
    

    I.e. if it was the first hook, and you unhooked them yourself, it would stay first hook for the next hooking. Their struggle phase would be refreshed.

    Naturally this is to prevent someone unlocking and rehooking 3 times to sacrifice faster.

    I mean like, m a y b e, but what would this be helpful for? You could just loop them on and off the hook and keep the game hostage.

    Getting people to event hooks, getting people to the sex dungeon... I mean basement, letting someone go, screwing with hook rushers, messing with hook farmers, stopping hatch plays, I'm sure people can find uses for it. Probably ones I wouldn't think of.

    To prevent holding the game hostage, maybe limit it to 1 or 2 consecutive killer unhooks?

    Why would you want to stop a hatch play though?

  • Freddy is just generally the most unfun killer to survive against. Not in an imbalanced way - just simply no ######### fun to play against regardless of how the match turns out.

  • @CashelP14 said:
    Leatherfaces don't care about that. They only care about killing 1 survivor who annoyed them. Camping is annoying but there is counters to it as survivor. However there is no counter to a leatherface with a chainsaw camping a hook.

    He is designed for camping and should be removed or camping must be fixed.

    Just fix gens. Spread the word. The more campers out there that get 1K rounds, because they camped, and no survivors came rushing in for the savecrifice, the less camping you'll see.

    It doesn't help when some survivors are literally hugging the killer as you're getting hooked. Of course he'll camp. I would too.

  • It should only be for SWF groups. I'd like to know the perks as soon as I'm dead, rather than have to wait an indetermined amount of time.

  • Barriers that prevent vaulting could work.

    Like the Obi-Wan vs Darth Maul. The barriers could cycle.

    Once you enter the escape area you will have 15 seconds to escape. After 15 seconds both sides will close off to you, but not the killer. Teabag that.