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HeadMisfit

HeadMisfit

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HeadMisfit
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  • @Rudjohns said:

    Any complaints involving "SWF" should never be considered for the game balance.

    If the game is balanced around SWF then the game is gonna be atrocious for solo q, therefore the game will die

    Ideally, the game would be balanced for both scenarios. This isn't impossible, it's just a lot more work than one-tuning-to-rule-them-all. Akin to a golf handicap system, game timings would need to be tuned to level the playing field based on the size of the premade (e.g. generators take longer to repair in a 4-SWF match than in a 4-solos match).

    Win/loss/etc** statistics would have to be tracked separately for teams with different ratios of premade and solo players. Measures would also need to be taken to ensure that solo survivors are truly solo, including hiding their names from each other until the end of the match, and actively preventing people from being able to snipe their way into a match with people they know. Otherwise the system could obviously be gamed hard.

    **IMO, the game shouldn't actually be balanced based on kill/survive rates, it should be balanced primarily on how much fun the participants had. Why? For precisely the reason that started this thread... there are strong winning strategies for both sides that make things thoroughly unenjoyable for the other. That little "Did you have fun?" thing on the game end screen shouldn't be optional, because no one clicks it. You should have to vote to see the final score, and that measure of participant fun should be more than just a guideline for the devs, it should be a key balance metric. But that's just my $0.02.

    In a nutshell, 50/50 win rates don't imply that fun was had by all; in the worst case you could have a 50/50 mix of hook camping and gen rushing games where every match was seriously unfun for one side or the other.

  • More than a year later, survivors are still exploiting this map glitch to avoid being picked up by the killer. This is the spot, and I confirm that killers are not able to drop onto this spot, nor pick up the survivors who do.

    unreachable.png


  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/660612#Comment_660612

    No matter what they do, any lag will ALWAYS be the killer's fault, lol

    I also feel bad for everyone who thinks dedicated servers are some kind of magic bullet. Generally speaking, dedicated servers are inferior to peer-to-peer for latency issues. They are used in competitive games to mitigate more types of cheating and exploits, at the expense of increased desynchronization between clients.