LilyGoatDemon
LilyGoatDemon
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- LilyGoatDemon
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After playing this a bit on the PTB, I want to say I think the biggest suggestion I have for the Player Intent System is to add something specifically to tell people NOT to do a generator, or something about 3-genning, etc. A "Stop/Don't Do that" or something along those lines, perhaps.
I do not think we need modifier callouts to call out our positions, that's getting to be pretty wieldy, for one, and two, I frankly do not think every Killer needs to have to go against SWF level teams constantly in every match. That level of call-out might be getting just a smidge too precise with info. And yeah, I get that's what SWFs do, but not every single match is against a full stack or even a partial one, despite everyone's widespread belief every single good team they go against must "obviously" be a SWF.
Nah I think it's pretty good the way it is overall, but I do think something to ask people to "stop" might be useful. -
The TTV in the lobby with me was streaming during this match as well, here's the time stamp from their stream at the same moment my clip above takes place for comparison of what the Demogorgon is doing:
https://www.twitch.tv/videos/2629849211?t=06h24m02s -
I just encountered this in game on PC (Steam version); Demogorgon who made ZERO sound the entire match. No footsteps, no lunge, no tells, no portal sounds—when the Survivors tore his portals up, those made no sound, and the entire rest of the game sounds I did have were very, very quiet.
Turned the Demo into a hyper-stealth Killer. -
You can actually use the slug recovery to avoid getting AFK crows in Trials if the Killer slugs everyone and you crawl away.
The auto-recovery feature removes that.
There are times you aren't throwing, but your teammate is about to neatly secure a 4K for the Killer because the Killer is hovering over your slug and plans to down anyone who tries to rescue. Not recovering at all can signal to your teammate "DO NOT APPROACH", but guess what? That's gone now too!
There are actually situations and circumstances were you don't want automatic forced recovery, and frankly, having the choice taken away from the player feels really bad, because now, in those rare situations where you do not want to recover for various reasons have been taken away from you.
I get it may not seem bad if you've just come out of a game where a teammate seemed to be throwing cause they just don't care to play this match, but auto recovery isn't going to magically force those players who are trying to throw to suddenly play the game. They'll just find another way to throw.
But forcing players to recover actually does take some choice and some game plays away from the player. It's not good. It should be a toggle, like it was previously. Now it's not. That's bad, because that's a loss of player agency and choice under the guise of "forcing bad teammates to actually play the game". That's not gonna happen. So all you're doing is removing player agency for no reason, and it feels bad.
If folks wanna use it, more power to them! But forcing players to auto-recover does absolutely nothing the devs actually intend it to do, and just takes away valid plays from people. It's not actually helping anyone or anything, it's doing the opposite. -
It was not an open tab. I had actually tabbed out of my game to close all my other tabs. I checked my audio program and the game was the only thing with audio.
I started a second match to check, and the bug persisted again. I had to quit the game to get the audio to stop. -
I feel that the situation would be improved if we were able to have a handful of configurable presets that could be swapped from a quick menu in event a different preset is preferred for the map selected for the current trial.
Oh this would be SO amazing tbh. Because there's not really a "one size fits all" answer for colorblindness; there are several types of it, and different degrees of severity. So what may help one colorblind person may make it worse for another.
This even translates to the same person on different maps. Because Dead by Daylight "color codes" it's maps with "theme colors", but these are all different, the settings that help me on Coldwind won't be the same settings that would help me on Red Forest or Autohaven.
Being able to change auras and scratch marks would absolutely be the biggest help to me, personally.
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@Mandy said:
What issues do you specifically have with the Colourblind settings - if you can give your experience rather than relying on someone elses video that would be super helpful especially if you explain what type of colourblindness you have and what specific elements cause an issue for you?
For the record, I am also colourblind, so having this feedback is very helpful.
I have Protanomaly, which is a mild type of red/green colorblindness. For me, what this means is that I can perceive these colors, but poorly. I tend to confuse pinks, oranges, reds and even some browns. I also struggle with getting greens mixed up, as well as "green adjacent" colors like teal, and even some blues on occasion.
The current filters in the game are not strong enough, even for me with a relatively mild case of colorblindness.
I have always struggled in DBD while playing Killer on certain maps; notably the Cornfield, Shattered Square and any "green saturated" map, like Red Forest, Autohaven, McMillian Estate, etc. That's at least 5 "domains" that I struggle with terribly as a Killer.
On the Survivor side, these are not nearly as bad, since I don't have to rely on Scratch Marks to find players. This has directly led to me playing more Survivor because I find it significantly easier with my colorblindness to play and do well vs. when I play Killer.
The two biggest things that would help me enormously would be: Being allowed to change the auras of things. By default, most auras are red for the Killer, and those are outright impossible for me to see on many maps. They simply vanish for me most of the time. In the worst cases,
Perks that "change the intensity of the color" based on an action are useless to me, as I cannot discern between the subtleties of a "slightly lighter red" and "now that red is darker".
Increasing the contrast: The thing that helps the most with colorblindness for a lot of us is more contrast, not different colors. By this I mean, including patterns/shapes and making things outright have stark contrast to anything that might be around it as well. There is a BIT of this in the auras, but not nearly enough. The undulating "meat" veins that appear in auras when you get close enough actually do help them become a bit more noticeable but this needs to be starker. A simple texture pattern of dots, triangles or jagged lines etc that slowly move could help a ton.
Here's an example from one of the game's Wiki pages talking about auras:
Killer's POV:
https://static.wikia.nocookie.net/deadbydaylight_gamepedia_en/images/e/eb/KillerAuraReading.png
Survivor's POV:
https://static.wikia.nocookie.net/deadbydaylight_gamepedia_en/images/0/0d/SurvivorAuraReading.jpg
Now I know that's an older version of that map from the "Killer POV" one, but the problem is still present in updated maps. You can see how the red aura color is difficult to see, versus the types and variety of auras Survivors get. The funny thing is, the very red generators and hooks are the hardest to see, with generators being the hardest for some reason. They don't seem to be coded to be as vibrant as other types of auras, and that's actually a problem. The easier auras to read are the more saturated ones like the Killer's aura and the Windows.
But this all comes back to my first point: If we could choose what color the auras are, we would not be so disadvantaged playing, and for Killer especially, the inability to know where my gens and hooks are directly impedes my ability to play the game. If I could make my auras yellow on most maps, I wouldn't struggle nearly as much (Obviously the Cornfield might still be a challenge there, but I'd be down from 5 realms being unplayable to only 1, which is quite nice).
Forcing colorblind players to only work with the predetermined colors we can't change and applying filters to it is a band-aid at best for most of us. The easiest solution is letting us change the colors of things we need to get information from. And we can sort of do that with the filter, but the problem is, we are only really changing the intensity of a problematic color and not getting rid of it altogether. The filters also effect everything, so even on areas where a color might not be a problem, you're still forced to change it too and hope it works out.
Dealing with colorblindness is often a dance of compromise and none of the results are ideal, only "less bad" than before.
I love playing Killer, but am at this point largely a Survivor player just because Survivor is so much easier for me due to my disability.
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No one "deserves" to get a kill or an escape, full stop.
Hatch is a good healthy mechanic for the game, because the games don't drag out for hours.
They don't "rob" Killers of kills, because a metric ton of Killers will just slug at 2 Survivors left to deny Hatch. I feel like THAT is an infinitely more annoying thing than Killers "losing" a kill because of Hatch existing.
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I hope it stays pinned forever, but I really wish the haters would just move on and leave this positive post alone. If you aren't happy with it, that's fine, but why try to rob others of this joy? What kind of person does that?
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From a dev standpoint, you WANT your game to be more accessible because literally that means more people will play it. This isn't rocket science. Being thoughtful and making your game more welcoming to everyone is going to get you more sales.
People are being really super weird about making this game more accessible in this thread. Y'all okay?
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Teabag if you like, but if I'm playing Killer and see you doing it explicitly to be rude, I'll tunnel you.
If I'm on Survivor and I see you doing it to be rude, I'm not going out of my way to save you anymore.
Context matters here; but there are absolutely times it's obvious someone's doing it to be nasty, and people who gloat are poor sports.
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We have a Killer that does that, it's Dredge.
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If they added any sort of voice chat in-game, I still wouldn't use it because I just don't feel like dealing with the kind of post-chat toxicity mid-match.
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@vBlossom_ said:
You know this is a horror game and light flickering is part of it, right?
You understand the lights didn't always flicker this intensely and this can literally kill people who are caught unaware, right?
People potentially dying to play a game of any kind is not good. No one "needs" the intense rapid flickering, even if you aren't dealing with epilepsy.
It's incredibly frustrating when people bring forth concerns like this and someone says, "But it's intended that some people will just have seizures and shouldn't play the game!" Valuing an alleged "horror aesthetic" over people getting to play, or play comfortably is really wild.
Having the game be more accessible is a good thing, I promise! Telling disabled people they just shouldn't play is extremely terrible and shouldn't be a thing that is ever considered an option. On a long enough timeline, everyone becomes disabled. Have a little foresight and compassion.
While it's great they added a warning, I'm hopeful they just fix the rapid flickering. As it stands, I cannot play Haddonfield much, because I can only safely risk doing the outdoor gens. Most of the flickering in this game isn't that rapid or intense--so suddenly for just this one map, I am a detriment to my team in a game that is otherwise okay and safe for me to play as a person with epilepsy. It's a bummer.
Hearing people say I shouldn't play a game I really love because one map has a flickering problem is really off-putting from a community I love.