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Marcurie

Marcurie

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Marcurie
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  • If you look at my example, the log wouldn't provide any of that (unless location-based).

    My vision of it would be similar to the text-based nuances of the old WoW log where it would create sentences instead of straight <player> Cleanses <totem> etc.

    Claudette <player> found a totem...

    David <player> is hooked, awaiting the Entity...

    Not everything needs to be written this way...such as hooks, etc. They have visual queues. However, none of this is "more" information as I think it best these "entries" in the "log" would only be visible by survivors or, preferably, filtered so that killers may not see certain entries.

    As I said, all of this information is already there for SWF. This still allows a solo player, the only one who would benefit from this since SWF are in Discord discussing it, the ability to track certain "entries" mentally: "OK! I see Claudette has cleansed a totem, that makes two now..."

    This doesn't mean they will...but the information is available to the solo player, information SWF already have and/or are discussing and keeping track of. It's like, give the solo player a way to basically keep in touch, without breaking the BHVR-esque "no communications" precipice.

    Just straight giving folks a "counter" is way too easy when totem placement already makes for a decent issue since their use is so particular to begin with.

  • If there's a totem counter, it needs to be for both sides...but overall I strongly disagree w/ adding this.

    I still say there should just be a default "spotting" wheel w/ messages based on context. Look at a totem, press the "spot" key or bring up the radio wheel and it says "Claudette <player> notices a totem..." and when completing an action (other than generators, which don't need any context), "Claudette <player> cleanses a totem..."

    Basically a "combat log" which gives the data, but up to the player to digest and analyze it. Of course, this is very sparse and vague...intentionally. But it wouldn't tell you anything SWF wouldn't already know and wouldn't "count" for you, etc.

    Oh, and it fades away after a few seconds...and/or visible only if within so many meters of a person doing said actions.

  • haha that's awesome, congrats!

  • It's not a nerf (about Nurse). It's a change. Get over it, learn to play it, or move on. She's still the same at her core, you just can't spam blink-chains back to back. Big deal, add-ons were brought up to par and work with it.

  • Honestly, I've never seen a developer take a game and change the entire way it works (the entire networking/server-hosting) and re-do the thing. Sure, I've seen major overhauls and reworks, huge updates...

    But most games like this? They're like, basically stay the same. DBD had a system that was different from most that require dedicated servers. But it worked.

    Dedicated servers are the way to go, though. But considering they're changing a huge part of how that works and then going into this territory which I guess they aren't as familiar with? IDK...seems like they're doing okay to me. I would expect some kinks to roll out, too...and unforeseen issues.

    But...I played through a lot of game launches (look at EA/DICE, for example). LOL oh man, World of Warcraft launch...

    You know nothing, Jon Snow.

  • @Sir_Kazi said:

    You guys are about to nerf the insta heal? Do you want the game to be majority killer?

    QQ don't take my crutches away!

  • I guess.

    Still fail to see how it really adds anything of value to the game...

    "Let's lock everyone inside, if they go in...and let killer hold them hostage!" Sounds fun. $40 take my money.

  • New players will always have trouble, but that's what Small Game is for. Experienced players will always know how to overcome or adapt, that's what Hex: Haunted Ground is for (an example, that is). It's balanced as is, but in general totem placement needs work. That would solidify things.

    Either way, if totem placement continues to improve to the likes of Badham, etc. then it will be fine. 30 sec. is still helpful and definitely makes a difference (whether or not that is enough of a difference for you to run it, is left to player preference).

    Honestly, Hex: Ruin isn't always the best perk to run, but mid-level players, and low, are going to use it the most because they have seen it "advertised" by high-level players for so long now. It's a good perk and it was meta, but theres betta... *bah-dum-pish*

  • I honestly haven't read each toon's lore/story. I mean, the points of balance I covered in my opinion above.

  • They're definitely not working OT on customer support tickets^^; I jest..but am honestly do have a 3-week old ticket still in queue :(

  • Why do you feel this would create a challenge vs. a mini-game for some?

    Do you come across that many people playing games in basement, that often? I've seen a couple...but those are usually bad farms/saves and/or bad positioning/timing/decisions...

    Most folks aren't worried about the basement if there's no one hooked in there. For those that are...well, usually cautious once they've learned what it's like to be caught in there...always a few that like to test the waters, push the limits...but just a few.

    If you're that bored, start teaching those potatoes a) how to use Discord, b) how to get away from the basement i.e. what BT is...

    You are running BT when farming rescuing these potatoes from the basement, right?

  • Clarify, please. Do you mean empty hooks, etc. or just hooks w/ survivors on them?

    Either way, too gimmicky and situational...and expensive as far as time goes considering only basement builds (which are a lot w/ Leatherface) would really benefit.

    But there's the issue of the benefit...why do you need to see those if you're a basement build?

    Pretty much makes it worthless to the very ones who could make use of it.

    I'm all for a more elaborate "buff" idea for him, but not sure this...as it stands...is it...

  • How does that affect Hag?

    Also, how does that fix Hex: Ruin? It doesn't it...it deletes it.

    I think it's fine where it is...can't be that many games where it's active "for an entire match". Most will say it's destroyed very quickly or "within 30 seconds," but even then it's done what it was intended for.

    It's a great perk for killers, with an easy counter in Small Game, etc. and especially now w/ Detective's Hunch having been buffed. Really don't think Ruin can take much more before the actual perk itself in bloodwebs just dismantles.

  • @T2K said:

    Also i forgot, let dc'er play wirh other dc'er? imo also bad idea. if i dc because i dont want to play against an ebony mori prayer beads spirit that Tunnels off the hook im forced to play with players who dc coz they played toxic and didnt want to lose their purple flash? no thanks.

    also what if the killer dc? he gets lobbys full of dc'er? no fun for no one

    @T2K said:

    https://forum.deadbydaylight.com/en/discussion/comment/762003#Comment_762003

    well we all want less dcs and theres no easy solution to it. mby i just dont get the point here. if you punish dcer with forcing them to play with other dcer it kinda feels like: okay so what. i play some matches with other dcer and then im back.

    i think mby the dcer should just recieve an info that they get into an unhealthy state of where they can get banned soon. so he can change his playstyle accordingly. but i wouldn't dare to tell them they are out of that "unhealthy state"

    Problem is this is all reactive. There's already a soft-ban system for this supposedly...

    Folks will push the limits and test the waters, just like 5-year olds w/ a hot stove (Don't touch that!).

    We need proactive methods to change perception that this is an okay practice and that, even simply giving up on hook w/o struggle, will not benefit you or get you into a lobby sooner.

    I do feel there needs to be a 3, 5, or 10-minute wait after a disconnection (to include non-struggles, say within 3 minutes of the game starting) within a certain threshold of points (using an algorithm based on points/actions and time elapsed in-game, or something some math guru might come up with).

    If a person simply lags out, they get a moment to re-join, but if do not log back into the game (log-in, not load the map...just long as they log back in), they have a timeout. If they do log in, or already are logged in, then they must re-join the same game or if they were sacrificed, etc. then they must wait until the current game is complete (regardless if they are in the game, or not) before they can join any other game.

    This would stop folks from d/c just to find another game faster because it either didn't suit their liking or they wanted to "spite" the killer, etc. Of course, if they're going to go offline it wouldn't help or affect them, but then they're offline--and won't be bothering anyone else for a while.

    I'm sure this would cut down on a lot of BS simply from folks "refusing" to play against certain killers or judging other survivors, or even just trying to squeeze in "one more game, mom!"

  • As a killer...

    3-4k kills, or 30k+ points, minimal escapees

    As a survivor...

    Getting out alive, but sad if low points...happier if good chases, etc.

    *not really a "win" if someone dies (bar extenuating circumstances)...it's a team-game, so to speak...so if you let someone die on a hook or give up, well, that's a loss for all of you...but doing the best you can, at least softens the blow and decent points make it all irrelevant.

    It's not about winning after a certain point...just about whether or not you had a good game (i.e. good points, slick moves, and a valiant effort).

  • If he does all the gens while you're after one other person, well, what are the other 2 doing? You should be in a chase more often than not...doesn't matter if it's that guy w/ DS active or not. Most mid/lower ranks if someone has DS it's pretty obvious by their behavior.

  • You only get one a day, so...once you have three completed and max BP it's a "reserve". But, mostly, picking and choosing high reward rituals that can be done simultaneously for that reserve, or for when only playing particular things (killer only rituals, etc.) is another aspect of it.

    Personally, I go for all three, but if I get one for a killer I can't stand I'll just pass on it. The days I'm at work can mean less time to chase a specific ritual so I'll have a couple built up or can simply pass on that one, complete a different one, and next day just repeat.

    But the main thing is it's like having an extra 100-150k BP added to the cap (plus, plenty of time to fiddle w/ that stuff later on when not-live).

  • @Monlyth said:

    As a killer main, I find Decisive Strike to easily be one of the most frustrating perks in the game. Even when I'm not tunneling and I just happen upon a survivor I previously hooked, it punishes me harshly for trying to accomplish my main objective.

    I think it's a little silly that you can use perks like Dead Hard, Balanced Landing and Adrenaline in tandem with Decisive Strike; in my opinion, it gives the survivors way too many "Get out of jail free" cards against the killer.

    The problem with DS is that it's supposed to be an anti-tunneling perk, but it's also a really good perk in general, even if the killer doesn't tunnel at all. I often see survivors essentially treat Decisive Strike like a 60-second invincibility buff. It allows you to make extremely reckless (sometimes downright suicidal) plays, and suffer no real consequences for it. If the killer just happens to find you while patrolling the map, DS forces them to either abandon the chase and give up an easy down, or to chase you down and slug you instead of hooking you; or to chase you down, eat the DS and start the whole process of chasing you all over again. All of those options are pretty bad.

    So I think the best way to balance DS is to make it more of a niche perk that serves its original purpose of punishing tunnelers; useful and powerful, but not something you can include in every build. In my opinion, it should be an Exhaustion perk. It still only works once, but also can't be used while Exhausted, and causes Exhaustion for 60/50/40 seconds after use. So instead of running Dead Hard/Balanced Landing in addition to Decisive Strike, you'd have to choose between them.

    With this change, if you're worried about getting tunneled, you run DS. If you want to juke hits from the killer, you run Dead Hard. If you just want to create distance between you and the killer, you run Sprint Burst or Balanced Landing or Lithe. And if you want to play for memes, you use Head On. So hopefully we'd see a bit more variety in high-ranking Survivor builds.

    This would also introduce a little more counterplay to Decisive Strike. Instead of forcing the Killer to play around DS every time they corner a survivor, the killer now has a way to know whether you're using DS or not. If the Killer sees you use an Exhaustion perk while they're chasing you, then they know you don't have DS. They can also run add-ons or perks that cause Exhaustion in order to counter DS.

    "DS forces them to either abandon the chase and give up an easy down, or to chase you down and slug you instead of hooking you; or to chase you down, eat the DS and start the whole process of chasing you all over again. All of those options are pretty bad."

    What about the option "go after someone else"?

    I see no reason to force DS into exhaustion category and would rather see perhaps slight tweaks to the exhaustion perks or the timer of DS at Tier 3 instead, if anything.

  • @joker7997 said:

    I feel like when you say urgent please respond the matter should be a bit more pressing than this


  • If you have a ton of points coming in, it just isn't worth it to spend time fiddling with them. It can be taken care of later or when more room for BP is available (there's a cap). In off-time or downtime, whichever you wanna use, is when you fiddle w/ things like that.

  • ...this is pretty far off base, in my opinion.

    The one thing I'll agree on is that BHVR does in fact rely on psychology of players to make this game successful. They know and understand all that is behind the scenes of a killer's mindset, as well as survivors, and allow and encourage one another to exploit these factors.

    I think humiliation and defeat are the most obvious, but there are others as well--such as pride and accomplishment (albeit rewarded differently for either side).

    I think it goes a lot further than any of us realize, too. I think the game and concepts are deeply seeded in psychology and, love it yet hate it, we're addicted to it. That itself is another level rooted in the game as well.

  • Thanks for the tips on X-Files. Yeah, didn't ever go all the way to the end (not sure why, but now want to when I'm caught up w/ Stranger Things).

  • I'm all for this...RTX effects in the future?

  • Wait, where was she on X-Files? I haven't seen all of them, so careful w/ spoilers, please.

  • @DonnieTheZombie said:

    https://forum.deadbydaylight.com/en/discussion/comment/713496#Comment_713496

    Looks that way. Must be sad.

    I really liked your idea on hatch though gotta say. How long you been playing dbd?

    I first played in 2017 around the time Halloween Chapter was released. I then took to other games and kinda wish I hadn't now. I've been back since beginning of summer...this time hardcore lol. It's all I play now...or was :/

  • @Marcurie said:

    I'm new to these forums, as in I haven't really been very active consistently in the past, and it's quite clear there are numerous QQ threads just in the last couple days...

    But all of this is off topic.

    We don't garner good discussion by going off topic.


  • I would like to see their Teacher brought to fruition. Instead of hatchets, she can lob apples at these silly survivors no doubt searching for the exits so they can grab their iPhones.

  • He's trolling and it's all off topic. Moving on!

  • None of this is on topic...and SWF or not, plenty of folks disconnect and it doesn't stop them. If the others are OK with it, SWF players still disconnect. I know because I've seen it and had to tell them to not to because they were going to screw the rest of us over.

  • @SoylentPixie said:

    Punishing survivors for doing their main objective efficiently should never be an option. How would you feel if you were doing really well in the game and got penalised for hooking within a certain time limit? Not to mention that NOED is fine, those who refuse to do totems and still complain about the perk only have themselves to blame.

    Agreed. A big part of this game is in the depth of it's simplicity. If you don't, whether because you don't feel you should or don't care to or even don't wish to, learn about the game, for it is a game...then there will always be things that seem unfair. Hex: NOED isn't one of them. There are 5 totems--destroy them when able or become immersed and sneak out.

    Or, you know, work with the other survivors fighting for the life and a way to escape.


  • @OkKiLLer said:

    I think that survivors and killers would both benefit from this noed change.

    Noed will no longer be a hex perk. It will give huge buffs to the killer if the gens have been completed in 5 minutes(or something like that) and will still make survivors exposed, greatly increase the killers movement speed and instantly break half of the remaining pallets on the map no matter what position they are in. Noed will still activate after the gens are completed no matter the time it takes but u will get only a small movement boost if they complete the gens past the time limit.

    This change will encourage survivors too slow down on gens and complete other objectives and not have the survivors worrying about noed since it can be easily countered.

    ...this is way too much. Way overboard--would destroy the game and completely imbalance it in favor of killers as every single killer would aim to unlock and use this perk. There are many issues w/ your proposed changes.

    It's not a solution to slowing the game down nor was Hex: NOED ever intended to. It is a last ditch attempt, a safety measure, to give killers a chance for 1-2 hooks at the end of the game. It's possible, but I've never gotten a 4k from NOED. At best, I knocked 4 down, 2-3 crawled away to escape.

  • It rewards playing the objective. There are no rewards for creativity in doing so. How would an automated system accomplish that?

    It rewards playing the objective. It rewards those who follow the rules. It sometimes penalizes those who follow the rules, but that's life. With everything, there is a positive and a negative--a beginning and an end. These are the rules. You need to abide by these rules.

  • I'm new to these forums, as in I haven't really been very active consistently in the past, and it's quite clear there are numerous QQ threads just in the last couple days...

    But all of this is off topic.

    We don't garner good discussion by going off topic.

  • Yep. They can sit AFK crows in a corner against a bad killer, do no gens, do nothing to contribute, and be the last to leave--through a hatch.

    Not saying this is a viable way to do things, but it's possible to do this. The question is, why is it possible?!

  • Silly Amanda. The main flaw in your plan is that you're not following the rules.

    You have to follow the rules.

    The main objective is to sacrifice to the entity. I'm quite certain that's the cause of your lower points, lack of pips, and emblems issue. Do some studying on the emblem system and how points are awarded, what actions give the most points, and how to "play the game."

    In the end, it's your style and you can play however you wish.

    Make your choice.
  • @StupidPallets said:

    Played with Pig, 4 kills. I get no pip, and only 14,000 or so points. Why?

    Knock Out + Deerstalker + Franklins Demise + Hex: Ruin. I drop someone, set the trap and have them waste time trying to look for the guy. Knocked this Feng down 3 times, never hooked, and eventually bled out and died. Same thing for another guy.

    This is my ultimate "screw-up-every-plan-you-ever-had-of-escaping-build." No one did gen's cause they were a) looking for a dying body or b) looking for ruin or c) looking for the item they lost after I hit them or d) getting their trap off.

    And of course, I get much less points for letting people bleed out all game (usually one or two), even though the build is specifically tailored to slug. Why do we get less points when someone bleeds out and dies? If I hook these people, IT'S ACTUALLY A POOR PLAY. The scoring system does not recognize specialty builds where we aren't constantly hooking people left and right. Being punished for playing smart is demoralizing.

    If you dont believe me, try the build yourself, and see how little you get for it.

    The main flaw with your playstyle or build is that it doesn't take into account the rules of the game.

    You have to follow the rules.

    The main objective isn't to kill, per se, but to sacrifice to the entity. Dying survivors who bleed out do not aware points for sacrifices, etc. This is more than likely the cause of your low points and emblems/pips.

  • @TragicSolitude Thank you. See above, 2nd post, for my thoughts on that.

  • See my thing is, killers close the hatch, right? That's an animation that occurs while killers are still actively playing the game. When survivors escape, their game is over and the screen fades. Don't anyone bother arguing there's an animation because it really doesn't affect what survivors do next since the animation is intended to end the game.

    For example: when a killer finds the hatch first and closes it an animation plays which the killer must go through (spend time). This closes the hatch, but requires time to be spent which prevents killer from patroling the areas, looking for survivors or checking exit gates, etc.

    This kinda goes back to my question on hatch grabs and if they're even possible anymore as I've not had many opportunities to test it in-game, since I don't do like custom games, etc. But I've attempted it a time or two and it didn't work since I returned. I was absent a year or two from the game (and regret it, lol).

    I feel hatches should work like exit gates in that a 5-second or even a 2-second timer to open it without key would be fine. This, of course, would be fine if killers can or would be able to grab players mid-activation (like on exit gates) or during the "jumping" animation on their way in (way it used to be, if it was changed that is).

  • Nah. The hatch won't spawn immediately. The only thing changes is that when it does become available to be opened, it isn't just wide-open. It's now visible, and ready to be "activated" to be opened (unless you have a key).

    Kind of like the whole "the number of survivors must be equal to the number of generators, plus one" thing they did or whatever. That's just to get it to spawn (which is basically, wide-open in the end).

    Hatch is a mini-game for survivors at the moment. Even if you have Hex: NOED or I guess Blood Warden, one will often be cheeky and stay in the game...literally just sit there, or go farm totems, points, or repeatedly flap locker doors for +50 Bold or just to bully the killer. "Na nanna, boo-boo! You can't get me!" *jumps in hatch, wide open, for survivor who literally did nothing for 30 sec after game was pretty much done and everyone else had escaped*

    Waste of time and "rubbing it in." I honestly think that's partially why they made this the way it is...

  • It really is. I don't disagree w/ having the hatch, but there needs to be a better stipulation for it's use. Perhaps "picking" the lock on it for a few seconds (maybe 5 seconds) before a person can go in. Perhaps a longer "open" time for hatch, but one that decreases w/ each generator until all 5 are complete and then it plays same as current. For example, 25 seconds to unlock the hatch. For each generator completed, the time to open the hatch decreases by 5 seconds allowing an instant escape as it is now. Or when the last survivor, it automatically bumps to 5 seconds to open unless 3 generators are complete (1 more than the total of survivors remaining).

    Survivors should spend some time to open hatch, just like killers spend time to close the hatch (especially when it's circumventing all remaining generator repairs plus the time opening the gates). This is a reward for a) lack of teamwork, b) lack of successful teamwork, c) lack of success toward objective.

    When killers fail to sacrifice survivors (their objective), the survivors escape and killers "lose." There's no "free sacrifice" for them, heh.

    Some kind of change like above would give them their way out, but make them work for it. Killers have to spend time closing the hatch--that's a big deal for a lone survivor.

    Are you unable to "pull" survivors from hatch anymore?

    Haven't been able to do it since I started playing again this year. Just never read anything about a change w/ it.


  • @Rexis said:

    The Clown has to refill his bottles

    The Hag has to bend down and place a Trap

    The Trapper has to bend down and place a Trap

    Spirit has a cool down for phasing

    Belly has a Cool down to chain saw

    Bubba has a cool down to chain saw

    Huntress has to refill hatchets

    Doctor has to swap between Shock and Hit moods

    Then comes our lovely Freddie, where he can place a hundred dream snares during a chase without slowing down, without having to refill, without having to aim "like clown" with absolutely no penalty!

    So he can create illusions like Doctor or Slow you down with snares like clown, Teleport to any Gen worse than Nurse and he's got the biggest lunge attack than any other killer!

    so instead of making survivors becoming oblivious, shouldnt you put a reason for him not to place a hundred snare during the chase other than to close down a loop!

    So, the main issue w/ your "comparison" is that Freddy has a setup time, has to look where he wants it, and the snare has a very large visual component. Of all the above mentioned abilities, disregarding clown which is a stretch to start with, the Dream Snare is by and far the easiest to avoid and least deadly in and of itself. It won't injure you, immobilize you, or even harm you in any way by default. It's a tool to slow you, but without nursing by the killer, is otherwise harmless.

    This topic is a QQ post, in my opinion.

  • @ASurvkillivorer said:

    Being able to see their kobe attempt percentage? I would very much appreciate being able to dodge players who attempt to kobe.

    What kind of killer is going to struggle against 4 randoms that they only need to hook twice? A total newb thats who.

    Do people have any idea how much it hurts the team to sacrifice even ONE survivors hook status? Obviously not....

    I think there's more important features to implement, but I am intrigued by the concept of seeing player statistics (your own, that is).

    I definitely think we should be able to see our own statistics and perhaps our "personal bests" could be viewable.

    The one issue I see at the moment is that we don't want to be non-inclusive to certain groups of players (in this case, new players, but there is easily a chance for abuse and segregation of players with a system such as this).

    For example, how many of us are leaving groups w/ we are mid-high rank and get paired with say, two rank 20s?

    If I'm farming blood points, I'll leave. I'm not going to lie. I do like and think the ranks should be present, but there is only one game mode and no solution for non-ranked modes at present. So, basically, I'm already attempting to distance myself from an arguably large portion of the playerbase. Probably half?

    At the same time, this is the catch, if we do this...it increases queue times. For one, we need to re-queue which isn't exactly a big deal on survivor side, but this hurts killers who already wait 2-4x as long just to get a lobby, then wait more for a fully party, and that's when no one crashes or disconnects after the game loads.

  • If it's going to be in each subsequent web, it may as well be the first to "go" since it will definitely reappear on next web. In the end, the only 3 perks remaining would be the teachable perks which would be left to option.

    I see no harm in this kind of change (allowing teachables to be eaten first, chance divided among all present teachables per web).

    I would not mind this change. +1

  • For the most part, they're all fine. Not saying some tweaks wouldn't work, but Nurse is really the only one who needs looking into...and that wouldn't need to be a rework. Leatherface and Pig, arguably Doctor, need legitimate reworks and/or revamps to make them current. Maybe Wraith.

    Quit trying to ruin what's actually viable in the game and make suggestions on issues that are more or less essential to the game...like bug fixing or issues w/ add-ons or loops.

  • This isn't worth the QQ. Trying facing Rank 2 as a Rank 14, 16, or 17. All happened to me earlier this summer. It's frustrating, but it's also an opportunity to learn. We can't change the matchmaking, so may as well try to learn and defeat them.

    By the way, when I faced the rank 2 (and many rank 4-5) over summer crawling to rank 10, the Rank 2 never made it out. There is variance, but there's also just learning to play with what you've got the best way you can. Adapt and overcome.

  • I feel a better solution would be to simply institute a bloodweb reset feature for each level. For either Bloodpoints, Shards, or Cells, or combination of the three, allow players to reset the path of the bloodweb w/ a 50-75% refund (or better yet, a 'cart' system where points are not spent until clicking Submit).

    Whether this remixes the web or simply resets purchases on the current web, either would be a great step in the right direction. Obviously, remixing the web could be detrimental to the overall goal of the bloodweb system, but a limit such as 1 remix or 3 resets of the same web would be wise.

  • It's a messy balance...

  • The Shrine of Secrets is fine as is. I'm grateful to have the Shrine of Secrets available period. It's a great "free" feature to the game. Furthermore, it even allows currency conversion for perks already attained through SoS or Blood webs.

    This is normally where I would say, "What more could you ask for?" But alas, some folks want everything for free and are never content.

    If anything, a once-per-week refresh would be nice, but it's still great as is.