Nantes
Nantes
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- Nantes
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1798178#Comment_1798178
He bases his statements on the data instead of how he feels things should/would be, like any scientist worth their salt. If the data doesn't support the assertion, then that's that. With that said, Mathieu did follow up by saying that just because something looks fine from a statistical standpoint (which is just an objective fact), it doesn't mean it won't be changed if it's not fun to play with/against.
Except that basing his statements on the data ALONE also leads to errors. The data itself does not tell us anything; it is the interpretation of the data that leads to meaningful conclusions. He sees from the data that "people using OoO die more" and then concludes that the perk is balanced, without reasoning WHY people with OoO die more; because the perk is so broken/OP that the killer is forced to tunnel the OoO user first of all (lest they supply their entire team of SWF with information on the killer at all times), so naturally the OoO users die more often, exactly BECAUSE the perk needs tweaking. This is why so many people facepalmed at his assertions in that dev stream and lost respect for him as a game designer.
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"@A_Can_Of_Air - Will we see more unique killer powers in the future?
Hi again lol, how you doing?
They can't say yes or no because they haven't announced the next killer yet but the example given of an AI is particularly tricky because you have to make sure there's still something for the killer to do, but the AI has to be strong enough to not be blamed when a game goes south. They love to try new things, and are pretty sure there will be more, but they can't really comment on it yet."
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@GoodBoyKaru I think there's a mistake here, the answer is a non-sequitur to the question. The answer appears to be answering about AI, not unique powers. Thanks for your hard work, btw!
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"Earn 3 bronze benevolent emblems" is not a hard, nor engaging task. In fact I'm pretty sure not even doing anything benevolent can get you that. However it is guaranteed to take at least 3 matches. The reward is 3 fragments and 15k bp. Compare that to "Succeed 8 skill checks in a row" which is almost impossible NOT to get in the first attempt which rewards 5 fragments and 60k bp."
This, this so much. It's my biggest issue with the tomes; the absolute unbalance of time or skill required vs. reward.
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Bump because this thread is valuable.
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@Ash_Williams said:
"Add a part of the UI which shows what stage of the sacrifice the survivor was taken off the hook from (1st stage, 2nd stage AKA struggle phase, 3rd stage AKA the sacrifice) "
You would just have to look at the progress bar and if it's halfway you can remember that the survivor is on their last hook. Yes it would be useful but it would also just be for the people who have a bad memory or don't care to look.
Not always applicable. If someone is on their second hook but not currently hooked, they will immediately die after you hook them, before you can check what the hook status was, and that might not be what you wanted. Particularly troublesome in a team of identical blendettes.
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(Accidental double post)
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"Add a part of the UI which shows what stage of the sacrifice the survivor was taken off the hook from (1st stage, 2nd stage AKA struggle phase, 3rd stage AKA the sacrifice) in the form of slashed tally marks at the upper left hand portion of their in game status icon. Only the killer can see these marks."
I was going to post this suggestion myself, then I found your thread on search! I have some more:
- An "apply to all characters" button for decorative charms. It is tedious to have to manually go through each killer to apply the exact same layout of charms for the hook, for example
- Being able to hover the cursor over a status effect on a perk description to get a tooltip describing said status effect. If I'm browsing a perk that says "applies Oblivious for 60 seconds", Why should I have to go back several menus and go to the Help section of the game just to see what Oblivious does?
- The Rift progress tab shouldn't go over the chat when the post-game lobby appears. This drives me bonkers! This ties in with your "Add an arrow on the side of the tome window to minimize it manually. Additionally, keep it minimized by default unless you just finished the challenge." suggestion
- The post-game chat should display a notification when a player leaves the post-game lobby so that people aren't left talking to the walls. This is a long-requested feature that was supposed to be added when dedicated servers came out!
- You should be able to click player's names in the post-game lobby to be led to their Steam profiles so you can add friends
- There should be a confirmation message when clicking the "select challenge" in the Rift progress tab confirming that you want to leave the post-game lobby
- When you click to play killer or survivor but haven't clicked to look for a match yet, if you're viewing any of the overlays (character selection, bloodweb, customize, loadout) and click to start looking for the match, the overlay closes for no good reason.
Feel free to add these suggestions in any future versions of your thread.
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Agreed. With so many new characters, getting the build you want becomes more and more a pain in the ass.
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Does anyone know if the halloween cosmetics will still be available for purchase with Auric Cells after the event is over? Has BHVR commented on this?
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Statistically, anyone who is legit trying to play the game will never have less than 30% of game losses, just like they should theoretically never DC innocently more than 30% of the time.
Ah, the art of pulling statistics out of one's posterior nether regions...
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@Soren said:
BBQ has a bloodpoint bonus to reward people for not camping, not ultra-tunneling.How? The auras are only shown tens of meters away, and if your target is that far away, you're obviously not tunneling them in the first place (you just hooked someone else, after all!). The BP bonus doesn't influence this.
i dont know about you but when i chase a guy and he realizes he is running towards the basement they usually change directions
You'd be surprised. I manage to basement hook at least one person almost every game. Also, the BP gain per survivor could be buffed from 25% to 50% so that two different basement hooks in a game already guarantees the same effect as BBQ does right now.
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Yeah, once again, it was supposed to have been posted yesterday...
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@Soren said:
Pour faire simple: aucune tactique que tu utilises dans le jeu n'est punie de bannissement.Quelques exceptions :
(...)Je remarque que vous n'avez pas mentionné les survivants qui se déconnectent, dès qu'ils sont attrapés par le tueur, pour éviter de perdre leurs objets (ou, au moins, je pense que c'est la raison). Ceux-là ne sont pas bannissables ?
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The Huntress. I have insomnia so that lullaby would help put me to sleep. Permanently.
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Yup. First the Pig dashes giving 50 points at launch, now this... Clearly, the bloodpoints guy at BHVR should treat his alcoholism problem.