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Relix_Fichter

Relix_Fichter

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Relix_Fichter
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  • That would be awesome. Right now my favorite maps are the hospital, RPD, Gideon's, and Midwich because I find structures and artificial environments a lot more interesting to explore and play in than big open areas with trees, rocks, and random walls scattered about. A foggy, industrial 19th century city would be SO cool to have, or some catacombs / subterranean ruins, or a haunted seaside village.

    When Descend Beyond was announced I was hoping for some kind of medieval town / castle / laboratory and was very disappointed we didn't even get a variation of an existing map. When Project W was announced I really wanted it to come with a Raccoon City streets map from RE3 or even the sewers from 2, but again I was disappointed.

    Maybe next time...

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206794#Comment_3206794

    Why should the people who want to play the game, gross underside and all, have to take a break because of fairweather players? Are the fairweather ones not the ones who should be taking a break instead of ruining the games of others? Again, its just a complete lack of personal responsibility, and suiciding on hook is a loophole that gets used to avoid the DC penalty (which ironically forces said players to take a break, growing longer the more they do it.)

    The most unfortunate thing about the whole situation is that disconnecting due to hackers is sometimes necessary, so when it happens those people actually get punished more than the people who suicide on hook to bypass the penalty.

    As I said I'm sure that no one individual player is going around joining and abandoning games repeatedly, and I've only encountered a few people who would not rather squeeze as many bloodpoints out of a match as possible even if it's a lost cause. In fact I've been in more games that made me wish people would give up instead of letting the killer farm hooks than games where they leave the first time they get outplayed lol. Also I see more DCs than suicides despite the penalty.

    And unfortunately the nature of the game is such that a lot of your enjoyment is in the hands of other players and at the mercy of their ineptitude and toxicity. This is unavoidable. Sometimes quitting the game really is the best thing to do.

    In response to your edit which I just noticed: I'm aware of this, I just want to make it clear where I'm coming from by presenting my experiences. Also I assume that anything which isn't a routine subject of complaints on here and Reddit isn't as big an issue as it might seem.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206765#Comment_3206765

    If you get multiple in a row, it doesn't matter how short they are. Also don't forget the aforementioned consumables, which also includes survivor items/addons/offerings just as much as the killer consumables as well. It doesn't matter how quick your matches are if you keep getting forced losses back to back. Not to mention just knowing that someone else would literally put their whims above your ability to play the game as intended, let alone actually have a chance of winning.

    In that case maybe it's the best for everyone to take a break and hope that their luck has improved when they next hop into the game. Judging from my own experience, the chances of getting several of those teammates in a row are low. Maybe this is more of a killer problem, if they're using a character or playstyle that people tend to dislike going against.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206569#Comment_3206569

    I mean yeah I can understand them to but the right move then is to don't play. It's what you sign up to when you play dbd you know what can happen so be mature enough to stick with your decision or just don't start and I really don't mean that as an insult or try to be mean but I think when there is stuff that brings you personally to say I want out of that round asap it might be better to take a break and hope for nerfs

    Considering how... inconsistent to put it mildly DbD is, they're probably loading into the game not expecting to find themselves in an unpleasant situation, which are a minority of matches excluding some unlucky days. And I hope that anyone who DCs or suicides 2 matches in a row understands that by that point they need to let it rest for a while.

    @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206569#Comment_3206569

    Their decision makes that a pretty much guaranteed loss for 3 other people though, as well as ruining the match for the killer who had to sacrifice consumable addons to load in. Being able to leave matches early by any means is supposed to be more for emergencies than whims. Nothing you said is invalid, it just doesn't factor for all of the collateral damage that gets caused.

    Of course there's that, it's just that personally I don't find any individual match important since they're short and I usually play through several each night so isolated annoyances are insignificant. Hook suicides aren't common enough to leave a strong impression that there's something seriously wrong that needs to be looked at, plus I think that the whole process of finding a match, waiting in the lobby, loading in, and running around for 2 minutes just to leave almost immediately with nothing to show for it is by itself deterrent enough for would-be "serial hook suiciders" to prefer quitting the game instead of wasting their time loading in and out of matches for fifteen minutes.

  • A much needed change to an outdated mechanic that was exploited by certain players, although I think that a more efficient counter would be to allow people to instantly bleed out after the 45s, as otherwise someone who's really determined to keep a survivor slugged for the whole 4 minutes is just going to stand on top of them and slap them the second they get up. Overall though I'm glad that they're addressing what is, in my opinion, the game's biggest remaining core issue.

  • Most killers I go against neither camp nor tunnel and they get 2k+ easily. Even the "literally unplayable" ones like Pig and Trapper. So I suspect that many bad / average players end up being considered highly skilled by the game's internal systems due to their ability to stomp uncoordinated solos and are made to face "equal" opponents in the form of very organized and efficient SWFs. Though I still wonder how common those truly are and if most cases aren't just killers finally being placed in situations where they have to work a little for the 4k after going through tens of baby / casual survivors like a knife through hot butter.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206228#Comment_3206228

    But people dc/suicide for any reason under the sun.

    First you have the semi good reasons like a very strong nurse or Blight that definitely need a nerf.

    But then you have a giant list of reasons that every one justifys for himself but are just crap.

    Here a list of things I saw myself:

    -Got downed to fast

    -don't like the map

    -don't like the killer

    -don't like that one perk/addon the killer is using

    -don't like the perk a mate uses

    -my stealthy rescue wasn't so stealthy

    -I messed up the bilnd

    -a mate messed up a blind

    And my absolute Favorit basement is main building so my loops are more risky.

    So you see there are tons of reasons for those people and I could go on. The problem is when you press rdy you commit to playing to playing the game and the game is some what random so you commit to this to and you really ruin the round for four other people. That's why we have a penalty for dcs and suiciding to much should be punished to.

    If you don't like the game/only like the game when it fits your plan and your vision of enjoyment you should stop playing and maybe switch to a single player game where you can customize your experience

    I agree with you that some people give up for dumb reasons or too easily, and there have been a few games where I wish they'd stuck around since even with 3 we managed to make a lot of progress, but this is after all a game meant to be fun and none of us can really know the circumstances behind someone's decision to abandon the match by any means.

    Maybe the "fast down" was due to a hit that felt unfair or an unfortunate spawn in a deadzone. Maybe they don't have the energy to play on a map the killer brought where (s)he has a huge advantage. Maybe they don't want to deal with the 3rd Legion in a row, or Alchemist Ring Blight, or Starstruck Nurse, or some other highly mobile and powerful killer with slowdown upon slowdown when their wish is to play a few relaxed matches before going to bed. I can't and won't blame anyone for not wanting to put up with a stressful game.

  • It can be annoying when it happens, but it's a negligible issue. Matches don't last long anyway, and with a person out early, they finish even sooner. So at that point I take it easy and use it as an opportunity to earn some Boldness and Altruism bloodpoints without caring what my teammates are doing or if the killer is sweating their fingerprints off. When I go down I simply move on to the next match. It's pretty relaxing.

    Generally I don't hold it against my teammates if they DC or hook suicide, since there are many valid reasons for them to want to do so, and I don't believe it's an appropriate response to keep people imprisoned in a match they've no interest in playing. 90% of hook suicides I've witnessed happen during a match that from the very beginning is obviously going to be frustrating or impossible (like 2 downs at 5 gens, or <10 second chases against a Nurse or Blight), while on the other hand people are going to stick around for a match even if the killer very clearly has the advantage as long as they at least get the opportunity to play the game for a bit. It's more important to solve the issues that make people want to get out of the match ASAP instead of depriving them of the means to do so or punishing them.

    Also, before I learned to leave them alone, people I rescued that had been trying to hook suicide never, ever contributed to the match afterwards. They either went AFK under the hook, ran directly into the killer, or even followed me around dropping pallets, making noises, and trying to bodyblock me. So yeah, just let people move on lol. You'll be in a new match in 5 minutes anyway.

  • I think she's the best designed ranged killer, but ranged killers in general are not very fun to go against or play as since they rely too much on the map being open with low obstacles, and forcing survivors into lose-lose situations (M1 if they keep running, M2 if they vault / drop a pallet). So it's more a matter of luck than skill in most cases which never feels good. The unfair hatchet hitboxes are really the only thing I can say is uniquely annoying about her.

  • Most survivor perks either provide too little benefit, are way too situational, or have activation requirements that you're not at all guaranteed to meet even across several matches. It's extremely rare that they influence the outcome significantly.

  • Same here, I've encountered 3 hackers since yesterday. Thankfully the games ended quickly.

  • Lunges and hitboxes. Nothing annoys me as much - because nothing else occurs nearly as often - as getting hit on the other side of a vault by a killer who lunges from a distance that I feel should have made a hit impossible. I also strongly dislike lingering hitboxes, as well as cheap hits at the very end of the attack animation that manages to just graze my hitbox. Especially frustrating when trying to loop an already very unsafe pallet.

    Also useless / timid teammates that contribute nothing and are always standing around, crouching, and staring at walls when they are revealed to me through Kindred, or who sabotage the team more directly by abandoning/blowing up almost complete generators the second they hear the heartbeat or by blocking the path of teammates who are in chase.

  • This is an excellent change and another significant step towards modernizing mechanics left over from a very different era of DbD.

  • @Smoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194492#Comment_3194492

    Are you talking about the spider from Last Year: The Nightmare?

    Also they could still give Dredge a spider theme'd outfit if all else fails.

    Yeah that's it. So disappointed I didn't get the opportunity to try that game out.

  • I'm still holding onto the hope that a spider is going to be added eventually, I just wish it's nothing like the creature shown in the archives or something even less monstrous like a regular human lady with a spider claw for an arm and the ability to send little baby spiders after survivors. Unless it's absolutely impossible to code I think that a killer which deviates so greatly from everyone else would be a great achievement for the developers and a wonderful treat for the community.

    There was a game similar to DbD whose name I can't remember currently where you could play as a giant spider and it had some sick animations when killing someone, including bursting from the ground, grabbing a survivor, and pulling them back down to eat. I was very saddened to realize the game was dead by the time I became aware of it...

  • @Xord said:

    I thought about it, but doing it like this could lead to punish not only tunnelers, but also killers playing properly.

    One solution would be to only give this repair speed to survivors who never got hooked.

    So if you tunnel someone out of the game while ignoring other survivors you'd be giving them a HUGE repair speed that would probably lead to your loss. But if you hook everyone once then kill someone you have no malus.

    I really like your idea.

    I wasn't clear in my original post, but I was also thinking of this as a way to prevent matches from grinding to a halt when someone is dead even at 2 or 3 gens, basing it on the assumption that survivors are supposed to be distributed as such: 1 repairing, 1 being chased, 1 hooked, and 1 going for the rescue / heal. Removing one survivor from the equation usually results in a cycle of hook/rescue/heal that eliminates all chances of escape unless one of them is a god looper and the killer focuses on them exclusively for like 2-3 minutes. As a killer it means I can stop putting in effort because I know I've already won, and as survivor I get bored because I know I've already lost. Speeding up gens could keep matches exciting until the end. However I understand this has the potential of putting the killer at a further disadvantage against a competent team.

    @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/345100/fewer-survivors-faster-gens

    Agreed on proposed part (to make the game still at least a little interesting).

    But this will destroy standard game. If you get rid of a person at 4 completed gens and killer is trying to secure his 3-gen, then this change would basically give unfair advantage to the rest of survivors.

    If I have to choose between the 2, I would rather give killer advantage (current state) for a job well done.

    You're right, honestly I hadn't thought of that since in most of my games at least one person is dead by 2-3 gens remaining, and a variety of slowdown perks in combination with high mobility / anti-loop killers basically makes it impossible to finish the rest. Maybe the repair boost would only apply if more than 1 gen remains to be completed?