T4ank3d
T4ank3d
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- T4ank3d
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Comments
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@ClickyClicky said:
People making lists and holding onto things from years back like an ex-lover.
I mean look at some of these....
- Nerfed bloodlust - Yet you forget to add the fact that they ADDED Bloodlust in the firstplace so it’s still a net buff compared to day one
- Fixed an issue that caused Legions blades to stack causing extremely long mending times - Yes because bug fixes to game breaking bugs are nerfs now 🤣
And again, people wonder why the developers dont take their complaints seriously?
While I agree with fixing bugs. A bug fixed does not a nerf make.
However, your stance on bloodlust couldn't be any more hypocritical given the point you are wanting to make with your post.
Bloodlust was introduced to combat infinite loops. The fact a chase can take long enough for bloodlust to take affect is a clear sign of poor game design.
Sure a killer can choose not to break a pallet and circle it indefinitely. THAT would be the fault of the killer entirely.
Sure there are some things on the list that shouldn't be, but it's a form of argument the other side, whichever side you are on wants to ignore and dismiss entirely.
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@Steve0333 said:
The game is hardest for the killer in the beginning and gets easier near the end. The more gens that get finished the harder the game gets for the survivor since there are less gens the killer has to patrol. The point is that you don't want to give up too early. I've been in multiple games where survivors pop 2-3 gens before I get my first down and still end with 4k.
Too true.
It's been tough but I write off the first 3 gens mentally. So long as I was able to retain the area/gens that I was working towards the turnout is generally in my favor.
On the other hand if gens popping depresses/frustrates you. Throw on NOED and be glad you are about to have 4 perks to play with 🤣
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@Victor_hensley said:
https://forum.deadbydaylight.com/en/discussion/comment/1043147#Comment_1043147
STOP ######### DODGING THE POST QUESTIONS
Can we really make accusations like this without getting banned?
Oh wait . . .
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It's too late now, but they should (in my opinion) have released 1 (ONE) well thought out perk per killer and survivor. They already had the pool of general perks unlocked for everyone.
Perhaps before each DLC release they could poll for what Survivors want/need in the next perk as well as Killer. Continuing with a couple more polls to further pinpoint the goal and usability of the perk they're working on.
It seems that they might try to get 1/6 perks a slam dunk, the rest are fillers to keep tradition of 3 perks per character and it's only increasing the grind, not quality of the game.
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@FoxWolfFrostFire said:
@T4ank3d I will give the guys above a bit of credit. One thing BHVR has shown is that they are very very very very bad at picking 'safe' responses to even safe topics lol. Unless we want to forget the Civ 4 and pretty good job so far.
Don't get me wrong I more agree with you than them.
I appreciate the sentiment. I find it appalling that when someone really takes the time to address points being made in someones post they are dismissed as someone angry, frustrated and should play a different game.
It's always a knee slapper when others can't respond to the points being made. So they choose to instead, respond to the person.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1007837#Comment_1007837
I have my posts. Several directly called out Devs and questioned their decisions and said things were awful.
They responded. They explained. They earned my respect by climbing into my ring.
The Devs welcome feedback and critical responses. They often respond to it and explain the thought process. I have seen them ignore certain posts, likely because of redundency.
Your manner of thinking is full of anger and frustration over a suspected ignorance of valid arguments. There are many these days that share that view.
I have my posts. Several directly called out Devs and questioned their decisions and said things were awful.
- Plenty of that going around. Wonder if it's a sign?
They responded. They explained. They earned my respect by climbing into my ring.
- Seeing as no developer responds to 'unsafe' (well thought out point for point) posts. You undoubtedly had a weak argument or structured it in a way that was easy to pick apart.
The Devs welcome feedback and critical responses. They often respond to it and explain the thought process. I have seen them ignore certain posts, likely because of redundency.
- It's easy to say you welcome something if you don't have to address it. They might respond to 'safe' posts and beat around the bush, the point is clouded in PR that some seem to eat up and accept.
Your manner of thinking is full of anger and frustration over a suspected ignorance of valid arguments. There are many these days that share that view.
- I took the time to try and explain my reasoning "must be an angry and frustrated person". Since I don't generalize within a few sentences with every post?
- Suspected ignorance of valid arguments. This could have some validity, but seeing as you never addressed head on any of my reasoning or arguments presented, we can assume the same of you.
- Many these days are wising up to the increasingly lazily developed games, though huge successes in there own right from the beginning. As they have become money generators through ever increasing monetized in game items/features. And the lackluster PR that few unquestionably buy into.
I don't live on the forums and respond when I can. Hence the delay.
I welcome responses that argue the point. If all you have are generalized comments based on your personal thoughts and beliefs you need not respond OR leave them at the door and respond directly to the points being made. Hopefully you bring some tangible points to the table if you decide to respond.
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@xllxENIGMAxllx said:
https://forum.deadbydaylight.com/en/discussion/comment/1042493#Comment_1042493
No you won't know because you can't see the rank. playing against a high skill player and you are a no skill one and win the game won't tell you and you will think that the system is doing the job.
Hiding a rank system is very unhealthy i've never seen any games hiding your skill level. Rainbow six , paladin , fortnite , ffxiv , LoL none of them hide your skill level and those have some really good ranking system but also have casual mode which DBD don't.
It is my opinion that if DBD could support a casual mode with it's player base and limited SWF to a that casual mode.
Then ranked would have much more diversity throughout. No more 'coordinated groups' climbing the ranks.
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#1
"Going forward, we will use a hidden skill rating for matchmaking purposes. Your skill rating will increase when you do well and decrease when you do poorly. To keep this as fair as possible, the system will predict the outcome of the match based on the difference in your opponent(s) rating and adjust the amount your rating changes:
- If your rating is higher than your opponent(s), your rating will increase less if you win and drop more if you lose.
- If your rating is lower than your opponent(s), your rating will increase more if you win and drop less if you lose.
This way, even if you aren’t perfectly matched with people of the exact same skill level, your rating will not change unfairly."
#2
"Currently, our matchmaking system takes the player in queue and looks for a match close to their rank. If it is unable to find an appropriate match, it will gradually expand the search range until it is able to give you a match. This can lead to both unfair matches and long queue times."
In A Nutshell . . .
#1
Hidden skill rating. So many reasons, aka excuses for this being hidden. Skill rating is just a number after all, but so is your rank. That big colorful number that meant so much to the community often touting how it proves x, y, z.
What will players show as proof now of their amazing skillfulness to kill or survive OR of how terrible matchmaking remains? According to the developers post there won't be any proof . . of anything.
"To avoid confusion, we are considering removing ranks from the post-match scoreboard once testing is complete, as they will no longer be relevant to matchmaking. Ranks will remain visible only to you for bragging rights and a goal to work towards, but will be a reflection of your dedication to the game rather than skill for the time being."
Ask yourself: Who does hiding information benefit? Without anything to reference players can no longer storm the forums in outrage with proof of the terrible job the developers are doing with matchmaking.
Have a terrible game? You must have been matched poorly.
Have a great game? You must be the best of the best.
It's all in your head now. And that's the way they want it.
#2
Currently, our matchmaking system takes the player in queue and looks for a match close to their rank.
- As it should. Makes sense.
If it is unable to find an appropriate match, it will gradually expand the search range until it is able to give you a match.
- Sounds like the reason for your unfair matchmaking right there.
This can lead to both unfair matches and long queue times.
- Takes forever to find an unfair match "Woohoo!"
How players attain rank is the problem. As countless members within these forums have stated for the longest time. It is TOO EASY for survivors to rank up. Supposedly (can't prove) there are too many high (red rank) survivors?! This can explain why there are so many high (red/purple) ranks in every killer match.
So . . Why isn't this new hidden mmr not going to fix matchmaking? Because they haven't addressed how survivors rank up . . .
SWF
The same issue with ranked matchmaking will be the exact same within the upcoming hidden mmr. SWF not being ranked on individual skill, at least much less than individual solo skill, will undoubtedly carry a large pool of players to ranks they should not be within.
This creates the exact same issue the current . . visible . . . matchmaking has now.
Conclusion . . .
As usual with most overhauls of certain playable character or game mechanics this is yet another change that serves the developers agenda and or at a much less extent the players themselves.
This entire 'change' soul reason for being implemented is to finally have a reason/excuse to hide ranks or any information given to players in relation to the matchmaking system.
P.S. Mentioning SWF is in no way to attack that feature. It is here, it isn't going anywhere. Fact is that it has a massive impact on any type of matchmaking. I doubt it can or will ever be remedied.
Hey, since we can't see if it is affecting mmr anyway I guess we will never know. /s
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1007801#Comment_1007801
I'm still very optimistic. Maybe I'm seeing things differently. I see these spiderwebs and they all connect. I see why one decision was made and why another wasn't.
That being said, he dismisses any facts that don't support his argument as fake.
What facts do you have?
Developer responses?
Scripted conversation on hand picked 'safe' topics to address.
If players would bring facts that aren't only true in belief, but tangible undeniable facts I have no problem listening or accepting those.
My argument isn't bullet proof, but I have yet to read any tangible facts you bring to the table.
Perhaps I missed something?
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@Hunkulese said:
https://forum.deadbydaylight.com/en/discussion/comment/1007699#Comment_1007699
Yikes. You should probably find another game.
Good luck finding one with developers that care more about their game or interact with the community nearly as much.
Maybe games in general aren't for you. You've clearly got some things to work through.
It's legitimately baffling to see how many people think BHVR doesn't care about their game and are only in it suck every player dry. What kind of life experiences have you had where you think they're even close to the bad side of developers?
Geesh. Another bait response eh?
And another response not refuting any of my reasoning or examples.
Only baiting on emotion that's not there.
I post my views as many players do. So many talk around a post, never directly referring to it because they don't have any way to disprove anything.
Your money. Believe what you want.
I'll watch the show.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1007699#Comment_1007699
You seem to be upset. Calm down a bit.
I'm fairly certain the Console community has grown dramatically in the last year. So, they have been growing their base. They have improved the game, significantly. DS nerf, MoM nerf, ect ect.
I am sorry you feel that way about the Devs, I've had several talks with them and they seem to be genuine people who really care.
You write off everything that doesn't fit your narrative as fake.
Upset? This a bait response?
I feel bad for you. You believe the act and literally buy into it from what it sounds like.
I can see the developers for what they are and explained my reasoning for it.
Your response is that I sound mad and don't address any of my reasoning or attempt to prove otherwise. Only an attempt to bait me.
Again.
Your money. Believe what you want.
I'll watch the show.
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Must say being robbed of a would be grab is frustrating. Mainly because I am not good at positioning for grabs in general.
In response for your desire for a fix. If you want something, only ask yourself this one question . . .
"Will doing x make the company money?"
If no, then don't hold your breath.
Your game play issues are not even in the conversation back at the office.
Sure a small group of people try to fix the plentiful amount of bugs plaguing this game, but only after they finish that cosmetic or dlc content.
Even then they only have so long before they need to create something else that can be bought.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1007641#Comment_1007641
I am 100% sure that they want to make money. That's how buisness' work.
I also know, from watching Dev responses, that they care, a LOT. They want to make the best product they can and it shows, they should be proud of what they have made.
"I am 100% sure that they want to make money. That's how buisness' work."
They could and should make money by growing the player base by making the core game better.
Yet their player base has more or less be static with a few spikes of highs and lows. They haven't introduced anything to new players in the form of a better game, only gimmicky paid for content to get more money.
"I also know, from watching Dev responses, that they care, a LOT. They want to make the best product they can and it shows, they should be proud of what they have made."
The Developer responses are headed by people paid to be the face of the company and put on a little act to give false narratives about how those behind the scenes pulling the strings really feel about this c$o$m$m$u$n$i$t$y.
The core game is a stale broken mess that gets worse with every introduction of new paid for content. More bugs, more grind with 6+ perks . . maybe 1 being useful. A killer usually quick to be gutted and a survivor who only stands out cosmetically from the rest.
If you have fallen for the act a few developers are paid to perform then they are clearly doing their job.
. . .
Players who accept everything and question nothing is the cash cow that will keep coming back for more. There are plenty of players happy to hand over their money to a developer who has shown through their actions, not scripted responses how much they don't care, AT ALL about their game.
Only about releasing the next paid dlc on schedule.
It's your money. You believe whatever you want.
History Doesn't Lie . . .
Unless you only pay attention to scripted responses . . Then yes, everything is amazing!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1005358#Comment_1005358
You mean, let the game act the way it was intended to where it’s 4 randoms no comms vs 1?
Preposterous!
"Shhhh"
Don't come out and say it like that.
Have you no filter?
People have feelings!
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1006100#Comment_1006100
They have not obscured rank.
They nerfed Ruin to remove any excuse for not increasing gen times.
The bandaid fix part is mostly true, they do need to get on some stuff, but, I am sure they are working on a ton of stuff behind the scenes.
"I am sure they are working on a ton of stuff behind the scenes."
You would be right.
Tons of stuff to make money. Nothing to actually fix the core game.
Okay . . I am only 99% certain its all about money
Could be 100% certain tons of stuff to make money and maybe . . just maybe a small tweak to the core game.
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It's funny . .
The leaked information can be 99% accurate.
-1% for them deciding (for now) hiding the ranks only to cover up the tainted match making system wouldn't be a wise decision.
That -1% of "false" information somehow detracts from leaks in their entirety according to the nay sayers.
You can't make this big brain logic up 🤪
Obviously . . .
More than the potential lack of introducing the rank cover up isn't the only thing that has or can be changed from the leak.
Not even a fraction of leaked information being "false" does not and will not prove leaks in their entirety to be highly false or unreliable.
Anyone believing to the contrary has their head far up where the sun don't shine 💩
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1005538#Comment_1005538
Mori's and Toolboxes both turn both of those problems up to 11 though.
Too True.
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Gen Rushing: Survivor Objective
Tunneling: Killer Objective
. . .
Only difference is Killers can be punished for tunneling with DS.
Survivors can't be directly punished for rushing gens.
- Getting hit by NOED isn't a punishment for rushing gens, it's an oversight.
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@TerrorTrooper said:
https://forum.deadbydaylight.com/en/discussion/comment/1005358#Comment_1005358
instead of removing swf i think they should give increased blood points playing against them. At least when they use voice chat, it gives them a huge advantage unless they are doing those meme build just for the LoLs. But i still prefer an option box to select to not play against swf.
SWF isn't going anywhere.
Point was the only reason matchmaking is terrible is because of SWF.
If it's still terrible without SWF then the ranking criteria needs some adjustment.
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The only way I can see games getting harder would be less info in the UI for killers and survivors.
In no particular order . . .
Killers:
- Can't see survivor status at all
- Can't see hook auras
- Can't see generator auras
- Can't see hex auras
- Can't see remaining generators
ect
Survivors:
- Can't see survivor status at all
- Can't see hooked survivors
- Can't see downed survivors
- Can't see any type of negative effects on generators ex ruin, lullaby
- Can't see any personal negative affects ex broken, exhausted
- Dies on first hook
ect
All of this would be gradual as you increase in rank. So much info has been introduced mainly for survivors in the form of generator affects and personal affects. There is no need to learn the game as the info is right there on the screen.
This will never happen, but it's just an idea.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1005507#Comment_1005507
Well i agree for the most part however some killer addons like both of Michael's pinks make sense having a downside as not having them would make them too overpowered(Imagine running both without the insanely slow to get tier 3 that's an instant win).
However most addons that have a downside really don't need them like using Michael again:
The ALL non pink tier 3 duration addons:
Brown, Yellow, Green which have a 50% more stalk needed downside for only 10-30 second longer their 3 respectively. while the purple is 100% more stalk needed for only 40 seconds(Making it more or less just 2 yellow ones combined)
Agreed.
There are some add-on's that could be insane without a negative.
Though that signifies the add-on needs a rework, not a negative.
Just ones opinion. Thanks for the feedback!
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Killer: Face camping usually ensures a kill. A strategy . . no
Survivor: Being face camped sucks for the hooked survivor
Killer: Being ran around by 1 survivor for 45 seconds+ sucks
Survivor: Know when to drop the chase, go somewhere else
Killer: Are survivors ever told to know when to stop running, accept your fate
Survivor: That's not the same thing
Killer: Isn't it
. . .
Same old back and forth. One sided minds will never try to see the others point of view.
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In addition to OP
Why do so many Killer add-on's also have a negative?
IMAGINE
Toolboxes - Repair faster/Run slower
Med Kits - Ability to heal and heal faster/Repair slower
ect.
Next to NO downsides for any survivor add-on's, maybe a slightly smaller skill check, or higher chance to get a skill check. No where near the negatives killers receive.
. . .
Anyone claiming if killers didn't have negatives they would be OP or unbalanced has a clear bias.
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/1005358#Comment_1005358
the idea is logical but theres no way in dick they're gonna do that
Agreed.
SWF is never going anywhere, but in my opinion is the soul reason why ranking means dick. And it's a disaster for match making.
Maybe we'll have a solution someday.
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@themirrortwin said:
The Devs only care about baby survivors. Seasoned players they couldn't care less about their fun because they assume all of us will stay.
Careful friend.
Insinuating anyone is a "baby survivor" could be insulting . . . mods are ruthless from what I hear.
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"Dedicated Servers will help determine if a DC was intentional or not" - not a direct quote
Clearly dedicated servers have no indication of DC being intentional or not.
Sure their could improvements made, but their will always be a way for those who DC to do so without being punished. Making it appear as an unintentional DC, pulling the cord ect.
At least make a game crash nonpunishable . . but then players who insist will find ways to crash their game on purpose.
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I don't care for the SWF debate, but seeing as SWF is the only reason matchmaking can be screwed up for either low rank killer OR low rank survivors its a busted system.
Remove SWF and rank can and will work as intended. Being based on an individuals ability and not the collective ability of a coordinated group.
Just saying.
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As survivor: Years of getting good at great skill checks = A 2% bonus . . "Yay!"
As killer: Years of not using Ruin, but developers screwing up their game = Expect nothing less . . "SMH!"
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If matchmaking worked as intended wait times would skyrocket.