Tiagoquix
Tiagoquix
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- Tiagoquix
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Thanks for the info. It has probably started happening after the 8.1.0 update I think.
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Hi there! Any updates on this? Thanks in advance.
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The bug was fixed.
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Thanks for the comments. The option to disable is something so subtle I didn't even know it existed.
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I can confirm this is happening to me as well.
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I don't think the nerf should be 100% reverted, because it would make him slightly OP (this is why he was nerfed, because there was no counterplay). But, in fact, he should receive some buffs, such as: less reload time, higher movement speed while aiming, higher movement speed while reloading, possibly some pink add-on that allows 2 shots before reloading and so on.
I had also proposed a rework to him: https://forum.deadbydaylight.com/en/discussion/322970/deathslinger-rework-detailed
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I agree. The main building of this map is ridiculously good for survivors.
Even RPD isn't this bad.
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Agreed.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2958434#Comment_2958434
Do bushes and other stuff disappear when I play low res like in other games? That would be a Hugh advantage
If you play with the lowest quality graphics settings, some grasses and bushes have smaller tips and sizes.
The resolution you use does not affect this aspect.
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@ReverseVelocity said:
I think Rework A is the better approach, however the 5 Stack effect would be too obnoxious. Constant screaming would be annoying and whenever somebody screams, it kicks them off of the action they're doing.
Instead of making people scream when hitting a skill check, I think it could give the Oblivious status effect while working on a generator as the 5th stack effect. Having to keep a watchful eye out for the killer while being hit with zero warning skill checks would make it a force to be reckoned with.
Thank you for your opinions!
I think that Oblivious is a good addition to the perk, but not so good.
You see, Oblivious is already present on some perks (like Hex: Plaything) and also is present at all times in the Dream World, and even when people are Oblivious they can still pay attention to where the killer is.
I think screaming is a better addition to the perk because that would disturb survivors and actually make them go cleanse the totem, otherwise they simply will not be able to progress in their objectives.
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@keepingitril said:
https://forum.deadbydaylight.com/en/discussion/comment/2952309#Comment_2952309
Under what scenarios is one "accidentally quitting a game"?
What percentage of the player base decides to leave and then decides it's an accident?
There is a massive screen of stuff on it with one small square allowing you to leave - you click the small square you leave and you click anywhere else, you stay.
Why do you need to be asked to confirm it. We're all old enough to know how to click or not click a main menu screen. It shows maturity of a game that you can leave and that's it.
If you are so distraught by your action, you can just reload the game "on purpose".
There have been several times that I went to click to exit the game and accidentally clicked on "Custom Game". So yes, depending on the person's "hurry", they may end up clicking in the wrong button accidentally.
If you are so insistent on having such an option, then the developers can add an option that is turned off by default.
Furthermore, it's possible to close the game using the "Close Window" prompt in Windows, and you may also accidentally end up clicking on it.
The confirmation is helpful and, again, I reinforce the idea that I am against removing it.
" If you are so distraught by your action, you can just reload the game "on purpose". "
No. Acidentally quitting the game and having to restart it is annoying, especially on low-end PCs.
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I disagree. The confirmation exists precisely to avoid accidental quits.
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I would love to hear your thoughts on my rework thread.
https://forum.deadbydaylight.com/en/discussion/322970/deathslinger-rework-detailed
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I updated the Gearhead's rework.
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Bumping because the thread bugged.
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@Neuromatica said:
5.7.1 worked with this strings in engine.ini
[/script/engine.rendereroverridesettings]
r.DefaultFeature.AntiAliasing=0
Thank you so much! This actually works!
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@Jirobeko said:
I strongly believe the ini files should be non-editable to prevent unintended advantages.
I hope the AA settings will be in the graphical options menu.
(It was also discussed at the PTB: https://forum.deadbydaylight.com/en/discussion/317987/forced-taa-on-ptb )
Interesting. I hope BHVR adds a graphical options menu.
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@Mozic said:
Ahh, I can see why they might have disabled it, given how much interest they have in keeping everyone's audio/visual constraints the same for competitive purposes - though this case might be one of those things they should err on the side of leniency for. I know that I definitely prefer a crisper view of things!
The solution would be to disable anti-aliasing for everyone (Console, PC, Stadia and so on) xD
The only negative point of disabling anti-aliasing is that it makes the hair look horrible -> https://steamuserimages-a.akamaihd.net/ugc/1684871397692963216/FD09033CF2E90DD79E40049159883FA38BE8032E/
Other than that, there are only benefits (like a "crisper view of things"). If BHVR really does not want to let anti-aliasing go, then they should consider another form of anti-aliasing. More on that here -> https://youtu.be/NDo5TKr6pyc
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@Mozic said:
I'm curious - what are the primary benefits of disabling it? Better performance?
Yes, the game's performance increases, but not only that: turning off TAA (Temporal Anti-Aliasing, which is the one used in the game) makes things less blurry.