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TorQueMoD

TorQueMoD

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TorQueMoD
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  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107133#Comment_4107133

    Maybe I worded that poorly, I'm suggesting that with new, more complicated models (whether for survivors, killers, objects, etc) BHVR's possibilities with their new code go up. Either way, this graphical update will be needed at some point either way if they want the game to keep going, and having a DBD 2 would just split the playerbase between the two games (which is why both Overwatch 2, although it's now just Overwatch again, and CS:2 replaced their previous iterations. And both of these games had also been around a long time and got overhauls).

    I have no idea why you're making any connection between the art assets and the code. Are you trying to suggest that new graphics means that it will motivate them to make the code better? I definitely agree we don't want a DBD 2.

  • @Royval said:

    how can you actually look at current dbd and say it looks totally fine.

    Because I don't play the game for the visuals. It doesn't look like an Unreal Engine 5 games, but it doesn't need to. It's completely functional for what it is. There's a ton of games that look on par with DBD visually and are still fun to play.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107132#Comment_4107132

    You still get new content though? Its a completely different Team working on it. And it even comes with new content as well (weather dynamics eg which could also impact new content like perks that are weather dependent)

    And you might be fine with the current graphics but many people have been commenting that it does look dated (and objectivley comparing it to other current games confirms that it does) and the creators of the game seemingly want to do it…

    Also, hopefully it will still be more resource efficient due to better code basis.

    Imagine if that other team was also working on new content though. You think having a seaprate team working on the visuals means that it's not taking up any time?

  • lol. No, the new code does not require new models. That's now how game design works.
    It's most likely that they have a team of artists that like when things look pretty. I like a good looking game too, but it just doesn't make sense to overhaul the visuals when this game isn't about visuals to begin with. It's like if Stardew valley decided to remake the game in 3D or something. At that point, just make a sequel. But I guess they don't want to risk a sequel.

    It's no Call of Duty, but this game looks just as good as CS2. And Behavior still isn't a proper AAA studio. They're AA at best. I just don't think that making the characters all look like Metahumans is gonna be worth the effort. On top of which it means they're going to have to remake all of the clothing assets too. With all the time they spend doing that, we could have a second game's worth of new content in the current graphical style.

    I just think if you're playing DBD, you're not the type of gamer to be caring about high end graphics. Sure, there's outliers everywhere, but I don't think the average DBD player cares.

  • @Mooks said:

    i mean.. the graphic reworks were just the best way for the anniversary to showcase what they are working on but they have confirmed its an (almost) complete overhaul of the whole game, code basis, etc and wont just be a graphical update

    And the game does look dated, and the last graphical rework while technically an Update lost so much of the original vision..

    Yeah, but why? What a complete waste of time. The game is fine as it is. I'd much rather new content than a facelift.

  • Oh, cool. Well at least someone has asked about it already and they know, so that's good.

  • Yeah, exactly. Just limit it to POV and it's no big deal. Would just be nice while you're waiting for a friend to finish.

  • @Royval said:

    I would honestly say wraith is the most balanced killer in the game next to Nemesis, Unknown, Wesker.

    Funny. I guesds I need to figure out a better strat to use against him then. He's my most hated killer at the moment. He's ridiculously fast plus body blocking means any time I go against him they usually tunnel TF out of everyone.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074535#Comment_4074535

    All maps are in rotation only ones that are not are the variants of existing maps like Badham would have five variations but because community wanted to maps only have one version they got removed from the online rotation. There is no real repetition of maps as there is always four maps between before you can get the same map again if someone did not use an offering to get it and in reality I would say that is quite decent.

    Still the offerings do work I had two map offerings give me the map/realm in question so they do work but as its 1/5 chance if you get it you can just be unlucky.

    It didn't used to be the case that all maps are in rotation. The whole point of the map offerings is those maps don't trigger unless you use the offering. Has Behavior confirmed that all maps are in rotation? Because I don't think they are. You tend to get the same 5 or 6 maps every time you play, but there's dozens of maps.

  • Everyone is on a team of 4v1. The killer should be punished for slimy or unsportsmanlike behavior. If you don't attack the person who just jumped off hook, then you don't get stunned. To be clear, I'm not suggesting this for people getting taken off the hook. Only for people jumping off due to hook camping.

  • Still, though. There wouldn't be any detriment if they stun the killer when they try to attack someone who just jumped off hook. Adds an extra layer of protection and teaches the killer not to be complete slime.

  • Yeah, that sucks. Just put all the maps in general rotation guys. I don't know why I keep posting on these forums. Pretty sure the devs ignore every message anyway.

  • Oh wow. That really sucks. They should just remove map offerings all together then and put every map in general rotation.

  • Actually, another idea I just had is that the survivor should get a wiggle bonus if the killer tunnels them. Because it's so freaking irritating that you can't do anything about it in that case.

  • @dbd900bach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730777#Comment_3730777

    Fun for both parties? At what point did you forget that there's three other survivors that have to also be chased and five generators that have to be done? If I want to keep up the intensity and keep up the chase, then I'm going to chase another survivor after hooking the one I just downed.

    Time is everything, especially when you reach higher mmr. Generators fly extremely quickly and most experienced killers need to end the chase as fast as possible or drop it and prevent the gens from popping to quickly. You may not care about winning or have no clue what killer is like, but it isn't fun at all having a survivor wiggle out for free without earning it. It certainly is fun for the survivor since running the killer is the most fun part for them, but it's the opposite for killer and the other three are still entitled to their fun as well.

    I guess it depends on whether you're going against a 4 squad or a bunch of solos. I can see that it could definitely be more frustrating with a squad. Actually, Behavior should probably detect if there's a group of friends together and make % adjustments based on that. Personally any time I play as killer, I usually get a group of solos, so it never seems that bad for me. But I am a much lower rank as killer. Also, I don't really care about winning as either killer or survivor, so there's that to consider as well. It might be better if Behavior split the game into Ranked and Casual matches.

  • @dbd900bach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730741#Comment_3730741

    The reason it's this way is so that people don't break or wear out their controllers/keyboard spamming or shaking a single button. Secondly, you aren't supposed to even really have much chance to wiggle out. The chase already happened and the killer downed you. That's the end of it. A stoke of luck, teamwork or specific perks should be the only thing helping you wiggle out. Nothing else

    Sorry, what? I don't see how allowing the killer to hook rather than survivor wiggle free when they're both performing the action at the same time stops them from spamming a button or wearing out their controllers.

    You should be able to wiggle free. It's part of the fun. It's what keeps a chase going and keeps up the intensity for both the killer and survivor. If they didn't want you to wiggle free, why add the mechanic at all. I completely disagree with your statement. I think wiggling free is fun for both parties.

  • Yeah, that one is especially irritating. Once you've wiggle free, it should drop you 100%

    I'm not suggesting they drastically change it, but a slight change would be nice. If you hit all the skill checks, they could reduce the number required to 90% of what it currently is and I'd be happy. And fix the prioritization of hooking over wiggling.

  • @Memesis said:

    It would kinda just make agitation more popular than it already is. Mandatory on my builds for how awful the hook spreads can be on some maps and for its synergy with pain res.

    What maps have hooks too far apart? All the maps have hooks that are really close together. You're probably just not seeing the ones next to you because they aren't outlines.

  • OMFG! I literally wrote this post while in my 3rd match with this stupid Doctor, and then jumped into another match right after it ended and got him again! So I'm done for the night, and possibly a lot longer now. I haven't been this angry in a game since I first discovered what griefing was in a Counter-Strike match firsthand back in 2002 when a team mate ran to a doorway on Rotterdam and blocked it while ducking constantly and laughing in the chat. I'm struggling so hard right now not to turn this post into an essay with every expletive in the book! ARGH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    Why do crappy gamers exist!?

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724979#Comment_3724979

    Those skill-checks might as well not exist considering how easy they are to hit, so I don't think counting skill checks is a fair measurement... Overall the killer has like 10-15 seconds or so to hit you before you wiggle out, that is somewhat fair in my opinion. Considering the other option would make you not being able to hook people when they go down at specific spots.

    Why have a struggle system at all though if you pretty much can't wiggle free anymore? The original speed was too fast I agree, but the new one is too slow. They should give you a speed boost if you hit the checks and a negative progression if you miss them.

  • I play both killer and survivor and I agree with you. The wiggle time is too long. You have to hit 21 successive skill checks, and even when you do, if they have iron grasp I think it's like 25? It's nuts! They should either lower the amount or implement a gimmie - ie if you're at 19 successful skills checks and the killer is not right next to a hook, they should let you get the wiggle. It used to be faster in the old system and they really increased it too much if you ask me. It's even worse when you hit 21, but the killer already started the animation to hook you so you don't break free.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723069#Comment_3723069

    Like there's currently no hackers or cheaters in the game already.

    You wanna fact check that for me, chief?

    Do you not understand sarcasm or are you trying to tell me there aren't any hackers or cheaters in DBD? lol

  • @Emeal said:

    bHVR has no obligation to create a DBD2 or a new version with mod tools and level editor, even at 10th anniversary
    And to do that might actually be detrimental to the game because it empowers hackers.

    1. File Formats and Data Structures: A level editor often requires the game to expose certain file formats and data structures to the user. Hackers can analyze these to understand how the game stores and processes data. For example, if the editor allows the user to save and load levels, hackers can examine these files to understand the underlying data structures.
    2. Functionality Exposure: Level editors might expose game functionality and logic that isn't as apparent in normal gameplay. By interacting with the level editor, hackers can observe how the game engine handles different elements and mechanics, providing clues about the internal workings of the game.
    3. Debugging Tools: Some level editors include debugging tools to help users create levels. These tools can inadvertently provide hackers with useful information about the game's internal state, such as object coordinates, physics properties, and event triggers.
    4. Script and Modding Interfaces: If the level editor supports scripting or modding, hackers can learn a lot from the provided APIs and scripting languages. Understanding the scripting interface can reveal how the game’s engine processes different commands and interacts with game objects.
    5. Community and Documentation: Games with level editors often have active communities and extensive documentation to help users create content. This documentation can be valuable to hackers, as it often includes details about the game’s mechanics and file formats.

    Who said anything about obligation? lol. I'm just saying I'd love to have level design tools.
    Like there's currently no hackers or cheaters in the game already.

  • @Xernoton said:

    First off, we are approaching the 8th anniversary. Not the 10th. Second, there will not be a DBD 2 and that's a good thing. They have no reason to create a DBD 2 and if they did, then they would not have much success with it. Most of us would lose our minds, if they released a second game and suddenly everything we paid for was gone. I sure wouldn't buy everything again.

    This isn't one of those EA games where people will buy the same game every year and then spend thousands of dollars on lootboxes (or booster packs or whatever they are called). People buy the game and then whichever dlcs they want and they sure would not be happy losing it all and having to spend money on all of that again.

    I probably shouldn’t have mentioned DBD2. I just meant whatever the next phase is. I could feel something was coming. I guess the 2 v 8 mode was their idea of a refresh. I’m still hoping for mod tools or level editor at least.

    Also, we are coming up on the 10th anniversary in regards to game dev cycles. 2 years out is usually when they’d already be working on what they have planned for the next major update is all I was saying. I am aware we’re currently only in year 8.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/413141/can-we-get-some-level-design-tools-before-you-announce-dbd-2

    As far as I know they've always said they have no plans on a DBD 2, which would be a nightmare for dealing with all of the licensesd content.

    Wish they were. It would give them a chance to recode the game from scratch and then add in so many cool things they can't right now. Plus an adequate match replay system too.

    Well, it won't stop them from upgrading to UE5 at some point and re-designing everything. Would still be nice to get some level design or mod tools in the mean time

  • They could always just give you guys pre-written prompts for GG, WP, etc. Then it avoids toxicity but still lets you express yourselves. It's weird that PC gamers are allowed to chat when we're clearly the most toxic :P
    lol

  • @Wowie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/388862/make-idle-players-into-bots-after-10-seconds

    that's silly. sometimes i have to change my gamer diap, and sometimes it's way messier than usual

    anyways maybe like 2-3 minutes of inactivity, but i still think its a silly idea.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551080#Comment_3551080

    10 seconds of inactivity won't destroy your chances of winning unless you're as bad as the literal afk survivor

    No, the point is sometimes people are idle for a whole match. I simply suggested 10 seconds before a bot takes over so a bot isn't taking control instantly. And if you come back and use the controls again, you take back control. The time before turning into a bot isn't the point of my suggestion.

  • @DaddyMyers_Mori said:

    10 seconds is really low.

    Make it at least 30 and sure. Then shouldn't happen you get controlled by a bot without wanting it

    Sure, but if you just make it so that you can resume control from the bot then who cares how quickly it fires? The reason I suggested 10 seconds is because going that long without a team mate can sometimes destroy your chance of winning.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481040#Comment_3481040

    You don't need to interact with tapes to become condemned.

    If she teleports next to you enough times you'll become condemned.

    Also Ring Drawing spreads condemn when you heal someone who is condemned. So if you healed anyone else, you would be condemned.

    Is this the Mori animation you saw? If so, then it was because of Condemned.

    https://www.youtube.com/watch?v=PpRIZhPvo7s

    I don't remember to be honest. But maybe I was condemned then. I certainly didn't think so, but I guess if it's a thing she can do, then I must have been. Thanks for letting me know.

  • @AlphaYandere said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470253#Comment_3470253

    condemned is is hapening when sadako "ports" to you or u have a tape long enough. You also need a tape to remove the condemned. when its full (red circle on the left) she can mori you)

    Oh, okay. No, I was completely untouched and not condemned. I don't even think I had interacted with a tape that match. It seemed like a glitch to me.

  • Thank you from me as well. I was so confused why I couldn't get this to work.

  • I have another suggestion too. If you already have a challenge selected, how about you don't have the UI pop open at the end of a match? Because I just clicked on it accidentally and it took me out of the match to the Tome, for literally no purpose. It's a simple boolean check guys. Come on!

  • @Anti051 said:

    Does the annoyance factor for the game really need to shoot upward by adding emote-assisted trolling?

    How is bowing at the exit gates trolling?

  • @jeffkillsyou96 said:

    well here’s somethings I do to reduce the camping and tunneling and i t bag a lot too as survivor

    1. loop better
    2. preserve pallets
    3. Don’t go for saves while injured what I like to do at times is 99 my health and run DM and resilience to have faster unhook speed then 1 tap and if I can’t I fully heal

    So basically, GET GUD!

    I don't mean to be rude, but this is a useless comment. I'm trying to have a legitimate discussion about what I see as a part of the gameplay that is quite broken.

  • @damonfox said:

    Would be easier if they make Kindred basekit and this will help solo queue players.

    Kindred doesn't slow hook progression though. It just shows people where the killer is. I don't think that's the right solution, because as someone else pointed out, it's a valid strategy at some point in the game.

  • @Gandor said:

    Then the actual correct fix should be for the game to start loading sooner

    I mean sure, but maybe they can't start the game loading until the Offering screen completes. Either way, it seems like a waste of time.

  • This is still driving me nuts on the regular. Any chance this will ever be addressed? It's a really simple fix.

  • Haven't encountered it since.

  • Also seems fixed now.

  • Seems fixed. It's not an issue for me anymore.

  • @Mandy said:

    Where you fully Condemned, because yes if so she gets killer instinct on a survivor and if she downs them, she is able to mori instantly.

    Do you mean from tapes? No, I hadn't been grabbing tapes. I don't know what condemned is.

  • @Nazzzak said:

    IMO this would just encourage lobby dodging. Most killers will dodge to try and find survivors with less than 100 matches because they're easy kills.

    Fair point. Easy fix though. Don't show the rank to killers, or don't show the rank until you're in a match. I was only thinking from a survivor's perspective.

  • @Archael said:

    Because they dont need it. Bhvr makes money on dlcs so they have no need for selling cosmetics, emotes and others. Yes they are doing cosmetics, but those are not as great as we would to see.

    Okay sure, because companies don't want more money. lol.

    Anyway, even if they don't want to let us buy emotes, it would still be really nice to have a bow or "Bao Quan Li" animation that we could use to show respect at the end of a match.

  • @Gandor said:

    I hope this does nothing actually, because game should be loading in the background already (even during flipping animation).

    I'm pretty sure it's not. The game doesn't start loading until after they all flip which is why I suggested it. If it is loading at that time, it'd be fine, but You don't get the progress bar until after that scene.

  • I wonder why the devs haven't thought to implement this. Especially when you consider how many other games have emotes as items that can be bought for your character. Seems like a missed opportunity.

  • @Coffeecrashing said:

    I personally use the information of breakable walls. There are some maps where there are dead ends of the breakable walls are intact, and I want to make sure I don’t accidentally run into those dead ends. Also, there are some loops that are much more powerful for the survivor if the breakable wall is still intact, so that is useful information too.

    It also stops trolling attempts, like on Midwich, when killers break one wall on the back staircase, but doesn’t break the other wall, so survivors get trolled by a dead end after walking up or down the staircase.

    I would much rather the walls just be a different aura color, so they aren’t as confusing, but it is very important for me to see the breakable walls.

    Yeah, okay fair. I didn't consider that you might want to know when there's a dead end.

  • I really don't understand why the developers seem to have such difficulty balancing the game. There are so many different approaches they could take to solve these types of issues.

    Also, do the developers actually ever read these posts or are we just shouting into the void so to speak?

  • @HexBooba said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431009#Comment_3431009

    Thats what im saying, i used to be put in Frankfurt servers which was the closest to me but now they are forcing me into other servers that are further from me and why is that exactly i dont get it, they should just make a region picker where you get to choose to avoid this stupid problem

    That's just chance. The servers nearest you might be full, so they get the next nearest ones that aren't full. It'll depend on what time of day you're playing and who in your area is playing. That's not a glitch, it's the way the system is supposed to work. It means that either there aren't many servers in Frankfurt, or there are a lot of people playing in Frankfurt. Or possibly a combination of the two.

  • @HexBooba said:

    i have a different issue. I used to get 95 ping 2 weeks ago, they released some stupid 50 mb update and now ping is constantly on 135-150 and its not going back to what it used to be, anyone have any idea why its like this or how to fix it or when they will fix it? because its not a problem with my internet either because i had a friend join me and we queued and he also had around the same ping when he also used to get 95 ping too

    You're probably just connecting to more distant servers. Ping is the time it takes for info to travel from you to the server and back. It's likely unrelated to the update.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424867#Comment_3424867

    This is another thing they apparently tested and ultimately didn't implement.

    My guess according to what I've read about it is that it still didn't solve the problem, but punished people who used proxy camping strats. That's sort of the issue where base game design sort of subverts the intended goal. Camping by the design isn't inherently an invalid way to use the system as it sits and proxy camping is valid strategy that some players use and fits well into stealth killers who aren't really design to thrive in basic chase play. To completely discourage and disallow the more griefing inspired camping they need to change how sacrifices work on a more fundamental level. Which almost instantly sort of snowballs into a lot of other very granular considerations and changes. People who just want to grief other will naturally just find another way, but for anyone who is just playing the game and favor these strategies as fallbacks or compensators for character deficiencies in certain killers are going to find themselves worse off.

    I'm not saying it's impossible mind you, but like those of us who've been playing since launch have been asking for solutions that will magically work against human behaviors without making any fundamental changes to game. That in hindsight don't make much sense because ultimately the game does need a substantial change if folks want camping completely off the table. It can't just be a punitive measure it also needs to address how people are able to engage with the game. There is a generally a strong dislike of killers playing defensive in way, shape, or form at any time. So if you change how hooks work in a way that gets rid of camping, which they probably should ultimately, they need to be ready to give killers things that help them in other aspects of the game or risk flattening out killer gameplay into having only one or two "prescribed" playstyles that are viable.

    It's a complex issue that will require a complex solution.

    Yeah fair. All valid points. You could always make the hook progress penalty into a stat that changes with each killer rather than a global value. So as you say, killers who aren't as good at chases aren't overly penalized.

    I still love DBD, but I think it's about time Behavior looks at maybe implementing a new game mode. I think they got a lot of requests from players wanting to be able to make custom maps for DBD and that might be why they decided to make Meet your Maker which is a fun game in its own right, but not what the community was asking for. That could be my on bias talking, but they really do need to do something to mix things up with DBD as it is getting a little stale. I can't think of any other multiplayer games that have lasted this long with a single game mode and just over a dozen maps. Even Counter-Strike had alternate game modes.

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