ABannedCat
ABannedCat
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- ABannedCat
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That hit was in range. Dropping pallets locks the survivor in place, which is an easy target.
Maybe dont make stupid spins infront of pallet next time, and drop it earlier.
Also judging by how janky the animation was, you have a bad ping. Which you rightfully get punished for.
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Yeah, there is still an issue where some players (killer or survivor doesnt matter, it appears to be completely random) load into the match sooner than others. I have seen videos of instances where other survivors already work on generators while a person is still in the intro sequence.
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@ohheyitsbobcat said:
https://forum.deadbydaylight.com/en/discussion/comment/1749998#Comment_1749998
Unless they changed it sometime back max fog is 1 purple, 1 yellow and a brown, or 3 brown. It doesn't get any foggier with more offerings unless again, they changed it sometime.
I remember that moonlight offerings had a similar stacking mechanic in place.
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They are an unessecary performance hit in may opinion. Games are not about looks, but about gameplay.
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The developers are constantly tinkering with the size of the hooked survivor's hitbox for some reason. At times it grows so big that its physically impossible for the killer to hit an unhooker, because the hooked hitbox overlaps with the unhookers, effectively giving them a free safe.
I assume the downed survivor crawling under the hooked is no different from that.
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I have a theory as to why that bug happens (maybe that helps the developers).
On peer-to-peer that bug happened too somewhat. The Nurse would make the sound and play it like dozens of times a second. I noticed from older videos that people with better computers (like big streamers) had the sound bug happen at higher frequencies, so maybe it was tied to the frames per second. Maybe the game thought for a split second that the player cant use their blink and attempted to "cancel" it, but didnt succeed to do so because Nurse could always use her blinks.
Now dedicated servers and the cooldown, there are times when the Nurse physically cant use her blinks, due to the recharge mechanics. Now when that bug occurs Nurse does the spazzing out of her chargeup sound significantly slower, so maybe now its now tied to the players' ping to the server. The chargeup sound resets everytime the server rejects the players' attempt to blinks. Which in the case of a good ping like 50ms is 20 times a second instead of 60, or 120, or 144 or whatever fps you are runnign on.
*Basically the server sometimes falsely thinks the player doesnt have charges for their blinks remaining*
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@[Deleted User] said:
It's really a matter of preference. Survivor footstep sounds are in a pretty good spot right now. Occlusion not so much. And there's a bit of lag on directional audio if your character is also moving. Spatial sound can hurt you in as many ways at it helps depending on the map. Keep in mind that the audio mix and EQ can be very scattershot from map to map. Midwich is cranked up to earbleed decibels for ambient noise but footstep attenuation is really reduced for some reason. Everything is muffled on Autohaven. New MacMillan is fantastic across the board for footsteps, survivor audio, grass sounds, etc. This is all a long way of saying I have different audio preferences for different maps. If I have a tournament game on Autohaven and I'm playing Spirit, I'm probably going to turn on bass boost and turn on the equalizer so footsteps stick out. For MacMillan, I'm just using my trusty Sennheiser headphones as they are and turning the regular volume up.
The grass on McMillan doesnt make any sound at all....
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If all 4 survivors get slúgged at 5 generators, you all deserve to depip back to rank 20 immediatly.
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Devotion 10 level 66
2003 hours.
I joined the game with the Clown chapter (where devotion was introduced).
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I 100% agree they should keep this.
Other multiplayer games let you have FOV up ton 120°, but we in Dbd are stuck at 87°. What a weird number, 87. It feels like the FOV originally was 90, but was later made smaller by a few degrees for whatever reason.
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So apparently my post got quickly edited by the mods to remove the pictures of the logs showing the evidence :/
Looks like the developers just want to silence it instead of actually fixing it.
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Developers are making maps darker to give survivors an easier time hiding.
All while auditory trackign is still ######### due to sound bugs.
So basically you cant see the survivor, you cant hear the survivor, you cant smell the survivor.
Juking midchase has never been easier.
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Dead Hard is working fine for me. Though I have a good ping to the server (40ms-60ms).
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I have the same issue pretty much since dedicated servers came.
Whenever the seerver lags when I play killer, I start to rubberband. But when I play survivor, I do not rubberband. THe netcode is just designed to help survivors.
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"I hope the framerate issue was also solved,"
You must have missed the past reworks that tanked 20fps across the entire board. Ormond was also one of the laggiest maps prior to the rework.
Based on Behaviour past record of horrible optimisation, the new Ormond will run at legit 5 fps on console.
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@lunaticlifter said:
@McLean just confirmed me on twtich , that it's an issue, so guys sorry for breaking your expectations, but it will be fixed.. i only hope devs will realize how bad is the standard fov is, and 10 degree more doesn't ''BrEaK the game'', and all the survivors '' crouching-window JuKe'',.. a good change for console players just went down in a matter of days. At this point i have no reason to play nurse on console anymore, since the bad fps, the low fov, and perk slot i have to sacrifice for shadwoborn.. gg
Thats sucks hard. I just had so much more fun with a normal FOV :(
I assume since its an issue that negatively effects survivor it will be fixed with the next patch.
Meanwhile killers still have gamebreaking bugs for years ....
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I went againts Otz the other day. I managed to kill him, because he was just memeing with his friend.
Unfortunately he wasnt streaming or recording though :(
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The worst thing about it is that its not consistent. Sometimes I can litterally start lunging midblink already, and sometimes for an entiure second I can smash my M1 button, but the game simply wont let me lunge.
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Let go off the "run"-button before dropping. Your character will do a quickdrop action infront of them that way.
Edit: Alternatively, you can also turn around before dropping it while running. Your game will use your input rather your running direction to determine where to drop it, which means you dont need to fully turn around to do it. This is the change you are talking about.
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If someone attempts to kobe right infront of my face, I will make sure they will hit struggle stage.
If you dotn want me to save you, dont wait until the very last moment to tell me.
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I remember when I reached rank 1 something crazy like 2 years ago. I also did it with Nurse, as I very quickly got tired of my first main Wraith. I usually played without addons and always ran BBQ, M&A, Nurse Calling, and Whispers.
It was hard, but I eventually did it and I was proud to be a rank 1 Nurse main for a little over 1 year without interruption.
I dropped Nurse long ago ever since Midwich came out. Her bugs and dedicated servers just suck all the fun out of her for me. Playing the strongest killer does not feel rewarding to me if its always a gamble whether my power works as intended or not.
Nowadays I generally only play Spirit and Huntress now. I am not the best with them, but I feel like getting way more consitent results with them, as bugs are not nearly as severe and punishing as they are with Nurse for me.
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Ah yes, SWF using a low rank buddy to get matched with inexperienced killers.
The classic since 2016.
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Finallly Dbd has a FOV that is up to 2020 standards.
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Its boring, unless the killer knows for a fact where the last survivor is. Being slugged for minutes is as boring as survivors wasting minutes looking for hatch.
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BBQ is only useful versus bad survivors.
Every survivor that has a brain uses one of the 17 counters to evade it.
On rank 1 I rarely see anyone with it.
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Moris are stronger, which is also the reason why most people refrain from using them (as opposed to keys).
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Atleast make it toggleable for players. I personally prefer listening to the environment rather than some dull music. Back when the game was relased, it had some actually amazing sounddesign.
Do you really need music to get into mood?
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I sometimes let the last survivor escape. If for some reason the hatch is closed, I will let them get the gate, while I watch from like 5 metres away.
If you dont want to escape, that fine too. I gave you the chance.
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I am glad they removed it, because it was an unblinkable zone for Nurse.
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KIllers also had pretty strong stuff back in 2016.
Moris without hooking, 5/6 blink Nurse, machine gun build, legit instanthatchets and chainsaws,
It was pretty wild, you know.
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@stvnhthr said:
Does Latency make players disappear? Like the server just does not show the killer for a part of the game and then it re-renders/shows them in a new location. Lately I have had numerous instances where on my screen the killer is visible and then when I change my point of view the killer is suddenly somewhere else. I have had numerous occasions where I just lose site of the killer who I am watching, it is like the server just stops showing them and I look all over and then suddenly they are back; and it is not like I am a bad player or don't know how to track their movements.
For instance I had a huntress behind me, she throws a hatchet I turn around a long wall going another direction and she is now in front of me and her hatchet flies by both of us. From my view she is behind me and then just gone and suddenly she is in front of me. This is a case where there is no way and not enough time for her to have gone from one position to another. I suspected cheating but I am now wondering if it is latency.
On the plus side I love that Lobby time has been reduced significantly, I can get into a game in seconds as opposed to several minutes, sometimes in the past it was over twenty minutes to find a game.
Yes, the developers added movement extrapolarisation with dedicated servers.
Basically your client tries to predict the future, by assuming a player keeps running in a direction until the server sends a different input. So if for example a player runs north, loses connection, turns around on their machine, and then reconnects to servers, on everyone else's machine they keep running north and then suddendly teleports back 20 metres south.
However a player cant gain distance with lagswitching like that, only confuse other players. Because you always get teleported back to the spot where you lost connection. If you see someone gain speed with lags, thats in ~90% of the cases hacking (dedicated servers are not perfect, the possibility of desync is always there).
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The developers also said they increased the DS stun to 5 seconds to make Enduring not counter it.
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No, dedicated servers exeberated latency issues by giving the killer a latency too.
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Welcome to dedicated servers.
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I absolutely agree. Topics like these are like reallife politics, vast majority of the people cant have a civil conversation about them.
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Generator times are not the problem, its generator difficulty.
The survivor objective is almost braindead easy. Memorise genertor placement, hit skillchecks, profit.
The killer objective atleast takes some mental effort.
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No Decisive Strike Decembre sounds good to me.
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You are not supposed to hear survivors as killer. Audio bugs, audio occlusion, and the ever getting louder killer sounds (breathing, footsteps) confirmed that. THe developers are moving away from tracking by ear, and instead force you to rely on buggy scratchmarks.
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I wouldnt say generator perks are the only way as killer, but I do agree that they are the easiest way. They are kinda like 2nd chance perks for survivors in that regard.
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I agree. You can see who is playing who in the pause screen, but if 2 players are playing the same character, you have no way of telling them apart.
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The developers lately have a kink for bringing back infinites ....
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Judging by how they brought back infinites with breakables walls, I assume Behaviour wants to bring them back in fashion on other maps too.
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I personally dont care about tbags or flashlight blinds or clicks. I can just ignore them.
What really triggers me is when a survivor is spamming loud noise notifications. As killer you are very reliant on sound, so you are more or less expected to have the game very loud. And loud noise notification are probably one of the loudest things in the game. Its like screaming into someone's ears constantly. I facecamp people that do that.
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Selfcare = 32 seconds self-healing.
Other person healing you = 16 seconds offf BOTH survivors + time spent running ot each other.
The perk itself is efficient. Its just that bad survivors use it at the wrong time (e.g. Your team desperetely needs your help NOW).
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Wraith, the first killer I mained, because I suck at tracking.
I switched over to Nurse afterwards, and that really bit my ass.
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Enduring, Spirit Fury, Brutal Strength, Bamboozle
Flak of Bleach + Either 10% Vol.
Because I hate looping.
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This has been an issue with the game since it release. Where some players load into the match sooner than others. I myself have had instances where I heard the terrorradius getting closer in the intro sequence, or where other survivors that spawned close to me were already able to move.
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In the eyes of Behaviour there are no "issues" with the Halloween event. Look at the Steam chart. People are storming the game. History has shown that overpriced cosmetics and free weekends always pay off, because people are sheeps with too much money to spend.
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They are a completely pointless feature, and in my opinion wasted resources.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/1722000#Comment_1722000
Hmm. So let me preface anything else I say with "I am an amateur indie game dev". My primary job is normally animations, but I also work on level design and gameplay design. Number crunching and mechanics. Been doing it a while but by no means a pro.
An issue I have come across in the past is hitboxes having stuttered movement in front of the character model. While the character model is moving, the hitbox moves a bit past it at times, and might jerk back and forth. This is normally a result of the core scripting of the game, and latency. In particular, the core scripting isn't well designed to make the animated character model follow the hitbox. The animated model is "anchored" to the hitbox, and basically follows it. In modern games, this isn't as much of an issue, but it DOES show up in slower paced games where small adjustments in position and movement mean more. Furthermore, I don't know the method that DbD uses to transition a hitbox from one side of a vault to another. It might sit on one side until halfway through the animation and then appear on the other. It might follow the animated model. It might wait until the beginning or end of an animation. I simply don't know.
My point is, while I don't know how DbD handles their hitbox position in relation to the animated model, I would hazard to guess they are having issues with the character model correctly following the hitbox. On top of that, aim dressing might, for some reason, be aimed at the animated model and not the hitbox itself, while simultaneously sending hit requests/confirmations to the hitbox. This can result in the camera shifting out of position to the model while the hitbox is no longer in the sensor, resulting in a missed attack.
I simply don't know for sure, but those are some ideas based on my limited experience. Regardless, the issue needs to be addressed.
That is most likely it. Models and hitboxes being not synchronised well. I really wish the developers would get behind this core problem, instead of pumping out more rushed content.