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Aceonfire

Aceonfire

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Aceonfire
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  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/615514#Comment_615514

    Wait, you mean to tell me that we nerfed something that was overpowered in a live game?

    https://us.v-cdn.net/6030815/uploads/357/NZ78TGM7U3LW.jpg

    You should never buy something in an online game- any game at all- just because it's really powerful. Everything is subject to change.

    Lost for words in THAT being a companies response to this complaint. "don't buy our stuff if you think it's too useful. We'll will likely make it less useful after we cash in."

    Besides the fact that you didn't nerf, you did ALL but delete it.

    Like I said, lesson learned. I DEFINATELY won't have this problem again. It's the only thing I can be certain of.

    Now I'm gonna walk away from this train-wreck of a thread.

  • @malloymk said:

    I used MoM for 2 or 3 weeks. Honestly it was a strong perk, but was it really any stronger than dead hard? MoM was a one use perk with a significant drawback (aura reading). Dead hard can be used multiple times throughout the game.

    Ash's perks are terrible.

    Exactly. MoM was too strong, but this wasnt a nerf. They removed it entirely from the game. It should have had a broken status affect added or something, instead of just completely removing it from the game. Adding a nerf that is dependent on something you know is already a "known issue" (protection hits not registering correctly) was a double slap. You dealt with it as quickly as possible and left it laying in it's own pool of sloppy, lazy programming and game administration, IMO.

    Even if BHVR had no intentions of doing a bait and switch, the fact is they still did. I would not have bought him with his current perks.

    It was a real ######### thing to do and I won't be buying any other DLC's until that is made right in some way. Give me half my money back or something.

    Hey @peanits Can you take a look and tell us what percentage of matches MoM is used now? Bet it's less than 5 percent and that's WITH people trying for adept. Bet it's 0 percent in rank 1-3.🙄

  • Zlminivan.gif

    Came to mind after your reading your post for some reason.

  • After playing solo survivor for 10-15 matches...there is nothing I like more than switching to killer and using an green or yellow for 2-3 matches in a row. I almost always get one or more of the people that made me want to use a mori in the first place.

    Ebonies I save for after long survivor sessions after rank reset. I use them on scratched mirror Myers with spirit fury/enduring/iron maiden and ruin which ensures maximum salt. It's also fun to use devour hope and rancor in place of IM and ruin,

    It's what I call balance.

  • In regards to the voice chat debate, the only thing more disturbing than ACTUALLY having a debate on BHVR using EAC to block voice comm programs, is the fact that a game with a system built to let you play with your friends, was ever brought off the drawing board without an integrated voice comm system integrated and considered.

    Even the excuse that you knew your integrated voice system would be inferior to any one of the dedicated apps out there now, it's a team based game and the year is 2019. I'm embarrassed for you BHVR. Again, going back to the beginning, the game should have been planned on survivor's having voice comms. I can't say how, that would require some thought but if it had been a consideration, I'm certain things would be different. My guess is mostly to do with the pace of the game.

    Look at how a L4D game ends up when players don't use voice comms. It's night and day. The game is broken without a team that communicates in many situations. But that was a consideration they had from the start.

  • I don't often post about not reading post, but when I do, it's this one.

    staywhinymyfriends.jpg


  • Oh, and one more thing not so much related to the direct point but to the point of priorities you brought up, why on earth do I not see BHVR gifting subs to you twitch viewers watching the streamers play the game? You guys have supported the the streamers in many other ways, but not that one. I can't imagine a better investment of your marketing budget than that.

  • @Peanits said:

    The simple answer is: Time.

    There's only so much we can do with each update and we have to weigh our options. Something like changing the numbers on a perk can be fairly easy and just requires a bit of playtesting, but something like adding new conditions or effects requires a lot more work.

    To take monstrous shrine as an example; increasing the numbers alone would not make it a perk you would want to use (unless it's ridiculously high, in which case it would more likely be used as a perk to quickly camp someone to death, which isn't something you would want to encourage).

    In 3.1.0 (mid-chapter) specifically, a lot of the live balance time was spent on the Nightmare rework, not leaving much time for other changes. Completely reworking a killer takes a huge amount of work, so we need to put perk changes to the side.

    We'd still love to revisit all of those perks, they're not forgotten, it's just a matter of priorities. If you'd rather see more perk changes, let us know and we'll see what we can do.

    BHVR does not want to stop the progress of adding "brand" new content it seems. Almost like you are worried that the game will become stale, when in reality, reworking the game as is to adjust for all of the changes that have been made, IS new content. So the simple question is: Why? You are exponentially creating more work for yourselves. Adding new perks, will simply be more considerations needed when it comes time to clean up the old, unused ones for example.

    Why not do it now when you have the attention of the player-base and have no real competition? The farther you guys move in the direction of new content while the old content is completely broken or unused also exponentially increases the likelihood that it will simply be too late when you realize that your priorities are completely wrong.

    I admire your guys interaction with this community and I've rarely seen it in 20 years of gaming with other game creators. It's the only reason I still visit the forums, even after I've stopped playing the game. I really hope you guys just stop and take a step back before it snowballs any more into something that you'll never be able to fix, realistically.

    Left Behind is a perfect example. At the very least, with the release of end game collapse you should have retired the perk, or reworked it with anyone of several minor changes that could have made it even the tiniest bit viable. It was content WE paid for and you in essence, made it from a bad perk to not even usable in a meme build. Same goes for MOM and several others.

  • Or you guys could just let players who chose to, link their BHVR account to their steam account and create a proper reporting form which is capable of receiving clips created by any one of the platforms integrated screen recording capabilities. The hard part has already been done for you.....

    It would take no time at all to create a proper reporting form and linking a forum profile to steam profile is ridiculously easy now a days.

    Storage and bandwidth are super cheap now-a-days and a simple retention policy for the videos after the case is closed would make it even cheaper.

  • I'd rather them ban people who use the word "TECH" to describe an action in a video game and/or people who use "Hack" to describe a small change to their pumpkin pie recipe.

  • Give a new player all the perks in the game and they will still be absolutely garbage. Put me up against 100 other new players (less than 10 hours or so) with any perk they want and I'll use none, and outscore them nearly every single time. Playtime is the deciding factor in this game. It's one of the bright points imo, with the perk system. They make a diffrence, but not enough to be anywhere near as valuable as raw playtime and experience. (and skill/ability)

  • Before it was very overpowered, but now it's completely useless. Earning protection hits to get the perk to activate is dumb.

    The bulk of sales of the expansion are completed and they have a huge list of other perks that are broken and they know it. Nerf and put on the back burner is the BHVR way, well as soon as sales dwindle anyways.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/580085#Comment_580085

    Did you just call something toxic? That's toxic.

    Real answer though: No, they're not toxic. It's just an item. Using an item in the game isn't toxic. Now if you were to sabotage a hook right in the killer's face and teabag furiously, then it would be toxic. But at that point the toxic part is you teabagging, not the toolbox.

    No No No. 1 Teabag after sabo means respect to the killer. 2 teabags means Timmy fell down a well. 3 Teabags means your just doing a daily + respect. 4 or more is toxic. Everyone knows the code sheesh.

  • There is no way to do that and be 100 percent sure you are not unfairly banning someone who just didn't know. Sure, you can get to 99 or even 99.9 percent...but I'd imagine that someone like you Visionmaker would be starting a holy war if you happen to be in that 1 or .1 percentile to get banned incorrectly....

    You've also totally ignored the most valid point. How much lost development time has went into damage control of these complete game breaking bugs? aka running queries / reports / taking action / making announcements.

    They are firing out content so quickly. I'd trade these gamebreaking bugs for new content at this pace, but only if the priority lists for the "bugfixes", "reworks" and "tweaks" were created by someone with actually played the game and had a clue.

    @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/541181#Comment_541181

    Can you argue that a player who has used Wake Up less than 1% of the games before the GF suddenly jumps to using Wake Up in every perk build now is "unaware"? There is a clear difference between casually changing up your build and intentionally abusing a broken perk to your advantage.

    Exploiting bugs is a bannable offense. It is easy for the devs to discern intentional abuse and unintentional use. There is no compelling reason not to punish players for exploitation. Why have rules at all when there is no punishment for breaking them?

    The devs are pushovers and the only thing players have learned is that they can ruin games with it for as long as they can and get away with it.


  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/510610#Comment_510610

    That falls into what they can't control, plus that's not restricted to PC, and is a moot point.

    I said they can't control it. Not sure what you mean. Also, Never said it was restricted to the PC. My point was PC gamers typically are tinkers, (at least historically. I see that changing in the near future). Thus it makes NO sense to leave something as critical as brightness/gamma control out, knowing the vast multitude of hardware it'll be played on; imo.... beyond rational explanation.

    The only "explanation" I've heard (and honestly it's hearsay because there are many Dev posts/blogs/updates I've not read, and I've never read it myself), is for fairness. Visibility is crucial. If I play as killer, disable all image adjustments, brightness/gamma profiles, and reset monitor etc so it's all fully default, it's damn near impossible to see a great number of character/outfit combinations. Some are truly invisible when not moving against a good number of texture backdrops as well. I don't have the best eyesight, and if I had to play without any adjustments, I would have quit after an hour.

    However; After experimenting with my monitor's brightness and gamma options, as well as my Nvidia control panel options, when I was actively playing, I managed to compensate for things like

    1. The gigantic burning ball of Hydrogen roughly 93 mil. mi. away which produces annoying little bastards called photons that affect game play immensely upon even mild to moderate exposure.
    2. 120 hour work week and mah eyes r broke.
    3. Playing on my work PC during above said 120 hour work weeks, which has a monitor that has seen it's prime.
    4. Poor or bug ridden programming in the game itself. Mt Ormond for example.

    Fortunately It didnt take much and image quality only suffered a very small amount due to a washed out look on some maps.


    @ DEVS: You know how in some games, they provide the player with a set gamma image and slider with instructions on how to adjust? Did you ever notice the type of games that brought that into the mainstream of option menus? Horror maybe? Competitive FPS's maybe? I don't think it's even possible without having some maps washed out and losing some image quality. I account for the worst of them and just deal with some being washed out slightly (much much more on my work monitor). If the maps and characters were more of a consideration of having to adhere to a standard gamma adjustment, from the beginning, this would have been avoided..

    (and if you meant to make Claudette 100 percent invisible in so many lighting/areas and irl situations, then I hope a moose takes a gigantic dump on your front porch in the morning. j/k (sorta))

    You guys have so much work for some very early bad decisions imo. I do sincerely hope you sort it out. I do love the idea of the game and would be straight up lying if I didnt say I had a lot of fun. Unfortunately, once you get past a certain point of familiarity, the fun turns to frustration too often and the frustration leads to salt. Probably the reason the gaming communicty regards DBD as the most toxic of them all

  • The most hilarious thing about this game, is that IF the same community of players were stuck in an infinite string of trials IRL, like the game, where the outcome always end at the camp fire it would be EXACTLY like the game is now.

    Only one thing would be different. I'm sure the average DBD player couldn't do 10 real life teabags without blowing out a knee or going into cardiac arrest, Survivors would pick some random fortnight dance to do on the other side of the pallet or window.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/510226#Comment_510226

    No its not. It's like saying "Devs can't control what we're playing on, but they can control the settings of the game to make it as fair as possible."

    no..they can't. That's the problem. They built the meta of this game around a bunch of things THEY WISH they could control. Bet this questiooon was asked by some dumb exec there at least once


    "can we somehow stop them from adjusting the brightness of their monitors!!!?>??"

  • The problem is very simple.


    over half the people between rank 10 and rank 20, are better than half the people between rank 10 and 1.


    There are 4 basic s types that play this game.

    1. Experienced players who season after season reach the purple and red ranks at relatively the same time and stay there for the remainder of the season. (providing the occasional drunken night of fun and little memory of how you are in the green ranks again) These players have a firm knowledge of the game +serious play time and a small percentage of this group are the elite. i.e excellent loopers, understand how to counter most perks on both killer and survivor side etc.)
    2. Novice players who, mostly through play time, reach the upper green ranks 10/11) and stay there for nearly the entire season. They may reach purple near the end. They are either bad but play ALOT or decent but don't put the time in to grind up in the ranks
    3. Experienced players who do not want the challenge/salt/drama/tryhardiness of facing other experienced players at lower ranks, and stay in the 10+ ranks on purpose. For a survivor capable of reaching red ranks, playing at these ranks is just simply more fun in A LOT of ways to them. They win more. They have more freedom to play in a style that makes the game more fun. They can troll novice players with much less risk of fail etc. Key thing though is queues are just not an issue for many though I'm sure.
    4. Novice players who literally just installed the game a few days ago and have close to single digit's of hours in it. New players will reach rank 15 and be absolutely lacking in any real knowledge of the game's mechanics.

    Games that make up group 1 and 2 are likely going to be normal games. Typically, all players probably have a decent score regardless of the outcome.

    Now, combine any of the other groups and look what happens:

    Group 2 and 3 = possible de-pipping match for group 3 and then group 2 gets the shaft on unhooks, heals etc etc. Group 3 is a swf, 3 man, and the other guy is from group 2. Good SWF? Probably gonna farm the Novice and likely will have 0 consideration for him regarding his lack of experience. = ######### time for the group 2 guy.

    Honestly I was gonna list other examples for the other groups, but if you've kept reading this far, then I'm sure you can come up with all the big problems that would happen when the other group combos play together.



    Throw the current ranking system out.

    Rank based on the stats of the player like good games do. Add a new database server or 10, make sure you set them up proper so you don't make the game even slower than it was/is (not sure I stopped player months ago). If a survivor has 500 escapes under their belt, probably don't put them in a match with a surivor who has 5. and so on and so....

  • @not_Queen said:

    The button will stay. Other games have them and they let you leave the game, normally it comes with an instant punishment or a timed delay on the Leave game option.

    As we said in our last Dev Update, we aren't there yet on Dead by Daylight and we know DCs and leavers are a big issue.

    We are continuing to punish DCs after they go over a certain threshold (that's the only thing we can do until Dedicated Servers are live) With the migration to Dedicated Servers, we will bring a new and improved way to handle leavers, which, hopefully, will include immediate punishment (I can't say more on this Design until it is final and approved)

    There are so many situations where you have to kill the DBD process to exit the game anyways.

    Joining a lobby and it bugs matchmaking? No escape menu, can sit there for 5 minutes, easy, before it times out while "searching for game"

    Loading screens have no option to leave or cancel and you have to kill the process or wait 5-10 minutes for the host or all players to kill the process / time out

    Tied into the first, once the game-start timer hits 0 in the lobby, it can hang and while just like the other situations, where the game is not actually Unresponsive, the programming simply doesn't have an escape menu.

    So now knowing there is no intention of removing the leave game feature, I ask why the other "dead spots" exist without an escape menu?

    I know the Devs encountered every one of those issues when designing the game.

    Did they not think once, during the 5-10 minute wait that "hey, this needs an escape/abort menu"

    I'm just totally dumbfounded that after 3 years it's not been touched or changed in the slightest.


    To the OP @SmokePotion it would not matter at all. I would wager 1 year salary that 95 percent of people who have more than 15 hours in this game, know the process name by heart and even the most computer / electronic illiterate person knows how to alt-tab, bring us task manager, and kill DBD.

  • So my wife playes the crap put of this game and has for some time .

    I'd so rather explain a couple people having sex than Michael Myers stabbing someone in the face with a gigantic bucher knife, at least if I had a 4 year old.


    Sounds like someone was looking out for your kid.

  • @Peanits said:

    That is not going to happen. It is perfectly clear in the EULA that anything is subject to changes at any time if it is deemed necessary. If you are outside of the refund window on your platform, we will not be able to make an exception here. It's the same situation as the Legion; we won't be issuing refunds any time we make a balance change.

    IMPORTANT: BHVR MAY FIND IT NECESSARY TO MAKE UPDATES, OR RESET CERTAIN PARAMETERS TO BALANCE GAME PLAY AND USAGE OF THE GAME AND BHVR SERVICES. THESE UPDATES OR “RESETS” MAY CAUSE YOU SETBACKS WITHIN THE GAME AND MAY AFFECT CHARACTERS, GAMES, GROUPS OR OTHER ENTITLEMENTS UNDER YOUR CONTROL. BHVR RESERVES THE RIGHT TO MAKE THESE UPDATES AND IS NOT LIABLE TO YOU FOR THESE CHANGES.

    You will have seen the EULA when you first launched the game, but you can also view it here: https://store.steampowered.com/eula/381210_eula_0

    Yeah..... since virtually no consumer rights exist for "softrware contracts" and software companies can pretty much put anything they want in them, (using a 50 page book / document BANKING and knowing that 99 percent won't read it), we'd need to rely on dignity and values within the software companies in trailblazing situations such as "balance changes", completely modifying such a key part of paid content.


    Boy are we #########.

  • @Jackikins said:

    So, out of curiosity I thought I'd check out DBD at 4K (downscaled because I only have a 1080p monitor). And oh my, does it make such a huge difference.

    (most of what I say about the older update are from memory, so sorry if I get anything incorrect)

    We can blame alot of lost details in the environment and character models on DBD's current Anti Aliasing. Before, in earlier updates before DBD's engine was update to the Unreal Engine version 4.2.0/4.2.1, DBD used an anti-aliasing technique called FXAA (Fast approximate Anti Aliasing) which was the lightest form of AA, did it's job but had many downsides. Namely what it does to textures, especially transparent ones. It makes them all "muddy" In a way that is generally unpleasant to look at, and makes seeing things in the distance awful.

    The current AA we have in DBD (I'm unsure of what it actually is) doesn't work in the same as FXAA. FXAA only works by smoothing the edge between each pixel over and over until the desired effect was achieved which can look bad compared to the current AA which seems to work by smoothing the edged around models on the map which works well, but still makes alot of finer details on models and in the environment.

    (If any of my knowledge is wrong, please refer to this video by Tech Quicky) https://www.youtube.com/watch?v=NDo5TKr6pyc

    [posted by accident will finish it up quickly]

    Below is an image that in some way shows the difference that would be made if we had something like MSAA or SSAA.

    https://us.v-cdn.net/6030815/uploads/267/TD9ZLDGLEBSB.png

    If you play as survivor (or killer in a lot of situations) you are at a huge disadvantage.

    You can only see the killers stain through walls on low.

    Playing maps like ColdWind as killer on anything but low and again, you are at a huge disadvantage. It's infinately easier to spot dark skinned Clauds and also stay on the trail of those who run and duck in the corn.


    Like -a - million - times - easier.

  • Car analogies work really well for this game for some reason.


    Me. I'd like to buy that BMW M3 over there. The one with the low-profile high-performance tires.

    Salesman. Sure thing, wanna take it out for a spin?

    Me. Sure! (Take's car out and love's the handeling and ride) I'll take it.

    Salesman. Ok, come back in 5 minutes and we can sign and stuff.

    Me. See you then.

    Salesman. Before we sign the last paper, just wanted to inform you that we thought the car handeled a little too well, so we put regular budget tires on it. It should be better now. Please sign here

    Me. But, can I.....well.....


    Sorry internet, I have to.


    Quadfpalm.jpg


  • @not_Queen said:

    @OrionsFury4789 For your information, we did a survey for almost every PTB but this one. We realized during the previous PTBs that the feedback surveys were basically getting us the same feedback that the CM team was gathering but was coming in too late in the process which had for consequence to not allow us room for changes or adjustments.

    EDIT: Our User Research team is now responsible for surveys and they decide what the strategy is. On the case of Player satisfaction feedback, it is more efficient to release those after the entire community gets the content.

    you guys do not keep the PTB up long enough, and you don't allow enough time for feedback before doing the release. it's coming in too late in the process because your process does not have the correct outline of steps, or not enough time has been afforded to those steps.

    It was what, 2 weeks after the PTB for The Plague and Legion before they were live?

    Well, Legion is getting completely reworked and Plague became a huge Dud after the PTB to Live nerf.

    Did anyone even get to play her on the PTB in her live state? You made a gigantic change to her speed when puking, yet none of your day to day, actual players got to try it even once before release?

    If there was a GIF BIGGER than the MegaFacePalm, I'd do it but I'm pretty sure I'd be breaking internet taboo by trying to 1up it.

  • Honestly, the biggest issue was this question was missing:


    Would you rather:

    1. Have new content at it's current pace and continue to have major (potential re-work scenarios)bug issues with the current, decreased priority/resource level they receive from the development team?
    2. Have more spread out chapter releases but have a more reliable and functional game with less rework needed after a chapter is released.
    3. Have only basic cosmetic additions until all major, game breaking bugs are resolved and all re-works are completed (expedited because more development resources will be assigned bug fixing and the current needed re-works.

    You top wigs are all trembly wembly their game will bite it if you stop with the stupid crazy release schedule you have and they are wrong.

    This community would overwhelmingly chose option 3 in that list, but at the same time, if BHVR kept the communication coming, AND we saw changes, the ROI would go through the roof on the development front.

    You guys corner the market. There is no other game like it. You have every chance to maintain that hold but you've started to build a skyscraper on the foundation of a small office building. And it shows at this point.

    DC's and the game stability as is, is the Agent Smith of your Matrix. ITS....THAT.....BAD.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/446820#Comment_446820

    They would know about the deliberate DC's and that obviously isn't the main issue. As for client freezing THAT IS NOT HELPFUL.

    Until we have an answer that is precise enough that we can go and say: "Thus changing X line(s) of code to Y will solve the problem" the issue is for our purposes unknown.

    i have no idea what you're talking about.

    My client, which IS responsive, has a HOLD or WAIT command in it while all player information and data is loaded.

    My client, which is responsive, will sit for an excessive amount of time in that WAIT or HOLD status while another player DC's, crashes, or get's hit by a meteor and loses internet.

    Implement the code that tells my (RESPONSIVE) client to exit to menu when more than 60 or x seconds is spent in that HOLD/WAIT state.

    Yes, what about add-on's and this or that....who gives a damn at this point. The frustration level is beyond tolerable and I'd gladly trade add-on's for less time staring at that loading screen or playing a 2 man.

  • @Guiltron said:

    According to the Developer Update post, it's a very complex case. But i noticed that on the PTB that this issue is now very minimal. Maybe they're finally getting rid of it for good?

    Fluff and nothing more.

    Loading screens get stuck because x number of people's clients froze or they killed the process post offering because a mori or map they don't like was played.

    There, mystery solved.

  • Right, now?


    'I HAVE A BAD SKIN CONDITION AND I'M NEVER POSING FOR THE SHIRTLESS MYERS SHOOT SO STOP ASKING YOU DUMB #########"

  • So when you use the newly introduced NVIDIA game filter in the driver, (activate by pressing Alt + F3 in-game) you can turn up some effects and settings to basically make the game brighter, sharper, less bloom, far easier to see survivors (especially in dark corners, thick mist and bamboo) and you can see better in the distance.

    The fact that you even had to ask this question makes me embarrassed for the devs, lol.

    I know I've said it before, but I'm still waiting for the "Dead By Daylight - Official Approved Audio and Visual Experience Edition"

    It comes with a DBD approved pre-calibrated monitor and speakers/headphones with only one volume that can't be changed....ROFL.


    https://www.youtube.com/watch?v=KPp56ahvet0


  • @MegsAreEvil said:

    And I want a refund for the world, which isnt anymore like I was born in.

    How about you take your amazing brand new Aston Martin DBS in for a service and they give it back painted in your least favorite color with an engine from a 1992 Ford Escort.


    you guys crack me up and are the exact reason software companies are allowed to operate at their own standards completely backwards from consumer protections allowed for other retail products

    I bet you guys are the ones that argue price increases are good and deep system intrusion "anti-cheat" systems are a good thing.

    I swear some of you guys are regular employee's of BHVR trolling as normal forum members.....

    Now, outside of the above ass backwards thinking, Legion was not advertised to behave in a specific way and even with the changes, even if he was, it's still basically the same legion. Buffed to be a normal M1 killer.

  • @SnakeSound222 said:

    So do I. I don't even run to a corner. I'll try to hide behind something and heal up. If I can't find anyone or they don't want to heal me (mainly this) and SB and Thana are active, then I'll just take the time to heal. I don't like running around as a weaker target and if you refuse to heal me, then that gen you're on can wait until I heal up.

    The problem is not healing you, it's the timing of when you are "demanding" to be healed. If you know how to play the game, then you should know the proper times to heal. Once you understand this, you'll understand that, healing is usually not the best strategy. How about finish the last gen that's at 90 percent while the survivor is hooking someone else?

    I like SC on other survivors. It lets me know right away who the bad ones are so I don't find out at a worse time.

  • Meh, I call it as I see it. I don't work, don't want to work, and never will work for BHVR so the fact that I'm being constructively critical at all after changes I feel ruined one of my favorite games, that I spent my hard earned money on, should be appreciated. At least a disgruntled customer level. At least I kept it lighthearted.

  • @Peanits said:

    The one major issue here is that it would take 80 seconds to fully repair a generator alone. In this time, a killer can very easily patrol all of the remaining generators and listen for one that's been worked on. This creates a stalemate where the survivor does not have a long enough window to actually finish a generator, so they likely end up hiding until they get an opportunity. You would end up with a very similar scenario to a hatch standoff, only instead of standing around the hatch they would be hiding around a generator waiting for an opportunity that will only come when the killer gets bored and gives up.

    As the last survivor dies on the hook, the aura's of the the hatch is revealed. If killer gets there first, he closes the hatch, and instantly kills the survivor. If survivor gets there first, he cannot be grabbed and escapes.

    Job done. RNG rules everything else so why not this. At least it will stop the damn 20 minute long end of matches when Claudettes sit in the corner crouched.


    Yes, there are still a ton of things to ######### about with this solution, but it's way better than current and easy to implement.

  • Nope, never gonna happen.

    On a side note, how long will it be before we see these perks:?


    "RodentControl": The mist lightens around your desk and allows your input device to slide more smoothly with less wind resistance. Tremendously increases mouse sensitivity.

    "Ambient Anomalies" The entity approves of your RGB surround lighting. Enables the option to use RGB software

    "I HEAR DEAD PEOPLE" Years of doing what your parents told you and NOT listening to heavy metal music at full volume has paid off. Allows you to change your volume level in game by 1/2/3 percent

    "RedundantNetworking" years of IT support has taught you the importantance of reliable internet for multiplyer games. Allows your access to games with pings less than 300/200/100.


    .......

  • Could-Not-Happen. If you made the list only allow only x number of people on it, it would be useless and if you made the threshold high enough to be useful, the matchmaking would break. It's a catch22.

    They'd be better off adding logic that:


    1. Avoided frequently played killers and survivors if possible
    2. Avoided maps played within the last 2 matches
    3. Avoided SWF when possible
    4. Avoided players who've DC'd X number of times frequently etc.

  • @Peanits said:

    It's not something we actively ban for, it is treated just like any other DC.

    @Peanits .....What nonsense. Who on earth is making these decisions for you guys? They need to go. You even have in your rules "Disconnecting for an unfair advantage".


    why bother policing the game at all honestly. Just make it a full on shitshow, rather than just a 99 percent one like it is currently.


    unreal

  • Just wanted to share this video for an open discussion since DbD is running in UE aswell, it looks really insane.

    LOL.

    Their "tally" mark loading screen that has only black fog runs at 99 percent GPU at 122 FPS on a GTX 2080 ti Black with a Core i9 9820x on the most diverse and programmable graphics engine that ever existed....

    I'm sorry but DBD would need to bring in an entire diffrently level of game graphic designers to even begin to think of that, imo.


  • @Mandy said:

    Any action taken is between the player and BHVR, we do not inform the person who made the reports.

    Communication Abuse is on a soft ban system so the first is a 24 hour ban - all these are progressive until a permanent ban is in order. It's only when a permanent ban is issued that these are shown on a players profile so whilst you might not see action being taken, I can assure you that it is.

    I think it's deplorable you don't ban blatant racism permanently with no second chance, like you do with cheating.


    So basically BHVR is saying cheating at a video game is worse than racism.


    Good call kappa(s)

  • That's not a lag switch, that's a bug with that vault. Surprise surprise. It happens to me every time I use it against Billy.

  • Cheating happens all the time in this game....I hope noone is too naive to think it's diff than any other online MP game.

    It's damn tough to verify wallhacking killers but I know they exist. It's damn tough to prove a survivor who gives themself a 1 or 2 percent speed boost, but they exists.

    It's damn tough to prove a survivor enabling perks they don't have equipped, but they exist.


    But hey, EAC stops me from using my RGB lighting software, so it must be working...


    People are just too gullible and naive I swear.

  • I don't understand why BHVR designed this game's meta around variables they can't control.

    Here a few examples:

    1. Brightness. BHVR. You do realize that your reason of leaving the option for gamma and brightness, out of game, results in people just changing the settings within Windows display settings or on their monitor? Did you guys NOT know this was an option? Or, more likely, you used it as fluff to sell to people who had no idea how a computer works.
    2. No voice communication: Um discord, skype, teamspeak, roger wilco, SteamVoice, OriginVoice and about 20 other voip apps exists. Does your game block them from running? In what world does it not make sense to have voice proximity chat an option for this game? For all your effort you put into meta variables, you left this out? Was it to complicated for you? Voice proximity chat should have been your top top priority according to your meta design but, ironically, it's not even on the roadmap!
    3. Lack of Audio options. But...but..but...the chase music is KEY to the game. No it's not. You've proved it by breaking it in the last patch and ignoring it. Welp, just one more thing we have to go to another app to fix what the devs were too lazy to.
    4. Crosshair for bunnymom/plague/clown. Again, just put it in the game already. 10 ways from sunday to add a crosshair via monitor or graphic control panels. Put in the game make it available to everyone if they want.

    Fluff. That is what excuses like you give us for not putting those items in game, are known as. Your reasons are at best, laughably invalid.


    I get the same thing when I ask one of my friends for help with something hard. They will come up with nonsense "fluff" reasons for not doing it the right way.


    ME: "hey, can you help me paint that chair please?"

    LAZY FRIEND: No man, don't paint that. Rust adds to the atmosphere of the room brah!

    ME: "hey can you help me move my TV please?"

    LAZY FRIEND: Look, the sun is getting bigger man, soon, the glare won't be a problem. Just leave it there for now, trust me.

    Now you've screwed over people who are colorblind because you say it would mess up a meta that doesnt really exist...just big fluffy fillers of nothingness.

  • @PNgamer said:

    no, the mainreason is: They can´t take their loss.

    Or maybe they don't want to play the same killer 3 times in a row.

    Or maybe they don't want to play the same map 3 times in a row.

    Or maybe the game just crashed.

    Or maybe the killer didn't adjust his lag-switch correctly and accidentally DC'd them.

    Or maybe they didnt want to play a mori round 3 times in a row.

    Or maybe they don't want to play against a build that results in a 30 minute match for 10k bloodpoints

    Or maybe their team mates are griefers/sandbaggers or most likely, just terrible at the game.

    Or maybe they are playing with an SWF who only joined to meme.

    Or maybe, something IRL just came up and they had to stop playing suddenly.


    Why instead of creating a troll post, don't you make a recommendation to deal with a match after a DC in some way. Reward everyone left in the match, reduce gens, offer option to leave the game gracefully etc. etc. etc.


    Coming here and just stating a absolutely useless opinion does what exactly? Hopefully, you feel better at the very least.

  • @tehshadowman33 said:

    @Aceonfire

    Are you a programmer?

    Also, I've had this same experience IRL for someone who's in charge of our SharePoint migration.

    Dear god, things break in new creative ways every week.

    Yeah I've been programming for about 20 years but it's never been enjoyable to me compared to other area's of IT. My forte is SharePoint/Exchange/p2v to Azure migrations for medium and large business.

  • The entire problem with ranking is that it has too much dependence on variables completely out of the control of the players and not dependent on each persons skill. RNG for ranking is not ranking. It's just RNG.

  • @Bongbingbing said:

    I'd hope so but I doubt it, DBD is kind of known to have long standing bugs.

    If they really want the game to last the next 5 Years they need to get faster with fixing bugs and issues, They really should invest in more Staff or something because as of right now, the length of time it takes for things to get changed just isn't quick enough. We know they recently hired some people for marketing. Maybe it's down to the spaghetti code and how hard it is too work with but some more hands on deck would help.

    It is absolutely a talent issue. They are using the, bar none, most popular game engine of all time to code on, and they can't even get basic things fixed and working. (Mt Ormond resort for example, the floating buildings, broken vaults, all have been around for years and they just can't figure them out.

    It just stinks of someone who got into a project way outside their scope of experience, which blew up into something very big and now they are learning as they go which is never a good thing for the end user.

  • even the forum is broken and garbage.


    rip my response good lord.

  • @NoShinyPony said:

    @Aceonfire Region lock makes a lot of sense. The majority of people doesn't want to play matches with 400 ping.

    I don't want to play a killer with 150 ping! I'm east coast on gigabit fiber and 90 percent of my matches are against 175+ killers.

    You guys missed my point. Region, Country, Hemisphere, who gives a #########. The response time to the killer is all that matters. I have no problem going against a 125 or so killer in the midwest, southwest, or in a few cases west coast where pings and connection are perfectly playable.

  • For the love of everything just suspend Ranks and the Matchmaking already.


    Everyone is used to get a survivor that SHOULD be rank 20 on their team. Trying to get people of the same rank together at this point is dumb. Play SWF or roll the dice for a good team.


    Limiting by region is so stupid. Limit it by response time to the killer.


    Take Rank and Matchmaking offline, fix them on your time and burden, then bring them back once they are actually worth a damn.


    !!!

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