Albanactus
Albanactus
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- Albanactus
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Their decision-making seems to have become strangely unfriendly towards the player base. There was the recent scandal of 'Go Next Prevention' where they steamrolled ahead through all the warnings from us daft punters and subjected new players to a King Joffrey AI that handed out bans for random stuff like getting tunnelled out of the game.
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I ran it through a few times, they've got one of each item in survivor P100 webs now. It's definitely not a bug, this is post hotfix — to the earlier bug affecting the Level 50 web/P100s where you just got 1 torch and 1 mystery box every time. It's an improvement but still very stingy compared to previous years. The devs confirmed they have stripped back the BP offerings in the bloodwebs this anniversary generally, it's very much intended. I'm hoping they see sense and switch to 1 cake and 3 mystery boxes or something along those lines but presumably people will have to whine and moan about it.
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@Mandy said:
So whilst the number of cakes throughout any level has dropped slightly from last year - the issue was particularly relevant with Level 50 bloodwebs where often there were none of the offerings available, this is what we addressed.
Need for bp increases each year with more and more stuff to get for any new player, why does the need to be stingy with bp rise? 🤔
Now we know the 9th is officially the Scrooge Anniversary, lol.
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Just checked a few levels, am I right in thinking it is still only one cake max per bloodweb for a P100? I assume there is some reason to want to be stingy with bp offerings, but speaking only for myself one cake per web is not enough to use my main during this event, I was wanting to save enough for the year too as with previous anniversaries.
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Wasted 2 to 3 million on my p100 main for scraps, got loads on cakes on other characters for very little. It's very frustrating for people with P100 mains, this is the time I'm wanting to save for the year. I doubt it's a bug, might be to do with the default spawn rate of Level 50. If they are dead set on disadvantaging P100 characters, one idea is to buy the game on another platform and merge afterwards.
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I went 20 levels with my P100 and got 3 of them, lol. Each level it seems is a guaranteed torch (not much use I have nearly 400 of them already!) and a 'mystery box', usually with another junk torch. Maybe it's something with level 50s? Seems like this anniversary I will have to either use escape cakes or play other survivors.
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Pretty much everyone predicated the system would cause lots of collateral damage and cause more problems than it fixed, it worries me that people who are supposed to be professionals at this need to make such avoidable mistakes. This and the map changes they've made make me worry about the trajectory of their decision making. Listening is great but you need to be able to distinguish bad and good information.
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I have a similar issue. I have about 3000 hours between Steam and Xbox, but the stats site is showing Microsoft Store at the top corner and claiming I've never played the game. It's true I've never played it on Microsoft store, but the website knows my synched Steam and Xbox accounts.
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@EinRaikou said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933944#Comment_3933944
So instead of that person playing a game that kasts all of 10 minutes (or if its as big a stomp as you are acting like these games are, probably far less), they ruin it for the 4 other people and thus making it unenjoyable for those individuals? Yes, seems reasonable.
My friends and I had 3 games in a row where our one random was the 1st person hooked and in all 3 games they 'went next'. Woe is me, im the first person hooked at... Those were hardly unwinnable scenarios. It was, however, a waste of 30+ minutes of our time. That behaviour is not fair, so again... take the DC penalty or get on a Gen.
We agree that go nexting is annoying, let's be clear. It's not new though it's been there for years, it didn't suddenly become an issue because a recent bunch of devs decided to try to 'fix it'. It's something also that would be nice if they did 'fix', unlike for instance their mad map changes. I just don't think they are going to be able to get rid of it at all, and they won't be able to reduce it significantly without making the game worse in a different way. My view is that it's a 'tolerable imperfection', an inevitability in any part of life, esp. an online game.
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Chucky's size and stealth are different, it's all taste and they didn't get everything right with him and you're right there have been changes but overall I think he and Tiff were great additions to the game.
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People think perfection is more achievable than it really is. Go nexting is annoying but not game killing, all this scarce dev time going on to prevent the unpreventable, punishing players who want to leave unenjoyable games or who cannot control their emotions, all that will be wasted only to make the game similarly imperfect in a different way.
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I just asked my son about the killer's axe, he is a FNaF obsessive and he says it has nothing to do with the lore and was really confused by it. Creatively an axe is not that bad an idea generally, but why on this killer? I wonder if they have made a big mistake with this, you surely can't just introduce random stuff, that's disrespectful to the FNaF fanbase and is surely a big gamble, for what reason? They want FNaF players to come across. How would Halloween fans feel if Mikey had a chainsaw, or Nightmare fans if Freddie had a machine gun or a Rambo knife?! BHVR must have some quality control person who understands this kind of thing, they've got a lot of money at stake, yet they've OKed it. Is this the staff purge biting them back again?
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Clare would be nice. It would be easy money for them, and I'd certainly buy the Elza Walker outfit in a heartbeat from RE2.
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Why do you want to analyse it like this, licensed v. original, do they have separate artists among the devs? Some of the killers they make are well designed and intelligent, some are overly complicated, some are fun for killers but not survivors, some the other way, but it doesn't come down to the legal terms of publishing process. Nurse & Blight are very clever and have a high skill ceiling, Legion is tedious for survivors but fun as a killer, Mikey and Chucky are very unique and clever too and scary, Skull Merchant it's best not to talk of her. Like everything it's hit or miss process, and a lot down to taste.
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I'm going to take a wild guess and predict that some of us daftie humans in the player community will adapt and be able to game the 'AI' 'go next detection', and that innocent players will routinely be punished so that only the most guillible inexperienced go nexters will actually be affected as intended.
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Was all psyched up for this, finally we're getting another indoor map, yay. Then I saw it was another outdoor map, a reskin — what's more a very lazy reskin — of Greenville Square. Honestly, since they had their staff purge everything they do is disappointing.
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They need to sell enough copies, then they'll nerf presumably. I've pretty much stopped playing the game now, & the few games I've played over the past few days have either been DCs or I've been very tempted. Constantly getting ghoul & the nonsense with the poorly designed Blood Moon, the last one the 8v2 that they found a way to ruin with the legion mend fest, and they're planning to get rid of map offerings, yuck, not sure I'm going to last as a player in this game tbh. It must be all the cuts they've made to the staff for the man to make more green, these poor designs, things constantly not working with servers and achievements, etc , etc.
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Not everything can be perfect. I don't like having a game ruined by a brattie teammate killing themselves on hook, but then again I don't want to have to be stuck in a mend sim game with legion & two teammates not doing any gens after my one swf buddy has been tunnelled out.
The devs are wrong to try to 'fix' this, there is no way their system will stop it, the 'AI' won't ever be smart enough not to punish the 'innocent' with a ton of aggravating collateral damage and the 'guilty' will just do their best with whatever rules are there at any time. Also the 'go next'ing keeps the kill rate artificially high which makes it easier for killer mains to bear the gen rushing swfs who we have to face a good proportion of the time.
Seriously, it's like those suicide nets that exist in the Chinese factories that make our computers, the managers think the nets are the best solution to working conditions that provoke suicide rather than actually having humane working conditions. Change for change's sake is not a worthy goal in itself, but if the devs have too much time on their hands try fixing what makes the game annoying for the folk who 'go next' or if that's impossible make more cosmetics or something, this stuff about ending 'go next' and killing map offerings is seriously making me worry the game's going to get a lot worse. Most of the games now are fine in regards this, people are playing; slugging and tunnelling are bad, but the devs caused this by creating so many perks relating to hook states and guillotining every decent slow down perk because each patch cycle one slow down perk or another was 'meta'.
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All the talk about the game being balanced, killer sided or survivor sided, it's an asymmetric horror game where the devs set, and generally achieve as far as I can tell ,their targeted escape and kill rates. The survivor sided/killer sided stuff is irrelevant, it's a meaningless partisan distraction, the balancing problems are all about getting the desired kill rates and ensuring the various experiences across low MMR and high MMR, solo, killer and SWF are all equally rewarding, that's the bit that's proving tricky.
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The announcement, the way it was framed, came across as anti-killer, as if 'we are survivors' and killers are some other people who need to be punished for not following certain chivalric code that goes with the game. From experience I doubt BHVR will actually be so anti-killer in practice, they know that killers are needed, if killers disappear then the survivors who are 4/5th of their player base will have to play against boring bots. I'm probably 50/50 killer survivor these, days, formerly killer main, around 3K hours across platforms, slugging isn't actually that easy to do effectively. And frankly tunnelling is necessary in high MMR encounters, gen pressure alone generally won't work against strong SWFs, quite the opposite of some of the ridiculous claims in this thread that tunnelling is done only because of badness or lack of skill. I hate going solo and getting tunnelled, it's not a good experience, but let's cut the BS about tunnelling being something that isn't ever necessary or only done by unskilled killers.
When it comes down to it, if a killer has two survivors in the vicinity in a recently unhooked situation, an injured one on death hook and a healthy one with no hooks, it's completely irrational not go after the injured one, esp. (as is often the case for survivors in the unlucky position) when the injured one is someone already known to be worse at looping. If you want to change that rationality, you have to make adjustments that change the underlying incentives, and if you do something like give base kit OtR after 2nd hooks you need to compensate killers in a way that is balanced across MMR levels.
In a lot of games you can tell that when you are winning comfortably and don't need to tunnel, & I would avoid it because I want to double pip and don't want to be a meanie, but if they gens are flying you need to do what you need to do. That's the game BHVR created, it's not perfect experience, BHVR have always struggled to balance changes for high MMR and low MMR, solo q, killer and SWF, but the game's hardly a disaster like people are making out… we're all playing it. People will always gripe about about something, about the pot holes in the roads or the price of gas, it doesn't mean a violent revolution is needed.
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Agree with a lot of what the OP said. When I read what they devs were proposing to do with map offerings, my heart sunk. It's annoying as killer to lose out in map offerings, but they are offerings that cost bp, we can always bring sac wards. Just because there is whining about something doesn't mean it needs 'fixed', some maps are poorly designed and favour certain killers, survivors or play styles, so what, that's the fun of it. Not everything that attracts whinging needs to be fixed! Map offerings are supposed to give an advantage, why do we need more offerings turned into junk?! My second killers were Mikey and Freddy. Freddy got revamped the way he did for reasons and purposes best known to others and I don't play him any more (maybe will relearn one day who knows) and Mikey I play for the fun of the mirror add ons that require map offerings to stand any reasonable chance. There will be other killers done over for this pointless change, Pig's Amanda's letter needs an indoor map for instance. Neither are like aura reading Nurse on Midwich, Mikey and Pig are weak killers with weak/situational add ons. Also as a general thing, lots of the maps aren't fun, some are. Raccoon is an excellent, well designed balanced map I want to play a lot as both killer and survivor; indoor maps are fun and the devs seem to have stopped creating them for whatever reason, some people bring them for fun, if people want to bring maps for fun let them, it benefits everyone it doesn't need to be nannied out of the game.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871415#Comment_3871415
Except Slenderman is not public domain.
The statement was non sequitur anyway, being in the public domain wouldn't mean the devs couldn't sell him, it would just mean they wouldn't have to pay anyone to do so.
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People suggesting Yun Jin should have a paper bag on her head, I get there is taste but I'd be inclined to doubt they actually find human females attractive or have any vaguely normal judgment about female attractiveness. Regarding Meg, the devs originally seem to have been trying to imitate Neve Campbell and went a bit overboard with the screwed up face, but she's got a great bod and is still way more attractive than average.
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@Chordyceps said:
Yeah, the amount of precision you need to have just to maybe get a hit makes for a killer that is both very weak and very frustrating to play. She feels like a killer who wants to be a sidegrade to Pinhead, but ends up being downgrade in every way. I was originally going to just get her to P1 to get her perks unlocked on the other killers, but I can't even bring myself to go that far with her. It's a miserable experience. This is the first killer in the game I actively regret spending my shards on, and I've been playing since 2017.
This killer's power does not even feel fixable. It just needs a fundamental change to how it works for it to be any level of viable or fun.
Can't they just change the dog to be like one of knight's guards? M2 for it to chase the person ahead, or to search a further area, the dog will then hold for a length of time if it catches up. The aiming doesn't make sense if it's an actual animal. If it's a dog, and not a robot (or a bow and arrow), it can see/smell/hear for itself. It looks to the human for the choice of who to target, it shouldn't need a human's help locating or reaching the target.
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Houndmaster is bad in a different way. Powers being clunky or too strong/weak is one thing, but this killer's power just doesn't work. It's supposed to be a hunting dog but doesn't act anything like a hunting dog, rather more like a very bad robot. Hunting dogs don't run past their pray because their human's angle of pointing was a degree off, they should go for the targeted human if they see them. Dogs should be scary because their are NOT like robots, not made into dumb robots to give survivors an easier time, if you don't want natural hunting dog abilities or intelligence and tracking in the game don't make that a killer power. The killer's look is beautiful, the idea is great, the power is potentially fun, but the execution is terrible beyond belief.
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The achievements appear to be up finally, but my adept Houndmaster has not retroactively unlocked. Unless that's delayed too it appears I'll need to do it again.
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@Sika21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808780#Comment_3808780
Understaffed and overworked yet they let off so many people twice in the past, and that's only as far as I can remember. As if they don't have a huge playerbase that consistently plays their game and more often than not buys their cosmetics and new licensed chapters. But the only really useful part of their game, making sure that it runs smoothly and preventing cheats, is left overlooked or taking too long to fix. I would really like to see their priority list.
Surely that's why you should have sympathy. The folks working bugs aren't the ones deciding staff levels etc, they're likely terrorised by such decisions. The bosses who do decide such things want revenue stream while the staff want careers & like established players will probably tolerate quite a lot, which is something that can be exploited… and let's face it the business isn't going to go bust because of high staff turnover or inconveniencing a small number of intermediate & veteran players.
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I've been suffering from this too, so many 4ks with 10 hooks + but 1 pip because of this gatekeeper bug, given up trying to pip killer now just doing rituals & playing survivor. I'm surprised they've not fixed this yet, they presumably know about it, guessing it's far down their priority list because it's just a killer thing and in any case there aren't many who play for pips. Maybe also, and I 'm just speculating, the logic is that if you can get away with treating it like it's not a known issue for as long as possible you can keep the pressure to fix it off as long as possible? I don't mean to suggest bad faith, but it's a reasonable strategy if you're understaffed and overworked like the folk at Behaviour are.