Almo
Almo
About
- Username
- Almo
- Joined
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Comments
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@itsaconehead said:
https://forum.deadbydaylight.com/en/discussion/comment/1730109#Comment_1730109
Now I know what new headset I'm buying!
Just so you know, these are open-air headphones meant for super-clean music-listening; they block zero external sounds. They're not bass-boosted at all, and have a pretty flat response curve. But you will hear very clear details in whatever you listen to. :) Their less-expensive ones like SR60 and SR80 are also very competent.
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I'm super aware of audio... I use Grado SR125 headphones so I can hear very small audio cues. :)
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@yobuddd said:
Silver lining: against Legion you should have plenty of opportunities to double-heal teammates for co-op action. No discordance threat either! (Omg, imagine tho..... lol)
Hey! Interesting idea! :D
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1728738#Comment_1728738
Couldn't you just have a 3 strike system for DC and if they run out of strikes for the day they have a 24 hour penalty?
This would allow malfeasant players to ruin the game for 12 other players per day. :(
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Because, unfortunately, it is impossible to tell server-side whether the game crashed or the player pulled the plug.
As a long-time multi-player gamer, I know how bad this feels. Crashes get reported to us, and we prioritize looking for fixes for these issues. My apologies for the crashes you have experienced. But please know that we care and are working on fixing them.
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@snowflake102 said:
The game is not dying. You have said this for sooo long. And it's not dead. So plz stop.
It's unlikely these will stop. League of Legends had these threads from its inception until they closed the forums about 9 years later! :D
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Main thing: RBTs are not designed to get you kills. They are meant to delay the game while the Survivors try to get them off instead of repairing.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1718547#Comment_1718547
Sabotaging... Maybe the descrption should be updated, since there aren't skill checks when saboing.
Haha yeah! Good point.
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From the perk text: "...success zones when repairing, healing and sabotaging..."
I'm pretty sure that answers the question.
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Alert and NOED
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The delay after Punishment of the Damned was reduced by 0.5 seconds.
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OINK
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/1700185#Comment_1700185
Ah so then you guy were just being misleading saying "rebuilding it from the ground up" got it.
No, I'm a programmer as well as a designer, and sometimes I switch into programmer mode. I was referring to rebuilding the implementation. That was my fault, sorry about that.
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@MusicNerd_TC said:
It was confirmed in the dev Q&A that dead hard is getting changed at 36:57.
Hopefully this perk will be made more fair and fun to play against than it is now.
Other perks include: Iron maiden, fixated, lucky break, gearhead, and blood echo.
We're "rebuilding it from the ground up" meaning its implementation. As a perk requiring sharp timing, its network implementation needs to be revisited. The intention was not to say we're changing it function entirely. Any changes to its function will be for design reasons, not due to implementation details.
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"Yeah, not entirely sure why it was necro’ed, unless the dev had tagged this thread in particular to follow up with."
That's what happened. :)
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@VentingSylar said:
I'd actually love to hear from @Peanits or @Almo on why there's no score even for resetting pallets in all honesty. Especially when I go around with saboteur every 60 seconds to break a hook and get easy boldness points, but get nothing for resetting a pallet.
You get points now as of the imminent release. :)
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Feng's red dress, full set. Looks classy; I dig the contrast between being classy and dirty from being in the Entity's realm repairing generators for eternity.
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Uncloak from the otherside of a wall, and use the speed burst upon appearance to run around the wall and hit them.
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Thanatophobia triggers off injured, dying, and hooked Survivors. Legion still does those things to Survivors, so Thanatophobia works fine with them.
EDIT: forgot the Oxford comma up there.
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@freyaolsen said:
https://forum.deadbydaylight.com/en/discussion/comment/1681289#Comment_1681289
Hello Almo! Should there be any interest: I could forward the entire paper to You via e-mail.
Kind regards,
Nathalie
Yeah that would be cool :) PM me in the DbD discord. https://discord.gg/pPUqeT
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Yes, thanks for the ping!
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@Marc_go_solo said:
In terms of fear factor, the game will become a lot more daunting in first person, and certainly a lot harder for survivor. It would be extremely immersive though!
However, as has been mentioned before, it would be a huge nerf. I would definitely try it as a separate game mode though!
I don't agree on this. I've played both Left 4 Dead 2 and Dead Nation. Both are zombie games, but L4D2 is first person while Dead Nation is a top-down twin-stick shooter. DN was far more engaging and scary than L4D2 ever was. One time, my wife and I were playing on the highest setting we had unlocked, and got swarmed by zombies. We paniced, and started shooting. After a bit, I realize we both were still shooting despite all the zombies being destroyed. I never felt that panic with L4D.
The game mechanics, visuals and audio presentation make the fear, not the choice of camera.
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Huge portions of the game are balanced around the asymmetry of the cameras. It would almost be like making an entirely new game to rebalance it if Survivors were suddenly first person.
It might be amusing for a few games, but I'm pretty sure it wouldn't work very well long-term. :)
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1673537#Comment_1673537
Thanks for taking the time out to respond first of all.
If it's just data points and MMR isn't actually active, is it possible to re-enable switching killers in lobby?
Sometimes I try playing a killer that I'm horrible with and have very little experience and I end up in a match with a map and key in lobby. I don't like dropping out of a lobby because I'm not going to stand a chance. It just causes long que times for all.
Again, I know you folks are busy so thanks in advance for your time here.
The MMR can be switched on and off on the backend. Allowing Killer switch in lobby is a client-side thing. So if we were to turn it on, we'd have to ship a new version for that. Then to turn it off, we'd need to ship another version. That puts these changes in the content-delivery pipeline, which would push other things out of the way. So we prefer to leave it off.
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Alert and Surveillance.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1673537#Comment_1673537
Are you collecting data right now?
The MMR system is on in the background, checking what MMR people are matched with whom and checking the outcome. Every game that comes in is another data point on the MMR system's predictive power. It's just that we're not choosing who goes against whom using the MMR.
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As soon as possible. It's being worked on, and it's a priority.
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@StevePerryPsychOut said:
https://forum.deadbydaylight.com/en/discussion/comment/1673103#Comment_1673103
If this is true, this is actually fascinating. Is it possible that stadia hasn't implemented servers and is still P2P? I know for me that's when the game took a real downturn and latency truly became really bad.
The Stadia version is using the same server infrastructure.
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If I don't want to be found, I'm not wearing Feng's red dress. :D
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The network issues with grabs are being worked on. They have not been stated to have been fixed yet. It's an important issue, and we'll get it fixed as soon as we can.
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The system chooses rituals randomly. There are more Killer rituals in the system than Survivor rituals.
It's that simple. We're not happy with it. A change to this system will be made. I can't say when.
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I think he meant "The day level 4 of Tome 4 launched".
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It gets closed once the CCU drops low enough such that it's not useful to keep it open any longer.
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PWYF % is based on the Killer's "normal" movement speed. If they're 4.6 m/s and get a 10% buff, that's 5.06 m/s.
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@Mandy said:
I'd be interested to know how the Hit Validation Test affected this and if anyone noticed that it was improved at all?
I do believe the issue is connected to the servers and more importantly the players connection to the server itself.
This is a latency issue, and it's not part of Hit Validation which is entirely for melee hits. We're aware of the issue, and are looking for ways to address it.
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@Peppa_Pigsaw said:
https://forum.deadbydaylight.com/en/discussion/comment/1648489#Comment_1648489
The data also comes from games where suicides and disconnects are still present, so it's skewed and shouldn't be taken seriously. Also as @MusicNerd_TC put it, Nurse is at the bottom of this oh so precious data pool. So by this logic, Nurse needs a buff.
We do not include disconnects. Suicides are harder to check for.
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I will try one more time. Data coallated across literally tens of millions of games shows Pig does fine. I admit she needs an addon pass... weird stuff in there like Ruleset #2 actually hurts her chances. It's just that since she's performing well and other Killers need addon passes more urgently, I'm not sure when we'll be able to get to that. It's definitely on my list though.
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Not needed, she performs well statistically. She's definitely A-tier. Not S... but definitely A.
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Watch Scorpionz on Twitch; he's a pig main.
Pig best Killer. :)
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It does not accelerate the hook timer. The only way to do that is to complete the "Take Chance to Escape" action. Partially winding up that action but not completing it has zero effect on the hook timer.
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You underestimate the power of the failed check not alerting the Killer of where you are.
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Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1643314#Comment_1643314
But the problem a newer players usually won't immediately jump on head unless they pick Feng Min right away.
A general consensus of the community is usually to go for things like iron will, adrenaline, sprint burst and we're gonna live forever before tackling anything else. So by the time these people have pretty much leveled up for different characters they're pretty adept at dealing with skill checks so they're not going to really be using technician anyway.
The only time this is in the case is if the new player in question usually just starts out as Min because they like her aesthetically.
That's the problem with having perks for new players be teachables by the timer player gets the perks it's usually recommended for them they are experienced enough at the game that they don't need to even worry about things like Windows of Opportunity or technician.
When I first played, I had no idea about anything. I picked Feng after reading through many of the perks and thought "Technician, Lithe, and Alert look like the kinds of things I'd want". You're assuming most players check with the community before choosing, and I find that unlikely given we have millions of active players and maybe a few thousand on the forum.
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Both are really fun. Doc is easier to learn; you'll get good results with him sooner.
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[REDACTED]
But we're working on that, so it will be fixed. :)
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/1637327#Comment_1637327
I'm curious, what's the definition you go with when it comes to the term "crutch", if any?
Personally I've always viewed it as something that lowers the skill floor AND the skill ceiling at the same time, but just from this thread it seems like there's quite a variety in the definitions people use. If you guys work with a clear definition of the term in mind it would be interesting to hear it 😄
We think of it as taking care of an issue that new players have, and veteran players don't. This is why Unrelenting is the prime example. Veteran Killers miss far fewer of their shots than new players, so the utility of this perk goes way down as you get better at the game.
I know we can construe this to mean that every perk is a crutch as if you were so good you wouldn't really need any perks anyway. But that's not a terribly useful path to go down.
So in the end, it's really a judgement call. I'm just trying to give some insight into how we look at those.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1637327#Comment_1637327
Eh, I think technician is half a crutch, since it has two effects. The part where it doesn't blow up gens is a crutch, but the quiet repairs aren't really.
That is a good point; that effect is still useful.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1637327#Comment_1637327
As an unrelenting technician, I feel personally offended by this.
I apologize, I did not intend any insult. There are exceptions to every rule! :)
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There is a very small pool of what we consider crutch perks on the dev team. Technician and Unrelenting come to mind.
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Pig.