Almo
Almo
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- Username
- Almo
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You won't be matched with differing versions.
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I think it's today.
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@Mozzie said:
Hey Almo, what are those statistics in red ranked matches? I would guess that number is closer to 10-20%. There's a reason why slugging and unbreakable are gaining a resurgence. Hell, I don't even run pop on Freddy anymore. If you are rank 20-10 Ruin and Pop are fine. If you are getting into red ranks against swf teams you cannot be spending time popping gens.
I almost always check by rank any time I do analysis. I do not recall what I came up with on Ruin, and I don't have access to the stats right now.
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@BigBrainMegMain said:
My theory is that:
Ruin was nerfed to stop killers from using it because devs didn't want to fix totem spawns. Even though they stated, they said themselves they were going to work hard on improving their spawns.
80% of killers used Ruin, now the number dropped, and the totem discussion no longer exists.
GG devs. You got us with Nurse, and you got us with Ruin.
Here, https://forum.deadbydaylight.com/en/discussion/117488, we explained why we changed Ruin. Here is the short version, quoted from that article. It's quoted, but the order of these reasons means nothing. They're just randomly ordered. So the claims that "we changed it because the noobs screamed about it" isn't really true. :)
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We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified:
- Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
- The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer.
- Its inconsistency due to the random nature of the appearance interval of skill checks.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1402994#Comment_1402994
I'm confused about what you said.
The way I understood the second paragraph was a future killer wasn't fun to face with old ruin when it was in prototype.
Was this DeathSlinger, Pyramid Head or something unknown as of now?
No, facing old Ruin sucked. It was just part of that playtest; the Killer was fine. :)
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Ruin lasts until the end of a match somewhere around 50% of the time, last I checked. So no, it's not instantly cleansed every game. :)
We were testing one of the upcoming Killers, who was prototyped on an old build. Ruin was chosen, and it was the old one. Oh man I'm so glad we fixed this thing. It's way better now.
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It's really good. I don't care if Ruin is taken out, I run Surveillance on its own a lot. Gives great information on what the Survivors are doing.
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If you like their playstyle, then yes. In my opinion the most important factor in choosing a Killer is whether or not you will enjoy their playstyle. :)
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OINK
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MMR is in the background as we check how it would perform if it were live for tuning purposes. It's not deciding who plays against who yet.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1389765#Comment_1389765
Peanuts streams dbd? I didn't know that. Is it under the same name?
Several of us Stream dbd:
Peanits, community manager: https://www.twitch.tv/peanits_bhvr
Jeff, game designer: https://www.twitch.tv/woahitsjeff
Louis, programmer: https://www.twitch.tv/lmclean_bhvr
Me, game designer: https://www.twitch.tv/almo2001
Marilou, community manager: https://www.twitch.tv/ribanne
Gabrielle, community manager: https://www.twitch.tv/not_queen
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Even the smallest fix requires QA for all the platforms to clear the build for resubmission. It's more work to make a fix like this than you might think. :)
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If you have some means of recording your gameplay, and you're sure it's not a perk, then post that in the bug forum.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1383103#Comment_1383103
Wait, you're Ethan? Were you in the Q&A a week ago?
Yup, that's me.
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@SpookyStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/1381528#Comment_1381528
Hey, Almo, I haven't seen a quote from you on the loading screens yet. Did you get to say anything? :3
Yes, there's one in there I think! From "Ethan".
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Always like to hear people are liking the game.
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I think we have to mark it as read; it's not automatic.
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@dhealy646 said:
You sound like a dev. Is that you @Almo
I'm Almo. I don't have other accounts on the forum. :)
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@Meg_Survivor said:
I just started playing DBD 2 weeks ago , How is everyone loving this game ?
Welcome to the game and the forums! We hope you enjoy your stay.
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On the current live build, it appears that Unbreakable is being used in this case. This isn't how we'd like it to work, so a bug has been entered and we'll get it fixed. As usual, I can't promise when the fix will arrive.
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@Digwiid said:
Yeah i keep glancing back at the screen every time the corpse moves.
Very cool and i hope they make it a permanent option in the menus or something along the lines.
@Peanits @Almo Psst, can you give someone an idea to make the PS4 DbD/Silent Hill theme a separate purchase? 50€ just for the theme is a bit much even for a diehard fan, but i'll give a fiver for it!
Suggestion noted. I can't promise anything, just saying we've seen it.
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When I look at the average number of kills for Legion, it's right in the middle. They're not the best, they're not the worst. This is across all maps, all ranks. That's as much detail as I can go into on this.
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My vote is for Pyramid Head.
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@Nurgling7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1353192#Comment_1353192
So then make that period of jockeying while waiting for the gate to open actually interesting by making progress on the gates regress when the EGC isnt active. Instead of just "Ok, gates at 99. Nothing the killer can do about it now. Let's ######### around with them for a while."
The Killer can open a gate.
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The purpose of EGC is to force Survivors to escape; too many liked to mess around once the game was effectively finished, especially if they perceived the Killer wasn't good enough ever to catch them.
But we didn't want to cut off any more interesting gameplay than we had to. Jokeying for position before really trying to open the gates can be interesting, so left that period of time with an indeterminate length. It's possible for Survivors to mess around at that point, hence the Killer can open a gate to force a close to the match if they want.
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Name of a character I made in a weird hybrid paper video game I designed in about 1986.
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Considering I have been at BHVR since 2013, I am late to the party. I first played Aug 2018. I was immediately struck by how hardcore the game is and the richness of its audio presentation. Try to imagine this game with half-assed voice work on the screams; it would just not be the same.
As the hours I've played have risen over 1,000, I have continued to enjoy playing it despite working on it 40 hours a week. It's great to see others like the game as well; we make the game for you.
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Scorpionz got a 12-chain on stream that I saw. I think he could have gotten more, but he kind of stopped. :D
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I thought these things:
- Exposed meant the Killer could see me
- Falling from a high enough height made a loud noise notification
- Gens were always in the same place, so other players found them easily because they had memorized those locations
- Kicking a gen instantly reduced its progress somewhat
Etc. Welcome to the game, and we hope you have fun.
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My first video game system was a Telstar Alpha.
I was a game programmer most years from 2000 to 2018 when I switched to game design on DbD. I started designing games at the age of around 8 by changing the rules for existing equipment, starting with Gabriel's Point-Blank.
I have a master's degree in physics, specialized in astrophysics. I like stellar mechanics in particular.
I released one game on AmiNet (Amiga shareware network), called "Tactrix!" It was a (very weird) chess variant. I released 4 shareware titles on Mac System 7 in the late 90s. A whack-a-mole style game called Fast Smack 'Em, an implementation of Othello for 2 players or one vs AI, Lazer Zone (remake of Jeff Minter classic shooter), and Hexaplex which was a board game designed by a friend which included an AI.
I made an iPhone game while at Ubisoft called Crystal Shuffle (sadly, it's off the market).
I also design boardgames; one is published, it's called "Linkage".
I have a crazy cat named "ThEO" (The Evil One).
My favorite video game is currently Rocket League. It used to be Ballblazer. DbD is in my top five though, I really like it a lot!
I like to customize my controls in most games. I use WERD to move in any game that normally uses WASD. I want QAZ available on my pinky for other functions, and if you're usually moving forward WR are more comfortable for strafing than SF would be. Invert Y is correct. Obviously. But not Invert X; that's nuts (Jak and Daxter forced that on its camera control).
Mains: Pig, Feng Min, Caitlyn, Sage, D.Va, Sgt. Hammer, Zerg (Starcraft I and II), Undead (Warcraft III), Chun Li (SFIICE), Lei Wulong, RoadKill (TM:B), Pai Chan. There are probably more.
I like Dub Techno (not to be confused with Dubstep).
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I can't quote due to an error. So: MadLordJack asks: "Does anybody know the stats around team survival/escape in conjunction with self-care?"
That is the next question, and I don't actually have those stats. But I may go ask for them! It's possible that the Survivor running it escapes more often, but their team is less likely to. Given SC's popularity, I'd like to know this answer.
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1336744#Comment_1336744
The issue is rank itself is not indicative of ability to escape, nor is the ability to escape indicative of rank.
The amount of red rank survivors who are realistically green rank players is staggering, with many opting to hide and self care wasting a large amount of time that could otherwise be spent doing gens/being chased.
I stand by my initial statement, players are more than just data and those that opt to run self care have different mentalities, playstyles etc that simple numbers cannot read.
See my post earlier in the thread. Rank does correlate with escape rate. Very well, I might add.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1336744#Comment_1336744
Correlation and causality are different concepts, the fact that there's high possitive correlation between Country Chocolate Production and Amount of Nobel Prices does not mean that if we produce more chocolate we'll get more Nobel Prices.
Correlation means that A happens at the same time as B, causality means that A causes B.
But yes, Self care does not imply being a noob, I have to say that I can now escape without perks, so, I can choose to use low use perks that actually help my team every now and then like Unbreakable (I use it 1/5 games) or Self Care/Inner Strenght (I use it 1/12 games but it has helped us when 3 of us were slugged and I was injured) without me needing DS or Borrowed Time
Yes, I know all of this about correlation and causation, and you are right about it. But the statistics are indicative that at the very least, use of Self-Care by a red-rank player does not necessarily mean that the player in question is a bad player who does not deserve to be in red ranks, which was the original statement that I was interested in refuting. :)
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If you find it fun stomping around roaring and stuff, then yeah he's definitely worth learning. ;)
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@BigTimeGamer said:
The fact that self heal is still common in red ranks is proof enough rank is nothing more than a color
Use of Self-Care does not correlate with a lower rate of escape. So the fact that a Survivor is using Self-Care does not indicate that they lack the ability to escape.
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Statistically speaking, the greater the disparity between K and S ranks, the more likely the Survivor is to escape (or not) depending on whether the difference is positive or negative.
So rank does mean something about your likelyhood to escape/die or allow escapes/get kills.
The above comment shall not be construed to mean that we think ranks are "just fine" as they are for matchmaking. MMR is on the way, and will be a better way of matchmaking. :)
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@SpookyStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/1328876#Comment_1328876
But, you DO know about it so... anything you would ask The Entity, praise be unto her, for Christmas?
I am honestly not sure if I can answer that since it could be construed as "we're working on this" or "we're trying to get that" or something. Not being much of a horror film buff, I'm not sure there's one I'd want beyond LF anyway! :)
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If I knew nothing about DbD, and was asked this, I'd say we need to get Leatherface. :D
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1323680#Comment_1323680
I enjoy those streamers quite a bit. Have you seen fungoose play Bubba? It blew my mind seeing him play Bubba. Scorpionz is a great pig main that I also watch quite frequently.
Yeah, he's a great bubba!
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1323680#Comment_1323680
DOUBLE BLOODPOINTS WHEN???????????????????????
Haha just kidding. I also like good, incisive commentary. I forgot to mention Fungoose myself, but that's a good one.
Double blood points during the next Blood Hunt!
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I prefer pure gameplay and commentary, so Fungoose and Scorpionz are my favorites. Not that they are incapable of being funny or anything, just that the quality of their play and explanation of things is top notch. :)
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I am about half of the balance team! Suggestion noted. :)
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1317670#Comment_1317670
Wouldn't it be a lot less UI perk if you only did it for the 3-4 perks that people would actually consider doing this to.
Doing it for 3-4 perks is pretty much the same as doing it for all perks in terms of production time and interface design.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1314102#Comment_1314102
The single right answer is to give players the ability to choose which tiers they want to use for any given perks. ;)
That's a ton of UI work for how many perks this is helpful for. Costs outweight the benefits.
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@twistedmonkey said:
Much like the current one between steam and windows store on pc from what we know now there will be a tick box to disable crossplay.
Yes, it is opt-out. It defaults to on since it mitigates queue times.
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@Waldbeere said:
https://forum.deadbydaylight.com/en/discussion/comment/1314536#Comment_1314536
How do I know what a tile is? Is the shack on rotten fields a tile for example?
Here's a good example:
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Tiles are 16m on a side. So if you know the tiles, then I think you have a good sense of 15m. :)
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1314238#Comment_1314238
THAT long ago? Damnnn, if you guys knew what to do from even back then, then I have hope for the game.
Hey! I just realized I got confused on the dates. They were July 2019 and January 2020 respectively. My apologies. I have edited the post in question to be correct.
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@Rydog said:
They spend months looking into anything. Behaviour is not agile, even with small things like this.
This is largely due to the long production lead times on stuff. A new Killer gets started on many months before the release. It is the immensely long-term planning required to create new content that causes seemingly small updates so long to appear. Just as one example, the Doctor update was first designed in July of 2019, and didn't ship until January of 2020. The delay was because the resources needed to produce that update were already committed to other content that released between those two dates.
Some small updates do get slotted in faster, but it's a matter of priorities. Discordance isn't so hideously busted that it warrants bumping other things out of the pipeline for it.
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After he hooks someone, get in a locker for about 5 sec. Very often a doc will hook someone, then Blast to find their next target. Lockers prevent the blast from hitting you.