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AlwaysInAGoodShape

AlwaysInAGoodShape

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AlwaysInAGoodShape
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  • @AlwaysInAGoodShape

    Good Idea

    Thank you thank you

  • @AlwaysInAGoodShape said:

    @AshleyWB said:
    Re work it so it traps the survivor inside the locker and reveals them if they try to leave it. 
    8secs/12secs/16secs trapped in locker. 
    Forget that exposed timer, it's samey. 

    What if instead, they become the locker? Makes them easier to see for the killer.

    Good Idea

  • @AshleyWB said:
    Re work it so it traps the survivor inside the locker and reveals them if they try to leave it. 
    8secs/12secs/16secs trapped in locker. 
    Forget that exposed timer, it's samey. 

    What if instead, they become the locker? Makes them easier to see for the killer.

  • The Devs did great on that patch, what can I say. Everyone seems to love the Perk Rework incentive even if they disagree with said change.

  • @Gamzello said:
    Many people can agree that rank is pretty easy to rank up (or down.)

    Do you feel as if ranking should take a lot longer to rank up? Why or why not? Just wanted to hear some opinions from both sides (survivors and killers)

    DBD does not have a ranking system. DBD is not a football match where either team A or Team B wins.

    DBD is a football match where any team can win as long as they score 2 goals. I'll let you figure out everything wrong about that.

    Instead we should: Link: Chapter 2

    So it doesn't matter how short/how long the grind is. We're not dealing with a ranking system.

  • @JupiterBth

    They cannot prohibit freddom of expression because this forum is not private, he's PUBLIC

    Let's place a bet on who's right? 100 dollars? (;

  • @JupiterBth said:

    @AlwaysInAGoodShape said:
    This post will get closed. @MandyTalk @Peanits

    Baby killer I suppose ? :')

    The general policy = bans are not to be discussed on the forums.

  • This post will get closed. @MandyTalk @Peanits

  • @thesuicidefox

    There isn't much redesign here. They mainly added BP and rewrote their code where it wasn't necessary.

    You don't know much about programming do you? Or game design for that matter.

    Surely more than you do.

    Leader adds nothing to the conversation here. PT was barely changed. Number buffs mainly while managing to break the code.

  • @thesuicidefox said:
    My guess is that it would just be a copy/paste of Leader. That's why they changed both, so they both have a unique purpose in the game. Like why have 2 perks that are basically the same thing?

    Tweaking numbers doesn't always solve problems the way you think it would. Sometimes a redesign is a better option.

    The only change is that you don't buff your teammates now when they aren't sitting on the gen, but this is barely a factor most of the times. (normally this is the 2 seconds you run towards the gen, which have now been negated.

    People double running the perk could've been negated with probably 1 if statement if they really wanted only 1 person running the perk.

  • @tt_ivi_09

    Let's say that every perk is basically a boolean and a method

    Pseudo code:

    bool proveThyself = false //by default and becomes true open that player equipping their perk.
    void ProveThyself() //
    
    If proveThyself == true
    
    ProveThyself(){
    GenEfficiencyMechanicPerPlayer(false) //Enables slower generator repair speed when true.
    
    switch
    case: tier 1 
    coopScoreMultiplier += 0.5 //break etc
    case: tier 2
    coopScoreMultiplier += 0.75
    default
    coopScoreMultiplier += 1}
    
    

    This function is called at the Start() of the match

    As you can see, the generator speed and BP are as separable as can(/should) be.

  • @tt_ivi_99

    Yes, we're talking about the bonus BP here. The bugs came from the initial part.

    They probably have some sort of increasing BP method
    IncreaseBP()
    They are probably able to refer to which category needs increasing with a single reference and set up the conditions for that to happen (which is equipping the perk.
    The only thing that needs changing about the distressing code is changing the condition to equipping Prove Thyself while performing a coop, change the numbers, change the categories.
    It can be that their code is not as well-structured, but those 3 variables should be the main 3 things.


    Now the main thought comes of course from the core part of prove-thyself. This should in any possible case be as easy as changing a few numbers in the script, unless I'm missing something.

  • @weirdkid5 said:
    Ban evasion is a bannable offense.

    He had it coming

    Then what was his initial ban predicated on?

  • @Master said:
    If the ranking system worked properly, then it should be basically impossible to become rank 1 as freddy :smile:

    The problem with the idea of making the ranking system actually a skillbased rank system is that then the wholel game would fall apart due to balance problems. Now they are kinda hidden besides all the potato players at rank 1

    Do you mean balance problems among killers specifically, among killer-vs-survivors or else?

  • I don't think he should be banned for using certain game-mechanics that are by nature toxic, if that is the reason he is banned.

  • @JupiterBth said:
    Banned Ochido because he knows how to play and turn the killers, you have a problem ? It's pathetic

    Did he just get banned as the console bans were introduced?

  • I don't like the third door idea.

    Timed Door: Once exit gate is open, every 90 seconds, the door closes again. A survivor would have to open the door again if closed however it would take considerately less time to open after it closed. The door is allowed to be open twice. After that, the entity locks all doors on map and killer can mori/hook all survivors left on map who didn't exit.

    If a survivor is behind that door, that means that the killer can no longer reach them (except nurse). It's the best way to keep the game hostage.


    So I see what you're trying to achieve here;

    they can no longer enter back on to the map. Survivor is waiting in exit area...but by doing so, it is risky if killer should catch him/her at exit gate and can mori on spot.

    You don't want the survivors to feel safe as a result of open exit gates, and I completely agree with you there, that that is a valid issue.

    There are 2 elements to this:
    1. The survivor's ability to directly sit right next to the escape.
    2. The ability of a healthy survivor to reach the exit gates after being hit, against killers without any exposed effects, making the whole area around the exit gate a safe-zone.

    Your solution solves the 1st one, which is good, but only occasionally addresses the 2nd. (If by chance the gate closes at exactly that time)

    Otherwise there's still a safe-zone and your suggestion doesn't solve what (I think) you're trying to solve.

  • "Survivors are just skins" is often said on this topic.

    Some have suggested that a survivor could have 1 of their teach-ables built in, others have suggested adding something unique to every survivor.

    It's something that comes up from time to time. I don't really have an opinion on it, but people are aware.

  • It would be cool to have, but I think it's a very low-priority suggestion. It will take a while before you'd see it in the game even if they went with it.

  • @EntityDeispleased

    This suggestion has been thrown around all over the forums but the devs still want to work on "improving" totem spots and spawns. It's very simple and I'd imagine it not being hard to implement since noed already works the same way.

    I hope it becomes so repetitive that they address it. In the time they spent on creating the Light Of Sight mechanic, they could've probably done this instead and have the Hex Perks work significantly better, whether they became lit at the start or during mid-game.

  • @Marvel said:
    Once again I'm being held hostage by the survivors who refuse to leave. This is not the first time this happens tonight and is just really frustrating and time wasting. FIX THE END GAME!!!!!
    They talked about it ages ago and still haven't done anything aobut it.

    To prevent safe Gate-Camping:
    https://forum.deadbydaylight.com/en/discussion/39771/bloodwarden-for-free-on-every-killer/p1

    To prevent infinite stealth:
    When the killer hasn't chased anyone for a said amount of time, they will receive some kind of clue every so now and then providing them with an increasingly closer approximation of where the survivor(s) is/are. The longer this goes on, the more accurate these approximations become.
    The only way for survivors to decrease this timer is by either being chased/by progressing the game through doing generators. Upon being chased, the timer resets and upon working on a generator, the timer will slowly decrease.
    (Specifics can be found in multiple suggestions across the forums. Example:
    https://forum.deadbydaylight.com/en/discussion/43036/broken-key-rework-the-hatch-solution/p1
    Under stalemate solution: sanity)


    That would be all we need to solve your issue.

  • @Warlock_2020 said:
    I did not know endgame needed an answer. Gates get powered, I monitor gates. Kill any survivors near them, or run them out. Game ends. Trap exits, listen for the snap and they are either caught or working on the gate. Simple.

    There is a safe-zone issue and there is a survivors-keeping-the-game-hostage-issue related to the endgame.

    I don't know if this post is trying to answer those or whether it's just a creative idea, but there are definitely things that you'd be able to call end game issues.

  • @Vortexas
    Since you have 692 posts as of writing this, that means that BBQ&Chili hasn't appeared on the shrine for 692 weeks, meaning that the game is 13.3 years old.

    Facts.

  • @Gardenia said:
    Any thoughts on this?

    I have a lot of thoughts on this: https://forum.deadbydaylight.com/en/discussion/41674/why-everything-you-believe-about-rank-in-dbd-is-wrong/p1

    You are right that the Ranking system needs a rework.
    Instead of using the Emblems the way we currently do, we can indeed use them as Rank-Domain icons, similar to LOL.

    In order to do that however we to create an opposite win-condition, where either the killer or the survivors win. (Survivors could still win individually).

    If we'd have such a system in place then we'd still not be finished.

    Ranking up to the higher emblem status involves a certain win/loss ratio. "Win" being categorized as a win condition on the end result screen.

    This is of course very unfair in an asymmetrical game. That is why we need to have the match have true opposite win-conditions for the killer and survivor, BUT we need to RANK the killers among killers and only survivors among other survivors.

    Simply saying that you rank up based on you winning would be unfair in an asymmetrical horror game; What if we expect survivors to win 60%? Then you shouldn't be able to climb if you score anything below that at such a rank, thus such a factor needs to be taken into consideration in the form of:

    In order to climb in rank, you must achieve ABOVE AVERAGE results in that faction and rank in order to climb, which means that the game no longer has to be balanced between killers and survivors, because our rank system would function regardless.

    We'd also need a more dynamic measurement other than; x amount of people died/lives, while not screwing up the way the Devs did with the current Emblem system.

  • @Ryuhi said:

    @fluffybunny said:

    @Ryuhi said:
    There would have to be a soft cooldown on it, like quick and quiet. Otherwise Myers would absolutely obliterate people with it :chuffed:

    I was thinking more like dead hard. With quick and quiet, you have to do something to activate it (fast vault something).

    I was referencing Q&Q for the cooldown, it can only activate every X seconds. Otherwise, Myers could just pop stalk for a moment and remove his red stain pretty much whenever.

    Yeah, you've convinced me to add it. My loose guess is that a 15 second cooldown is fair.

  • I don't see a difference between the trapping the hatch and the closing the hatch. Both require the killer to find it » go through an animation » force the survivor to go through some type of bar before they can jump in.

    But as that's partly irrelevant;

    Your solution does take care of the majority of the Check-Mate effect.
    But to make sure it completely does:
    1. You should be able to close/trap the hatch, directly preventing them from jumping in at the start of the animation.
    2. The survivor shouldn't be able to block you from going through that animation by standing on the hatch.

  • Why are survivors that go down quickly in some cases just called bad.

    Because they got downed quickly. (whining comes from the survivor side)

    Why are Survivors who run loops optimally are called Tryhards?

    Because here the whining comes form the killer's side.

    Why are killers that do very good get called "Tryhard"?

    If you do good, you are probably trying hard. It's not an insult. Remember all the tryhards trying to land a rocket on the moon?

    Why are all Nurse's Tryhards?

    Because in a fake-ranking system, playing against the strongest killer, being team-dependant and being matched up with people that can be far from your skill-level will often result in you losing due to this non-strict matchmaking. That frustration translates into what I just quoted.

  • @fluffybunny said:

    @AlwaysInAGoodShape said:

    @fluffybunny said:
    I quite like beast of pray. The killers never see me coming! :D I'm not against it being a button press and having a cooldown, though. It could be interesting.

    I think that is the Tru3Ta1ent suggestion. It is a very optimal one, but I'm not sure if the killers have place for a second active button, as killers like clown use it to refill their bottles.

    They're not using many of the buttons, so it should be fine. It would probably just mean they would need to adjust the game so that killer's perks can have an activation button separate from the killer's power buttons.

    I wish they used the rarity systems of the perks differently, so that normal tier 3 perks would be Purple and Active Ability perks Red and a 1 of in your build.

    With such a system, implementing extra ability-like perks would function really well. It would also make the Tru3Ta1ent version absolutely the best one.

    Without such a thing, I personally find it weird to bind things to keys (including Dead Hard).

  • I think right as I saw the Devs working on the Line of Sight Hex totem change, I saw someone softly suggesting a superior solution.

    From: https://forum.deadbydaylight.com/en/discussion/41397/hex-huntress-lullaby-suggestion#latest

    Yeah, either that or Lullaby and Devour Hope shouldn’t become hex totems until you get your first token for it.

    The idea of all perks only becoming active the moment they have taken minimal effect just like NOED would fix many of the Hex Totem problems, especially those with tokens.

    If perks like Hex Ruin would only become active and bound to a dull totem on the moment of the first skill-check appearing, then the entire LOS fix wouldn't have been needed and people couldn't run into a Hex totem right after.

  • @fluffybunny said:
    I quite like beast of pray. The killers never see me coming! :D I'm not against it being a button press and having a cooldown, though. It could be interesting.

    I think that is the Tru3Ta1ent suggestion. It is a very optimal one, but I'm not sure if the killers have place for a second active button, as killers like clown use it to refill their bottles.

  • @Ryuhi said:
    There would have to be a soft cooldown on it, like quick and quiet. Otherwise Myers would absolutely obliterate people with it :chuffed:

    Thinking ahead (:

    I was too shy to add it, in the hopes that it wouldn't be released too weak if it were to be.

  • @Rebel_Raven

    It seems to really limit how many killers can use it well.

    Doctor might benefit heavily.

    With some experimentation, we could see if a simple variable change is needed, cranking the 5 seconds up to something like 10. Should still be a fair amount of seconds.

  • @Shad03 said:
    So, when you say after using your ability, do you mean like:

    Trapper: -Places down a trap- ... -Loses red stain-

    Yep (:
    But I wouldn't run it on killers like trapper.
    I think killers like the Wraith, Huntress and Clown would be a better fit.

  • @DexyIV

    1: Why is this in the survivors forum?

    So that they can prepare for what's coming. >:)

    I think I missclicked haha

    Sure. This would lead to some better builds, but may render Wraith's "The Hound" - Soot add on useless

    Only when he runs the perk at the same time, otherwise the add-on allows him to pick another perk and still have the same effect.
    Really curious what higher tier players would think of this. It's all about the mind-games.

  • @Hex_Flex

    Yes, Hex: Ruin in the worst possible scenario will be revealed after 5 seconds. (generally that will be longer), but that is also the time it should be destructible. For a perk that starts taking effect so early in the match there is no other fair way to keep it hidden any longer.
    Even those 5 seconds of being unrevealed will allow killers to always have a chance at defending their Hex totem.

    This also further incentivises cleaning dull totems, as now NOED is not the only hex than can activate a totem after the start of a match

    You say this as if it's a bad thing? The same happens when Hex totems with tokens only get revealed the moment they have a stack.

  • I think that should count for all Hex Perks;

    https://forum.deadbydaylight.com/en/discussion/comment/283400#Comment_283400

    They should only light up like NOED the moment they start taking effect.
    (Only Devour Hope needs a slight adjustment)

    This principle works great for all Hex perks.

  • @AntiJelly

    In the script, it's possible that they have a base-value of 1c/s.
    Based on a condition (multiple people on a generator) this value gets set to either 0.9, 0.8 or 0.7.

    If 3 Other people are working on a Generator this value will be set to 0.7 c/s. This is your repair speed.
    Prove thyself will give you 10/20/30% extra repair speed based on a said condition. In this case 30%.

    0.7 c/s multiplied by 1.3 (aka 30% increase) = 0.91.

    Only if the Devs miss-worded the perk and meant Base-Repair speed (thus 1 multiplied by 0.3 added to the 0.7) would prove thyself actually cancel out the debuff.

  • @fcc2014

    Makes more sense to focus on the objective(generators) and use adrenaline. Even if someone is hooked let them go into struggle and use borrowed time or hope they have adrenaline. It is a counter play to self care nerf. Good players always adapt.

    What self-care nerf?

  • Prove thyself increases each survivors' charges by 0.3.

    I am not 100% sure of this, but the Prove Thyself text states:
    "Increases the Repair Speed by 10 % for each other Survivor working on a Generator within a range of 4 metres. Gain 50/75/100 % more Bloodpoints for cooperative Actions."

    It doesn't say Base Repair speed, so assuming that it's your (current) repair speed, then it would be:

    Normally 1c/s
    With 1 survivor 1c/s * 0.9 = 0.9 c/s
    With 1 survivor and prove thyself 0.9 c/s * 1.1 = 0.99 c/s
    3 people and prove thyself would be 1 * 0.7 * 1.3 = 0.91 c/s

  • I'm right with you there on your goal.

    I've been working out a method that attempts at making the death of a survivor less significant.

    The problem that I see is by giving more emblems for hooking different people is that it'll still be beneficial to tunnel as that allows you to completely ruins the teams ability to complete generators nonetheless. As long as that happens, people will tunnel regardless.

    After all, there's no gameplay difference between a 0 hooked, 1 hooked or 2 hooked survivor. There's only a difference between a 2 hooked and 3 hooked survivor.

  • @Arsoul said:
    "I get caught by Freddy after a chase -> Gets Hooked -> Immediate unhook by the Bill player -> I get downed -> Tries a fleshlight save but fails -> Gets hooked (Bill teabags here, making me realize that this was absolutely intentional) -> Immediate unhook -> I get downed AGAIN. -> Another attempt at _fleshlight _save but fails miserably -> before I get hooked I disconnect out of anger."

    Am I the only one that see's it ......

    I get caught by Freddy after a chase -> Gets Hooked -> Immediate unhook by the Bill player -> I get downed -> Tries a fleshlight save but fails -> Gets hooked (Bill teabags here, making me realize that this was absolutely intentional) -> Immediate unhook -> I get downed AGAIN. -> Another attempt at _fleshlight _save but fails miserably -> before I get hooked I disconnect out of anger."

    It's spells Freddy Nerf omg, you are right.

  • @powerbats

    I've always thought you shouldn't get anything unless it was a safe unhook, ie the person didn't get downed until like with Deliverance you got the safe unhook.

    If people understood they got nothing for an unsafe unhook period it'd stop a lot of the WGLF farming from even happening.

    Well that and BT users should have a big red flashing text on their screen if it's a Bubba saying it won't work/slash your perk is disabled against this killer.

    And even the DBD definition of a safe unhook isn't really safe. The best measurement of what is safe is in your ability to heal a survivor. Maybe that should be the only thing that gives a player stacks.

  • @Watery said:
    It’s probably just dropped, maybe? We’ll have to find out next week! https://mobile.twitter.com/deadbybhvr/status/1088455671358447618

    It won't be dropped because it's not a real item. The Devs stated this during the stream.

  • @NurseMainBTW

    Oops, meant Meg.

    And you're right. The system has to be reworked. But you shouldn't try to report the players for playing the game the way it rewards them to.

  • There are 2 separate rewarding systems; the emblems and bloodpoints. Since Emblems are worthless, who can blame Laurie from actually playing towards her reward system?

  • @mimzy630

    that is not how randomness works.
    Pure randomness could even mean that the shrine would only show 8 perks and all the others would never even appear on the shrine.
    Only with pseudo randomness could you expect to see a 0%. that's the whole point of randomness.

  • Who would even complain about Self-Care. It's the best non-problematic META perk that exists.

  • The only thing that post shows is that a small vocal minority on these forums wants a more immersed experience.

    And given how few replies that post had, a very very small vocal minority.

    7 Votes are in favour of increased communication and 11 are in favour of the opposite. That is a pretty big disparity and from experience alone I've seen that many people prefer that type of immersed experience.

    You assume a too small sample size and the results swinging in the other direction. You say that the voters of the immersed experience are a small vocal minority. So what data do you have on this being a minority?

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