AnObserver
AnObserver
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2746468#Comment_2746468
Too much information? Isn't that what baby survivors want and can't learn? Bottle feed them everything lmao.
So your viewpoint is useless, good to know.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/304624/saw-a-suggestion-about-deadhard-on-twitter
Not really. It still leaves the problematic issue of it's a free get out of jail free hit no matter how you look at it. Fall for a good mind game from the killer ? Doesn't matter. It's erased.
Hang on, what if it never dashed but instead applied Endurance for a few seconds?
It’d be the counterpart to what Overcome is missing: Effective against Instadowns.
nvm thinking more about it that would be odd. But maybe there’s some way it could be incorporated.
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Improve SoloQ communication, make Corrupt basekit. Basekit Mori if you get a lot of Hooks. Add in DS/BT if a Killer is being an ass at the onset of a Trial. Buff Killers if needed after that.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2746368#Comment_2746368
Why make things complicated?
Just give the killer an object of obsession aura 24/7 broadcases to the entire survivor team including his loadouts at some corner of the screen.
Too much information. However, a point action that give a Killer Icon that points in a general direction would probably suffice and be ambiguous enough.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2746443#Comment_2746443
I am thinking more in the line of having the scavenging and refill/aquire stuff being basegame because… it does sound fun, uses unused parts of maps and goes away from the dull hold M1 survivor style.
Medkits and Toolboxes would be items that while having charges make it so survivors don’t need to acquire the stuff. But yeah the idea is basically those items with extra steps, since healing and repair action are the main actions outside of chases for survivors.
i just like the idea of survivors not immediately sitting on gens and not doing anything else I guess.
https://forum.deadbydaylight.com/en/discussion/comment/2746430#Comment_2746430
I have made suggestions for new items to make chests more worthwhile and fun to search through.. but I do think the game could use expanded survivor objectives as part of the base game and not perks or something just to make the game feel more fresh and fun.
Self-care does seem like it could be implemented into the base-game in some manner.
Find a plant or a Fire Barrel around the map, pick it up/light it and you can perform the Self-care action.
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Sounds like Toolboxes and Med-kits with extra steps.
In terms of searching the map for Items you have Chests already. (Maybe make some Generators require a part that is found in a Chest?)
A Perk lineup that adds “Item Scraps” to refill/ acquire Items through non-chest based scavenging does sound cool though.
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@MindGame3301 said:
https://forum.deadbydaylight.com/en/discussion/comment/2743755#Comment_2743755
That sounds like a great change. from a survivor perspective; a pig shouldn't be able to chase an active timer. It would be accurate with Johnny's philosophy of no interference.
Someone having a trap takes them from the main game and puts them in a death mini-game that is based on Amanda's challenge in saw.
I think when the timer is active the killer should use that time to attack active participating members in the current game. People hiding and doing generators. Then her traps would be amazing with video tape and it would force normal gameplay. Pig needs a rework in general in my opinion.
Pocket dimension Jail with challenges could be an interesting Killer Power, however I’m under the impression that Amanda tampers with rules.
So she should still be able to chase Survivors with an Active RBT.
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@Myla said:
Killer's precise location is broadcasted to everyone in the survivor team as well his ability cool downs and his entire loadout.
General location.
Such as: I’m in Killer shack looping the Killer.
The only needed information from that statement is how far away you are from Killer shack based on your map knowledge, and you recalling the general map layout.
Lets say we replicate that using:
Point - While in Chase
Player A presses Point while in chase with the Killer at Shack.
Player A’s Icon is updated with Obsession/Chase Spindles.
Player A’s Icon has a wide compass with a width based on range around their portrait Icon pointing towards their location.
Player A’s Character Portrait performs the following:
For Player A, who is in Killer shack: A circular glow (as they are on top of themselves) Surrounds their Character Portrait, and they have their Character Portrait updated with Obsession Spindles.
For Player B, who is nearby Shack: Sees Player A’s Obsession Spindles, and sees a general glow around Player A’s portrait as they are within range of needing to be paying attention to their surroundings to figure out location information.
For Player C, who is across the map; sees Player A’s Obsession Spindles and a narrower glow pointing in the direction of Player A
While this is much more general and easily digested information than SWF comms, it’s also lacking in the granularity that comms can provide, which I believe is an acceptable trade-off.
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@Gwinty said:
Okay, the name of the game is as few information as possible to prevent confusion but enough to make it work...
Repairing and being in chase are a no-brainer for me. Being in chase is the most valuable information to indicate that you can be bit more bold and the information can already be transmitted as we see when an obsession gets chased. Repairing is also important so that the person in chase knows that the chase is worth it.
Now "Camping" would be a valid option too, however I would opt for "In Terror Radius" insteads. The game can also already register if a Killer is nearby and the survivor on the hook already knows this. A small icon that you are still in the Killers Terror Radius would be fine for this. Nothing to obvious. This would also help with slugging Killers.
I would start with these 3 and expand from here on.
"Opening the gate" would be pretty sweet, but without a way to tell that a gate is 99%. This has to be assumed by the play themself as this systems is not there to let you in on the finer details.
"Hiding" would also be nice. The ability to see if a survivor is in a locker would be pretty neat. However I do not think anybody aside from me would like this.
"Going for the Rescue" is also an idea, however this could be tricky. How would you implement this?
- Generator
- In Chase
- Killer nearby/Camping (Contextual based on Hooked or not)
- Going for Unhook
Generator, In Chase, Going for Unhook are all Actions you are performing. "I'm ___"
Killer nearby/Camping are all Things happening to you "They're ___"
If we were to use existing commands:
- Pressing the Point button:
- On a Generator - Generator Icon pops up
- While in Chase - Obsession spindles pop up
- In the direction of a Hooked Survivor - Unhook Icon pops up
- On Hook - I'm safe/Come rescue Icon pops up
- Pressing the Beckon button:
- In the Killers Terror Radius - Greyed out Obsession spindles pop up
- On Hook - Unsafe/They're camping Icon pops up
I can't recall if it's a Tome Challege, but I think there's a Challenge that has you pointing at the Killer while using Alert and their Aura shows up, which is more or less the same tech that you need for the "In the direction of a Hooked Survivor" condition for the Unhook Icon.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2746308#Comment_2746308
It would be interesting to see which of my killers have high MMR and maybe do challenges to get my weaker killers to some threshold.
But mainly, you could see how well is SBMM working, which is probably main reason why they don't want to show it. RIght now it's just your feeling, you can't prove anything and they probably like that.
At the very least it would probably be beneficial to completely hide the Emblems from the end-of-match screen so people don't just hang onto low-hanging fruit and instead complain about how the match felt (and why), rather than just pointing and saying: "Dey different, dat bad"
Would probably need to replace it with something else though.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2746308#Comment_2746308
It would be interesting to see which of my killers have high MMR and maybe do challenges to get my weaker killers to some threshold.
But mainly, you could see how well is SBMM working, which is probably main reason why they don't want to show it. RIght now it's just your feeling, you can't prove anything and they probably like that.
So basically, this is all because of an inherent distrust in BHVR's capability.
And you would want to have clearer communication.
The question is if people would still complain about wanting much longer queue times instead of faster matchmaking.
And if they ever saw any seemingly large discrepancy in rating due to shifting matchmaking, would they whine to the forums?
Hmm, however people are very knee-jerk, and seeing that their Grade is different probably sends them into a foul mood because they feel oppressed. (Even if, given benefit of the doubt, the matchmaking was correct, and you simply got cucked that match)
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Why do they want Grades to represent MMR?
Is it because they want to show off their skill? Or use the grades to assuage themselves that they have been placed correctly?
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What about SBMM/MMR is unfun?
Is it the Sweat? The Camping/Tunneling? The Fast initial Gens without Meta Perks?
Those polls are kinda useless.
Especially the second one which has confusing categories as Solo Survivor could be unfun because of the "SBMM/MMR" being unfun.
What is fun? What is the criteria being used?
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2746269#Comment_2746269
Twins, Oni?
Oni actually loses his power if he doesn't slug.
Twins are punished with fatigue 5 seconds + slow 2 seconds whenever they want to pick up survivor after downing them with Victor, it's just better to slug and get extra hit with Victor.
Allow me to clarify, my apologies:
A Killer whose Power requires a snowball from the infinite-duration of slugging isn't a good Killer. Either in design or in MMR bracket.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2746246#Comment_2746246
I think Survivors should be able to pick themselves up base kit anyway
Oh, hell no...
You have killers that are just useless without slugging.
Slugging is also only way how to counter DS.
It's also good way to get comeback. (or tunnel)
Hit&run is useless because of CoH, if you would nerf Slugging, then noone should cry about camping / tunneling, because that would be only thing left.
A Killer whose Power requires a snowball from the pseudo-hook that is slugging isn't a good Killer. Either in design or in MMR bracket.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2746193#Comment_2746193
You have no idea how much annoying this would be.
Also killer would just not pick you up when he knows for 100% you have DS, that's why DS after nerf works actually better, so every survivor would replace either DS or BT with unbreakable.
And let's be honest, I had quite a lot of games where I wasn't able to get past 5 hooks. This would basically give everyone extra 2 perks, which would not be replaced with friendly perks...
5 hooks is not really low number, that is often most of the game time.
Just problem is that it doesn't matter you don't want to tunnel and would like to go after unhooking survivor instead, but you are going to get body-blocked and annoyed a lot, because unhooked survivor knows you can't do a ######### and it didn't cost them any perks.
They can only Body-block, and only get DS for free if they are at second stage (Deathhook) before the Killer gets a certain # of Hooks. Mending still takes time to do so even if they do Body-block with the free BT they don't get free time, they have to spend it mending. And yeah, if they get that free DS and are still sticking around you, they should have to be fine with getting slugged.
Regarding Killers intentionally slugging and making UB meta though:
Yeah, that would make UB more meta, but TBH I think Survivors should be able to pick themselves up base kit anyway, not as fast as UB though, and certainly not without some kind of penalty. (And UB the Perk should probably have the increased recovery speed nerfed, instead mitigating the base-kit penalty for picking yourself up).
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If it's the start of the match, yeah, I'm for a disincentive to tunneling and camping.
However, if it's the end of the match I don't condone Survivors hook bombing with impunity, nor do I condone Survivors feeling comfortable about unsafe unhooks without a reason.
My suggestion is this: While the Killer hasn't Hooked 5 Survivors with the prior Survivor Hooked not being the same person, and while there are still Generators remaining, Survivors get DS/BT basekit if they reach the Second stage of Sacrifice.
This way they only get a protection if the Killer has successfully proxy/camped/directly tunneled them down a stage. And not if the Survivors are just bad and/or Hook trade in front of the Killer while also keeping EGC camp intact.
I would also reward Killers that focus on Hooks over Kills with a Mori at some point later in the Match.
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Oh, wait sorry OP, I actually re-read one of your previous comments:
"Face-camping is a badly designed mechanic, and Bubba makes it even more problematic due to the way his power works..."
Why are you literally not just focusing on the above? Why talk about harassment and racism? What purpose do they serve to your argument?
Does facecamping need to be addressed because it's badly designed, or because people use it in conjunction with harassment?
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/2737653#Comment_2737653
Why is ur sexuality important to your point
They're trying to give a comparison to the perceived argument of facecamping being a racist action to set common ground in which to discuss the topic with @Johnny_XMan
It's not actually relevant to the core topic being discussed at the moment, but it's an attempt to mirror the method of discourse poised by OP to give a sense of camaraderie to more easily win over OP.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2746055#Comment_2746055
What I meant was that to good survivors the killer knowing your location means very little when you are in a swf since you will constantly know their location and can do what you need to do as soon as the killer is busy with something. For example say you're in a swf and your team did the smart thing at the beginning of the game and split up, and your friend just got downed and hooked at the other side of the map well your teammate that was doing a gen in the middle of the map just piped up and said he's now in chase well now you as a survivor can use those portals to get across the map and go for an unhook. Now the killer has 2 options continue their current chase and let the person get unhooked or drop the chase and return to hook. Either option will lose the killer more time then if a survivor had to run across the map which would possibly give the killer enough time to down and hook their second chase allowing for a snowball of pressure.
So my biggest issue with allowing survivors to use these portals would be that it would very likely allow swfs another tool they dont need and would likely cause a greater difference in power between swf's and solos or killers, which is very much so not what we need in the game currently.
Well if you now know that there are 3 people occupied: 1 in chase, 1 in Basement portals, 1 On Hook, and the one going for Hook literally just said "Hey I'm over here", that gives you ample information if you want to proxy the Hook/prevent a save by returning to hook and forcing second stage. You can immediately head to the nearest Portal to go cut off the Hook rescuer/proxy the Hooked Survivor. All because the Survivor that entered the Portal was brazen enough to shout out where they were.
But you do bring up an interesting point about how it may impact Survivors that are Hooked nearby these portals, and the ease in which Survivors can still use them, and how Killers can then use them to essentially proxy cross-map.
What if:
Survivors can perform an Action to block the Portal requiring the Killer to break it open similar to a Breakable wall?
Killers that use a Portal temporarily block it off automagically. (It performs the Survivors "block" Action though so if a Killer immediately wants to backtrack, they must break it open like a Breakable Wall)
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2746069#Comment_2746069
Well then when and if you feel like asking the same question again, I will keep referring you back to that comment.
thanks
In that case given your comment literally has "racist harassment" bolded and immediately talks about facecamping with it being a "common denominator" I am assuming you are trying to use racist harassment as your argument for why facecamping is bad.
And that you are stating nothing else, because you haven't yet, or at the very least don't make it your primary focus.
Give me a single statement with what you are attempting to achieve. Make a single sentence.
"Facecamping is ___"
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2746066#Comment_2746066
So you didn't.
I answered you and gave you the reason why. I am not sure why you are asking the same questions.
Nope. I didn't watch your video. If your point isn't worth condensing into a paragraph it's not worth it to bother with. I'm only dealing with your text.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2746058#Comment_2746058
Did you bother to watch the video? Or are you just make it a habit to ask the same questions?
When I asked you to reiterate you point, I asked you. Not a video.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2746036#Comment_2746036
Face-camping alone isn't racist. How many times do I have to say it?
I never claimed otherwise, I've always said there was a correlation between them. If you had bothered to read, you would actually know this already.
If you never claimed otherwise, why even bring racist harassment into the discussion in the first place? What purpose does racism have in this?
Is your core argument instead that facecamping is harassment?
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Well not to derail this thread but your explanation for your idea is a bit short. I also am not a fan of giving survivors the ability to use the portals as well even with the caveat of giving the killer info on you since we know very well how little that matters when against survivors thst know what they're doing from how abusable old Object of obsession was.
So, it needs more substance, got it. I was trying to keep it short, so it's easily picked apart.
How exactly do you think this will be used in a manner similar to old OoO? The reasoning behind using Killer Instinct rather than an Aura reveal is because it can't interact with the new OoO.
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@_VTK_ said:
Hearing heartbeat, being in chase, healing, opening gates, sprinting
"Near me", "On me", "I'm Healing", "I'm Opening Exit Gate"
Sprinting... Can't say I've ever done a "I'm sprinting" callout before. What would this be used to convey?
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2745764#Comment_2745764
The problem is most people on the forums recognize nothing we do reaches the devs, I'm not saying that's the sole reason your thread didn't get traction, there could be a myriad of reasons why but I can safely say that many just don't see the point in engaging with posts of that nature when the devs have been very clear on our lack of ability to change anything.
Why don't you take a look?
https://forum.deadbydaylight.com/en/discussion/304201/the-void-core-map-teleport-element#latest
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2745999#Comment_2745999
The OP reiterates my point.
Face-camping is a badly designed mechanic, and Bubba makes it even more problematic due to the way his power works, right? Okay got that one out of the way.
After listening to several opinions and watching the video with the streamer players who have experienced racist harassment per on this video: (The people who seemingly brought it up to BHVR's attention)
https://www.youtube.com/watch?v=RE7RZv_dhC0&t=798s
Seeing as most if not ALL of those examples had one thing in common or a "common denominator". I decided to speak about it and bring it to discussion, to further discuss what action is being done to facilitate this type of behavior. Yes I know not every single person who face-camps is doing it with ill will intent, yes I know not everyone who wore that mask is doing it with ill will intent, but my point is that there is clearly something that player is doing besides wearing a mask to harass, because they are clever enough to understand that there is almost virtually nothing you can do against a Bubba idling at the hook.
I am not speaking about the other Bubbas who do it because they made terrible plays and feel the need to cheese their kills via a flawed design mechanic. I am speaking about the Bubbas in these specific scenarios. Because while the devs have already stated they are looking into face-camping, I think part of the problem is Bubba's power when face-camping.
So, face camping is racist?
Because that's what I'm getting from you completely side-stepping the knowledge that correlation does not imply causation.
(Bringing up racism and harassment in the first place)
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@FreshCoal said:
https://forum.deadbydaylight.com/en/discussion/comment/2745592#Comment_2745592
All players in the game can open a map of the map during the match. The killers can then click on the map to teleport to a part of it. Also, generators cannot start being repaired until survivors find a gas can on the ground and pour the gas into the generator. If a killer kicks a generator, it knocks the gas can off and the survivors have to find another one, which adds a good amount of built-in slowdown and mobility for every killer.
Improving the Survivor Map Item could be interesting but isn't needed as a base for Survivors. A no holds barred teleport across the map seems more like a Killer Power than a base-game feature. And the Gas-can can probably be turned into a Hex:Plaything like Hex that is strictly about adding Entity Block on a Generator.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2745995#Comment_2745995
If you’re out of patience remove yourself from the conversation then.
You aren’t even reading what I am saying you are implying that I say every face camping scenario is harassment when that is not what I said.
Are you willing to reiterate your point?
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Yes, Bubba has problematic facecamping from a game-design perspective.
Yes, it’s possible to perform an action in such a manner as to be harassing.
No, facecamping does not imply harassment.
Address facecamping because it’s ######### to play against. Stop drawing parallels to it being harassment. Because you can harass people with literally anything.
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@FixtionuL said:
I hope that a lot of these ideas are jokes.
If survivors can none verbally communicate every single thing in the game killers will need to be buffed through the roof or all just switch to playing survivor. Killers in their current state can't compete with all survivors being able to have SWF efficiency.
Can’t say for all ideas presented but the jist is to allow improved soloQ communication so that Killers can be buffed, yes.
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I’d rather them do dev workshops (a la Warframe), where they propose volatile concepts/changes and gauge response before placing them in a PTB. Instead of being hush hush and having to maintain an actively changing dev branch in tandem (which might then be more prone to leaks).
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2745747#Comment_2745747
Tbf I think a lot of people just get tired of even suggesting things myself included that's why I don't really make threads about it since it just feels utterly useless bhvr doesn't listen, or at least it certainly doesn't feel like they do. People have suggested hundreds of things that seem like great ideas for tons of problems the game has but they mostly only ever got crickets from the devs. So we can only assume they didn't like the idea for whatever reason, didn't see it, or did like it but weren't competent enough to implement it into the game in a smooth way or maybe they already did try it but it never made it through playtest but I super doubt that since BHVR seems to stubborn to ever backtrack on work they've put hours into a.k.a billy's overheat.
Dev response? I don’t expect one, I’m talking about a community response, criticism, alternate ideas. I’ve literally had one comment on it.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2745592#Comment_2745592
Im not the OP but there are tons of things people would like to see changed to the base game instead of a chapter, I.E buffing solo survivor, buffing the base killer mechanics such as some kind of map traversal that all killers have access too, a ton of map rebalances for maps like RCPD and shelter woods, making certain perks base kit that should never have been perks in the first place like shadowborn and kindred(without the killer aura reveal near hooks). Just to name a few
I mean I literally posted an idea for general map traversal and it has simply been crickets. I don’t think people are that interested.
The rest of them though yeah I’ve seen posts about them.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2745658#Comment_2745658
Exactly. So that's one of the options I'd like to see in this game, on top of so many different ones
Like seriously, let me target Unlock Perks for a Character if I have excess Iri shards to spend, I've got 50K of them and I've developed a taste for Licensed Characters where I can't spend them on any cosmetics. I buy chapters with Cash because I feel the need to support the game, and I rarely buy cosmetics I don't like because I'm not of a collector mindset. (And I have a very narrow selection of characters that I play).
Find a way to uncap prestige, and let me re-unlock Perks with Iri shards.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2745653#Comment_2745653
Progression is fine, but I absolutely hate the grind in this. It's tedious. Not rewarding.
Yeah, I agree.
At this point I don't like unlocking Killers because I know that if I want to try a build on it, I have to not only get lucky to grab the Perks I want (I now have 5+ pages of unlockable Perks), I need to go through each Prestige in order not to "waste" blood points later on.
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I mean hell I used to play Warframe for over 2K+ Hours but I've stopped playing it because I just don't have the time to spread out across everything I want to do.
I've been spoiled by the pickup and drop nature of games like League and DBD (Only because I already have everything unlocked in DBD).
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2745592#Comment_2745592
Well, for one I'd like better accessibility of perks. I'm tired of three perks to be added in every chapter only for one of them to be good and you'd need to grind out several blood webs to unlock them. Then level several more just put them into a character you actually want to use them for.
Personally, the grind is too much, especially with people who got data wiped they'd be sitting there for hours just to finish bringing everything back to normal. I'd rather enjoy it if they removed leveling up tiers or just lower the levels for teachables again.
I know that's not a core mechanic, but that's one decision I'd like for them to add.
As for an actual core mechanic, a secondary objective or a generator rework on how their done. Something that's engaging isn't just a hold a button simulator. I've played a lot of survivors and the only emotion I felt other than boredom was when I got chased by the killer.
Progression systems are by far one of the most important aspects of a live service game.
They handle continued Player interest while also serving as a barrier to entry for new Players.
Case in point Destiny 2. I played Destiny 1. Didn't play Destiny 2, but saw a friend play it and they described to me all the new features added this many years in, etc, and I looked at it all and said ######### that I've played MMO's before I'm not doing that ######### again.
I like easy to enter games with relatively short matches. Like League of Legends. Every match is isolated.
Improving new player entry into the game and its core systems is probably one of the major limiting factors of this game. Not only is the gameplay stressful, but you have to literally deal with this slog until you get anything fun to play with. Most people will drop that ######### faster than a turd after chipotle.
The only thing that keeps me around DBD is the atmosphere and uniqueness of the game, and hell I still don't play it as much anymore. I've started to play the crap out of Phasmophobia. If a DBD competitor ever showed up with better systems I'd probably pick it up in a heartbeat, but so far I haven't seen anything nearly as interesting.
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@BlighTown said:
https://forum.deadbydaylight.com/en/discussion/comment/2745586#Comment_2745586
You're so ######### special. I wish I was special.
Then congratulations on being a Fleshbag that is not me and not others! Take your meat sticks and gently caress your upper back skin in a comforting manner!
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What core changes would you like to see to gameplay? (Outside of adding a Universal Boon Perk for Survivors).
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2745556#Comment_2745556
Yeah the unhook one should be decided by the players by selecting a wheel, I believe is one of those subjective actions that cant really be automated, there are probably some more we can come up with but unhook and getting camped are probably the 2 biggest concerns.
You are right on the repairing/heal/etc, since you are already pressing 1 button can be freely automated, you start fixing, the HUD changes accordingly.
https://forum.deadbydaylight.com/en/discussion/comment/2745558#Comment_2745558
You are right, I rarely use emotes so I didnt remember the point/come to me ones, those 2 buttons can be used to send the message to the team about camping.
Then there's also the question of how to boil this down to its most generic sense, such that these Buttons can now have easily identifiable Icons/descriptors.
What I'm currently thinking of is having it be:
Speak (sound wave emanating from a Head with open mouth)
Listen (Sound wave approaching Head with an Ear)
Edit: Hell, if it's just the Icons you don't need to do any localization outside of the User guide
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2744887#Comment_2744887
I believe some of them should be automated, if you need to open a wheel menu and select a message it can cause trouble with how you interact with gens, heals, totems etc, essentially you press M1 and pay attentiont o skillchecks, it is cumbersome and may raise problems with skill checks appearing at the worst moment (like when you decide to scratch your nose and a fast skillcheck appears).
Then some others actions more subjective could be activated like "Im being facecamped" or Killer is close, automating the facecamping tell could be hard to get right, if its radius based the Killer can camp outside of it, if its timed based it may activated if the Killer is kicking gens and pallets nearby the hook with the intention of leaving after doing it, its subjective and its up to players to decide those things.
Also controllers, the number of buttons very reduced compared to keyboards so the less inputs the better for them.
https://forum.deadbydaylight.com/en/discussion/comment/2745526#Comment_2745526
Voice chat is actually the hard solution, if you live in USA or Middle East its ok, if you live in Europe or Asia you have a problem not everyone speaks the same language and even if English is widely spread a lot of people dont speak it very well or at all.
In regards to Facecamping, I agree, however we already have two Inputs already tied to unused events while on Hook, Point/Beckon, and this could be used to have a "Leave Me/Save Me" Icon
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2744887#Comment_2744887
I believe some of them should be automated, if you need to open a wheel menu and select a message it can cause trouble with how you interact with gens, heals, totems etc, essentially you press M1 and pay attentiont o skillchecks, it is cumbersome and may raise problems with skill checks appearing at the worst moment (like when you decide to scratch your nose and a fast skillcheck appears).
Then some others actions more subjective could be activated like "Im being facecamped" or Killer is close, automating the facecamping tell could be hard to get right, if its radius based the Killer can camp outside of it, if its timed based it may activated if the Killer is kicking gens and pallets nearby the hook with the intention of leaving after doing it, its subjective and its up to players to decide those things.
Also controllers, the number of buttons very reduced compared to keyboards so the less inputs the better for them.
https://forum.deadbydaylight.com/en/discussion/comment/2745526#Comment_2745526
Voice chat is actually the hard solution, if you live in USA or Middle East its ok, if you live in Europe or Asia you have a problem not everyone speaks the same language and even if English is widely spread a lot of people dont speak it very well or at all.
So long as you're in an animation of doing something it stands to reason you just need to have one Button to press that selects the Icon based on the Action that you are currently performing.
It does lose some versatility as you can only say "I'm doing ___" rather than being able to say, "I'm going to do ___" (Which means "I'm going to do the Unhook" Needs to be workshopped)
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@Sludge said:
They should add as many icons and auras as possible if they aren't going to take the simple solution (voice chat)
Eg: If a solo survivor spots a hex totem it should be highlighted to all other survivors for the rest of the game. It would be fine since SWF can do that through communication.
People have been trying to downplay SWF and comms for years but it completely changes the game.
Hex Icon, Location Direction Indicator on the Character Portrait of the Survivor that "Pings"
"Hex" "Over Here"
And as always it requires knowing the map in the first place, not a 3D Worldspace ping
Edit Again, and you need to remember where it was.
But that does bring up the point: How do you replicate: "Hey do you remember where?"
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@Sludge said:
https://forum.deadbydaylight.com/en/discussion/comment/2745513#Comment_2745513
It already has perfect communication it's called SWF
Ah, if only verbal communication was perfect.
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Ping-Ponging around the Forums it seems.
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@Carth said:
I don't understand this weird attempt to tie in racisim/sexisim to a tool in game you don't like. You should just make a post saying you hate face camping not 'face camping is a tool to be racist and THATS a good reason to change it.' You can make this argument about -any- killer offensive action.
I can change my steam name to something racist
I can hard tunnel survivors with certain skin colors/gender
I can only chase survivors of certain skin colors/gender
I can slug out survivors of certain skin colors/gender
My point being the players who abuse the game to be racist/sexist will continue to abuse every possible thing to get their point across because at the end of the day they only care about getting reactions. Trying to nerf/remove something in the vein of 'it will combat harassment to x group' will never accomplish its goal because these types of players will just use the next best thing. What's your idea then? You can't M1 minority survivors multiple times in a row? You can't only slug minority survivors? At a certain point the solutions to harassment become more cumbersome and heavy to implement/maintain vs what it accomplishes.
"I can change my steam name to something racist"
That can be reported"
"I can hard tunnel survivors with certain skin colors/gender"
That can also be reported as harassment (albeit harder to prove).
"I can only chase survivors of certain skin colors/gender"
That can also be reported as harassment (albeit harder to prove).
I can slug out survivors of certain skin colors/gender
That can also be reported as harassment (albeit harder to prove).
Smartface isn't reportable as it's a cosmetic provided in-game. Even if it has a huge historical background to an offensive practice. People use that in conjunction with the harder to prove harassment in order to basically stick their middle-finger out at a person while playing the innocent angel "But da gaeyum let me do et" card.
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2745461#Comment_2745461
I would disagree with giving BL I-frames, the counterplay to BL really IS just to hit the survivor before they land. Its up to the survivor to judge the distance if its safe or not to make the drop.
I'd agree with you if BL had more areas for opportunity.
But that's beside the point. It can be changed in another way then.
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2745450#Comment_2745450
I wouldn't mind if BL was changed into 2 perks as well. Have one be the exhaustion perk, and the other be the fall reduction either all the time or on its own cooldown. Similar to quick and quiet.
I've noticed that with BL it's possible to get cucked by the Killer's Lunge while they're falling, perhaps it could become a Dead Hard esque roll (lel, Dark souls roll) that offers IFrames before running into a Sprint?
Then as you say take the suppressed fall noise and hinder reduction and put it into its own Perk?