AnObserver
AnObserver
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2745434#Comment_2745434
Its removed long time ago. Stagger reduction only work when you're not Exhauted. Plus in all of Ex-perk. BL is the hardest to use so I think it was fair. It was just Haddon field makes this perk too OP and they nerfed it.
How would you buff BL while keeping all effects tied to a single trigger instance on a 40s CD while keeping it line with the theme of a Cat Burglar?
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2745434#Comment_2745434
Balanced landing used to reduce falling stagger all the time, starting in patch 2.0 and ending in patch 3.4
Blargh, brain-fart, yeah that's what I meant.
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Should the prevalence of DH be looked at? Maybe.
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BL applied stagger reduction while not Exhausted. It had a non-Exhaustion based benefit tied to it.
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Demo already figured it out :(
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@pinkpowerranger said:
The only really important piece of information that needs to be shared between survivors is "going for the save", maybe just a button someone could push to say they are. These status icons aren't going to share info that is really usable. It doesn't really help too much to know people are on gens except for piece of mind.
Ironically that's kinda both the blessing and curse of SWF communication. There's room for complacency.
Let them do so.
(However, the reason that I'm against implementing voice-chat is that it's a b!tch to moderate and doesn't provide hard of hearing or visual aid accessibility)
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A non-Hex Basic Attack Buff that activates during endgame could just as well be its own Perk.
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@FixtionuL said:
Probably unpopular opinion, I only want an indicator for survivors on gens and I want it to change on a couple seconds delay. Solo survivors shouldn't be able to work in perfect unison with an overabundance of information.
I just want to see if people are on gens and if someone stops being on a gen to possibly go make a safe or being chased by killer.
I would agree, and I would expand upon that to make it so that Survivors must provide information themselves.
You can say "Polo", or ask "Marco?"
That's it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2744887#Comment_2744887
The moment you begin Mending (probably should add a buffer to prevent screen icon flashing), the icon appears.
So automatic status updates. Which removes the need to think about announcing your status to teammates, which is both a buff to SoloQ and SWF.
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@[Deleted User] said:
There needs to be an icon for every interaction in the game, within reason. Things like Mending, or Unlocking Chests/Supply Cases should be shown, but not things like Unhooking, for example.
Should these states be shown automatically? Or should they be something that a User has to make a conscious decision to express?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2744866#Comment_2744866
Maybe? Button bloat would become an issue on controller depending on how many options there were. Combining shoulder buttons could cause survivor to unintentionally break stealth
Indeed, so the first step is deciding on how these events should be triggered.
Your suggestion is pressing a button to open a sort of dialogue wheel to select an action. (Press button, move stick to desired option)
My Suggestion would be a single button press that gives a contextual status update (While doing action, press button to update status)
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@apathyinc said:
https://forum.deadbydaylight.com/en/discussion/comment/2744781#Comment_2744781
It's hard to make out what you are trying to communicate here, but it seems like any answer I give you would be met with panic and denial. What I suggested wouldn't be any more difficult to manage than what is out there now. It just comes down to SWF getting weaker perks.
I suppose the feeling is mutual. I get panicked from flippant scope creep, and you get panicked from hearing "Survivor Buffs".
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2744792#Comment_2744792
Obviously I'm not considering the development aspect, but in my head it would display alongside the icons on the survivor hud we have now. The wheel would toggle on and off with the D pad on controller or scroll wheel with mouse. And I'm sure there are a thousand coding things to consider with that though
I mean, not even coding, purely design:
Take for example the existing "Emotes" in the game: Press a button to point or to beckon. Is it possible to only use those two existing inputs to develop a method of communication? Or does it require a whole Status selection wheel.
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@[Deleted User] said:
I'd like a status wheel so I tell my team I'm going for a save. I don't understand why BHVR thinks they can have it both ways with voice comms and a playable solo queue without giving players a way of intentionally communicating with teammates. Icons are a great idea, don't get me wrong, but they don't go far enough.
I understand that the devs care way more about immersion and the first 50 hrs than we do, but players for the most part stop playing this as a horror game before long and start playing it as a pvp game.
That is an interesting discussion.
I for one am always in favor of minimal UI’s. The problem of course is trying to include clarity and versatility in them.
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@apathyinc said:
https://forum.deadbydaylight.com/en/discussion/comment/2744751#Comment_2744751
Ok I'll humor you. You know how there are 3 tiers for every perk? How about doing away with those tiers naturally and only activating them only for a SWF? SWF would get the yellow or green perk depending on how many SWF members are in a match, but only solos would get the purple. And reverse it for killers, they only get the purple perks when facing SWFs.
There, a nerf to SWF that doesn't punish collaboration. That's just one example, I'm sure a game designer getting paid to do this could come up with something better.
Congratulations you’ve created unnecessary Perk bloat for a passive system that seems more about rebalancing Grind than addressing the communication aspect of SWF that will generally have little impact and/or most Perks would need to be rebalanced such that their core stats differ meaningfully based on tier which would generate distinct SWF metas that need to also be balanced around potentially tripling the analysis effort needed for future balance passes.
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@apathyinc said:
https://forum.deadbydaylight.com/en/discussion/comment/2744738#Comment_2744738
Come on, stop that rhetoric. There are plenty of ways to nerf SWF without killing the game.
All of which rely on the unintuitive punishment of collaboration.
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@apathyinc said:
https://forum.deadbydaylight.com/en/discussion/comment/2744697#Comment_2744697
What they are talking about adding isn't current base kit information but is obtainable with perks. The current game is pretty balanced for a team of solo survivors, with only a few perks and killers making it difficult. SWF is the problem and buffing solo is treating the symptom. If they nerfed SWF they would have to nerf what 4 killers? If they buff solo to SWF level they are going to have to buff what, 20+ killers? Giving killers the same status information would be that buff.
If they want the game to be just a tag simulator and take all critical thinking aspects out of it then just go for it. Everyone could have all the same information and it's just a chase with a timer on, fun.
Literally the only way to nerf SWF is prevent joining lobbies with friends.
That will kill your game.
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Listen, I'm aware of a difference of an Ideal and the Reality of race relations.
The Ideal seems to be that skin-color does not result in targeted negative behavior against people. Bad-Actors will cling to this and say that something like Bubba's Smartface holds to that Ideal because Bubba wouldn't care that the face skinned was black and that it's actually a step forward to equality.
The Reality is that this is being used to perpetuate historical negativity against people based on skin-color.
You need to address both scenarios. In a closed system that technically isn't racist. But the reality is that people are jackasses, and it needs to be addressed. Only viewing the closed system is disingenuous but should still be touched upon.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2744550#Comment_2744550
Wait, do you believe that those are literally the only 2 options?
You didn't actually read the article I linked for you. You should, theroot.com also has some wonderful stuff that may help you. As for me, I've got to work at some point today.
What I'm getting from you and this article is that only perceived positive stereotyping is allowed.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2744534#Comment_2744534
So a history of white people assuming things about Detroit, and using it to somehow encapsulate black America, makes you believe you should have to make assumptions yourself?
If I am literally not supposed to make assumptions, I won't. That includes not thinking about what the hell skin-color means. I will learn about you when talking to you.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2744528#Comment_2744528
Why do you think taking history into account means you have to assume anything at all?
Am I not supposed to assume that they have a black culture, whatever that means?
Or do I initially approach them as I would approach myself? And alter my interactions based on what I learn from them in the moment, rather than making assumptions based on stereotypes?
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2744528#Comment_2744528
Why do you think taking history into account means you have to assume anything at all?
Population demographics and social/historical history?
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2744524#Comment_2744524
Yes, and slapping people at random is assault. Neither really had to do with what I had said.
"Yes. You absolutely should always take someone's history, including the history of their race relations to your race, into account when dealing with them."
So, what assumptions should I make about a black man in Detroit?
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2744513#Comment_2744513
Yes. You absolutely should always take someone's history, including the history of their race relations to your race, into account when dealing with them. That's just showing empathy. If I talk to white or black people the same way I talk to my family, they'd both probably be offended, because of the way both races have dealt with each other and with mine. I've heard white people say ######### to each other that would never be kosher to say to a black person, and vice versa. Social awareness is taking everything you can into account.
Isn't making assumptions about people based on external factors called implicit bias? Or stereotyping?
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2744485#Comment_2744485
First, some reading that will really help you.
https://www.theatlantic.com/politics/archive/2015/09/color-blindness-is-counterproductive/405037/
Secondly, you are again trying to fit an old square peg in a round hole, . (Considering the Atlanta Race Riot actually happened the same year Ed was born) as a matter of fact, it would have been illegal in most states for a black woman to have adopted a young Ed, which again, goes back to my point about trying to ignore reality, history and society when you make your arguments.
So, we should interact with people differently in social situations based on skin-color?
I am NOT DENYING that racism is still a problem and exists and happens.
That is why I support the removal of this, because of the historical context of a white man wearing a black face and the currently easily associated connotations to Blackface.
However, it should be observed that the END GOAL is social blindness.
#########, I'm aware of my own hesitation when interacting with people of a different culture/race purely because they're different and I've basically been living in a monoculture my entire life.
And it's the understanding that I shouldn't have that reaction that I try to improve myself.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2739866#Comment_2739866
https://forum.deadbydaylight.com/en/discussion/comment/2739873#Comment_2739873
Top is what I think is the best comment here. Right under one of the worst.
But hey, let's talk about it. If Ed Gein was born to an abusive black woman, instead of an abusive white woman, would wearing black faces be racist?
You said people don't want to talk about it. I do, specifically I want to ask if you know how race works, or if you think white people are commonly born to black parents. Every argument I've seen you make here only makes sense in a void where society doesn't exist, but for this, you're also ignoring basic biology.
So to answer your question, no, if Ed Gein wasn't white, then it wouldn't be considered blackface to wear another non-white face.
The end-goal is "social blindness" of skin-color, disregarding biological statistics as that shouldn't matter in social discourse, rather only in matters of biological health.
However, while it's still a huge social aspect and people apparently can't make a distinction between biology and social discourse regarding skin color:
If Ed Geins, a white Child, was adopted by an abusive black Woman, and instead targeted black Women instead of white Women, is he racist?
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If The Killer decides to open the hatch to reset the gates, they should not be able to close the Hatch. The only concern is that Survivors may have an advantage with knowing where the Killer might be based on TR and having the Hatch Audio and the after-hit speed boost for non-Insta-down Killers.
If the Killer decides to open the Hatch, it should Expose all Survivors for a duration, and reset Exit Gate progress, perhaps even blocking Exit Gate progress. But the Killer will become unable to close The Hatch. It is a last-ditch effort to secure a down. Forcing end-game Hook play if it pays off, and the Survivors don't hide or run away during this time, but also making it much easier to escape if they don't manage to catch a Survivor during this time.
The only concern is where the Killer opens Hatch. If they're allowed to instantly open Hatch wherever, they could cheese it by running up to a Survivor and opening it in a slightly inaccessible location where they will be able to cut off that Survivor before they can escape. But if they have to move to a specific location, it makes it far too easy for Survivors to have map knowledge and stealth around where they open the Hatch.
Basically:
If The Killer Opens the Hatch, they should know where nearby Survivors are, and all Survivor should be exposed, so those Survivors should run or hide.
The Killer should be locked into an animation of opening the Hatch for some duration so The Killer can't cheese right behind a Survivor.
The uncertainty is if the Killer controls where Hatch spawns or if they have to find it, and if Survivors will have any prior indication as to where it spawns.
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Curses have far too many interactions. Some simple status checks, such as gaining Endurance while Exposed could be incorporated into the Voodoo Doll as an addon.
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Incorporate into Voodoo Doll as an Addon
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Incorporate this into the Voodoo Doll as an Addon.
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Not impacting the Killer. Instead influences Survivor statuses.
Med-kits might influence Health states, the Doll influences things like magic cures for Exhaustion/Hiding Aura's, temporarily suppressing Scratch marks, etc.
You Voodoo the Doll to influence the Survivor.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2744407#Comment_2744407
its tome related ;)
Though I certainly think that it could use that object instead of a Walkie Talky, would give it a more supernatural feel as well.
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If leaks are to be believed it's possible that Aura reading may be offloaded onto a Mirror Item. If said Mirror Item isn't just part of a Tome.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2744333#Comment_2744333
Needle speed doesn’t necessarily need to be constant, it just needs to have a starting speed which is visually gaugeable by average players on the fly. As it ramps up it becomes more difficult to read, but once it resets it goes back to that easier to hit speed.
Think of it like a rhythm mini game where the speed of the rhythm increases as the difficulty ramps up. That’s not an uncommon game mechanic (for example one of my favorite little indie games, One Finger Death Punch, is built around that as its core design.)
So long as it's a base-kit mini-game it should remain a constant. (Unlike OFDP DBD's core is not skillchecks)
Perks and Powers could affect that, sure.
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I like those suggestions.
More interesting than what they are now.
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There needs to be a constant to work off of. Needle speed is that constant.
Audio/input reaction time are much more volatile on a player-by-player basis.
Visual is a near basic requirement to even play the game to begin with.
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Well, what do you want to see?
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Huh. Yeah, that'd be useful if mentioned in the Killer Power.
Wonder if you could change some addons to make it have more/less range as well.
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@The_Krapper said:
They aren't lazy they just drag things out, it's a business so they're trying to maximize profit
I still don't understand profit maximization for the sake of profit maximization.
Money is symbolic of Human Work hours.
A stack of it is worthless if not used.
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If they pump up cosmetic and chapter sales they can pump funds into hiring additional/improving pay quality of devs.
(Which feeds back into more players which feeds back into sales and becomes a cycle)
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Dead Hard is available to all Survivors and has the largest immediate impact to the Playerbase and is a single point of focus.
Focus that first, use lessons learned to speed up the recoding/testing of a massive backlog of other things.
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@Whomst said:
This Featured could be implemented with the Glyph Mechanic as well. For Example : 4-Glyphs Spawn in the Basement once discovered and Activated.
Once Collected ,the Glyphs can be Linked at Killer Belongings within 32-Meters. This includes near Standing-Totems,Unopened Chests,and Non-Occupied/Destroyed Hooks.
Two Linked Glyphs can be Teleported between 45-Meters of Another.
Survivors can Enter the Basement and perform cleanse prayer Action at a Basement Hook as well. Once Each Current Survivor Performs this Action the Glyphs are Deactivated , and the Killer will have to reactivate them again.
Other Direction with Glyph Interactions can Include: The Killer can collect enough glyphs which will Affect their Character Stats.Similar to an RPG Stat System where Categories affect Stat-Interactions based on the Character. The Clown as Example, Strength:Strong resulting in Quicker Generator,Pallet,Breakable-Wall Breaking ; Lunge Reach :Low ; Dexterity: High Resulting in Quicker Vaulting and Lunge Attack Speed; Pallet Stun Resilience: Neutral ; Attack Recovery : Neutral , Etc.
The Oni having Higher Stun Resistance , lower Miss Attack Cooldown ,and the Ability to hit Multiple Survivors within Lunge Range to simulate more finesse with Attacks.
This shifts the Power in Between Categories making them stronger in Certain Areas but weaker in others and giving variety to Character Stats optionally. Survivors may Interact with a Glyph in a similar manner.
Alternatively , the Killer may spend all Glyphs collected to Relocate the Basement to Main Building or Killer Shack if Available.
Hmm. Ignoring aesthetics for a moment, mechanically this is just adding more of the same with regards to the invested effort:
- Searching for Glyphs - Killer is already searching for Survivors, searching for glyphs on top of that is kind of redundant even if the payout is the ability to allow different methods of approach.
- Cleansing Glyphs - Survivors are already dealing with "cleansing" generators to facilitate escape.
Having these be static and already available waypoints would add in a new method of interacting with the game:
- Leaving chase as Killer - To cut off the Survivor by cutting them off from another direction
- Running into a Deadzone - To instead relocate yourself to another portion of the map that has a jungle-gym (Shack). This assumes that the looping potential near the map-edges isn't great. (And if Survivors have the ability to close these walls temporarily while not in chase it becomes similar to Kicking a Generator)
If Glyphs were to be Introduced, I'd rather see them flip gameplay on its head, likely through Boon Perks (Oh wait, that name is already taken for Survivors):
- Injure a Survivor and "Repair" a glyph by dropping chase and fueling the glyph's Power (As Killer)
- Listen for Audio and visual cues to "Hunt" for a glyph for a significant Boon (As Survivor).
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The intention behind Behaviour Accounts is most likely to consolidate User information into one BHVR controlled database to be pulled from all various platforms.
However this is likely not a major priority over the live-service maintenance, is likely extremely labor intensive in terms of design, architecture, setup, and data migration, and likely will be years out.
From a consumer perspective, and likely your perspective of wanting it in a few months/years, it is not happening.
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- Survivors can't interact with Jigsaw Boxes unless they have an active RBT.
- Only 1 RBT activates anytime a Generator is completed.
It's now staggered for optimal slowdown. Might be a bit OP and need to increase the RBT death timer though.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2743377#Comment_2743377
If people say racist garbage, they deserve to be reported for it, regardless of the chat filter.
If you have a problem with slurs, use the chat filter. If you want to cuss and see cussing, open a discussion about fine-tuning chat filter settings in an options menu.
The filter is there to try to reduce report tickets by requiring obvious intent to bypass the filter.
Is it in need of improvements? Probably, I don’t know I’m on console.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2743358#Comment_2743358
So if you choose to see chat, you wouldn't be able to report it?
If you have chosen to waive their safeguards, it stands to reason you are willing to see said text.
Chat based reports would then only be taken by players who have the chat filter enabled, as it will be used to improve/revise the filter or enact punishments on those willfully bypassing said filter.
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Would there be a disclosure that all reports related to verbal/text harassment will be bypassed if you opt-in to the non-filtered chat?
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Opt-out, but sure.
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@cantelope said:
https://forum.deadbydaylight.com/en/discussion/comment/2743249#Comment_2743249
Going through floors isn't a huge deal on the vast majority of maps, it's just the game/rpd honestly because they are both dense multi level maps. The others I struggle to think of a place where they are truly frustrating. Just annoying which in and of itself is fine.
I feel like it shouldn't be to tricky to block it from going through just those floors on those maps. Since you could alter the maps themselves rather than boons.
This is more a concern about how every Totem is beneficial to Boon, and Survivors don't get "######### spawns" for Totems such as Killers do with Hexes. Take the 3rd floor staircase Totem in Midwich. It's a strong Totem spot for Killers and Survivors when it should only be strong for Killers, but crappy for Survivors (in terms of area coverage).
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2743247#Comment_2743247
It's a cylinder.
You can clearly see this on maps like RPD.
Thing is - apparently they can't code that, which is why stuff like Surge and the TR go through floors.
Boons are just going to have to get nerfed, CoH in particular.
Next comment I mention that it should be a cylinder with limits, rather than an infinite vertical axis.