AnObserver
AnObserver
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@YOURFRIEND said:
Survivors would just use the tunnels to magnify the efficacy of holding W. They're essentially big long straightaways across any given map.
Hell you could just remove "The Tunnels" completely and just make the doorways in The Basement itself without any need for a 3rd intermediary room if Survivors just insta-wiggle out if you try to take them through the "Teleports" to The Basement.
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@YOURFRIEND said:
Survivors would just use the tunnels to magnify the efficacy of holding W. They're essentially big long straightaways across any given map.
Well, if carrying a Survivor is prevented from occurring when walking through them, they can now be shortened significantly. Being more of a wildcard/misdirection rather than a Walking simulator.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2737376#Comment_2737376
Okey that was a really good explanation and I kinda get it. I was just curious cause I got bubba recently and just startet working my way to the cosmetics cause I thought this was one hell of a good and funny idea to get cosmetics that even ty into the killers lore so nice
Oh, I totally agree with you, I do like the progression element and thematic tie to the Killer as well (And hope frameworks like that are introduced with less hostile subject matter in other areas of the game), Hopefully the attention that this system received will also be a catalyst for reintroduction of said framework elsewhere.
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In the context of Bubba's lore, Smartface isn't a problem.
In the context of a social game like DBD, the problem is children trying to cope with their own insecurities by taking out their frustration on a historically/currently marginalized population demographic using a cosmetic which has an extremely easy connotation made to a historical a tool for said marginalization.
The irony is that said bad actors will attribute a targeted removal of only Smartface to racism by BHVR and so the cleanest solution is to axe them all.
Loss isn't something that people are comfortable with so knee-jerk reactions will fall in-line with "Why are you taking something from me" when little thought is put into it. Ultimately though, it is necessary given current social climates and the global reach of DBD.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2737175#Comment_2737175
In terms of textbook defintion yes you are absolutely right there. However the word "Rework" got changed and adapted for gaming and it is only used to describe a change that overwrites the old thing completely. Its not just dbd, every other game and game company uses the word exactly like that. A rework is something like that happened on Freddy. The old power got re done completely from scratch. You can also apply that to D strike or Doctors static blast. That is what rework means (only in terms of gaming ofc).
Correct. But this is the answer to your question: "I just wonder where that comes from?"
Not everyone is a "gamer", disregarding the needed discussion of perspective on that term itself... (An endless cycle). And as such there exists multiple perspectives of changes. All of which are valid to a degree depending on the perspective taken.
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Boil Over has revealed new technical possibilities.
Entering a Doorway will now add significant progress to the wiggle-bar of carried Survivors.
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@Pulsar said:
I don't think Boil Over is going to be meta but those SWF's looking to bully people really shouldn't be given that perk.
Now I do like that they are willing to add "Environmental" Conditionals to carrying Survivors. Gonna slap that onto my "Tunnels" Idea.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2737147#Comment_2737147
It seems to be abit of a exaggeration tbh
Well, what's your perspective on a "rework"?
From the perspective of a Textbook definition, it's just "make changes to the original version of (something)".
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Perspective.
To customers a simple number tweak can be considered a rework given they look at the process as a black box system. Their concern is what a thing does.
To a developer a rework might be like Nurse, where everything changes in the backend but barely anything changes in the front end. Their concern is how it does something.
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@sizzlingmario4 said:
Why does it even have great skill checks? That's just a wiggle buff at that point, not a quality of life change.
Just make them like the demo portal skill checks with no bonus zones.
It adds a "target" to aim for, a possible buff for Survivor Survival BP gains, and becomes something that can be modified with Perks. Which is also why it's such a minimal "gain" in the first place.
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Unless they've changed licensing partners, I'll still not be buying that chapter due to the affiliation with Boss Protocol. But I do wish those that purchase it to have a fun time with the new voice lines!
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2733389#Comment_2733389
I'd say opening with a statement implying that I don't know how to read is pretty rude, chief. But I'm not tryna get banned. You have a great day.
Make sure to limber up before you hurt yourself with that stretch. They're moderators, chief, they need to follow procedure and reference material, and make sure it's referenced. Case in point to prevent people from jumping to conclusions like you just did.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2733153#Comment_2733153
They fixed a suite of nurse bugs. Maybe. This is not game health, it's one killer. An operation health would encompass sweeping changes to optimize netcode, hitboxes and fix bugs that affect *every* killer. They'd have to devote a chapter to it. Quit trying to deceive yourself and others. It's gross.
Dude Nurse is a suite of race condition bugs that are likely almost entirely due to their switch from Killer host to dedicated servers. I never did take a course in networking, but I assume it's related to concurrent computing.
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@Xendritch said:
Bug fixes and optimization is great but that doesn't mean look past nonsensical changes for twins, clown and nemesis while Blight gets to zoom by untouched.
Looking over the dev updates it reeks of "quick wins" to satiate consumers. Outside of the whole beta framework at least.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2733166#Comment_2733166
They would've been well advised to hold Nemesis back until they got the zombie code working. Until they got ALL the code working, in fact. That chapter had SO MANY BUGS. Like, delay release for a month and take the time! Maybe if they'd spent more time and manpower working on him, they could've gotten the "more than 2 zombies" code to actually work instead of crashing the game with memory leaks.
How great would Nemesis be if they'd kept his implied original power: every time you T3, you spawn a new zombie and go back down to T2? SO GREAT
Welcome to them taking their time. Still wish they did do some teasers for any upcoming Killer changes.
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@Adjatha said:
Taking the time to put out bug fix patches is good. Nurse has been in the game for literally 5 years with some of these bug never being addressed, so it's nice that they're finally getting around to fixing them. It's also nice that they're KIND OF trying to fix the false info validated hit bug (though it would've been a lot nicer if they had done that when it first appeared instead of putting the same broken code into Dead Hard).
That being said, they chose a terrible time for it. With the most recent slew of changes, the game's a pretty poor state; from broken MMR, unfun killer gameplay, a slew of arbitrary killer nerfs, wildly overpowered survivor perks, and diminishing player counts... well it would've been a good idea to staunch the bleeding a little bit before spending all their time on the technical side of things.
- New Cenobite voice lines? Great! No fix for his bad controlled power and gutted passive power? Awful!
- Nurse bug fixes? Great! No fix for Nurse being the only viable top-end killer in the game? Awful!
- Validation fx bug fixes? Great! No properly validated grab system? Awful!
But hey, I'll say this much: There is ONE nice thing about the PTB -
Haddonfield has been disabled.
What a blessing. If only that were in the Patch Notes instead of the Known Bugs section.
To be honest, the ######### Nemesis release really soured the game for me. I don't want that happening again.
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@YOURFRIEND said:
It is absolutely not, but excellent gaslighting attempt.
The hell does Operation Health mean to you?
To me it means code optimization that allows for greater flexibility in the future, not necessarily balance changes.
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@TheMadCat said:
What.
Shoddy coding to get things out the door that take too long to address to satisfy customers/product in a timely manner that piles up and sits and simmers in a backlog.
Addressing it usually means putting more flashy features to the side, and convincing product that it's a necessary thing.
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It's operation Health. The ######### that goes unnoticed by most people because it's not big and flashy. I have no idea why they didn't lead with this.
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Core concept of making it a bit harder to find you when the Killer is harder to detect is interesting. But it does kinda try to pull from a bunch of already existing Perks than try to do anything unique on its own (apart from the slow-vault speed). And it does gut the main technical functionality of the Perk, that being: If the Killer is in a Cone in front of you, you get information regardless of their stealth status.
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@Veinslay said:
Why would he be upset about the patch? I thought he could win with no perks/addons and AFKing no problem ez pz
Why the hell do people only care about winning? I want an experience, and it has gotten stale.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2729295#Comment_2729295
Nobody knows yet. But saying that only Survivors will be able to participate in Betas is wrong. But I guess it is easier to find QoL-Improvements for Survivors.
I doubt that Survivors will gain more BPs than Killers anyway, Killers get 30-50% more BPs in games and also have it easier to gain Double BPs. So its not like Survivor BP-gain will be anything else than miserable.
https://forum.deadbydaylight.com/en/discussion/comment/2729321#Comment_2729321
The Pig Add-Ons got buffed. The numbers being lower after the Patch does not mean that those were Nerfs.
I'm not saying that only Survivors can participate, it's just that this mid-chapter I'm more interested in playing Survivor than Killer. Nothing really new to look forward to on Killer, at least from my perspective. Sure, buffs to the same stuff, but nothing new, nothing new to discuss, or theorize about outside what is already being theorized about.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2729268#Comment_2729268
The beta stuff will likely be used for Killer changes as well eventually.
Used for what though?
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/2729185#Comment_2729185
The patch-notes include all the bug fixes, all the known issues, changes, features, the update shows the biggest or most important changes.
Well, color me disappointed then, if all the largest topics have been discussed in the Dev Updates. On the Survivor side they have a huge teaser to gameplay info experience and a revamp of a game mechanic that has an effect for all Survivors in the form of an opt-in beta that also gives bonus BP, and Killer has nothing new apart from more gen info/block, yay.... Has the idea for base-kit Mori's been shelved?
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@Rizzo said:
The Developer Update is not the PTB patch-notes, it's a showcase of some of the changes that are coming, but it doesn't cover all the changes that the PTB will have.
Are there more significant changes in the PTB notes? Or will the rest generally just be bugfixes?
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No.
At most I'd say have the Player Icons have a directional glow towards the general direction of other Players on the UI. But Kindred is far too specific location information. And if you want the Survivors to be able to signal that they are being camped, improve the "wiggle-signal" instead of giving 16m wallhacks.
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Hmm, being distracted while the Killer is carrying you and you're struggling does seem both mechanically and thematically appropriate.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/2727073#Comment_2727073
This is just the first part of the update, I'd wait until part 2 before calling it survivor focused.
Oh, the Tweet makes it seems as if it's a one-parter, but the last line on the update says there's a part 2, apologies.
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I'm totally supportive of this change, but I'm guessing it's going to royally piss off Killer mains with how Survivor focused the New Year Dev Update is.
I mean hell, Survivors get to know what other Survivors are doing, but Killers still don't get a Hook tracker for each Survivor?
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I'd say just make the Lullaby increase your Distant Terror Radius range by 8/10/12m per Token, with it being Global at 5 stacks.
Gives it a literal meaning as the "Lullaby" Survivors will hear is the Killers Distant TR (If they have one/are not Undetectable)
(This is also effectively a "Stealthy" Hex Perk now given that oversaturation of a TR sound desensitizes Survivors to your distant TR reducing their reaction time more in-line with your mid-range TR/heartbeat, if not simply puts them on edge with them assuming you're closer than you actually are, and can synergize with Perks that influence Survivors while in your TR like with Coulrophobia)
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Far as I know grade progress can't decrease and is just a visual remnant from the previous system.
This however is certainly a valid point to address.
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@PCZóide said:
https://forum.deadbydaylight.com/en/discussion/comment/2726910#Comment_2726910
It's like you ask "Do you know how I report something?" and the developer just answers "Yes" and closes the dialog. Did that clarify your question?
Above MandyTalk responded much better than before. It clarified my doubt. This is the kind of service we want to receive everywhere. If you think dry answers that do not clarify doubts are common, we in Brazil are not.
Well TBH this also raises a design concern regarding the forums which seems to be Mandy's area of expertise.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2725685#Comment_2725685
It's just a personal preference, i love the cosmic horror aspects of dbd but multiples of the same character is one of the only things i don't like, when i think about dbd in a story perspective i prefer to focus on the survivors daily lifes, how they operate in trials, their relationship with each other a d how they operate as a team.
About the time the way i see it , from the Entities perspective It's linear when you are inside and a mess outside, time does pass inside but parallel to outside and since nothing ever changes it gives the impression that it doesn't, the entity doesn't understand how our time works and just picks people from whenever it wants.
I mean, you can do multiverse stuff and slice of life stuff at the same time. IMO Multiverse stuff allows more freedom for storytelling with regards to slice of life stuff because you don't have to be too concerned about continuity. (And also because you can tie-in gameplay into that same storytelling as well rather than just having a dusty old tome on the back shelf titled "Canon")
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At least my own gripes.
Killer doesn't have partial objective completion that feels impactful whereas Survivor does.
- A Hook state doesn't feel as Impactful as a Generator popping or the Exit Gates being Powered, only the Kill does
The Start of the match has Survivors completing a % of their Objective disproportionately faster than other stages of the game
- 3 Gens being popped at the Start if you're not using Corrupt/Deadlock give a feeling of crunch, even if the late-game is where Objectives can be properly patrolled, you feel more like a Work Supervisor rather than a Killer.
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But I'd still keep the Hex Perks.
Ruin -> Surge
Devour Hope -> Rancor
The Third Seal -> ???
Blood Favor -> ???
Crowd Control -> Bamboozle
Haunted Grounds -> ??? (Make Your Choice?)
Huntress Lullaby -> Overcharge (No real direct comparison to reducing sound cue)
Plaything -> Hysteria (but that Perk could use some love)
Thrill of the Hunt -> Totem Specific
Undying -> Hex Specific
Retribution -> Bitter Murmur
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Distressing.
It's shite, but I like being able to manipulate the TR, especially with PH's Music because I know how bangin' it is.
(I still get my arse kicked often but my favorite build to use is Agitation/Distressing/Starstruck/other Perk)
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If something is Meta, figure out why that is, and if the core concepts behind it merit integration into base gameplay and/or if it needs a number tweak/redesign.
See Exhaustion Perks and the Exhausted status effect instead of creating a loadout check that only allows one at a time.
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Unless it's part of the Killers Power to be hyper-mobile, literally running away from something is the best way to create distance asides from using some kind of environmental boost.
The only "solution" to this is dealing more with the Heartbeat and Terror Radius given that far too often allows Survivors a significant amount of forewarning that the Killer is approaching, especially on larger maps, that allows for earlier distance made,
But if the Survivor spots the Killer, by default running away from the thing should remain the most basic tool available.
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I don't like the catwalks in the main building. far too open with far too many places for Survivors to jump off of. You need to be right on the Survivor to make the chase even worth it before they go to the second floor, but given how open it is, it gives Survivors a lot of time to prepare and to choose where and when they want to fall off, if even, given there is a pallet and vault up there too.
Ormond at least has walled areas where you can mind-game.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/2719375#Comment_2719375
To be fair the killer can actually do something about this.
And I'm all for having Survivors be able to bleed out faster under hooks. But you're more of a punishment mind than a solution mind.
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Personally, I'm hoping for another stealth/misdirection Killer with a detached objective for Survivors to waste time on.
Essentially Ghostface with a Pig Trap and a Freddy Teleport.
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How many points should Survivors lose for every second they don't leave through the Exit Gates after they've been opened?
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If I had to guess, maybe you're talking about taking screenshots of comments and using them as ammunition against other people?
IMO the only way that would be a problem is if you're using screenshots of comments that have since been edited/removed by moderators (as it's essentially the same as avoiding moderation)
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@ImBrakingBike said:
https://forum.deadbydaylight.com/en/discussion/comment/2717475#Comment_2717475
Maybe it's some kind of mechanics like Pyramid Head's cages? I'm not sure if that'd be better or worse, but I can't think of any other way of preventing facecamping.
Dunno about you, but if I could move Survivors to a hook across the map by standing next to them for a few seconds I’d do it every time. I get to patrol right into a contested hook zone. Great for tunneling and wasting time (especially if you proxy and intercept only to body-block a hook rescue to send the Survivor across the map)
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Well, what number would you like?
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@Mandy said:
https://youtu.be/Pz7f_WPutq8?t=5220 I'll just leave this here.
Any plans on discussing this? (Or letting the community know if it has fallen through once again?)
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2715888#Comment_2715888
That sounds about right! I just want SOMETHING new for Killers to interact with...
I just don't see it being too bad for Survivors, since they already have a good amount of free time at the start of a Trial. And I wouldn't mind interacting with them as Survivor, either. Always enjoying something new to do that isn't breaking pallets that haven't even been dropped by Survivors (breakable walls)... 😶
I mean the closet thing that I could think of with regards to a "Killer Pallet" is being able to use Bloodlust to permanently "Bamboozle" Vaults/Doorways with clearable entity creep that forces slow vaults from Survivors and speeds up Killer vaults. (Press the Killer Power Button while Vaulting an obstacle with Bloodlust to apply Entity creep to consume Bloodlust and creep the Vault)
edit: Of course, Bloodlust should probably be reworked so that it's more accessible in shorter chases and not reliant on a single chase being long. (But that would probably remove the haste effect from Bloodlust in favor of being able to block Vaults/doorways, bloodlust itself becoming a kind of "Exhaustion" Perk for Killers. One might increase movespeed at the cost of only accruing in chase, default one could apply entity creep, another could make it so that the Killer is able to become undetectable for a time (EG: a reworked Beast of Prey))
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2715882#Comment_2715882
Hehe, well it's kinda just a suggestion. I'm not EXACTLY sure how they would be implemented, but I'm thinking something like this:
The doors would start out shut and the areas that the doors were present would create unsafe loops for Survivors, to the Killer's advantage. Survivors could open the door (5 second interaction or so?) with the chest opening animation (lock on the door). Opening the door would create a better loop for Survivors. However, the Killer can shut the door again (1-2 second interaction?) and recreate the unsafe loop.
I really have no idea but it just popped in my head due to my disgust with breakable walls. I guess in the end, I wish DbD was quite different mechanically. Something that allowed for more carnage, but the emphasis wasn't on killing the Survivors--rather just making them suffer quite a bit, while everyone earned plenty of BP and had fun using their perks and Killer powers and you weren't on such a time crunch. The current game design is a drag. And no, I don't say that because I'm burnt out or anything--it's just that the game has been the same for ***5 YEARS*** and it's supposed to be a "living game" (according to BHVR)... but I guess that means paid DLC and cosmetics. R.I.P.
So excluding the pre-setup for Survivors of opening the doors (perhaps too similar to Killers scouting out breakable walls at the start of the Trial), it seems to be you’re interested in a method for Killers to create an obstacle for Survivors in strong loops, a “Killer Pallet”?
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2715489#Comment_2715489
Hmm... I listed many reasons why BHVR has no creative process for Killers. Things like Hex: Pentimento being the first Killer perk to add a new interaction for Killers, yet it is pretty gimmicky and mostly useless; Breakable Walls being the only map-gameplay mechanic added for Killers yet they are also a rather useless (and rather detrimental) addition to the game; The fact that many Killers' enjoyment relies on successfully using their power against Survivors, rather than just using it in general, meaning that you are essentially providing entertainment for Survivors rather than for yourself; and the fact that Killer gameplay consists of walking simulator with occasional clicks and spacebar presses.
My problem is not that Killers are weak or easy to play against, it's that Killers' powers are either copies of other Killers' powers or are too dependent on successful use to actually be fun to play. For instance, I actually enjoy playing Billy when I play Killer because his power is fun to use. It's not dependent on successfully hitting the target--I just like zooming around the map and being mobile. But a Killer like Huntress is a massive drag for me, because the fun of her power is dependent on hitting Survivors with it, rather than just using it in the first place.
I'm basically saying that it's evident to me that BHVR ran out of Killer ideas a long time ago. Heck, the last "unique" Killer we got was Pinhead, but even then his power was basically spelled out from the movie for BHVR and all they had to do was implement it. Not much creative thought needed, just technical. Before that was Pyramid Head, and he really was the last mechanically unique Killer we've received since (besides Twins, but they were implemented so poorly that it doesn't even count). But besides that, new and flashy Killer powers don't mean anything when the core gameplay is still mechanically deficient in actual skill and challenge. We need changes that affect every Killer in the game, like through new mechanics such as jumping or doors that can be interacted with. SOMETHING!
Survivor is infinitely more enjoyable because of the mechanical intensity of the role's gameplay. Yes, you still have to repair generators which is the most boring part of Survivor, but you also have to flee the Killer and waste as much of their time as possible, which is already more than Killer just botting after you hoping you make a mistake. Not to mention that Survivor has many, many other tools at their disposal to spice up their gameplay; things like items, perks that give you new interactions (Dead Hard, Head On, Flashbang, Repressed Alliance, e.t.c.) and many other actions to do like healing, unhooking, saving teammates with flashlight or pallet, totem touching and so on.
My point is that Killer feels like a prop... like an A.I. for the Survivors to interact with to spice up their gameplay. Not a player playing the enemy role in the video game.
So let’s expand upon this, doors..
What comes to mind when you think about them being used by the Killer?
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2715409#Comment_2715409
Hmm... that would be neat, but I'm thinking something like more buttons to press than just WASD and spacebar, or different ways to interact with the environment than just breaking generators and pallets. I just dislike how rudimentary current Killer gameplay is and would like to see it be something more interactive and engaging.
Like... What? I'm all for it but so far, I have yet to really see anyone suggest anything, just a general "Yeah they should do sumfin'"
I know I'd like to see spreading Hooks be rewarded with base-kit Mori's.
The ability for Killers to pac-man across different sides of the map to approach survivors from different angles after Hooking a Survivor (in some manner).
Hell, I've made suggestions about using the Barrels as some kind of zone-control useable by both Killer/Survivor, Self-care when in Survivor control and Whispers when in Killer control (though that has kinda been taken over by Boons as Perks).
What do you want to see, what in-game interactions? (Or is it purely new keybinds?)