Apollos
Apollos
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@Zephinism said:
Having played games managed by other companies like Blizzard, JaGeX, SEGA, ANKAMA, etc. I actually have a lot of respect for the devs at BHVR.
Blizzard with the firing hundreds of people, the sexual assaults etc. JaGeX completely ruining their game, banning innocent players etc. SEGA absolutely milking PSO2 dry after denying it from non-Japanese speakers for 8 years. ANKAMA Support replies to your ticket a year after you've created it (if they even reply).
Then you have Activision, Ubisoft and Rockstar Games which just milk players dry with rehashed nonsense. BHVR might release buggy games but have you heard of Bethesda?
I don't really get this argument. Behavior can still do wrong by players without having to compare them to other companies. Someone being assaulted at Blizzard doesn't mean that Behavior didn't drop the ball so hard last chapter that a portion of the community was unable to play the game at all. Apples and oranges.
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No. I could make a big long post, but to make it very brief: the game is busted and there's miscommunication between us and staff, and neither problem is getting addressed.
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I haven't checked in a while, but Wesker and Sunderland were censored for me in the past.
I don't know why and I don't think we'll ever find out why lol
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At least it's not lonely.
It has Dead Dawg and DLC to keep it company. 🤓
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I haven't noticed any real change. Still get paired fairly evenly with baby players and high rank players. Less campers and tunnelers so far though.
I've had some salt in post-game chat which is pretty new for me, but it's all what you'd typically expect.
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I think he's fine overall. He just feels like another flavor of the same killers we've been getting. Anti-chase with an extra gameplay mechanic. Doesn't add anything too interesting to gameplay because of that, but he's not terrible or anything.
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I've posted about this a few times and they've acknowledged it months ago, but total silence since then.
Of course they still sell it at full price without any warning anywhere lol
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@Grandpa_Crack_Pipe said:
They're frustrated and need to take it out on someone?
Someone teabagged them last game and you're filling in for them?
You played survivor and that's an act of aggression against them?
A bizarre hatred for all life?
I don't know, man.
One time a killer was really gunning for a friend of mine and got them out of the match pronto. Then in post-game chat, they said "that's what you get for teabagging". But it wasn't even him lmao
Misplaced aggression is too common.
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OK
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@dspaceman20 said:
I think ds is in a good spot right now. Touching it anymore would make it worse.
Also can we stop with this word abuse. Using ds isn't abusing it.
I wish we'd stop with all the words like abuse, toxic, shaming, etc. in general.
Since when is DBD serious enough to act like we need therapy for it? lmao
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@Alphasoul05 said:
https://forum.deadbydaylight.com/en/discussion/comment/2465331#Comment_2465331
A game that you purchase, can buy cosmetics, can buy a battle pass, can buy DLCs, can buy individual characters, has zero excuse for the current state it is in in terms of optimization.
Don't forget that they still sell broken cosmetics without any warning prior to purchase and refuse to rerelease Rift content unless it can be sold in a complete set for maximum price. So even those things are taking advantage.
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@Johnny_XMan said:
Half of the time it is killer mains themselves swarming in those threads, so to me it’s silly to think survivors are the ones who keep those threads going. 😂
Survivors complain about spirit - Oh another spirit thread 🙄
Survivors don’t complain about spirit - but they have now moved on to the next killer 😱
It’s like either way they themselves are the ones who keep those posts alive.
It makes me think of the FNAF threads lol
Someone makes a thread and it gets filled with people complaining about the frequency of FNAF threads. Then they go and make their own thread asking why there's so many FNAF threads, directly contributing to the problem.
To be totally honest, I think the game is frustrating and the forums are really boring, so it's a way to generate some passionate conversation over nothing in particular.
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You've already nailed it with the OP.
Slugging in and of itself is a tactic that actually buys survivors more time in-game and allows them a greater chance of participating within the match. The problem for survivors is when it's used in a similar way to tunneling and camping.
Chasing and hooking are vital mechanics to the game that benefit both sides. They're needed to experience balanced gameplay and keep the match flowing. However, tunneling and camping unfairly target one player and keep them from contributing to the match. That means that things get disjointed and the rest of the players have to adjust to the now aggressive gameplay that's been introduced.
When a killer implements that same aggressive attitude to slugging by downing all survivors early on, or making them crawl to hatch only to close it in their face, it's going to be seen as an unfair and detrimental tactic.
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Playing other online games (especially in the horror genre) makes this feel particularly true.
DBD is a game where you do the same objectives and deal with a lot of stress. It's not impossible to have a good time and I think most of us keep playing for those really great matches that come along and make us go, OK that was actually really fun. But overall the game is repetitive and gets boring fairly quickly and has an aggressive player base that only gets worse over time. It's not something people really get to play to relax unless they get to hang out with friends while they play.
That might just be the asymmetrical 4v1 style of the game itself too, to be fair. But regardless, I definitely feel like the game needs more variety.
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@JesseJH28 said:
Some decent competition is all I'd need. I'm very much looking forward to Evil Dead, Back 4 Blood, and whatever Gun Media is working on. Dbd had my heart for years but the 4v1, same objectives every match, bugs on console, etc... is becoming very stale. I'm just ready for something new, and something that works.
Same, the Evil Dead game looks like a lot of fun. They managed to get every license too, which is a first.
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Nothing could make me rage quit the game, but if they continue on the path they're on and end up breaking the game to an unplayable state on all platforms and keep focusing on high-cost cosmetics, that would make me not want to play anymore.
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I'm down for anything that adds additional gameplay mechanics to the game and makes it less monotonous overall.
Every match feels the same and especially after grindy events, it's hard not to feel totally fatigued with the gameplay. We need more things to do and more ways to advance to really make the game feel good and not just something we do because we're used to it.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2465236#Comment_2465236
I said it's a strong perk, i never said it's the BEST one.
NOED is the only real strong perk killer has.
That is what you said.
The only real strong perk. Implying all other perks are weak.
Most of that's common sense if you're a low rank killer so.
https://us.v-cdn.net/6030815/uploads/WURA1A6B7VRA/image.png
https://us.v-cdn.net/6030815/uploads/W4TLZZSU1KWB/image.png
https://us.v-cdn.net/6030815/uploads/2FRUPSL9FNKQ/image.png
So would you like an hour and a half straight of me playing killer and being rank 1 or are the images enough?
lmfao I love your name
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It's a crappy tactic for the person being camped. All you can do is try to get struggle points and hopefully give your teammates more time to formulate a plan. You can also force death hook by struggling if you just want to leave without any penalty.
I think earning more bloodpoints for being camped is a great solution. You're being removed from the game prematurely, so gaining more points to even it out is a fair trade. You've earned it by taking the L for every single person in the match other than yourself, regardless of what anyone (including devs) has to say.
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When people get mad about keys, I always think of the countless green keys with no add-ons that spawn in chests lol
I don't hate that we get them tbh, but they really are entirely useless.
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I like bringing items, but if I'm having a lot of bad matches in a row, I'm far less likely to.
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I was grinding all day and was in the last match possible to earning enough shards for the shrine. I was gonna make it too. And then I got booted for maintenance. 🤡
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@Clowning said:
Oh, I've a few ideas.
https://us.v-cdn.net/6030815/uploads/OPCKCUI2W4S0/thumb-1920-84617.jpg
https://us.v-cdn.net/6030815/uploads/UZE8746VCFYF/toblerone-3362.jpg
As for Amanda:
https://us.v-cdn.net/6030815/uploads/BGZRKYY3NAI0/yes.png
https://us.v-cdn.net/6030815/uploads/U3X5XR2ZT85K/peppapig-header-mobile.jpg
Hire me anytime Behaviour.
don't make fun of Amanda's tragic past
https://youtu.be/ksbB0XYyaBI -
I think it depends. People are more likely to vent about their matches and how the game needs to change for them specifically, with others agreeing or disagreeing.
Complaints about the game itself and how Behavior manages it are less frequent imo, but they still do pop up. Most are about console performance these days, rightfully so. Other critical threads tend to get shut down by mods unfortunately, but people do at least get to share their opinions before they get locked. After said issues on console and the loss of the Stranger Things license, I'm sure a lot of players are frustrated even if they're not posting here.
In terms of shilling, the dumbest thing I've seen said here so far is that we need to be thankful to Behavior for having the game. DBD isn't a Christmas gift from a loved one lol It's a product being sold to us by a company. We have every right to voice our concerns, regardless of how they're presented, and they should be acknowledged. As (continuing) customers, we're owed that.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2448692#Comment_2448692
Unfortunately I still need to target the unhooked person:
Option A: I target the unhooked guy, others will possibly come for protection hit or just stick around clicking. The result is that I can give out injury for free and possibly at least two survivors are not doing gens, and soon a survivor will be eliminated.
Option B: I target the unhooker. Every survivor is calm because they know the unhooker was never hooked, so all 3 survivors just start to do gens. I need to deal two hits to down the unhooker which can easily take a minute... two gens done, still 4 survivors alive. The dead on hook guy possibly sits on the furthest gen, while the the others go for the rescue... And repeat.
By smacking anyone trying to distract, it's immediately no longer a tunnel. Even if you ultimately find the unhooked survivor again, the other(s) were able to distract you for long enough to allow them to escape from the chase.
What I was talking about was a scenario where you ignore the other(s) entirely to chase the unhooked survivor and down quickly to get them back on hook. Essentially forcing that player from getting to play during the match, despite what their teammates are doing to prevent that.
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@fogdonkey said:
Just to clarify: by camping I didn't mean i stand right next to the hook. I check the nearby gens and often look back to the hooked person. If I see someone is going for the save I am immediately going back to the hook and will target the unhooked person, especially if: the unhooked person is running towards me because of BT, the unhooker disappeared and all I see is the crying injured survivor.
But I guess this a bit of the survivors fault as well. The unhooked guy should just GTFO from there, the unhooker should go for protection hits and maybe even go down if the unhooked guy is dead on hook.
If the survivor rushes you for any reason, they're asking to take aggro so that's on them 100%. Survivors who go for the unhook and don't stick around to take a protection hit are also to blame for the unhooked survivor getting downed again.
It just blows when killer will target the unhooked survivor immediately either by running around the hook to hit them first or by chasing them specifically even when other survivors are trying to distract and take a hit.
Again, anyone can play any way they want, but I always try to remember that there's 4 other people playing besides me.
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I really like the map too. It's not great for DBD by any means, but it's fun to navigate. I just hate this attitude players have where they'll throw a tantrum if they get placed there or if someone burns an RPD badge.
@Midori_21 said:
Just because something is bad doesn't mean you can't like it. It's fine that you love the map, but there are a lot of problems:
Big maps have been an issue for a long time, and RPD is huge, with 3 floors if you include the upstairs library portion. Any killer that isn't a stealth or trap-based killer is going to have a tough time. It has the haddonfield "hedge-problem" where you can be right next to a generator but it'll still take you forever to actually get there because of the corridors. There are several areas that can become near-infinites if played correctly by the survivor.
Also good luck finding totems on that map without a specific perk.
Ironically it's the easiest map for me to find totems on, but I also play a lot of RE so I know where to look.
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I forgot that my friend and I tend to compare Kate to Taylor Swift or Sheri Moon lol Then that makes me think about Rob Zombie and how Jeff looks kinda like him.
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Good post. Looking at the bigger picture, it's always obvious to see that the biggest problem in the game are people that go into it looking to compete hard and develop a vengeful attitude.
@ThiccBudhha said:
Really surprised the toxicity was roughly the same. I have only had like maybe 3 killers swat at me on hook once and that is it. Survivors are toxic even when I play nice and let them go. Literally never had a message from a killer and survivors have my page filled. So, yeah, wasn't expecting that part in the slightest.
What kind of messages were they? I obviously know all the generic stuff a survivor sends. What do killers do?
The times that people have raged at me, survivors will usually blame me for not securing their escape or doing enough in general (regardless of what actually happened) and killers will get upset at how the match went (certain perk/item being brought, not being able to kill someone, stuff like that).
When I first started playing, I'd engage with that sort of stuff too which I don't anymore. But when I did, I'd usually complain about being tunneled out of the match early with 8k BP or less. Still frustrating, but I'd rather not stick around to be a baby about it.
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Susie and Trickster.
Susie looks like an e-girl and Trickster looks like something I can't say because the mods will get mad at me again lmao
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Good for you then?
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There's this guy online that looks kinda like David to me but it's nsfw lmao
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@DaWeezerd said:
https://forum.deadbydaylight.com/en/discussion/comment/2444842#Comment_2444842
I like how people keep forgetting the 4 man hatch escape achievement exists
It's hidden so I had no idea it even existed until you mentioned it.
Also hatch doesn't even spawn with all 4 survivors until all gens are complete, so I don't see why key needs a rework for something it does either in or at the very cusp of EGC.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2444994#Comment_2444994
The hatch spawning half-way through a match doesn't add anything for the killer at all. It now means that in addition to patrolling and defending generators, they also need to find and guard the hatch as well. That's not possible 99% of the time. And if you fail to guard the hatch, the game instantly ends and there's nothing you can do to stop it.
The hatch is perfectly fine and healthy for the game when; there's one remaining survivor, or all generators are completed. In either case, all it is doing, is turning two potential exits into three. (which feels more or less on par with mori's, turning two hooks into three, all it does is eliminate one potential DS or flashlight save) That is manageable for the killer to deal with, even if keys are instant escapes in those scenarios, the killer has the freedom at the point in the game to search for the hatch.
While generators are still left to be repaired, while the survivors still have objectives to do, the killer has no freedom to look for the hatch. It's sheer luck if they happen to find it, and if it happens to be in a position they are able to defend.
I get what you're saying, but what I meant was that in matches where killer stumbles upon hatch in front of survivor and vice-versa, it adds an element of tension that makes the game a bit more interesting. They both know that they've found it and when it finally does open, they know they're gonna have to race toward it (if they choose to).
It's not something that happens all the time, but any sort of excitement in the game at this point is more than welcomed.
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@Clowning said:
Yes, the reason why I've made this account in the first place, was to make sure Clown's Bottles are fixed as fast as possible, back when the Hindered status was bugged, because nobody was talking about them and there wasn't a single post in bug reports either. So after every single patch, I'd go test them again immediately, update my bug report and pester some of the mods. Three patches later it got fixed, the most interesting part was that so few people play Clown, and even less of them play him consistently, that majority of people didn't even notice until they've been told his bottles don't do anything most of the time.
Nice to hear. I'm thinking of doing that with the Ash puppet. Squeaky wheel gets the grease and all.
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@Gay Myers (Luzi) said:
Acknowledged means the team is aware of the reported bug, however, not everything is an easy instant fix and can be hard to fix, too. Especially if repro steps are missing. There is no deadline or whatsoever given for when a bug might be fixed, as it is impossible to tell really most of the time.
The forum is the best way to report bugs and they are being forwarded either by us or the QA Team themselves check out the bug reports forum - it is the official place to report bugs.
Is there any way updates can be given on reported bugs? The forum rules don't allow us to bring up issues that haven't been seen or touched on in a while without trouble, so having some idea where things are would be nice. Even if it hasn't gone anywhere, it'd be better knowing it's still on the backburner rather than assuming it's been ignored.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2444994#Comment_2444994
No it doesn't?
All the hatch spawning early does is ending the game halfway if they have a key or allow a killer to pretty much always be able to close if they don't. Or encourage survivors to stop working on gens and try to hide untill the rest are death resulting in 20 minute hide and seek matches.
You're really going to need to elaborate on how it is fun cause i'm not seeing it
In the matches I've played, it's always been fun to see who will see where hatch spawns first. It helps determine what steps are taken next for either side.
It's also fun when neither side sees where it spawns and getting to see who will find it first. But being able to see it before-hand can make gameplay interesting and I'd rather not lose that by having it spawn only when it's 1v1.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2444842#Comment_2444842
Hatch and keys are linked. A change to the hatch can be treated as a change to keys.
Making it only spawn when all gens are done or 1 survivor is left is the healthiest change they can make to keys/hatch.
The only problem with keys that it stops a match halfway. Take that away and they are fine
They're linked but they're not the same. You can nerf keys in a way that won't affect hatch and vice-versa since they aren't mutually exclusive.
Hatch spawning early adds some fun play for both sides. I think it's currently too much being able to spawn with 3 survivors left, but spawning with 1 survivor left takes away the aforementioned play. 2 kills is a good compromise imo.
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But they patched modding out, this is impossible. 😱
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@Kyxlect said:
These licensed characters being added into the game was a financial move. The only thing Behavior cared about was putting whatserface or whatsisface in the game and they let the studio secretary design the backstory who spent a whopping one hour doing research on it. Will the lame backstory's prevent anyone from buying whatserface or whatsisface just to play them? Nope, the fans are gushing at the idea of playing them.
How dare you suggest that the secretary do any further research and come up with a better storyline. They don't get paid for that. =3=
Jill's new backstory is that she was eating a sandwich in a shopping mall with zombies when all of a sudden Nemesis bursts into the scene and bull rushes Jill, her clinging to her sandwich for dear life, Nemesis smashes her through a wall and straight into a portal as the Entity was waiting and they both get sucked up. Jill awoke in a strange place near a campfire and searched frantically but alas, she found that NEMESIS STOLE HER SANDWICH! NOOOOooooo!
lmao, I will say that the things they got right prove that there was some thought put behind it. But the things I listed are really glaringly obvious oversights that I couldn't imagine them missing.
I was planning on modding it all myself until it was patched out. 😭
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@The_BiggCheeze said:
https://forum.deadbydaylight.com/en/discussion/comment/2444863#Comment_2444863
Killers can hold the game hostage that way yes, but survivors can do it as well by doing nothing and locker hopping to avoid crows. Like how I JUST NOW found one of them locker hopping in the basement.
I see what you mean. Definitely report them then.
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Is it even possible for survivors to hold the game hostage?
I thought that could only happen when a killer body blocks the remaining survivors into a corner and prevents them from finishing the match.
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Not to derail the topic too much, but I'm sick of terms like "shaming" or "toxic" being used for DBD of all things.
Are you really being hurt psychologically on a deeper level that makes you feel unwarranted guilt or genuinely unsafe, or is a total stranger you'll likely never meet again busting your balls in a game for a minute or two (that you can walk away from at any moment)?
Of course the game is frustrating, but it's really not that serious.
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@UnluckyDucky said:
thank you all, ill try to get that Bond perk because its happened not jsut to me but another friend of ours. its us 3 usually playing together and whenever our friend unhooks us he just stands in our way and we cant get away and it results in just us getting downed again and going right back onto hook. ive started carrying Breakdown just so the hook breaks and HOPEFULLY i can wiggle free before the killer finds another hook
If it's your friend, you should just tell them that they're hurting the team when they play like that. Try offering some advice like running behind you to take aggro or only unhooking when it's safe. Maybe even running Borrowed Time.
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@Red_Beard said:
https://forum.deadbydaylight.com/en/discussion/comment/2444782#Comment_2444782
I think acknowledging it is saying it is a known issue. If you mean saying so in patch notes, I think that is for new bugs that come with the patch that they want to let us know they already are aware of them. They would have to write a novel if they tried to write down all acknowledge bugs in every patch note.
That's a good point. Still a crap system imo and not remotely as involved with the community as they make it seem. But without better channels to communicate through, there isn't a whole lot we can do. Oh well.
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Imo keys are fine as is. There isn't much more you can do without making them totally useless and indistinguishable from maps.
Only two kinds of keys are able to open hatch and they need a charge to be able to work. More often than not, keys actually work against players when they open chests and find a broken key without add-ons instead of a useful item. It's general knowledge as survivor too that bringing a key puts a target on your back for anyone playing killer, so most are less inclined to bring one without a challenge to complete or a plan in mind.
Because the changes being asked for usually have little to nothing to do with key itself or its add-ons, I think it's more reasonable to take another look at hatch. I think the best compromise would be to make hatch spawn only after 2 kills have been made. On top of that, this means that at least 3 gens would have to be complete before it could appear. If the survivors are lucky and/or coordinated enough, they could force a tie using key at most.
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@ZaroktheImmortal said:
Though to be fair I've had killers get rude cause we escaped. One told us to get the ######### out of his match.
I still think about the time I went against a Trickster that slugged us all early on and hooked us one by one. I took the opportunity to hide and bleed out and he screamed at me in the post-game chat lol
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I escape a lot less as survivor, but that's typically because of factors beyond my control (aggressive players, selfish players, totally green players, etc.).
You're going to lose a lot, and if things keep progressing like this, you'll lose a lot more. You have to find something worth playing the game for beyond winning if you want to stick around.
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People are mourning, cut them some slack.
I'd rather play against Demo than half the killers I'm matched with any given day.
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Chances are it's not being done purposely but a communication error like KerJuice said.
Survivors should not be running in front of you when you're being chased by killer and in danger of being downed. They should be running behind you to take a protection hit. In the case of them blocking your way, you might want to run Decisive Strike, which allows you to stun the killer temporarily if you're downed and picked up before you have a chance to heal or complete any other objective. Another good one mentioned above is Bond, which allows you to see the aura of all nearby survivors. It'd help you to avoid following them through a bad area if the line of sight is blocked. There's other perks that allow you to move faster, gain health states, make less noise, etc. that can help your odds in general as well. Just keep playing different survivors and seeing what they're about to learn what works best for you.