Avatar

Araphex

Araphex

About

Username
Araphex
Joined
Visits
599
Last Active

Comments

  • @Bot_Salvo88 said:

    I think you're over exaggerating. You're not getting slugged every single match.

    Also, don't worry. Basekit unbreakable is coming so you can get up infinite times.

    Yesterday I played about 15 games. 9 of them our teams were slugged and they weren't short matches either because as soon as one or two went down, one or two would get back up. Rinse and repeat. I literally had a Myers slug us all, move back and forth over our bodies, pick us up, let us go and slug again. The screenshots I had a similar situation without the gross sexual innuendos where the Wraith was picking us back up to just wait for us to get another survivor up and slug us again.

    None of this was to actually play the game, but rather make the game excruciating.

  • @H2H said:

    "Just apply pressure"

    With passive gen regression?

    "No, not like that"

    With gen kick perks?

    "No, not like that"

    With strong killers like Nurse or Blight?

    "No, not like that"

    With 3 gen killers and perks?

    "No, not like that"

    With tunneling?

    "No, not like that"

    With camping?

    "No, not like that"

    With slugging?

    "No, not like that"

    With hit and run using anti-healing perks?

    "No, not like that"

    With end game perks?

    "No, not like that"

    With anti-loop?

    "No, not like that"

    I really don't care about tunneling or camping. Face camping at the beginning of a match isn't great, but it's not 4 minutes back to back of doing nothing. Some of these slugging matches were longer than 4 minutes because one person would still be up, running around to pick up the other survivors.

    As for gens, I think they really shouldn't of messed with the gen regression perks. As long as I'm able to actually play the game, it's not an issue.

  • @Sylhiri said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408116#Comment_3408116

    How do you know it's the same survivors?

    Or is it just easier to put people in a single group to hate on them?

    I should have posted more pictures from other matches. But regardless, people like that will still be rude.

  • @Veinslay said:

    Cries about how being slugged on the ground for 4 minutes is boring

    Also sits in exit gates for entire EGC to wait to teabag the killer

    - survivors

    First of all, I don't sit at the exit gate and teabag the killer. Second of all, if I had done that, it wouldn't be for 4 minutes. Third, how would you feel if almost every match in the past couple of days was nothing but killers slugging everyone, then proceed to pretend to have non consensual intercourse with them over their bodies as they bled out?

    The toxic, childish mindset you displayed here is one of the reasons why this game isn't worth my time and energy on. I'd rather play other competitive games where the majority of players aren't of a toxic mindset.

  • @Lyraedan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/373293/new-killer-trend-after-update

    It looks like you've played one match, taken 2 screenshots, got slugged and complained here and uninstalled afterwards, same match, same build, same small game tokens, same obsession, same gen count.

    It's obvious Mikaela picked up Rebecca and just got downed.

    You've just crawled to a different spot after taking the second screenshot (can tell by how much you've bled out)

    Screenshots are from one game. My second to last game. I probably should've taken more screenshots but I felt it wasn't worth it because I was frustrated with the last match of the night being the same. Plus, I have to take the screenshots on my Xbox, go and download them to another device just to upload them here. It's tedious and honestly, like I said not worth doing it over and over to prove a point.

    I wanted to know if others in the community had the same thing happen to them. I'm not here to argue or complain over one match. That's pointless. Sorry I didn't have screenshots from every single match. I'm not a streamer or content creator so I don't generally do it.

  • Forget it. I've uninstalled the game again. It's not worth my time, money and energy.

  • I never used any of the meta perks and I find this update to be far worse mostly because of players abusing certain playstyles every single match over and over. Face camping, 4K slugging, ect. The game isn't in a great state especially for solo q.

  • Try having your entire team slugged almost every single match. Believe me, its far worse. The past 3 days now, more and more killers end up slugging my entire team and bleeding us all out. Even Unbreakable is useless. Wraith, Spirit, Myers, Blight, Legion, Plague, Nurse, Ghostface, Deathslinger, and Bubba to name a few of the killers I went against only to have us all slugged with slow down healing perks on top of it.

  • Xbox Series X here... Definitely a lot more lag and frame rate issues lately. Especially when a player screams, is hooked, is downed, when a generator explodes, vaulting, dropping pallets, end game collapse, and right after the match is over (where it's the worst).

  • At this point, my review of the game will be negative until I stop going into match after match with killers who slug then t-bag or move back and forth over our bodies as we bleed out.


    Every. Single. Match.

  • I report them. Ragequitting is a bannable offense.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282079#Comment_3282079

    Refusing to participate to the normal gameplay is reportable, correct.

    Just curious, but what are examples of refusing to participate in the normal gameplay? Would a Pinhead killer standing on the box, but still moving or hitting survivors that come close be considered normal gameplay? I would assume someone being AFK would mean no movement from their character at all. I just think clarifying this would be helpful for the community to know. Its just like camping and tunneling.... A lot of players could say that isn't participating in the normal gameplay. Maybe someone could pin what constitutes as normal gameplay vs. what doesn't at the top of the discussions. I'm sure there are gray areas, but at least having something to base off of would be a good start.

  • It's unfortunate that the killer FOV is originally set at 87 degrees. Most first-person shooters allow this to be changed, and many FPS players usually set theirs around 100-110. The human eyes combined are at a 170-180 FOV. I really think BHVR should increase at least to somewhere between 95-100. I play a lot of games on my Series X and when I do have the option to change the FOV, 100 degrees looks the best. It doesn't show too much, but not too little. I still can't see anything directly in front of me, especially if it's below my scope of view. But I still can see a bit better and don't feel boxed in. DBD killer FOV seems boxed in, especially since the survivors are 3rd person and can see around corners without revealing themselves, which is fine. But I think the killer should have a bit more FOV.

  • BHVR has already released statements that they are in the works of better security measures to deal with cheaters. But all you can do right now is report them (with video evidence) and move on. I honestly haven't seen that many cheaters, in fact I've seen none since the Halloween update went live.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238397#Comment_3238397

    If you've deleted and uninstalled then why are you here?

    I'm not salty just questioning dumb design decision. SO far nobody ever has presented a reason to why Dc bans should exist.

    IF you can't understand how DC penalties are influencing everything else and why everything else influences why people would DC then that's on you.

    I've already told you i play whatever i want to play. Find a decent argument.

    It's not a dumb design decision when most players are prone to rage quitting rather than cheating. Also, please provide proof that we are in a cheating epidemic.

  • If you're constantly running into cheaters every game, please record video evidence and submit a ticket. All I ever see is people complaining about cheating anymore yet nobody seems to do the right thing and report them. Sure, we had a massive increase of cheaters a bit ago but that was resolved after fog whisperers made videos asking for something to be done. Plus, the devs have already advised they are improving the game security over time. So in about a year from now, we shouldn't have a cheater problem and thus, no reason to DC. In fact, there is no real reason to DC right now. Since the last 2 updates, I have seen only ONE potential cheater... And they may not even have been cheating at all. It could have been a glitch or they were lagging pretty badly. But that's one out of thousands upon thousands of players.

    What I have been seeing lately, and for the past year, is so many survivors rage quitting via DC or suiciding on the hook, which is a bigger issue that needs to be addressed in the community rather than cheaters right now. Every single game I play, at least one person rage quits early in the match, and is usually a survivor. It also seems the devs are quite aware of the amount of rage quitters in this game, and that's why they have a DC penalty.

    So... Please get proof there are as many cheaters as you say there are and provide it with your argument as to why DC penalties should be removed... Proving that they are more of an issue than players rage quitting. Until then, this argument is invalid.

  • Urban Evasion, Lightweight, Distortion & Sprint Burst. Do gens and hide!

  • I was playing against a 4 man SWF last night and one of the Claudettes who was prestige 70ish kept vaulting over windows making no sounds. I thought maybe she had Quick and Quiet but it was happened every single time she vaulted, including when she was the last survivor and vaulting constantly even back and forth over the same vault. And at the end of the match, no Quick and Quiet. In fact, no vault perks that I'm aware of. I also began to think maybe it was another flashlight bug but I realized at the end of the match she was carrying a medkit. Fortunately for me (not for her), her buddy was on Twitch streaming the gameplay and I went into the recording to see if he was watching her.. Sure enough. She was sliding through the vaults, not actually vaulting them, when I couldn't see her. What did suck was he somehow turned of the audio of the saved video so you couldn't hear them talking or the in-game sounds. I still made a report with the video linked. But I never could record the action myself because she was so sneaky about it.

    I wouldn't have known for a fact that she was cheating until I looked up the other TTV that was streaming, which I hate doing. I shouldn't have to look up someone's stream unless I thought they played well and deserve a follow.

    It sucks that we're supposed to have video evidence but how can we when the cheaters are doing their best to keep it hidden to gain an advantage. I'm going to continue to push for the devs to implement server-side checks and balances rather than telling us we need a video of the incident, which in most cases we won't have due to subtle cheaters making it near impossible to catch them. It's not our job and we aren't getting paid to make the game secure. This falls on Behavior. I know they said they are working on things in the future but we need to continue to remind. Quit the game if you must, vent here or wherever, do whatever is necessary for your own sake because none of us should have to accept this.

    Also I know plenty of other games that don't need any video evidence to report cheating. My friend just reported a cheater in ESO farming EXP with hundreds of summons, lagging the server in the process. They just had to select them and hit the report button and give a short description. I just feel like so much work is put onto us, the consumer, when it needs to fall on the marketer. I know, they will work on it... But it can't be too long. By next year I'll look at the state of the game in regards to cheaters and decide if it's worth it to stick around. Tired of feeling like I'm losing my mind playing this game because someone may or may not be cheating and then I have to spend time collecting things that I shouldn't need to collect for it to be reviewed. So there's my venting moment for today. Frustrating, hopeful they turn this around but not getting my hopes up. Definitely not my job, nobody is paying me to identify cheaters, so I shouldn't have to do anything but hit the report button and provide a description and let the data do all the work for me as like every other company out there does.

  • @ASusSheep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233409#Comment_3233409

    I did start a few chases, but most of the time I just focused on kicking the gens. One of the survivors had Sprintburst, shack, and another nearby area that looked like it might be pretty strong, so I mostly just ignored her since I didn't think I could catch her efficiently at all. The other two who were focusing on the gen on the opposite side of the map(Torment Creek) had main building next to them, and it was also hard for me to see where they ran when I approached due to the cornfield, and I didn't chase them much either. I did start a chase with one of them, but dropped after getting a hit because I figured I would lose the gens if I committed to the down.

    I do think I over committed to the generators, but I'm not sure if it was reasonable strategy, poor sportsmanship, or perhaps a bit of both.

    I mean, I wouldn't say you were doing it intentionally. You were trying to win but didn't know how to go about it, same as the survivors. I wouldn't say you'd get banned for that.

  • If they can't learn to work as a team to get the gens done, then no. As long as you're committed to going for them, if you can. If they aren't going near the gens though, or they come but then run away and you kick it, nope. Eventually one side will give. But if you're actively just kicking gens and not going for the survivors if they get within range, then yes. It's a gray line, because technically them not doing gens is considered holding the game hostage as well. So make sure you're at least trying to get them.

  • @D2night said:

    DC penalties are back :(

    About time.

  • I played a match as the huntress yesterday. As soon as I got near the survivors, one DC'd immediately. The next one DC'd after going down. Let the other two who stayed escape and get their Halloween cosmetics.

    Thing is, a lot of survivors aren't really old enough to be playing this game. I had some send me friend requests to play in a SWF only to find out they were like 13 and 14 year olds. I'm an adult and I don't want to play a game with some stranger's kid especially over mic chat.

    Long story short, they DC because they don't have the capacity to realize this is just a game and they can't always win. But that's not up to Behavior to handle. Parents need to stop letting their children play games they aren't old enough to play. It's immaturity, which is excusable for these kids, not excusable for adults. Nothing Behavior can do about it other than put the DC penalties back into the game.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232669#Comment_3232669

    So what I'm hearing is knowing BHVR, they'll look at these stats, decide Sadako is OP, nerf her and the add-ons.

    My guess is they won't touch her because she's only at a 63% for all MMR and 61% for top MMR. I see them nerfing Wesker, Plague and Dredge before they do anything to Sadako. I say this because Freddy has been around top tier for a long time and they haven't done anything with him.

  • I really like this idea. Even if not the Blair Witch, but something similar like they did with Billy being like Bubba in a sense.

    The Blair Witch is said to be a ghost, and I was just thinking yesterday why don't we have a haunted house map.

    It is said the Blair Witch can cast illusions, curses, shapeshift and possess others. What if we had a killer who could possess survivors for a short time or shape shift into them? An invisible killer that can only attack when possessing someone? Or if they have to go the simple route of making illusionary gens or showing illusionary survivors in the game? I really think there is potential.

  • All 3 are fine. You just need to learn how to move unpredictably so the killer can't guess where you're going to go. All 3 you have to watch them during chase or they will get you. Also, make sure you're using walls/objects to your advantage by breaking line of sight.

  • @IlliterateGenocide said:

    Freddy mains do anything for the 4k. cant remember the last time a freddy has not done anything in there power (tunneling,camping, and slugging) to win lol

    not surprised.

    cant blame them when his power is so mediocre

    I can't remember the last time I tunneled, camped or slugged as Freddy... But I do remember getting a 4K last night with him. He may have the worst add-ons, but his mind gaming skill is on par. Making survivors unsure of where he's coming from, if he's going to teleport to the gen their on or cancel the effect to hit them from behind... Only effective SWFs with good communication have an advantage against him.

    But I can't speak for every other Freddy out there. I just know I prefer mind games over tunneling, camping, slugging, speed or brute force/insta downs. Even if I lose, I get the satisfaction of making the match scary. Unpredictability and uncertainty is what drives survivors to make mistakes, and it's helped me. I'm more of a Sadako main and that's been my tactic. Make it so the survivors don't know what to expect next.

    But yeah, he needs better add-ons. I think his teleport power can stay. The Dream Traps need to have something else added to them because they literally do nothing. At least Dream Pallets slow them down a bit. But running through a pool of blood screaming is pointless, if not annoying at times. Plus they don't always go down right away like the pallets do. He does need some work but I think because his kill rate is so high, the devs aren't going to touch him.

  • @Nos37 said:

    Yeah, I had a challenge to cleanse 2 totems. Spawned in next to one at the start, along with Meg and Ash. They saw me start cleansing it and tried to emote me off of it so they can boon it, but I cleansed it anyway. Then they followed me around, sandbagging, trying to bodyblock me into corners and made loud noises until the killer showed up.

    Hope you reported them. Body blocking is a bannable offense.

  • @BringShaggytoDBD said:

    Every game I've played today trying to do hatch challenge survivors have waited at the exit gate until EGC has finished. I've been doing gens, saves and chases and yet my team just want to t-bag until the game finishes.

    Decided to play a game where I hid until everyone was dead and I got the hatch first try. Only 2 more to go. Sorry team!

    You have to learn how to balance contribution to team effort and knowing when to be selfish. Do at least the total of 2 gens, 1 rescue if possible, and the rest is up to you. Then at end game, go for hatch. Hide in a locker if you must but don't throw the game for the other survivors because you need to get the hatch. It's also good to know where the hatch will spawn most of the time. If there's a shack, it's near there. If there is a hill, most likely on top of it. And always make sure to have a map or Bill's perk to find hatch. The last thing solo q needs is a player not contributing because they need hatch. At least do something, even if you're not taking risks.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232573#Comment_3232573

    Survival rates are the opposite of kill rates. For example, if a kill rate is 60%, the survival rate is 40%.

    Ah, so it's taken into account here. Cool. 😎

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232572#Comment_3232572

    People who play sadako are generally really good. they can make good use out of the hit and run playstyle even if she is a really crappy m1 killer.

    Sadako is one of my favorite killers to main. People think it's just brute force or speed that makes a killer good, when it really comes down to mind games.

    Sadako + Mind Games = Good Strategy

  • Freddy and Sadako play about the same so I'm not surprised. Same with the nurse. I'd like to see them do this with survival rates though. At least a breakdown of survival rates between top MMR and everyone else.

  • I havent seen any cheaters since the last 2 updates. If you're going to complain about them, at least post some video evidence and make a report while you're at it.

  • The devs just released the latest kill rates, so this post is completely invalid.

    @McDoobz said:

    In June, we brought major changes to the game.  At the time, we stated that one of the main objectives behind the meta-shifting perk overhaul and base gameplay changes was to improve the overall kill rate (how many Survivors are killed each trial, on average).  As stated in our most recent stats post , we did achieve that goal and as you’ll see in the below graphs, the kill rate continues to hover around the 59% to 61% range (up from a 51% to 53% range).   

    In the context of this new meta, many of you have been expressing that you’d like to see where each killer’s kill rate now stands. So, we’ve compiled the most recent data to share with you.   

    We’ve created two charts to help you visualize and analyze these stats:   

    1. The first chart represents the kill rate broken down by killer, for all players (all Matchmaking Ratings), for the period of September 2022.   
    2. The second chart also represents the kill rate broken down by killer for the same period, but only for players in the top 5% MMR.  

    Some things to keep in mind as you consult these charts:   

    • We rounded up some of the kill rates to make the charts below easier to read (only values ≥ 0.95 were rounded up). Scroll past the charts for exact kill rate values for each data set.   
    • It’s worth noting that many factors are taken into account when it comes to balancing killer powers and character perks, not only data.   
    • As always, we are monitoring our overall game balance on an ongoing basis and taking your feedback into account when evaluating whether or not design changes should be made. So please keep sharing your thoughts and experiences with us! We read you daily and relay your feedback to the appropriate people on a regular basis.   

    https://us.v-cdn.net/6030815/uploads/GOYEKDMA1XC3/microsoftteams-image-2873-29.png

    https://us.v-cdn.net/6030815/uploads/QBAVCNOU4QO5/microsoftteams-image-2875-29.png

    EXACT KILL RATE VALUES BY MMR 

    https://us.v-cdn.net/6030815/uploads/LCCXVI001SHS/krtable.png

    We hope you enjoy studying these numbers as much as we do!   

    Until next time...  

    The Dead by Daylight team  

    image.png
  • @BougieBlackChick said:

    You created an event that literally pits killers against survivors even worse than they already are and takes all the fun out of it.

    Anniversary event, you placed invitations throughout the maps that we simply had to collect and then survive until exit gates are powered.

    This time you make it void energy that has to be collected by doing gens or downing survivors or “stealing it” thereby causing the killers to play super sweaty. I’m getting tunneled and slugged worse now than before.

    And Solo Q is beyond unplayable now because every random is only out for themselves to collect their void energy.

    I know you guys know how toxic your community is already as far as killer vs survivor. Why create an event (that’s supposed to be fun) to make it worse?

    Neither side needs to win during this event. I died on hook after turning in all my energy into the void and still got a shirt. I'm not sure why people want to turn this into a sweat fest when all you have to do is collect and turn it in. As killer, just get hooks and smash pumpkins. It doesn't matter if you win or lose unlike last events.

  • Wasn’t listed but players who harass and bully someone in chat/messages.

  • I noticed it too for a long time. It happens to me after the dailies are reset or when I change grade. I typically have to close out of the game and log back in to fix it. But I did notice it doesn’t affect my grades. I’m guessing it’s just that they don’t want to load or something.

  • It's officially confirmed. Jeff has only one eye and that one is fake. He's just showing you what he can do with it. 😉

  • Carrie because the poor girl only wanted to be happy, loved and accepted. She should get it, by any means necessary. 😈

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226671#Comment_3226671

    I feel like you're agreeing but a lot of things you keep cranking up to 11 just to try to prove a point, like the customers over workers and shareholders part. Thats ironically exactly why the urgency of the flashlight changes were required, due to the controversy surrounding photosensitivity issues and BHVR's developing accommodations to prevent the issues. They needed to put the flashlight changes out ASAP due to the severity of its impact on the potential health of the customer (and also the shareholders and dev team themselves for liability, as some have complained about.) Another customer being inconvenienced is a secondary priority, and not necessarily one they are ignoring by prioritizing the other. If they did something like say "yeah we dont want to fix flashlights so we wont" that would be a different story, but they have acknowledged the bug and have been working with the community on isolating and resolving it. Its not as fast as you want, but again, your perspective seems tinged with personal bias.

    As for tickets, I do hope people continue to send them in regardless how they are sent in. Maybe that will push the devs to fix this sooner rather than a year or two from now

    So you'd rather make everything harder for them to actually fix things, and encourage people to sabotage the process, out of spite? Do you honestly not realize how venomous you're being on this topic? I will always prefer to turn my displeasure with how they do things into constructive avenues than act like a child over them.

    But imagine your character in Assassin's Creed being unable to shoot a bow and hit a target despite the player is aiming correctly.

    And there's where your argument falls through the floor. QA is entirely different for different types of games, which is why its extra ironic you used AC as your basis. It is not a multiplayer asymmetrical pvp game that runs as a live service with updates every 1.5 months at minimum, with regularly scheduled content updates every 3 months. After having transferred both languages and engines throughout tis development, migrating from p2p to dedicated servers, having passed its initial scope more than 4 years ago, filled with an ungodly amount of spaghetti code due to all to the above. They don't have to re-edit old code in those conditions, they work in development and pre-realease, bigfixes post launch, DLC and then further bufixes from that before starting work on the next game. There is no DBD2, its not an annual franchise from one of the biggest publishers in the industry, it doesnt even have a single player mode. It is very important to note, if you actually want to be constructive, that the game is likely not very easy to work with under the hood. You should always operate under the assumption that things may not work exactly like you posit, and even when i've done things like suggest simple checks to detect ragequitting on hook using simple universal methods like input tracking and/or duration and frequency of actions I have disclaimed that there might be something internally that makes a simple method like that ineffective or impossible to implement.

    We actually agree on a lot of points, but your frustration is extremely misplaced. Make the bug report if there is none, and if there is, do what you can to provide case examples for them to compare with their testing. Use that energy for something positive, or ignore it and either play more games or take a break until they fix it. You can call it critique but it certainly isnt constructive criticism.

    Maybe I am exaggerating a bit, not intentionally of course. And I didn't mean send multiple, seperately made tickets with no evidence, on the same issue. I guess I'm not conveying my message clearly. Like you said, we agree on a lot, so I'll leave it at that.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226458#Comment_3226458

    The issue with the hackers is that DBD is glorified peer to peer. Instead of even attempting to start the transition back in the day the picked the laziest and cheapest path & went ahead with the minimal amount of changes needed. Servers are glorified ping stabilizers and client has practically complete authority on what happens in the game.

    Insane that this game is mishandled this badly.

    Yeah, they need to start putting checks and balances onto a server. The matches themselves should be on a server. I really hope they go in that direction because if not, they're screwing their own game over.


  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226570#Comment_3226570

    When the flashlight was supposedly tested by their testing team, it should have been quite obvious that the flashlight automatically aims at the ground.

    Yeah again, not how bugs work. Bugs are caused by unintended reactions caused by errors in the logic, and are very rarely as self evident as you posit. Sometimes changing one word in a completely unrelated file can cause irregularities like that and nobody would have any idea the two could even be related, and considering its both a team rather than an individual, as well as a game written in Blueprints and later converted to C++, The potential for things like that to get missed is far more than you're willing to give credit.

    The PTB was also for a lot more than just flashlight changes, in fact it was arguibly FAR more important to pay attention to the other changes that were being done as a litmus for whether they would even be potentially viable in the game at a later time. They have stated multiple times that this PTB was going to be completely different than previous ones, and again, that is precisely what the bug tracker is for. There was a report for it simultaneous with one that was about male survivors wrists distorting during certain animations, which could have been related and is one of the things they fixed. It apparently didnt fix it, so now the bug should (and has been) resubmitted in the live version so that it can be further investigated.

    One of the testing phases is called "Stress Testing", where a user does everything they can to break the mechanic/product/ect.

    They do, but they don't understand how to do it correctly. Smoke/Sanity testing has always been their biggest weakness in the game's development and continued support, quite simply they are bad at finding their own problems. I have been pretty critical about their QA teams in the past concerning this, so you are absolutely preaching to the choir. They certainly do them, and their bugfix notes in each patch mention things that have never been actively reported plenty often enough, they simply miss things very frequently. Whether it be due to them being overworked with the 1.5-3 month release schedules, not enough hands on deck, the team not being as good at the userbase at finding ways to break their own product, or simply not thinking to test specific aspects, they miss stuff. And that happens with any game. That doesn't mean them missing stuff means they never catch anything, though. Its a form of outcome bias to pretend they never do their job just because they missed one thing that angers you specifically.

    Behavior has already advised they were aware of the issue, which means they don't need any more tickets on the issue.

    Thats why you ADD to the tickets that exist. They don't want 50 people creating tickets for the same issue, they want people to go into the existing tickets and give additional setups: does it only affect male survivor models? does it only affect certain flashlights? addons? map geometry issues? the larger the sample set, the easier it is to narrow down variables that can cause the issue.

    I certainly don't defend and agree concerning some of BHVR's coding bad practices like their absolute lack of accounting for extremes and lack of internal data integrity (and call them out for it when relevant, like here!) but I feel like you're really misplacing a lot of your frustration considering this game is notoriously bad about bugs, and always has been for its lifespan. There are sound bugs from years ago that still exist with how they implemented barrier based sound attenuation, nobody has ever claimed this game is great about bugs, just that youre just pointlessly complaining when there are aveues for you to help resolve the situation. I should also clarify I had to ask about the development aspect because of the amount of outcome bias there has been in your posts about it: it would be very easy to assume someone has no idea what kind of work actually goes into these things and assume there is none. If your argument is that they don't do a good enough job, thats perfectly fine. But expecting games to ship bug free like the

    The fact that people accept broken mechanics to be released in video games seriously needs to stop.

    comment kinda paint a different perspective. Even games with the best QA teams still have major bugs slip through regularly, and its pretty much why there are so many infamous bugs still in games from before the bugfix dlc patch days.

    TL:DR Edit: you're putting your demands and expectations too high unless you are either someone working on the team, or a shareholder. This bug is one of many in the status quo of this game, and there is no reason to decide this is the one bug slipping through to get this worked up about.

    "They do, but they don't understand how to do it correctly. Smoke/Sanity testing has always been their biggest weakness in the game's development and continued support, quite simply they are bad at finding their own problems."

    This is literally what I'm trying to convey.

    As for the last comment, I'm putting the demands of the customers above of Behavior or a shareholder. As someone who's also taken courses in business management, the customer always comes first. Flashlights are used in almost every single match. I'm not saying it is the most important thing in the game, but it is something that many players do use and now they can't, especially with male/taller survivors because the aiming is extremely off.

    As for tickets, I do hope people continue to send them in regardless how they are sent in. Maybe that will push the devs to fix this sooner rather than a year or two from now.

    Finally, most bugs found in games with the best QA teams are easy to miss unless you're playing the game to its fullest. But imagine your character in Assassin's Creed being unable to shoot a bow and hit a target despite the player is aiming correctly. Those kinds of bugs don't get released. It's usually NPCs loading in weird places, or not loading at all... Quests not being completed when they should be... Things where the code looks fine but something else is interfering with it. Not a simple code on executing a weapon attack. Flashlights in DBD are kind of like weapons. It'd be like if any of the M1 killers swing and somehow miss the survivors 90% of the time despite the aim was on point and no latency issues. Or like if the Huntress goes to throw a hatchet but everytime she does, she aims directly at the ground. Then the player has to figure out how to adjust and aim at a moving target. It's the same concept. Maybe not a bug but it's an issue that shouldn't have gone live. But it has and now all we can do is continue to send in tickets and push the devs to fix it.

    My overall point was to critique how poor of a decision it was to release it knowing full well it wasn't working correctly, or not testing properly to ensure it was working correctly. I literally had the chance to test the flashlight on a killer who stayed still for me and easily could see it didn't work. I would have told the developing team to fix this and not sign off on it's release. I guess it's just frustrating knowing that this could happen to any mechanic in the game.


  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226524#Comment_3226524

    Out of curiousity, do you understand any aspects of game development? Or even how bugs are handled with this game? Because there is a bug tracker on these very forums that they always encourage people to use instead of making pointless complaints on the forums for issues anywhere near as big as you keep inflating it to be. In said topics, they take user accounts and evidence to help isolate the issue. The entire thing with bugs is that their cause usually needs to be understood and isolated before they can be fixed, which no amount of outrage is going to help with.

    When things go to live, they have integrity checks done as a means to see if an issue exists, and then more to see if the impact is considered acceptable enough to be ok with a delayed resolution in a subsequent bugfix or release, depending on the schedule. Either they were unaware and are working to identify and fix, or considered it not prevalent enough to cause major issues while they investigate. Either way, again, pointless outrage doesn't do anything to help when proper reporting and providing evidence absolutely do.

    Yes, I do. I'm literally in college right now earning my bachelors in game design. When the flashlight was supposedly tested by their testing team, it should have been quite obvious that the flashlight automatically aims at the ground. They already said during the PTB that they were aware of the issue. The PTB is 2 weeks, so they had 2 weeks to fix a new mechanic which they didn't do. It's not pointless outrage when they didn't do their jobs to properly release a mechanic that was only supposed to only change the speed at which the flashlight turns on and off, and the sound of the flashlight. They didn't need to redevelop the flashlight completely which is what I believe they did. Unless they had to because they didn't code any delay modifiers but still, that's coding which doesn't cross over into the cone trajectory or where it aims. Everyone sees there is a major issue with the flashlights, but skilled developers somehow missing it makes no sense. Unless somehow the developers weren't paying attention while working on the flashlights.

    When something is created or changed, it goes through a testing and approval phase. If it cannot pass testing, it is not implemented. One of the testing phases is called "Stress Testing", where a user does everything they can to break the mechanic/product/ect. This is usually the last phase of a test to make sure nothing is missed. But throughout any of the phases, if it fails, it goes back to programming. Again, you act like the flashlight has always aimed at the ground and that's something that can be easily missed. As soon as the PTB came out, many people were already pointing out this flaw. Twitch and Youtube streamers recording these events and basically saying flashlights are pretty much useless. But some of you, only a few compared to the majority calling out this issue, somehow still act like this should be accepted as normal. Like every major flaw that gets released should just be shrugged off.

    And as for reporting tickets, the devs have been receiving them for a couple of weeks now since it was released in PTB. Behavior has already advised they were aware of the issue, which means they don't need any more tickets on the issue. They advised they were working to resolve the issue and still released it live despite knowing it was an issue. A person can test this mechanic in a few hours, maybe a couple of days depending on their workload, and still provide feedback that it isn't function as it should and should not be released. But TWO weeks of PTB and it was ignored. So yes, I know all about user acceptance testing, development testing, stress testing, bug reporting, and game development. I also know that something that you and the devs seem to think is so minor, will probably think something major will also be minor. Unless it costs them money, like people losing their perks, prestige, bloodpoints, accounts, or can't even log into the game. Customer satisfaction should always come first in a business. To do that, you provide quality products and service. You don't release a "fix" for a mechanic that is so easy for anyone, especially the customers, to see that it points in all the wrong directions instead of where they are aiming.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226463#Comment_3226463

    The mechanic isn't broken worse than it has been any of the other times flashlights have been adjustted. There were times where it was so broken people could be facing an entirely different direction and gotten the blind, that was too broken to hit live. Minor aiming inaccuracies have actually been a pretty frequent occurance in their history, i still remember needing to aim for certain killers' chest, stomach, or even over their head to awkwardly secure blinds. Bugs occur and end up in live plenty, and most importantly if people were constructive about it earlier instead of focusing on the superficial changes in their feedback, it would have had a better chance of being addressed earlier.

    The fact that people accept broken mechanics to be released in video games seriously needs to stop. Minor bugs that can easily be missed is one thing.. This is blatantly obvious. The fact that it automatically aims to the ground is a major issue because it makes flashlights useless. Just because there were times it was broken before doesn't mean it's okay to release it broken now. And it's not up to the community to test a company's product. The company should be doing rigorous testing themselves. Heck, this didn't even need rigorous testing. It's so broken it's obvious as soon as you use the flashlight. My major concern isn't that it's just flashlights. What about other items, add-ons or perks that they change that would be released completely broken? I don't use flashlights unless I have to complete a challenge and yet even I can speak up when something so obvious shouldn't have been released to the public. Imagine trying to use a medkit after they make an adjustment and it doesn't work. I'm sure you wouldn't agree that it shouldn't have been released in it's current state.

  • They say it because some of the perks/survivors/killers are locked behind paywalls. It's not true, but that's the only thing I can think of.

  • @Superbeasto1974 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226280#Comment_3226280

    They were probably under pressure to apply SOMETHING from the PTB, and flashlights drew the short straw. They're working on a fix. You'll be okay, kid. 😉

    I'm okay right now, kid. I don't use flashlights on a regular basis anyways because I don't like to troll the killer like many of you do. I wanted to test it out since I'm on console and don't have the luxury of playing the PTB. I also play killer more than survivor since 6.0 was released, so it really doesn't affect me. I'm just pointing out how blatantly flawed it is and somehow it still got pushed to production. In the real world, that makes no sense. Imagine a new car being released with a severely flawed engine. That doesn't generally happen. It's obvious this mechanic is broken, but it was released. The pressure was $$$$$$$.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226301#Comment_3226301

    Oh yeah their codebase is the saddest codebase of a multiplayer game in history. I imagine valve devs are happier hacking things onto Source than whatever the ######### this game's is.

    Good point. Also, to point to hackers, it's quite obvious it's a coding issue with all the cheaters/hackers in the game. I really think they need to focus on game health (which includes game security) instead of pushing out new content on a monthly to quarterly basis right now. Plus, all this new content is just weighing everything down and eventually will make it almost useless to try to restore any health left in this game.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226301#Comment_3226301

    And up to this point their solution is to neither recode this game from the ground up nor make a fresh DBD2. Most likely waiting for support of the prior gen consoles to end so we can be all be punted away...

    I completely agree.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226301#Comment_3226301

    Changing sounds does not improve framerates. Animations do very little.

    gotta uhmmm actually you here. their code is that bad that there are plenty of optimizations that will noticably help everywhere to be done tbh

    I"m not entirely sure what you mean. I said bad codes = more lag in a game. So does a lot of animations but not nearly as bad as conflicting codes trying to override each other. Sure, they can optimize the codes, but I have no clue how many are trying to compete against each other because I'm not a dev for this game. Right now, I'm constantly receiving strange errors and being kicked back to the main loading screen all due to coding errors. It wasn't like this before the 6.0 patch. I'm worried that with their optimizations that they're forgetting to remove old codes (even old content which can cause conflict issues) which is confusing the application. Especially when they're pushing so many changes in such a short time.

  • It reminds me of when they did Ghostface's music. To fast and repetitive. They need to fix it.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3225083#Comment_3225083

    Is there a reason why people who prestiged and burned tons of addons, items and offerings weren't compensated. I had over 25 characters that i prestiged pre patch losing tons of stuff to get the prestige 3 bump, when now I learn i could have not prestiged kept my stuff and still got the bonus anyways just by waiting. I mean for someone like me all you'd be giving away would be a couple free bloody cosmetics, so why wouldnt this 2nd catch up apply for people who prestiged right before the patch?

    Was the original prestige catch up just a test to see how much of the playerbase would be suceptible to FOMO tactics and this is a test to see how mad people get?

    This is why I didn't prestige anyone I didn't have to. I just made sure they had as many perks prior to prestige 1 as possible despite Behavior was insisting that everyone prestige If they hadn't already. Also, the new bloodweb doesn't give out as many better quality add-ons like it used to. In fact, I prestiged my Dwight 5 prestige levels and got maybe 1 or 2 iridescent add-ons in total. Not a single high quality item was given. I also now have tons of brown items and add-ons. But I kept what I had previously because I never prestiged my Dwight and he is now prestige 9 with almost all survivor perks, tons of items and add-ons.

1 2 3 4 5 … 14