Avatar

AsherFrost

AsherFrost

About

Username
AsherFrost
Joined
Visits
2,429
Last Active

Comments

  • @RainehDaze said:

    I assume communication helps with the coordination of teamwork.

    I still say that rewards and punishments should be assigned on a group basis for survivors, though, including MMR.

    I agree with that, rewards should be based on individual as well as team performance.

    And yes, it certainly helps, but people act as though without comms any teamwork is just impossible. We did fine for some time before swf was even a thing in this game, as I remember.

  • @MeneLaw said:

    Its better to please 4 than 1, if u know what i mean.

    Sure you say that, then I end up getting a call from my mother about how she's disappointed and didn't raise me to act like that 😉

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706252#Comment_2706252

    It's 4v1 when you're in a SWF, not solo Q.

    Why would I care that people that I dont know escaped when I get nothing for it?

    If you want to know the real issue with solo Q, you just nailed it.

    Lot of people who decide since they queued alone, they aren't really in a team.

    Prior to swf, it was common for survivor players to communicate with one another using points, crouches and the like. Now? If they didn't come in as a group, they see no reason to care about their teammates. That's not the fault of swf being too powerful, it's the fault of people playing a team game without any sense of teamwork.

  • I think I've faced her probably 3 out of the last 50 games I've played as survivor.

  • 1. Given there isn't currently a ton of threads talking about the servers crapping themselves, looks like it definitely wasn't an actual server-side issue. You get that sort of error any time the game can't talk to the server, unfortunately that means that there are literally thousands of possible causes for it, the majority of which are in your control.

    2. 6 hours? Bans are cumulative, 6 hours means a lot of dcing, not just 2 times. Try and limit how often you disconnect from games because you are unhappy with how they are going.

  • Number of the beast probably has the most playtime in my life, but Killers has some of the best bass lines in metal, so it's a toss up, personally.

  • I love Iron Maiden, but then what else would you want to listen to while playing as Doc?

  • @OverratedFool said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707938#Comment_2707938

    I could go back through this thread right now and quote myself saying that people should run LB if they wish, at least 3 times. I think more. However, if you can't be bothered to read the thread that you're commenting on (or even the posts you're replying to, see just above), then I'm certainly not going to go and do that.

    The people who DC, are the exact type of people who like a post that says that killers should not care if 80% of the people in the game are not having fun, as long as they are.

    People who DC (for any reason) will be firmly on your side, I'm sure. The game is purely about YOU having fun, and nobody else, right?

    Oh come on

    "The game is purely about YOU having fun, and nobody else, right"

    Doesn't come close to what was actually said. Just like in literally every other multiplayer game, it's not the responsibility of one side to make sure that the other is having fun. That's just life.

    I can hope everyone is having fun, but as killer I'm there to play as well, not manage the experience for four random people. "Fun" being such a purely subjective concept that changes from one player to the next, trying to make sure the other side is having fun, is a recipe to ensure you won't.

    When BHVR starts paying me to guide survivor players through a "fun" match, I will. Until then, I'm not going to worry overmuch about how much "fun" the other side is having, any more than I would on any other multiplayer game. I will instead treat my opponents as fully formed humans capable of managing their own play experience.

  • On either side:

    Survivor players who blame killers for their teammates' laziness or bad plays. A few examples:

    Playing survivor, hooked by killer, see teammates running around the hook. I die because nobody rescued me, and in chat one of them claims the killer was camping. No dude, you kept him interested in hanging out, that's on you.

    Playing against a killer who obviously has nurses, rescue a teammate, but we are in TR, so I don't risk the heal right away, they run off and try to self care while still in TR, killer sees them of course, and gives them a smack. They claim they were tunneled. No, you made sure they noticed you, what is the killer supposed to do?

    Playing as killer, Chase and down the first survivor, hook them and move to #2, while chasing 2, #1 decides to try and body block despite being injured. I figure it's a BT play, but give them a smack anyway and they drop, so I hook them. Afterwards survivor 1 says I tunneled him. Nope, you ran in front of me while I chased your teammate and made yourself a better target. That's on you.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2704490#Comment_2704490

    I really like this idea the most. I hate cleansing 4 totems in solo q and thinking "someone must have cleansed the other one" and surprise, they did not so doing 4 totems was useless.

    I hate that too, what I don't understand is why you want to change the perk instead of the lazy behavior of your teammates.

    I think if NOED is nerfed, you'll see a lot less totems being done by survivors, when what is really needed is a mindset throughout the community that totems are there to be cleaned/blessed.

    If I'm consistently the only one on my team doing gens, for example, and we all go down before I can fix all 5 by myself, I don't then state that the game should end at 3, or even let just me out. I recognize the issue is lazy teammates. Same with totems.

  • If 2 make it out, I consider it a draw. If 3 make it out, whether I am among them or not, I consider it a win.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703992#Comment_2703992

    We are talking about which effect is more powerful.

    Instant downs plus mori's or healing.

    Healing, especially since the survivor doesn't have to fix 3 gens to get it. Devour is a great perk... To teach new players what hex totems are. Against anyone else good luck having the totem survive to 3 stacks. That's part of why undying was changed in the manner it was (keeping tokens)

    compared to a totem that needs no tokens to reach full effect, and can literally be reset at will, it's not even close.

  • @jesterkind said:

    The perk's core design is absolutely fine, so I wouldn't be looking to change anything about that, but there are two things that I think should be changed regarding NOED.

    1: It should be able to spawn over a boon if it needs to. This should also go for Plaything, too, but that's a separate thing. This wouldn't even be all that powerful- keen survivors will notice their blue aura snuffing out, it just feels more right thematically.

    2: It should reveal itself to survivors as soon as it activates, not when someone's hit by it. The perk has plenty of counterplay at all stages of the match, but in its current state there's one person who doesn't have much of an opportunity to react to it, and that's not particularly fair.

    I agree fully with this.

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697677#Comment_2697677

    Why do you insist on bringing up such specific scenarios that have nothing to do with the point at hand.

    You were talking about SWF and now it's Legions inefficacy in a chase?

    It's clear the lad has had some seriously tough games as legion and feels bad about it.

  • It's lucky we have so many people here willing to tell everyone the One True Way to play killer. Don't want people thinking they have the choice to play how they like within the game's rules or anything.

    And speaking of high mmr/low mmr. Anyone else catch the thread about the newbie killer who was getting matched with 1k hour plus surv teams on her literal first day playing the game? When the survivor queue gets long enough the game still throws mmr right out the window, so good luck trying to stay low.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696441#Comment_2696441

    "You can’t do anything about it since you can’t tell your teammates that you are getting camped."

    I remember back in the day that survivor-on-hook-gymnastics (animation spamming) were the universal sign for "the killer is camping". No idea what happened to that but i guess spamming anything but flashlights or Tbags was to tiring for survivors.

    I'm just sitting here trying to figure out why he hasn't found Kindred yet. It's a free perk!

  • @TheBigGopher said:

    It's what the title says, what's the worst DBD take you've ever seen?

    That the big guy with the chainsaw shouldn't be able to hit more than 1 survivor in a sweep. Like dude, it's a freaking chainsaw. If you bunch up like moths on a lightbulb, that's your fault.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693575#Comment_2693575

    If you have time to do all 5 totems, you would have stomped if you didn't.

    I also gathered that most, not all but most, Killers who used NOED facecamped off of first hook. There's literally no time to get NOED in that scenario.

    Again, why are you insisting that 1 team member of a team of 4 should do all 5 totems by themselves? And if the killer is face camping on the first hook, how do you "not have time"? You've got nothing but time, you know exactly where the killer is (at that hook) and how long they will be there.(until that survivor has fully gone through both hook phases)

    If every survivor did 1-2 totems per match, you wouldn't ever see NOED again, but I guess it's easier to ignore the totems and complain of the cost.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693028#Comment_2693028

    I mean, hey, if you want to be a totem warrior, go for it.

    I brought Small Game to see how many totems were cleansed in all my matches. I was also hunting them, but I wouldn't throw the game by looking for them instead of doing gens.

    I literally saw 5 cleansed ONE time in Solo Q. In 104 games, it happened 5 times.

    Idk how you can say there isn't a problem with that design. You aren't even rewarded for partaking in that MASSIVE time-sink because if you miss even ONE totem, you get #########,

    Here's what I keep coming back to on your dataset.

    You recorded 104 games, and found in 99 of those your teammates didn't do anything about totems.

    Your conclusion from that data isn't "my teammates didn't do totems" but rather that it is impossible or that the mechanics are broken.

    I'd look at that data and argue that the issue is that your teammates didn't do bones in 99 out of 104 games. That's not a design issue, that's an issue with the players.

    If I'm QB in a football game and get sacked 99 out of 104 plays because my offensive line didn't block, I'm not able to then blame the design of football for allowing sacks to occur.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693539#Comment_2693539

    I don't think Bubba needs a nerf at all, but people always turn this conversations into "other side bad" it's zzzzz

    The only time we all agree is when it's vs bhvr. That should be the new killer, a pissed off game Dev dual wielding chainsaws

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2692894#Comment_2692894

    Not wanting to be facecamped = wanting the game to die.

    I think it's more about how his proposed fix would make the killer hit garbage (though the first with 2 different M1 attacks)

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693424#Comment_2693424

    A perk that unfairly punishes Solo Q but does nothing to SWF isn't a well-designed perk.

    It should be changed to be less punishing for Solo's but more useful in general.

    There is NO reason that cleansing 4 totems should cause NOED to activate as if you cleansed none.

    There is a reason. That reason is that there are 5 totems, not 4. You don't get to fix 4 gens and open the gate just because your teammates sucked all match and didn't help, why would totems be different?

    I exclusively play solo, since none of my friend group find the game fun anymore, and I'm over the "it punishes solo q" argument entirely.

    NOED works exactly the same against swfs who ignore totems, comms just make it easier to find it afterwards. If we are going to be removing or reworking perks just because the comms advantage of a good swf team can partially negate them, we're going to be left with like 4 perks on each side.

    You aren't being unfairly punished by noed for being solo. The killer is getting the advantage of a perk that your team as a whole didn't do enough to negate before it activated. Whether you q by yourself or with your friends, when you q for survivor, you are signing up to be part of a team, sometimes that means that your loss may be due to that team.

    The reason the common refrain is "do bones" is because when every survivor actually has the mindset that totems are a thing that are in the game and need to be dealt with, the games you describe will stop happening. However it appears that currently they would rather come to the forums to complain of "unfair punishments" like they are trying to appeal being sent to detention rather than take the time in a match they set the pace of, to find a couple of the worst hid items on the map. Yet they have tons of time to find them for boons, and so much time for snowmen shenanigans.

  • @TATAMATA said:

    I was the last survivor and in dying state, I recovered 90% and then it stopped and said "Find Help" ???

    Where the heck am I gonna find help, the last remaining survivor should be able to recover from dying state alone.

    Yeah, the "find help" prompt does feel a bit sarcastic when your whole team has been sacrificed already. Flip flop, unbreakable,band some other perks I'm forgetting the names of (including the boon perk the new survivor has) are all pretty good for those situations. If you don't have any of that, you can crawl for the hatch or just find an amusing spot to wait for your taxi to the hook.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2692586#Comment_2692586

    Yeah, I did that actually.

    For over 100 games, in fact. And I recorded stats for it, just to see if "do bones" was a reasonable argument.

    It isn't. Unless you make a build solely dedicated to hunting totems, Solo Q has almost zero chance to cleanse all 5. Duo isn't much better.

    The only times I found it to be remotely possible were in 3 and 4 man SWF, where it was easy to keep track of totems and cleanse them.

    NOED is a bad perk. It unfairly punishes Solo and Duo Q, but does very little to SWF groups. It needs a rework to be useful.

    Well yeah, you are 1 person on a 4 member team trying to do all the totems by yourself. That's not the way any of this was designed, and, frankly, says more about your teammates.

    I'd argue that every survivor is responsible for taking out at least 1 totem. Then at end game there is only 1 left, which can be found if noed is in play.

    There is no patch or rework for lazy teammates, so if they aren't willing to do that small task, then yeah, noed is going to punish the team as a whole. That's team games for ya.

  • @CowabungaDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693378#Comment_2693378

    those scenarios happen in like less than 5% of my games with bubba.

    So as long as you don't see it, it's not an issue? Are you one of those types who says climate change is BS every year if there is snow in your front yard come winter?

  • @Dipper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693211#Comment_2693211

    I don't want to have to live with it. Sometimes you just get put into jail for false evidences but you did nothing. Live with it. Similar logic.

    I never have problems with that in other games because they manage to detect which side failed

    This is closer to someone being known for graffiti being blamed when his tag shows up on the side of the police station. Now maybe he didn't tag that particular wall, but his history of graffiti will make it a lot more difficult to prove it wasn't him.

  • @Dipper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693173#Comment_2693173

    An hour is not much. 3 DCs plus this server crap that happened. I always left to really annoying camping, tunnelling or griefing killers, because usually I don't care for bans that short. I just complained that if this server thing happens again, I'd have 6h for no reason

    "3 DCs plus this server crap"

    "3 DCs"

    Y'all are getting way worse on not telling on yourselves here. Seriously, stop dcing for no reason and you won't be banned for an hour if something legit disconnects you. This isn't difficult logic.

  • @CowabungaDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693245#Comment_2693245

    I wasnt trying to say that bubba was overall op. his ability to facecamp is the problem

    Or unless there is a situation where there is more than one survivor on a gen, or In a hallway, or anywhere else where a good chainsaw hit to both would be appropriate and good. The nerf you suggested would take his uniqueness away and give us a killer with 2 m1s

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2675391#Comment_2675391

    I think the Entity-touched eyes idea spawns from two killers, not one - the Deathslinger and the Wraith. They're both people that have killed out of rage, and have been pushed to their breaking point, but aren't murderous at their core and there isn't a clear reason why they're attacking indiscriminately in the realm.

    OTOH, you have the Hillbilly with the same glowing eyes, and he doesn't need an incentive to kill everyone - he's like the Twins and the Huntress, where his upbringing has caused him to be universally hostile. You also have killers like the Artist who also lack a clear reason for killing survivors, but don't have white eyes (even if she does have altered eyes.) And the Spirit is just something else entirely.

    Billy isn't like the twins and huntress, he very clearly knows right from wrong. He killer his family who imprisoned him and the cops who abused him and used him, but that was it, he idolized superman, and wanted to be good.

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665785#Comment_2665785

    Actually Friday is still fun and could have been something if they didn't get sued.

    F13 is tons of fun. I think my favorite bug is the door bug, where you can break a cabin door down and still be stuck outside, unable to enter like Jason has decided to play by vampire rules and wait to be invited in. The bug that makes cars reverse faster than they go forward is fun too. Unfortunately the legal issues (as well as Just tons of jank) stopped it from keeping a consistent audience.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665872#Comment_2665872

    It's always a perk that's the solution, isn't it? Camping, tunneling, and slugging require no perk usage from the killer (their perks only enhance these playstyles); yet survivors always have to bring a perk for this or that situation. And it often requires multiple survivor perks to counter those playstyles, from one or more survivors.

    You're comparing apples to pomegranates.

    Perks serve 2 functions.

    1. Enhance playstyle (slugging, genrushing, tunneling, hookswarming, etc) both sides have different strategies that can be employed without perks, but the perks help.

    2. Assistsnce against certain scenarios. (Getting camped or tunneled, getting blinded or pallet stunned repeatedly) those also can be dealt with without perks, but the perks help.

    You never need a perk, but yes, If you run into the same situation over and over, whether playing killer or survivor, there is usually a perk that will help you in that situation. That's what they exist for.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665845#Comment_2665845

    Exactly. Assuming all solo players here. So I think Bubba might be camping from across the map with Ruin active. I do my best to commit to the gen, but guess what? No one's saved the guy and he's about to hit second stage. I can either finish this generator then go, assume someone closer is saving, or risk that the killer may not even be there and leave my gen to regress. It's a lose-lose scenario either way.

    Even doing all gens optimally, they are spread throughout a map and there is just no mathematical way all five are done if someone is being camped early on.

    4 solo queue players and none of them thought to bring Kindred? Seems unlikely.

    I mean, you could assume, but why would you when you can bring a perk that will just tell you?

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665830#Comment_2665830

    Given they all know the person is being camped, and aren’t all going to the hook at the same time, and no Deadlock or Ruin... see the problem here?

    That survivors have to show more forward thinking than a common mayfly?

    Bubba is loud as hell, even with insidious he's a massive guy, easy to spot, especially now that every map is daytime.

    Ruin only takes effect if you leave the gen, and is a breakable totem.

    Deadlock only affects one gen at a time, upon completing a gen, and doesn't block for that long, especially if the killer isn't leaving the hook to check the gen that was blocked, which is about 50% of the purpose of the perk. With ruin it could get some progress reversed, but not really a ton and again, only as long as the totem is standing, which in the current meta (especially with boons) isn't long at all.

  • B - Best tracker in the game, not much else going for him, but definitely fun for a good ol fashioned pub stomp.

    His speed is average, his powers unable to cause damage, and his hallucinations are fun, but easy to spot, existing far more to help the killer track where survivors are.

  • @BattleCast said:

    Oh boy the amount of people immediately disregarding VHS because of its art style or the fact that you have to confront the monster is astonishing. I think many people on these forums are heavily underestimating VHS’s potential.

    I don’t think VHS will immediately rival DBD’s numbers, but give it a year and I bet they’ll both be equal if not more people playing VHS once they realize Hellbent cares a lot about the game.

    I think a lot of people immediately disregard VHS for 3 main reasons.

    1. The gameplay is closer to Evolve than it is dbd. It's not a survival/escape thing, you are meant to hunt down the "killer" and kill them 4 times to win.

    2. If it was closer to dbd, that would make it closer to the dozens of similar games that have come out and failed completely to sustain a player base in the last 5 years. After seeing enough "DbD killers" come, fail to find an audience and leave, it takes a lot more than a closed beta to make me believe this one will be any different.

    3. It appears to be PC only, which in this time and place is not helpful to making a splash.

  • Lightborn is seriously one of the most underrated perks in the game, especially since the RE chapter. Especially if you can keep them guessing whether or not you have it until the end, by still turning away from the lights.

  • Seems like the hatch being able to be opened at any time will just end up with a lot of standoffs over it, and a lot of survivor teams where significant disagreement over which objective to prioritize would lead to none being done.

  • @Mert_MK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2651688#Comment_2651688

    Never liked the idea in this game of having to bring a perk to counter something, in this case for something the killer might not even have and you having wasted time you could have spent doing gens and progressing the game which is extremely important against a good killer. I have to disagree about Midwich not having godtier totem spots sometimes, had a NOED huntress on Midwich yesterday and 3 survivors went around the school on both floors and outside to look for it. Absolutely no sign of it. What some others have suggested about removing the surprise effect and letting survivors know that the killer has NOED would make the perk still not perfect but a bit more fair to play against imo.

    You don't have to, it just helps.

    If you also have inner strength or one of the boon perks, it helps even more. You don't have to bring any perk, perks are there to help with areas of gameplay. You have the option of learning totem spots, or bringing an item. DH is just easier.

  • You accept that you are going to lose, probably badly.

  • What consoles are y'all playing on that the ds skill check is impossible to hit? I play on Switch (first gen) and Xbox 1 x, and have yet to miss the DS skill check unless i've been drinking. My reflexes aren't amazing or anything either. are y'all playing on ps3s?

  • Creature created by a pedo in order for him to try and justify being pedo. Nah. I'm good. If BHVR wants a creepy scarecrow villain they can create a better one without all the pedo.

  • @notlonely said:

    https://forum.deadbydaylight.com/en/discussion/comment/2578978#Comment_2578978

    they get paid??? the game isn't free to play and just with cosmetics and battle passes they'd make enough lol

    Got the numbers to back that assertion up?

  • @notlonely said:

    imo there is just too much stuff behind a dlc pay wall. Most of the killers and survivors should just come with the base game lol

    That's tricky when you want to actually pay the people who have been designing all the new killers and survivors that have come out in the years since the game released originally. Seriously, I'd get it if these were characters that were made with the game, but each new killer and survivor represents so much time that was put in by the design and development teams, why shouldn't they be paid for their work?

  • @BlueMeansDeep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2568402#Comment_2568402

    So you’re saying an extremely niche situation is enough to trump all the killers standing still with an instadown? Don’t think so. I’m a huntress main on the killer side and would do just fine with the change.

    As killers we need to stop only thinking of ourselves.

    You are saying a niche situation should be enough to nerf literally every killer.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2568392#Comment_2568392

    Who are you joking? This would be incredible help for solo queue players as well. Coordination does not require SWF, believe it or not.

    I'm sure it will feel great for solo q players to watch their teammates play ring around the hook while they wait in vain to be rescued, because those teammates decided a keeping a safe zone up was better than helping some random.

  • @BlueMeansDeep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2568308#Comment_2568308

    How is getting hit or grabbed free? Sounds like you just want games to be as toxic as possible.

    I'm not the one advocating a system to provide zones for survivors to run to that disable killer attacks, so no, I don't really want toxicity.

    We know this would be abused, because every similar mechanic implemented has been abused. A point which you still have yet to respond to. Also that this wouldn't just change camping killers, it literally provides a zone where half of a killer's kit wouldn't work just because he dared hook a survivor, literally his entire job in the match.

  • @BlueMeansDeep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2568254#Comment_2568254

    Absolutely. It’s way more healthy than survivors being unable to get altruism or boldness points because a killer decides to stay at the hook.

    Why do you believe survivors should be guaranteed free unhooks no matter how they play? Also both of those points are gotten in other ways besides just unhooking. Sorry the game is getting in the way of you farming your teammates for points.

  • @BlueMeansDeep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2568192#Comment_2568192

    It’s literally a medium because it’s a compromise on both sides lol.

    It would have the tiniest impact imaginable but make the game 10x more healthy, completely worth it, and I say this as a huntress player.

    What is the compromise the other side makes?

    If I say "give me 5 ice cream bars" and you say no, demanding 3 isn't me making a compromise.

    So if I'm chasing a survivor, and he runs to the hook, my m2 is disabled. You think that's a good thing that's healthy for the game?

  • @BlueMeansDeep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2568169#Comment_2568169

    By the time you unhook and crouch at a tiny speed, she can get back easily.

    1. She's not fast

    2. Seriously, crouch in, pop the rescue, crouch out. If all 10 of her traps are just around the hook, then your teammates are having a real easy time handing the m1 baby hag you found, and you (the unhooker) should have no issue running over literally all of them while the injured survivor crouches off. Basic strategy.

    More likely you'd find a hag who'll leave 2-3 traps, which don't take that long to crouch walk over/around and are easy to spot now that it's high noon on every map.

  • Not if you want the zone big enough to stop basement camping on every map, including the vaulted ceiling basement in RPD

    And I noticed you ignored the point about how a similar system was implemented and removed due to rampant abuse.

1 … 21 22 23 24 25 … 45