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Avocet

Avocet

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Avocet
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  • If fewer people use a certain killer, does that make the killer less fun to play for those who do use him/her/it?

    In other words: this poll will show the most played killers which doesn't directly translate to whether a killer is fun to play or needs changes.

  • @artist Awesome! All credit goes to @xAdriAn though who found a fix :)

  • @artist I would try that. Especially since the change is tied to the Low settings. Unfortunately I can't be much help as I run the game at ultra settings and didn't get the blurriness issue.

    Here's another thread about this with some advice: https://forum.deadbydaylight.com/en/discussion/90101/txaa-now-forced#latest

    Edit:

    Here's a possible temporary solution: https://forum.deadbydaylight.com/en/discussion/comment/709318/#Comment_709318

  • Based on feedback from other people might be this?

    "Enabled Temporal Anti-Aliasing in Low settings. This will reduce most artifacts along object edges, and improve the hair's visual quality. "

    @PatBrutal said:

    HOTFIX 3.2.1

    BALANCE

    • The Demogorgon's Shred special ability now breaks pallets by default. Because of this change, we have re-worked the Red Moss add-on. Please see the changes below.
    • Reworked The Demogorgon's Red Moss add-on: Previously, with the Red Moss add-on, The Demogorgon could break pallets using Shred - now this is a default effect of Shred. The new Red Moss add-on reads as follows: Tremendously increases the duration of the Undetectable status effect applied to The Demogorgon when emerging from a portal (for a total of 10 seconds). Tremendously decreases power recovery speed of traversing the Upside Down (recovery now takes 24 seconds).
    • The perk Surge now grants the Destruction score event for each affected generator.
    • The perk Second Wind will now display the progress towards activating the perk.
    • Adjusted the matchmaking logic so that Survive With Friends groups are matched using the highest rank of all players in the group (instead of the average). The 3.2.0 patch introduced an issue that caused Survive With Friends group matchmaking to be skewed towards Rank 20, which is also fixed with this change.

    BUG FIXES

    • Enabled Temporal Anti-Aliasing in Low settings. This will reduce most artifacts along object edges, and improve the hair's visual quality. 
    • Fixed an issue that caused The Trapper's bear trap auras to appear open until getting within close proximity of the trap. 
    • Fixed an issue that caused The Pig to have a faster carrying speed than other Killers. 
    • Fixed an issue that could sometimes cause The Hillbilly's chainsaw sprint movement speed to change to walking speed. 
    • Fixed an issue that caused The Hillbilly's camera to jolt in whichever direction input was given when chainsaw sprinting into objects. 
    • Fixed an issue that caused The Huntress' head shadow to look unnatural when attacking.
    • Fixed an issue that caused The Doctor's head not to appear in auras.
    • Fixed an issue that caused Survivors auras to be blocked by The Nightmare's Dream Pallets. 
    • Fixed an issue that caused the stinger audio cue to play twice when Killers started moving. 
    • Tentatively fixed an issue that could cause the game to crash when the Dying Light perk reached 5 or 6 tokens.  
    • Fixed an issue that caused the Second Wind perk to activate under incorrect conditions. 
    • Fixed an issue that allowed Survivors to use Sprint Burst when coming out of a locker after having successfully stunning the Killer with Head On. 
    • Fixed an issue that caused pallet and vault auras to be white instead of yellow when using the Windows of Opportunity perk. 
    • Fixed an issue that caused fresh blood not to stay visible for longer when using the Bloodhound perk.
    • Fixed an issue that some hair and accessory materials not to dissolve at the same time as the rest of the Survivor model when being sacrificed. 
    • Fixed an issue that made it impossible for the Killer to pick up Survivors if they were too close to the shelf assets on multiple tiles in The Underground Complex map. 
    • Adjusted the placement of the generator that caused the lighting to become extremely bright when repaired, when it spawned on the glass ceiling in the Rift Lab of The Underground Complex map.
    • Fixed an issue that allowed players to get on top of some crates and could hold the game hostage in the Rift Lab room in the The Underground Complex map.
    • Fixed an issue that caused some flickering ground textures on the Clinic tiles in The Underground Complex map. 
    • Fixed an issue that caused uneven shadows on a metal lid in The Underground Complex map.
    • Fixed an issue that caused a crack in a wall to appear stretched and off the ceiling in The Underground Complex map. 
    • Fixed an issue that caused The Trapper's bear traps to blend with the snow material when placed on snow in the Mount Ormond Resort map. 
    • Fixed an issue that caused a visible ground seam around the office building in the Azarov's Resting Place map. 
    • Fixed an issue that caused a visible ground seam around the Asylum building in the Disturbed Ward map. 
    • Fixed an issue that caused a visible ground seam around an exit gate in the Groaning Storehouse map. 
    • Fixed an issue that caused an invisible collision blocking player movement on top of a hill in the Family Residence map. 
    • Fixed an issue that caused the counters in one of the houses in the Badham Preschool maps to have a major LOD transition. 
    • Fixed an issue that could cause a crash for the Survivors when The Demogorgon used a portal.  
    • Fixed an issue that could cause the Friends List to become slow after being opened multiple times.  
    • Fixed an issue that could crash during the transition to the Tally screen.
    • Fixed an issue that caused the user to be stuck in the Play As Survivor lobby with no UI when getting disconnected from the Network under certain conditions.  
    • Fixed an issue that caused Custom Game spectators to lose connection to the network instead of the host if the host disconnected during the match.
    • Fixed an issue that caused a host Survivor in a Custom Game to crash when leaving the match result screen after having died in the match. 
    • Fixed an issue that could cause players to take up to or more than 30 seconds to fully disconnect from the server while in a match. If a player disconnected at any point after the camera pan rotation at the start of the match, it should take the user 5 seconds to register as disconnected. 
    • Fixed an issue that caused a disconnected Survivor model to stay in the trial and be interacted with if they disconnected as they were getting unhooked. 
    • Fixed an issue that caused The Shape's Glass Fragment add-on to have the wrong value in the description. 
    • Minor localization and translation improvements.

    KNOWN ISSUES

    • The End Game Collapse timer is visually desynchronized between clients and host.
    • The Pig's camera shakes every time she performs a regular attack.
    • Un-translated warning message in all non English languages when a Host spectator/Survivor attempts to leave the tally screen in a Custom Game.

    Don't quote me on this but it seems this new setting cannot be disabled but switching to a higher quality setting helps to a degree. Hope you can get it to a playable state. This does look pretty bad.

  • @FireHazard Might be a forum thing. Most importantly it now plays when clicked :)

  • @megaweenieman @Sheldor My post was in reply to the question whether matchmaking is better in the sense of "is it working as intended" and not "how should it be balanced". Considering that in the last week it was -supposed- to use the average rank in SWF for matchmaking but was instead matchmaking any SWF with rank 20 killers. There are other threads discussing the balance of it like this one:

    https://forum.deadbydaylight.com/en/discussion/89925/swf-balance/p1

  • @FireHazard It says that video is private.

  • @Torquespin Some more opinions about your second point have been voiced in this thread:

    https://forum.deadbydaylight.com/en/discussion/89925/swf-balance/p1

  • @megaweenieman I don't know what the matchmaking system considers as close enough but it makes sense for it to allow some deviation from the killer rank. E.g. between rank 3 and 7 for a rank 5 killer. If it was trying to match 5 for 5, the queue times would be worse.

  • They changed SWF matchmaking to take highest rank into consideration.

  • @megaweenieman If it's a SWF, it makes sense as it takes the highest rank into consideration now.

  • @BloodyNights said:

    https://us.v-cdn.net/6030815/uploads/052/Q4YO56FIEXBN.jpg

    Truly we were to blame for a rank 20 killer.

    @BloodyNights The last week any SWF would be matched with rank 20 killer. I can confirm since my queue times as rank 20 killer were nonexistent and I got all kinds of mixed ranks.

  • Hopefully it looks better after today's patch.

    "Enabled Temporal Anti-Aliasing in Low settings. This will reduce most artifacts along object edges, and improve the hair's visual quality."

    https://forum.deadbydaylight.com/en/discussion/89886/hotfix-3-2-1-patch-notes-release-schedule#latest

  • I'm happy about the change. Had one too many matches where a group of higher rank players babysit their rank 20 friend against a rank 20 killer. Unfortunately I don't have the whole exchange screenshotted. The screenshot is from 2 days ago and I think it speaks for itself. I'll be eagerly waiting for that patch.

    babysitting.jpg


  • I think preventing people from deranking below rank 15 won't fix anything. Even before the Stranger Things patch was released, I as a rank 20 killer was barely ever matched with any survivor below rank 15. I guess it would be a choice between getting nobody in your lobby or playing against survivors that are higher rank than you.

    All things considered, I must say I'm pleasantly surprised though. In the last couple days I haven't had matches with toxic survivors. Either the toxic players are taking a break until the matchmaking is fixed or the people do consider they might be playing against a beginner. Or I've just been extremely lucky. It's funny how the bug with the matchmaking has made the atmosphere more bearable for a beginner killer than before. I'm not usually an optimist but I think the community effort is paying off.

  • @Mochan said:

    It's crazy how this still hasn't been fixed.

    And it's a very simple fix. Just don't match Devotion 0 players with Devotion 1+ players. Easy! They can still SWF if they want but don't match 0's with people who have Devotion 1 or higher.

    It's too large a gap in experience.

    I been fighting a few beginner killers over the week. The worst one was so lost I could literally juke him at will. I let him tag me a few times and hook me twice before I escaped just so he wouldn't feel so bad. Was lucky my teammates unhooked me actually.

    Devotion is not the best metric to use for this either. What if you've only played survivor up to this point and you're Devotion 1+ but then you decide to try killer?

  • I wish they could roll it out on PC and stop the suffering for at least part of the playerbase.

  • @Kilmeran said:

    @Avocet But that also re-maps other actions like skill checks and vaulting to mouse wheel, correct? Since DbD doesn't have a detailed remapping like other games.

    If so, that also means retraining muscle memory to use the mouse wheel for those split-second actions. Some might not find that prospect worth it.

    I play on PC and there's a separate keybind for "hook struggle". Do you play on console? Maybe there it's different.

    Capture.JPG


  • General advice is to map it to mouse wheel.


  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/695453#Comment_695453

    Then I would not longer eat what they intended to give me and go somewhere else so they would eventually not be feeding anyone as there would be no one left if it was that bad.

    This game is more like a vender serving food that lots love but some don't like. That's not the venders fault it's simply not to everyone's taste. Those consumers would be better served going to another vender and eating the food they actually enjoy rather than expecting said vender to cater to their personal needs by changing the food the others enjoy too much.

    Since quote got cut off:

    "This game is more like a vender serving food that lots love but some don't like. That's not the venders fault it's simply not to everyone's taste. Those consumers would be better served going to another vender and eating the food they actually enjoy rather than expecting said vender to cater to their personal needs by changing the food the others enjoy too much."

    You say that but what when they take away the food we already enough like some changes in the last patch? It's like pulling the rug from under us and saying "You might have liked it here but you've overstayed your welcome, time to look for a new home". But we liked our old home.

  • @TragicSolitude said:

    Man, I'm like a solo rank 15 survivor, I don't bully (or play well), and I still feel bad when I win against a newbie killer. I should really learn that if I'm doing well the killer must be new, but sometimes I'm just so happy I'm not dead that I'm not thinking straight, ya know?

    Matchmaking is so borked. If that team of reds + one green that went against you feel good about themselves, then there is something seriously wrong with them. I can't imagine they didn't set that up on purpose by having the green host the SWF team... ugh, that's messed up. I mean, I don't get it. It's not fun to go up against someone who's either way above or way below your skill level; it's boring for one side and miserable for the other.

    Every once in a while I'll see a survivor who realizes they just wrecked a completely unprepared killer and lets themselves die to EGC or something, but it's rare.

    I'm around your survivor rank but a beginner killer. You'll be surprised how many experienced survivors get off on bullying new killer players. I don't expect to be matched with baby survivors all the time obviously or win against more experienced players but some people really go out of their way to show off their "skillz".

    When I play survivor against a player who's obviously new to that killer, I just get my job done and leave. Some players wait at the gates to "give the killer free hits" but I find even that is condescending most of the time.

  • @Jimsalabim said:

    its because they have one place for both solo and swf lobby and they just kept the ranks that were already seen in the swf section. it's basiclly lazy to not change it

    What Jimsalabim said basically. They just overwrote solo lobby with SWF lobby.

    While it's ok for other survivors to see your rank in SWF, it's absolutely unnecessary information in random lobbies. First of all, rank doesn't directly translate into being a skilled survivor. In addition to that not all survivors need to be the same rank. It seems to me the matchmaking system is trying to put together a mixed but balanced survivor group sometimes to match the killer rank when there aren't enough people of the same rank in the queue. No lobby dodging necessary.

  • I'm adding my voice to the request to bring it back. It's incredibly fiddly to go all the way to main menu after every match to switch sides.

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