Baphomett
Baphomett
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Dedicated servers. I'd say that is table stakes for any new pvp games for me now.
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I hope they get to see some expert loopers and a few double-windows so they will understand what everyone is conplaining about, though. I also hope they play against a few decent killers are realize how difficult it is to actually escape a chase with 5 second scratchmarks, bloodhound, etc.Peanits said:Realistically, they're going to win some, they're going to lose some, someone's going to play in a really toxic way, and when they lose they're going to take it like champs and move on to the next game (etc. etc., see you next week, bye!). They ain't going to sit there and blame X, Y, and Z for losing. I think they all know that there's people out there that are better than them. There's a lot of people out there with hundreds or thousands of hours. If you're expecting an eye opening experience, you're going to be disappointed.
My hope is that they see of these top issues and it gives them ideas about how to fix both looping amd stealth so that chases last 30-45 seconds the way they say they want them to, but survivors have more options to evade. -
PREEEEEEEEEEEEE! Rofl!Visionmaker said:@SnakeSound222 said:
@Visionmaker said:
@SnakeSound222 said:
The devs don't seem to understand that Killers are weak, even though we have complaining for two years. When they try to play with their community and go up against halfway decent Survivors and have games end in less than five minutes because they got genrushed and looped for days, then they'll seRight, all they do is buff pallets, buff flashlight saves, nerf killers, and create more and more infinites. Killers NEVER get any attention from the devs at all! Ever!!
/s
Lol that one patch doesn't really mean anything thanks to the upcoming Chapter 9 patch. We thought they were going in the right direction, but they weren't and went back to their old ways.
Lmao they did nothing yet and you're pre-whining.
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I would not complain if that was the solution, for sure! Although I do like the idea certain actions being encouraged to "earn" the BP, especially BBQ, to encourage less camping. I know people still camp with it, but I guarantee that there is at least less camping because of it.Peanits said:@Baphomett said:
I'd actually like to see BP gains added to several perks and not stackable. It sucks having a permanent perk slot dedicated to a specific perk that doesnt really fit your play style just to get the BP and reduce grind. It would be nice if BBQ was not a 100% required perk, or if I could reduce the grind as surv without having to run WGLF.To play devil's advocate here, would it not just make more sense at that point to remove the bloodpoint boost from all perks and just increase the base bloodpoint gain? That way you never have to worry about cramming a perk in there.
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I agree with removing the downsides but not the 25% chance to keep the items. That is why killers get way more BP and tbh, I don't to play every single match against a killer with a R/UR combo.Shadoureon said:Removing these would put killers in a better state. I even think there should be a 25% chance your addons wont be depleted after the match for every kill you make. As a survivor main as long as I escape I pretty much have my items and addons forever.
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I'd actually like to see BP gains added to several perks and not stackable. It sucks having a permanent perk slot dedicated to a specific perk that doesnt really fit your play style just to get the BP and reduce grind. It would be nice if BBQ was not a 100% required perk, or if I could reduce the grind as surv without having to run WGLF.
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It's really not hard to moderate, though. Almost every class A game has a simple report function and actually bans people for hate speech and harrassment. I hear they are finally starting to do this now, so don't just ignore it, report it.Orion said:@Mesme said:
@Orion said:
Unfortunately, until the devs start cracking down on toxicity (instead of classifying certain toxicity as "acceptable"), that's the only option you have.
Toxicity is hard to moderate and can really take out a lot of time and I know I've gotta be thick sickened this is the internet but still it wears you down after awhile especially if you had a bad day and it lead up to that.
I know it's hard to moderate, but if you're tolerant toward such behavior, it'll just spread like the cancer it is.
If people know they will likely get a ban for this behavior, it will go from a constant, every match problem to a rare occurance that you can actually just ignore. -
That's usually just salt. Being toxic means going out of your way to make someone else's experience bad - like bodyblocking another survivor in a corner in this case, which has no purpose other than to cause thay person grief. Another example is saying horrible things in chat after a match.Milo said:
Doing things that are frustrating or "feel bad" for the sake of completing your objectives is not toxic, the word just gets thrown around when people are upset or frustrated. For instance, flashlight saves, blinding, using DS, tunneling a survivor, etc. -
Fair enough. Thank you again for the response!not_Queen said:@Baphomett said:
Now, on to my questions: Is there a reason specifics are never shared regarding the disconnect bans? What is the % that gets a ban? Is it calculated over a specific peruod of time (e.g. last 2 weeks)? Is the team interested in feedback regarding these metrics and/or have they looked at how other games handle disconnects? Finally, are there any plans to change or update the disconnection ban system?Thanks in advance for the reply! I understand if the answer is "that's classified", but I would like to know if the lack of info is intentional.
We do not share the specifics (% / ratio / period of time) because we do not want players to abuse that information. We have explored different ways other games handle disconnects and made changes based on new information and our system limitations. We are also working on player reports and ban information to improve the player experience.
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Check the Q&A from last week. They decided to back down and leave it alone.Zet395 said:@Baphomett said:
Nope, devs decided to leave it alone.I thought it was coming in the next patch?
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Nope, devs decided to leave it alone.
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First off, thank you for responding and providing an official answer the "reporting does nothing" meme!not_Queen said:We ban for disconnects
We do not ban systematically if you leave only one game, we ban players that leave more than a % of their games over a certain period of time. We are aware disconnecting is a problem and can ruin the game experience. Repeating offenders are getting increased bans.
We have automated bans for hacks and cheats
We always have people working on new detection tools.
We have a team reviewing in-game reports, chat logs and investigating hacks / cheats
We have enough information to make a decision and investigate cases of hacks and cheats as well as harrassment and greifing. Video evidence isn't necessary for every case but can make the investigation faster when we can access it. We are also working on a feature that will allow the players to give more evidence, if they want, through the in-game report.
EDIT: Typo
Now, on to my questions: Is there a reason specifics are never shared regarding the disconnect bans? What is the % that gets a ban? Is it calculated over a specific peruod of time (e.g. last 2 weeks)? Is the team interested in feedback regarding these metrics and/or have they looked at how other games handle disconnects? Finally, are there any plans to change or update the disconnection ban system?
Thanks in advance for the reply! I understand if the answer is "that's classified", but I would like to know if the lack of info is intentional. -
Dedicated survivors, more emphasis on stealth, fix map design, communicate more frequently and more fluently. That would pretty much make any other issues, even major balance changes, pretty tolerable IMO.
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They said in the last Q&A that they are already planning this.
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Wow, it only took 5 minutes for someone to miss the entire point and start with the toxicity. Point made.
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Preach, brother!
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That's not true! Some LFs camp in the basement, some camp at the top of the steps, some camp hooks not even in the basement. Hell, I once saw an LF slug someone and then camp them in dykng state. So many different playstyles!
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The unhook changes are not a big deal. BL changes will mean very little - BL3 was a meme and BL2 is pretty rare.
Kindred could make a big difference, but we dont know how or even if they will impliment it.
For all we know, there are a bunch of killer buffs coming in the patch that they didnt mention in the Q&A. Let's get all the info and see the PTB before we allnlose our damn minds, yeah? -
It wont happen but I think Buffalo Bill would be awesome. Just perks called "It puts the lotion on its skin" and "Would you f*** me? I'd f*** me" would be worth my 7 bucks for the DLC, even if the perks were garbage tier.
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I agree, playing normal is not griefing and people shouldnt whine about it just because there is am event. I was assuming the OP was complaining about all the players going out of thier way to prevent event points on gens and hooks by prioritizing point denial over normal objectives (getting kills/sacs, doing gens, escaping, etc).
If I was projecting, then mea culpa. -
Meh
Useless
Useless
Meh -
I dont think anyone said that, re-read the OP. Camping the event gens, even when presented with a better option, or leaving chases just to protect the event gen when you wouldnt for a regular gen, is pretty scummy.Tzeentchling9 said:And I'm supposed to ignore the Survivor putting themself in the bad position to rush the gen, and chase the guy running off to the closest loop, why ?
Now, if survivors are on the gen and you patrol it and chase them, that's just playing the game. No one is asking for a free lunch, just don't be a jerk and decide that stopping the survs from getting event points is suddenly priority 1 over getting kills.
Same goes for sabo. Dont act like denying the killer points is a higher priority than doing gens, getting res ues or escaping and we're all good. -
I agree it is cheesy, but the animation takes almost a full second so gen tapping is still doubling the time to complete the gen. This is actually MORE effective at delaying the game in most cases, it just doesnt risk alerting the killer with a failed skillcheck. So I say, let 'em tap, they are only hurting themselves.
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That said, I wouldnt mind seeing all 3 go, but atill think an extra objective is fun.
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I actually like the extra challenge of cleansing all 5 totems. i wish more survivors felt the same and didnt proc NOED 9 out of 10 matches.
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I think it's just you. As surv, you can still wreck an unskilled hag and skilled hags are a solid challenge and win chases more often than not unless you actually lose them instead of looping. This is about what every killer should be like, IMO. Bravo finally making a second balanced killer!
Now just 9 more to go and they can nerf the nurse. -
In my experience, a single pip is far easier on Survivor, whereas a double-pip is all but impossible unless the other survivors are potatoes and you bring BT.
On killer, the single pip is harder (unless you camp) but if you get any momentum going then going from a single- to a double-pip happens pretty regularly. -
I would feel that clearly the other three survivors are consistently doing something different than me and try to learn what it is and get better.Touken said:
So how would you feel if every game or almost all the time you get camped how would you feel to keep de piping because you dont get enough points and dont say oh you just have to get good because you cant if you keep getting chased at the beggining and you cant be stealthy because that rarely worksKilrane said:Yes, that's what camping is. Counter plays are answers to win a situation. If a Killer camps one Survivor the entire hook time that is your opportunity to do gens uninterrupted. This game's name is "Dead by Daylight" not "Everyone Live in the End". Sometimes sacrificing a team member is the proper play.
I may even be able to help: If you are on a generator in the first 30 seconds, you are likely the only one and will be the first hook. Wait near a generator for the killer to patrol past or start chasing someone else, THEN start working on it. I bet this fixes your problem 90% of the time until you get into single-digit ranks where there is less likely to be at least one guy who doesnt know this and gets chased right away. -
Any action aimed at winning without exploiting - not toxic.
Any actiom aimed at making someone else upset, unhappy or unable to enjoy the game - toxic.
If you play any sport, you should understand that "having no effect on the game" is in no way an excuse. Calling a player racial slurs, for instance, has no physical impact on the game, but is totally unacceptible. And the "getting in thier head to make them play stupid" excuse for taunting has never flown in any sport, so I don't see why the anonymity of an online game makes this somehow acceptible.
You can make the argument that players should simply ignore this behavior, and I agree, but that doesnt make the behavior acceptible and the devs/mods should NOT ignore it. For that matter, other players should not encourage it. I will often defend a killer from my fellow survivors in post game chat and thank them for the game when they didnt do anything to warrant the nonsense I see so often in the chat. -
SWF could just disable in-game chat (or set a different push to talk button) and still use discord, etc.
I don't think this helps, to be honest, except making solo survivors even more vulnerable if the killer can hear them talk. Also, as another poster said, this would inevitably lead to killer taunting and more toxicity.
I don't get the while concept of bringing solo up to SWF by introducing more mechanics. SWF has one simple advantage - voice comms. Thete is no equivalent to voice comms except... you know.. voice comms. Just add it, or provide a discord link in the lobby or something to avoid the extra coding and performance concerns. Problem solved, now balance killers around it. -
@Peanits Thanks for replying to this thread! You mentioned the in-game reporting is broken, and I think we all know the issues there, but the question is this: What is the most effective way to report someone?
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I dislike the issue at hand as much as anyone, but with the current broken ranking system and the lack of incentive to stay at red ranks, I don't think this would fix anything. Rank 1 survivors can still easily derank to bully less skilled killers or to get into games with thier newbie friends who don't want to get destroyed by a skilled killer.
It's worth noting that plenty of killers are deranking to crush less skilled survivors, too.
Until the rank system is addressed, any attempts to fix the matchmaking system are ultimately meaningless, so let's encourage the devs to fix ranking first. We all know they have a terrible grasp of order of operations for applying changes... -
I play 2 and 3 man SWF a lot and get dodged a lot. I agree it's frustrating, but I also think the OP is going the wrong direction. Rather than force killers to play matches they dont want to play, or trick them into it, devs really need to get it through thier heads that SWF does have an undeniable, unarguable advantage and not every killer is okay with it. Just give us a seperate queue for SWF, or make SWF visible in the normal lobby, and give killers a bonus to BP for playing against SWF.
And before everyone says this won't work, empty lobbies, no killers will do it, etc, I submit that a lot of killers would take the challenge, myself included when I play killer. And the only way to know is to try it. -
Devs are also moving the stun to the beginning of the drop animation instead of the end. So surv will drop the pallet right away wothout the dumb animation and the stun will be instant. This will effectively stop hits at pallets completely.
I think the first part is really needed, the second is stupid and just makes pallets far more powrful again. Welcome back to SC with impunity at every pallet location. -
The devs said in the last Q&A that they abandoned the SC nerf idea and won't be changing it, so no need to worry.
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You know Deathgarden is also Behavior, right? This essentially amounts to, "That does it! I'm going to stop playing the game I paid for a long time ago and buy your new one instead!" That'll teach 'em!
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I think the point was that trapping and then hard camping is redundant and silly.
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If you are finally reaching rank 11, you have no idea what the game looks like with skilled players. Sorry, but unless they are balancing around noobs, your opinion is simply too uninformed to be meaningful.
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Kindred for free is the only thing I have an issue with. Thats a pretty huge buff and all but guarantees that more survivors will stay on gens instead of multiple people going for the unhook.
I wouldnt have a problem with it if they made BBQ a standard ability for killers and gave US back a perk slot. -
Just wait for the press release stating that the delay is YouTube's fault with thier unreasonable posting process.
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Any 4 perks on a different killer?
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Wow. Just... wow. You know "Freddy is OP" is literally a meme for stupid survivor quotes, right?BigBadPiggy said:Freddy doesn't really need a buff, he's already really op especially with the add ons that decrease dream transition.
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Thats pretty fair, IMO. Permanent T3 and Iridescent hatchets are both a bit broken, although hatchets are way less of a threat now that huntress got nerfed.
Any Myers mains who wouldnt give up that add-on to see instant heals go away? -
SC, UE, Lithe, wildcard (usually small game, spine chill, or lw right now)
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I agree, it should be based on number of survivors still alive, which would not be countered by DCs or slugging deaths.
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I have yet to see this on a pallet, only on windows. I don't think anything needs to be changed except fixing the inappropriate slow vault issue.
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I will defend camping 100% of the time as a valid strategy. But rewarding camping so that it becomes an optimal strategy in almost any situation is beyond the pale. Killers camping every hook would make the game tedious for both sides.
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Nothing says balance like DCing to keep bullying noobs for zero in-game rewards. Does making the game a miserable experience for noobs make you feel better about how pathetically bad you are at this game?
I hear Civ 5 has some great cheat codes..
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Killers get a safety net? What is it and how do I get mine?