BingBongMan
BingBongMan
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- BingBongMan
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2421652#Comment_2421652
I don't know what I did to become one of someones favorite forum members, but I'm honored. Thank you!
Now, as for my own favorite forum members, here we go!
@Dabihwow & @Beelzeboop (I know you two will never get this, seeing as how you were banned. But I miss you guys.)
:D
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It sounds like a very limited issue, you're basically the only person I've heard of that's had that happen.
You can't disable something just because 1 or 2 people are having an issue.
Not to mention how DC penalties prevent DBD players from acting like literal children who quit if they don't like the smallest thing.
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Obviously the more skilled will win against the leas skilled. That's just the nature of most games. But most games with competitive aspects keep the skill levels mostly separate.
Those who want to play a more casual experience can pick from the main matchmaking menu. Those who want a more competitive ( or try hard, if you will ) experience can pick the competitive matchmaking.
DBD has no such separation of casual players and competitive players. We are all funneled into the same matchmaking system.
But almost all DBD players are aware that the matchmaking system is heavily flawed, and in my own words. WACK.
The DBD matchmaking heavily utilizes a knowingly flawed emblem system that funnels people with even a moderate playtime into the highest ranks.
Which is to say that red ranks are an odd hodgepodge of various playtimes and skill levels. People who are still somewhat new to the game can be pitted against the likes of otzdarva.
So, you can see where some of the attitude you speak of comes from. Some people want a more casual experience out of DBD, normally they would stay in the lower ranks due to a decreased focus on performance. But as stated earlier they are funneled into red ranks because of playtime alone.
Hopefully a GOOD implementation of SBMM will fix people going against others who are vastly more skilled. Thus keeping the casuals away from the "tryhards."
Just my two cents on the issue.
P.S. not to mention the nightmare that is individual killer balance, map balance, perk balance, etc.
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@LeFennecFox said:
Ignoring the top 1% of players opinions on balance changes and instead letting someone who is rank 20 on killer and survivor do it.
Yeah, they've ignored so many suggestions it's actually unbelievable. At this point the fog whisperers are more for marketing, rather than having the devs ear as they were advertised as.
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@DatBeardedGuy1 said:
I hate it. It has sucked all the fun from the game. All the killers have gone full sweat (slugging, etc) No one is getting good bloodpoints. I'm getting teammates with 2-3 days that can't handle god teir killers.
You're really gonna snitch on yourself like that?
You realize this test compiled about a couple months worth of data. So you should be getting fairly accurate projections of your skill in terms of teammates and how good the killers are.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2420824#Comment_2420824
They do as killers but it's fairly minor with how much the game holds your hand, like certain killers are scarier and they are slightly easier to spin that's about it and I didn't say there weren't advantages just that they aren't the problem or even really a problem, and in all my time playing killer since crossplay launched I have noticed almost no discernable difference between survivors on console or pc
Have you seen how fast PC survivors can 360? After running into a squad that could effectively rob me of all the hits because they could 360 effectively, I turned crossplay off.
Not screwing with that crap again to preserve my fragile sanity.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2419792#Comment_2419792
PC players aint the problem and I wont argue this, and yes overall the game is still growing, the game hit its record peak players in July. Sure it pitters off until the next chapter but that's why they do chapter releases every 3 months, and not just the games peak players but the average players in a month has also been trending upward.
Ain't saying he's right, but you can't deny PC players have advantages over console.
At the very least I would like to have the option to only be able to crossplay with other pople who have the same disadvantages as me.
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@TatsuiChiyo said:
Aside from lack of optimization, I'd say it's their communication to the community as a whole, both major and minor.
Minor issues are how codes are announced solely through social media it feels. Aside from the Spiral Mask, not once have I ever booted up the game and seen the Devs send out a message "use code freeblood for BP". I always have to hope someone posts on the forums cause O refuse to enter the cesspool that os Facebook and Twitter.
Major problems for me is the complete cluster suck that was Alto and the colorblind fiasco. As a colorblind player, it felt very frustrating that certain maps and Killers were completely unplayable for me simply because I couldn't see the auras of things cause the Devs love dark mode. Constantly hearing that devs weren't going to implement CB modes was equally as frustrating but I could at least understand. Than Alto says he's annoyed people were asking about it AND ALL OF A SUDDEN it is a feature ready to go? Seems oddly coincidental.
People go "oh they couldn't announce it cause they don't want to set expectations for a release". This wasn't se fix to PHs butt or a new chapter, but an actual part of game health that has helped TREMENDOUSLY at least for me, but right now I only feel I got it because BHVR got bad PR and NOT because they actually gave a crap
Their communication is essentially nonexistent.
People will say "oh, they just can't do that because the community is is so toxic!" When there are games like R6 siege with a way worse community that receives so much dev communication.
Point is, bad apples shouldn't be a reason to stop communicating with your community. If anything, NOT communicating is making this community more of a breeding ground for toxicity.
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@stikyard said:
A failure to incorporate playing both sides of the game.
We have two entitled sides that meta game each other. Largely because they are so invested in that one side of the game.
If more players actually played Killer for fun. Que times would be better and more games could be casual.
It's too late now, the stigmas are set in and, people are dead set in the side they want to play.
If the game had selected which player to be Killer randomly, we would all share the experience of Killer and, we would all know the pros and cons of each side. That ship has sailed, the community would never accept it now.
Plus they hardly do anything to make either side truly fun.
Survivor seems kinda boring when it comes to the their main objective, while also being the more chill role to play.
While killer is a stressful time management simulator that can be mercilessly disrespected by competent survivors. With very few killers filling in the "power" of the supposed power role.
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@gilgamer said:
Bad code and bad map design are in my opinion by far the biggest failures of this game that constantly hold it back and will likely be the cause of its death.
Despite how much the game is being held back by poor choices, it still thrives as the sole success of its niche.
But eventually the poor choices will stack up so much that the community just can't ignore them anymore.
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@Brokenbones said:
The Realm beyond aka the map overhauls
They took 3 chapters worth of new maps and gave us visually stunning but still unbalanced as hell maps. I would consider realm beyond a success IF they had actually ironed out the balance issues with the maps I'm about to mention
Cowshed and Rotten fields are still extremely unbalanced towards survivor. Thompson house is still bad as well. The others are okay.
Gas Heaven is still an unbalanced mess with massive car walls
Shelter Woods is still a massive dead-zone for survivor with no main building to it.
The Game is still a brainless pallet town
The other problematic maps remain untouched (Haddonfield)
To make matters worse they buffed coldwind for survivors when they overhauled it.
So they do balance the maps with the overhauls. Just in ways no one ever asked for or wanted.
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@kazzymoyashi said:
Their inability to listen to what the community wants - especially in regards to maps, bugs, and chapters. As great as it is to get new chapters, people have always wanted the health of the game to come first, but it would require people to boycott them on a financial level and the community won't do that.
Yeah, I feel ya on that.
There are so many issues the community had that could have been resolved by the devs writing a single sentence. But instead we recieved total silence.
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@Carth said:
Speed of changes & bugs. They are so slow to implement the easiest changes(1 -> 2 taking years, small things never being addressed), and the amount of bugs and issues is insane(implement MMR, turn it off 15 minutes later).
When Blight first came out on console he was straight hot dog water, but I mained him anyways.
It took them about 5 - 6 months to finally change Blight. Even though anyone with a pair of eyes could see console Blight was a terrible design at the time.
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@bm33 said:
Optimization - performance has only gotten worse as they add more to the game.
I remember the update that broke ps4 frames last October. Almost as bad as the resident evil update.
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@humanbeing1704 said:
100% breakable walls
Especiall dead dawg, which sadly has some examples of good breakable walls as well.
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Ok, bye.
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@GrimoireWeiss said:
I feel there will never be a point where Blight is 100% fixed. If you make him collide too easily he's going to be unplayable on indoor maps. And as someone said above, knowing which places you can slide of can give you some nasty hits, especially on shack and Autohaven/Badham cars
And as I said to him, it would be nice to know what places to bounce off of. If those stayed truly consistent across updates.
And FYI, I've mained the Blight since he came out. Slogged through the months on console where he was straight garbage. Learned how many maps operate in terms of slamming I to things.
But never has a game pissed me off more than DBD when it comes to Blight. Mostly because for some reason, even when I'm looking directly at the object I'm going to slam into. The game decides, "nah son," and sends me a mile away from where the survivor was.
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@Clowning said:
Someone once said that knowing which parts of the map are smeared in butter and which aren't is an important part of his skill ceiling.
And honestly? I felt that.
Well you see... that would be a good thing to know...
If that stayed consistent from update to update.
The devs are too generous with how much butter they place on the maps.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2411398#Comment_2411398
If it was purely data driven they'd have to nerf Coldwind a ton, because before the rework these maps had some of the highest escape rates in the game
Welp, the only side i am on is the ballance ;) I dont see how this is ballanced according to data at all, but maybe i missread your message there.
Yeah, it's pretty easy to tell coldwind isn't balanced.
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@dspaceman20 said:
I think its the same reason for why other maps are bad after the rework. They keep focusing on how the maps looks and not enough on how the balanced the map is.
Imo the maps looks great visually but the balance of the maps I what make it irrelevant.
Not to mention how they keep managing to make environmental hitboxes wierd when they rework maps. Huntress and deathslinger are still screwed over by stupid hitboxes on autohaven loops.
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@BrokenSouI said:
Oh. I thought we were going to talk about the bullshit buffed long walls EVERY jungle gym has now. On top of a god pallet. Good luck mind gaming on coldwind folks 👌
Coldwind already sucked pre rework, but now it feels downright awful for killers. Not to mention how you can barely slam into anything as Blight on coldwind.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2411253#Comment_2411253
sigh what they did to chapel's main building and how a thick layer of extremely ugly and unpleasant fog was pooped all over the map will never be forgotten.
######### breakable walls and ######### ugly fog.
also, can we talk about how they did NOTHING to asylum's atrocius map size and gen spread, but just added some breakable wall openings in the main building? on top of that, ADDED AN AWFUL, UGLY, THICK LAYER OF FOG? sigh. they just ######### up both crotus penns so badly.
And another thing I've noticed they love to do on the reworked maps. Is place objects around corners in loops that were already decent.
It's a small thing, but still so annoying regardless.
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@[Deleted User] said:
We can only speculate, because they aren't forthcoming about map balance decisions. They really don't talk about it all except in the most general terms possible.
My guess would be that it's purely data driven. The Game had a very high kill rate and got buffed. It certainly didn't need that, as every pallet on the map was already completely safe. I don't think these are mechanically driven decisions. Kill rates happen for a variety of reasons, especially in solo queue. And it often has nothing to do with how safe tiles are.
Given the crap decisions BHVR has made before on data alone, in all likelihood it is a purely data driven decision.
If so, they need to stop. They of all people should know raw data is hardly useful when it comes to the variables in DBD.
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In all seriousness I'm wondering what happened to Benedict Baker, he was there in the lore. Now all of a sudden we haven't seen or heard from him in god knows how long.
I'm kind of hoping he becomes a playable survivor at some point.
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It's just the design philosophy that's currently taken hold of the devs with the newer killers.
Notice that the mediocre killers are basically all killers that excel only in the 1v1 aspect. While having essentially no map pressure to speak of. Which makes the survivors feel like they can't do much in chase, while the killer definitely can't do much about map pressure because essentially all 1v1 killers lack mobility. So in a sense, everybody feels like their losing.
Yes, having killers excel in different things is necessary for the game to not grow more stale than it already has. But the devs know what makes a killer fun for both sides, fair, and overall good.
Yet they keep making killers like trickster who can turn you into shredded cheese in a matter of seconds, while trickster himself can barely do anything to stop gens from flying.
It's that design philosophy that I feel is leading to less fun and engaging matches. Yes, fun is subjective, but I think I'm not wrong when I say most of us would rather not be downed in 5 seconds because trickster is a god at low walled loops.
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The devs love to say things, mostly to make things seem like they're going to be better than they actually turn out to be.
They most likely forgot and decided to hope the community forgot as well.
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Eh, it is what it is.
Plus I think the devs said they're not changing mori's.
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Especially love the one on Autohaven that is directly in the center of the hill. Literally just out in the open, and basically begging people to cleanse the hex.
To sum it up in a movie quote, "The beacons are lit! Gondor calls for aid!"
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Torn between doctor and Blight.
Both were given a formal education and went on to perform heinous experiments.
Though Doctor ultimately wins out due to the more modern education he recieved.
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Dear god.... why?!
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Making an excessive amount of 1v1 killers will do that.
I know they have to have variety in killer designs. But they focus way too much on chase oriented killers.
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@xXCAM3R0NXx said:
https://forum.deadbydaylight.com/en/discussion/comment/2400914#Comment_2400914
I've never not noticed them. Mainly because... You don't need them?
Killer instinct literally shoes you exactly where they are going.
If killer instinct is as good as you say it is. Then scratch marks shouldn't make a difference, so why NOT include them?
P.S. killer instinct is a worse form of aura reading. It shows you where they are, as of the second the web appears over them. It gives no indication of where they are going, other than where they were as of that second.
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@xXCAM3R0NXx said:
This may come to a surprise but legion can see scratch marks...
As far as I can remember during feral frenzy you can't. Unless they changed that sometime in the frame that they were released in.
Could've sworn I included the phrase, "during power usage."
Probably forgot to include that while writing it.
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Amazingly enough, the wild population if console Blights is on the rise. Perhaps this endangered species can make a comeback from the brink of extinction.
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Yeah, but no.
Too damn cheesy.
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@MeltingPenguins said:
Not to criticize you, but we're pretty much all aware of sarcasm.
Talking 'bout sarcasm, I had rather expected a snarky comment about how since that chapter the QoL of the game consistently declined.
Irony, sarcasm is being an ass about something.
And I did say the post was for those who were unaware of the irony behind the title.
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@neonblush said:
The reason is because the game’s code only has 2 different settings for survivor’s sounds - “healthy” (which is essentially only breathing sounds) or “injured”. So Iron Will takes away the “injured” sounds, which don’t include breathing. It’s really dumb but it’s basically because the game code isn’t advanced enough to differentiate lol.
Sounds about right for BHVR's infamous code.
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@Customapple0 said:
Now will everyone stop complaining that it’s survivor sided hit validation?
One instance of it working doesn't mean every other instance of it being bullcrap is automatically ok.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2397171#Comment_2397171
I dont know about that 2bh. Look at Coal Tower for example. This map has all the loops and a decent main building for survivor but killer and survivor can agree that it is a very ballanced map, especially because of its small and relative simple map design. Imagine we would reduce generator repairspeed on a map like Coal Tower, Chapel or Saloon... would be unplayable for survivors. Not to mention that repairing gens is one of the most boring thing in the game but thats just a sidenote.
On top of that genspeed is very hard to fix, while changing the size of maps is not. There are so many parts that have to be adjusted if they decide to increase genspeed - Perks and also Map layout specifially.
Well they have to fix SOMETHING, and fixing something in a game as complicated as this all but guarantees you'll have to modify something else to accommodate.
Just because other things have to be modified to compensate doesn't mean they shouldn't do it.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2397153#Comment_2397153
They reward you for doing things other than gens, which is good, but I'm afraid that survivors likely care more about escaping because you don't really get many bloodpoints as survivor compared to killer. I can't speak for other survivors though, I don't know what they think, this is just my thought.
I don't like fast matches either and there'll need to be plenty of rebalancing, making maps Coal Tower size, fixing survivor spawns...
Gotta love when the game spawns survivors right next your totem.
I'm glad lethal pursuer came out to show how the survivor spawns actually are
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2397157#Comment_2397157
Yh mostly people who try to reach rank 1 for the first time, i guess. There are many conplaints in the forum that someone lost rank progress bc of camping, tunneling, genrushing etc, but i thinks its a minority.
I imagine they would be a minority.
I also imagine those people stop caring for pips the moment they learn how being in the red ranks actually is.
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@TicTac said:
No, that would be boring. When they chill, i need to chill. Then we could just all quit or start farming.
The game needs to be balanced from the devs and not with selfmade rules from the player. It would be ok if there would be incentives like do all totems or get 12 hooks to rank up faster (but then people would need to care about that), which prolong the game, but there are so many different things people care about. Some care for pips, some for bp, some for their own win conditions, etc.
People care for pips????
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2397125#Comment_2397125
Not really, survivors focus to escape and help their teammates, while killers focus on getting those 12 hooks by sacrificing all survivors. That's their objectives. Bloodpoints aren't objectives, they're post-game rewards.
True, but those post game rewards can also be incentives to do things other than gens.
Which admittedly at some point you're going to stop playing for bloodpoints because you've essentially leveled just about everything.
But fast matches don't feel satisfying for many, myself included. Which was the main point I was trying to make.
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@Apollos said:
I do a lot to maintain the balance. If I find the hex totem for Ruin but the match has only just started, I ignore it. If I bang out 2 gens, I usually will avoid working on any more unless things get dire or unless I have a challenge to complete. Instead I focus on unhooking, healing, and breaking dull totems.
It doesn't stop oppressive or sweaty killers from coming after me though. Or my teammates from focusing on more than just finishing all the gens as fast as possible.
I do something along the same lines. Mostly try to earn as many bloodpoints as possible in a match.
Sometimes results in me getting killed, but at least the match was worth doing. Instead of me ending up with 8,000 bp when it ends.
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@xEa said:
Survivors slowed down? You mean gens i guess, right?
If its about suruvivors movement speed: No, not at all a good idea.
It its about gens: I disagree. Its not genspeed, its map size. Reduce the size of some big maps just a little bit and we should be good to go.
Well... genspeeds have been getting complained about for years. As long as I can remember playing DBD, there has always been someone piping up about how fast gens can go.
To some degree map size can factor in to how fast gens are done. But no matter how big a map is, if survivors split up to do gens. There isn't much a non - meta killer can do other than try to force a 3 gen.
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@glitchboi said:
Eh... doing gens is pretty much the only necessary objective survivors have. You can argue that totems are also a secondary objective because of NOED, but they're optional to escape the trial.
You could also argue that the main point of matches is to earn bloodpoints. Which are admittedly hard to earn when a match lasts all of 7 minutes.
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Why you gotta do my boy Blight like that :(
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Been stuck in red ranks for about 3 years now. I wish I could go back. I like being able to chill in matches.
Instead red rank survivors seen intent on making the game as fast and unfun as humanly possible for killers.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2396441#Comment_2396441
Seems like with current-gen consoles its very mixed.
The games FPS is still #########, and some of the freezing is better but some is worse.
Yeah, that about sums it up. There are still instances where my ps4 stutters over minor things happening in a match.
But none so bad as a blight match on RPD. The stuttering on that map basically made it unplayable whenever I slammed into something.
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Survivors pulling moves so smooth brained that I end up mind gaming myself because I expect them to make smarter moves.