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DAMNFASTDEAD

DAMNFASTDEAD

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  • Das Spiel war schon immer vorhersehbar.

    Das macht es langweilig.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453924/abandon-feature-make-it-an-emergency-exit

    Although I don't support this idea, especially for new players, but I'm curious how this would work on console?

    Since the recent changes, I suspect that the game glorifies violence, especially when perpetrated by the player (Mori). Some people don't mind this. Others are bothered by the fact that an unlikely situation has become much more likely.

    A censored yet brutal scene from the film “American History X” once became reality in Germany in 2002.

    In my view, it seems right to integrate possibilities into the game to defuse this situation.

    Those who reject such an idea will have their reasons. I even suspect that some enjoy knowing that their opponent has to witness the situation. And that worries me.

    I don't want Dead by Daylight to be seen in this light: an act of violence in reality that can be traced back to DBD – just because someone wanted to experience it in real life.

  • @PizzaDweet said:

    As generic as it may be, a spider would be so incredibly epic if done well. But I believe something like that is not going to happen since killers are mostly humanoid. Imagine its legs going through doors or walls. Maybe they could use the rigids from Xenomorph where its legs land on surfaces so it doesn't clip through stuff but I doubt they could make it work.

    The Weeping Angles from the Dr. Who series.

  • Forget it. There are people who exploit this power. That's how it is here too. I've also learned from experience that you can't talk reasonably to everyone. People form an opinion of you, and no matter how wrong it is, they won't question it.

    I wouldn't waste any time on it.

  • @killer_hugs

    Ragequiting provides BHVR with information they can use to self-correct their own mistakes.

    That is correct. However, the data received must also be interpreted correctly. And in my view, they are not yet doing that.

    Unfortunately, this could be the path we're heading down. BHVR will add content to the game and make changes, but players will no longer be able to react the way they used to. Will BHVR be forced to self-correct simply by complaints on the forums? I doubt it. Only if they see players actively turning away from their game will they feel compelled to do so, and yet they are abolishing players' ability to do so in a meaningful way.

    That's already happening. I've noticed that in many games, the survivors take away the challenge from the opponent. They don't flee, they don't engage in chases with the killer. They make it easier for him and thus speed up the end of the current round. They degrade their opponent from killer player to delivery boy, because he has to hook and kill them if he wants to end the round and I don't think he's having fun when he realizes how apathetic his opponents are.

    The real problem from my point of view is the shrinking of moments in the game where both sides can have fun.

    And they don't fix that by holding people in a round. "Go next" is not a solution. It's a tragic attempt that has exacerbated the scenario I described above.

    In the same way, the recently introduced AFK crows are no solution either. They ruin a moment of fun and excitement when you're hiding as a survivor and can't quite tell if the killer sees you or not.

    I'll wait and see what happens next.
    Thank you for sharing your thoughts. I really appreciate it.

  • @VibranToucan said:

    DBD is the hardest for killers it has been in years. If we look at nightlight killrates, besides maybe Vecna, killrates are down. 10 killers currently have a killrate of below 50%. And this is not just against SWFs, it also counts soloqueue and people going afk and giving up and sabotaging their team and etc.... And it all averages out to under 50%.

    The reason so many killers tryhard so much is that, if you get even a decent team odds are you are going to lose. And you need to counteract that. You can't wait until you have one hook at 3 gens, by then they already have too big of an advantage.

    Nerfing killer would just make the issue worse and force people to pick stronger killers and try hard even more.

    Its impossible to nerf tunneling and slugging only if it's unnecessary. It would also hit situations where it's legit meaning more changes would need to be made.

    A tunneling nerf would require some sort of basket reward to make up for it. Something like Basekit thrilling tremors, but only if all Survivors are still alive.

    Nerfing Slugging would require a nerf to flashlight, sabotage, boil over, flip flop power struggle etc... These strategies are currently weak, but a big part of why is that you can just leave the Survivor on the ground.

    DBD is the hardest for killers it has been in years.

    I don't think so because the learning curve as Killer in Deathgarden was really hard!

    God, I miss that game.

  • The idea may have been well-intentioned, but the negative effects hit like a bomb.

  • @jasonq500 said:

    Only learned about this but the way the new system works is that you now have to play 20 matches to remove each DC points instead of waiting a single day for the point to be removed, and if you log in to dbd, the DC penalty timer doesn't go away if you log off the game (don't know if that's a bug or not)

    In my opinion I feel this is way too punishing and restrictive especially if you haven't played the game in months or if the game decides to just bug out/Internet issues and alongside the giving up on hook just from being tunneled out (which is currently Killswitched)

    Don't know if it's a hot take but I thought the old dc system was honestly just perfect, if you dc'ed too many times then you shouldn't play the game at all for the next couple of days, literally give yourself a breather and play other games then come back if you really feel like playing dbd again, no one would wants to continue playing dbd if you still kept the penalty from a couple of weeks ago as there are some casual players that don't play this game daily

    if they really wanted to punish players more from dc'ing, then they should've adjusted the old system like increase it by 48 hours or increase the time amount

    Cause right now I just don't think the new dc system is good for the game in my personal opinion

    The simplest reason why people want to go to the next game: The amusement is gone.

    The innovations that came with v9.0.0 have created new moments of vanishing amusement that are now simply sat out.

    As a survivor, you are hung up on a hook and can no longer free yourself with basekit, let alone even try. So you have to wait.

    I've seen people switch DBD to the background and watch YouTube in the meantime. Why not? Waiting on hold for what feels like minutes is boring! Then you do something else in that time.

  • @CLight

    In my view, the Go Next Prevention (GNP) and the AFK crows have only made the situation more tense in all directions, not improved it. Not at all!

    With the new AFK crows, the survivor player is put under pressure because he has to interact to prevent and/or get rid of them. This leads to absurd actions that result in griefing and sandbagging. At least I have noticed a huge increase here.

    GNP leads to a new version of "go next": the survivors no longer flee from the killer. It doesn't make sense anymore either. If you have to move fast, you leave the red scratch marks. Hiding for longer, which can be necessary, is also not possible because of the crows. The killer doesn't even have to hear them. It's enough for him to see one flying in a circle.

    The gamma settings are great. You can finally bring light into DBD. That also makes it easier as a killer.

    The skill checks on the hook no longer seem necessary.

  • @Rockinbakawolf said:

    How do you know how many points you have?

    Nope. I never linked my account on Steam to an account at BHVR. Perhaps that was a good decision, too. 😁

  • @I_CAME

    They don't need to kill switch the system. They need to delete it entirely because no one asked for it. Just admit that it was a mistake and move on from it. What people wanted was for people to stop going next on the hook. That's all we needed and then we could have looked into something more if it turned out to not be enough. This kind of draconian crap is ridiculously harsh and is never going to work the way that Behavior thinks it will.

    If I have understood you correctly, you are speaking from my soul.

    I can't understand the idea behind the stricter AFK crows and this prevention system. Especially not when the survivors still leave those red scratch marks when they have to move fast.

    Then the developers would have done better to have huge light signs appear above each survivor with the message: Hey killer! Here's your victim.

    I'd honestly make the same argument for the new point system that requires you to play TWENTY games to lose part of the penalty. Do people realize how much time twenty games is? If you assume a match is twelve minutes then that's FOUR HOURS in game alone just to go down one level. Not even counting the time you spend in queues, menus, loading screens, etc. Also remember the penalties no longer go away over time anymore. This kind of stuff is only going to drive people away in the long term.

    I've been playing DBD since it came out and a year after it came out I decided not to invest any more money in it. This decision is the right one!

    I have still the opinion that the developers have made a huge mistake here. They have lowered the hurdles for killers to kill their opponents with their own hands and they have not effectively defused the situations. You're literally forced to watch the animation and it's even more difficult when a person playing as a killer knows that they're killing a character controlled by another player!

    I called for the option to bypass Moris years ago, because I think there are many who don't see it as horror, but as a form of indirect human-to-human violence. I see it as glorification of violence. And that can't be good.

    There are horror moments in the game. Some of them really good. For example, the Huntress with the moose head and no terror radius. I cringe every time. I like that kind of thing. Or when a killer approaches without a terror radius and you only hear the footsteps.

    Horror doesn't have to be superficially bloody. But I have the impression that the gore has become more and more central.

    To start a round, you only need one killer, but four survivors. And I very often see that the matchmaking bonus is with the survivors.

    Thanks for sharing your thoughts. I appreciate that.

  • @ImVeryDummm said:

    Killer match queue time is ridiculously long because most of the Survivor players are playing Springtrap

    I enjoy the matchmaking bonus as survivor. 😁

  • @Sheffield said:

    In every Match with the new Killer i or we have no Terro radius. This is Game braking.

    I'm really angry because he can easily pull me off the Generator every round.😡

    You just have to keep an eye on your surroundings.

  • @GeneralV

    It is a very complicated matter.

    OK

    Is the system perfect? No, not even close, and it might require further changes at some point. But the thing is… something had to be done. The sheer amount of games ruined because of early hook suicides in recent times was extremely unhealthy for the game.

    Agreed! And they can choose to implement effective or efficient solutions.
    Effective = doing the right things.
    Efficient = doing things right

    Now, ideally the problem could be fixed by addressing the reasons why players decide to suicide on hook and abandon the match. This is an opinion that has been said many times. But what hasn't been said is how this is almost impossible to do.

    You don't have to try to fix all the reasons. However, the most important ones should be addressed.

    Because there isn't one factor in particular causing people to abandon their games,

    I see it differently. I think many people drop out because one main reason triggers them. What comes on top of that is secondary.

    outside of, maybe, playing against Ghoul.

    His music is annoying.

    A survivor choosing to suicide on hook at five gens could be anything: maybe they didn't like the killer, or the map, or their build isn't working, and the list goes on.

    Possible, but I wouldn't get lost in the details here.

    Same goes for killers that abandon their games, of course, the only difference is that they can't bypass the penalty.

    Agreed.

    And some of these things, like a survivor / killer player who doesn't like the map they got, has no fix. Addressing the reasons why people choose to leave before the match is over relies on the "why", but it is something that changes heavily from player to player, so how do you solve this matter?

    Definitely not as suggested:

    Removing the very option to bypass the penalty and leave.

    The biggest problem seems to me to be the glorification of violence. This has nothing to do with horror. I have noticed for some time that the developers have lowered the hurdles a little more in this direction. I'm talking specifically about the ability to kill your opponent with your own hand. Forcing people into this situation is not what I call a solution.

    Let's just wait and see. Maybe I'm wrong. I just know that the matchmaking bonus is very very often on the survivor side and rarely on the killer side.

    Thanks for sharing your thoughts! I really appreciate it.

  • It would be so easy, I think. It's about power in the game, who can oppress whom best. The problem is that this has nothing to do with the genre of the game. Horror is something else (When the huntress in the moose costume is suddenly after me, that's horror.). I had already suggested at the beginning of the game that there should be ways to defuse situations that are perceived as unpleasant, especially Moris. This doesn't mean that a killer player shouldn't be allowed to enjoy the animation, but rather that a survivor shouldn't have to. I often get the impression that for many, killing a bot via mori makes a difference to killing a character controlled by a player. I find this development worrying, as well as the fact that people are jaded enough to enjoy this open display of violence or that they don't care.

    In the game Deathgarden, the violence was not depicted quite so clearly. It was more bearable.

  • “Go next” will not work as expected. I'm betting on it. The problem is the ratio
    number of generators to be repaired to number of remaining survivors to number of remaining opportunities not to end up on the hook.

    Someone who keeps an eye on this ratio during the game knows that it can very quickly tip over to the point where the chances of winning as a survivor have simply fallen to the bottomless pit.

  • @IrisLP said:

    I'll get straight to the point. The Go Next prevention measure isn't going to work for several reasons.

    First you have to know that most of the people who do Go Next are NOT playing to generate Blood Points. In fact, they don't care about BPs; what matters for them is winning the match (many even have the mentality of simply wanting to humiliate the killer, they don't even care about help the teammates).

    This leads me to the conclusion that these people will constantly use lucky offerings to be able to use Go Next. What does this mean? They'll still have opportunities to reach phase two on hook.

    What will happen if they're not allowed to reach phase two and the other teammates unhook them? The same thing that's already happening when we prevent them from doing Go Next: Survivors will go AFK or sabotage their team.

    In other words, they'll blow up engines, they'll throw pallets that the killer will break, they'll be running after the killer so they can hang them again. Of course, the killer isn't to blame for this happening and will take the opportunity to get rid of a survivor, but then the game will be doomed from the start; it will be unplayable.

    As a soloQ player, I've had plenty of matches where one or two players just don't want to play anymore, and no amount of human power can force them to. Obviously, for killers, these are easy matches, and they'll get rid of them if they want to. But as a soloQ survivor, I have to say that when you get five matches in a row like that, it's frustrating, annoying, and it makes you quit and go play anything else.

    This is something that ALREADY HAPPENS. And I don't see how the measure they want to take will make the games any different. SoloQ is already hell... and honestly, this isn't going to help improve it.

    And what will happen? You won't be able to report a survivor for attempting to Go next if the survivor has a lucky offering because their play will be justified by saying they had said offering.

    And if I report it, how am I going to prove that, even if they have the perk or the offering, they performed a GO Next? Will I have to record each of my matches to submit a ticket?


    So far, I've reported Go Nexts from several teammates many times and have NEVER received feedback about it. I think it's going to be more complicated to report the unsportsmanlike behavior this time.

    I say this because if people are carrying a Lucky Offering and the Slippery Meat perk and are reported for attempting a Go Next when they actually wanted to use their perk, what will happen? Nothing, because their attempt is justified? So... what will happen if they're carrying this but actually intended a Go Next, but it can't be taken into account because they're carrying that combination? Do you understand what I mean? In those scenarios, what will be the key to determining who deserves a penalty and who doesn't?

    I worry that such mechanisms will turn the game from a game into a duty. 😁

  • @PetTheDoggo said:

    Cross-play off will match you only with players who also have it turned off. Unless they changed it at some point…

    Most PC players have cross-play on.

    Thank you for the eye opener. :-)

  • Werden die Entwickler wohl nicht machen.

    Das Spiel wirft sonst nicht genug Geld ab.

  • @VibranToucan said:

    The reason survivors go next is because they don't want to be in the game, they wouldn't spend all game hiding. It would extend their time in the game that's the opposite of what they want.

    Being constant AFK is already against the rules, as I mentioned in the post, so I don't see why we are considering it for other rules. That's like saying

    That's not, what I meant.

  • @VibranToucan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860989#Comment_3860989

    Then what do you propose should we do about Soloqueue survivors constantly giving up over the smallest reasons?

    Wrong question! You should ask yourself what happens when you introduce such a rule.

    This could tempt players to effectively avoid a confrontation with the killer, simply hide and sit it out, regularly changing locations without the killer player being able to find them. The rest of the burden (repairing the generators) would then fall to the others. Is that what you want? What happens next? Do you want to regulate everything that you don't like or doesn't suit your style of play?

    By the way:
    You may end up with very long laps in such a case... They only really end when one side has been so demoralized that it gives up.

    As a killer, I like to use AFK survivors as a time lock.

    If I'm having a real bad day, I don't kill them. I leave them standing. They don't help the other survivors, they help me. The others have to fix Gens and open the exits. If I were them, I'd be happy if one of them could leave the round via the hook. That is legitimate.

  • @GeneralV said:

    4% isn't a problem, it is an important aspect of the game that should remain untouched. What we need to understand is why people are giving up and adjust things accordingly.

    Is it really that difficult? Isn't it obvious?

    In a game in which two sides with opposing goals are involved, it is inevitable that they will compete. In a competition, you can try to win by hook or by crook, or you can evaluate the situation in terms of the chances of winning and then decide that there is no point in investing your time and wait for the next round with a hopefully better configuration in terms of perks, map, offerings and opponent(s).

    What's more, the game is incredibly straightforward. Not only in its design and mechanics. You can even recognize your opponent's goal by their style of play. There are no surprises and that makes the game unspeakably boring.

    Games are actually a tool to trigger a fundamental characteristic of human nature: we are problem solvers.

    This has been proven in psychology. Give a person a tangled rope and they will try, albeit casually, to untangle it.

    That's why puzzle games like "Portal" or "The Talos Principle" are always captivating.

    You can play them hundreds of times and always discover something new.

    Unfortunately, that doesn't work in a game like this.

    In addition, it is apparently not always or often possible to combine players of the same strength with each other. And even if this happens, you can never be sure that every player is pursuing the same goals and understands the game in exactly the same way as the others.

    When it comes to kill games, I don't think anyone has understood it better than the makers of "Unreal Tournament".

    There are still servers online for UT2004 and UT3 despite their enormous age. Maps are still being maintained and there is still a large community of players.

    And yes: you get killed there too. Many times. But you just get back in as long as the game is running. And that's the difference to DBD:

    A kill in DBD is equal to an inglorious ass-kicking. This is not the case in UT, even if there is a kill counter.

    For me, this is a tenable explanation as to why someone would prefer to leave the game of their own free will.

  • @Chaosrider said:

    Bots are just the same a no player. They are more helping the killer than anything else. It makes no sense to implement more workarounds instead of resolving underlying issues.

    This person knows what he's talking about!

  • Wüsste nicht wieso...

    Du zahlst ja, um vorher dran zukommen.

  • Schau Dir mal die Internetverbindung Deines Computers genau an...

    • Ist der Computer bis zum Router durchgängig per Kabel angeschlossen oder wird eine alternative Technik (WLAN, Powerline) verwendet?
    • Für was wird die Internetleitung noch verwendet? (Streaming?)
    • Spielst Du nur zu bestimmten Uhrzeiten? Was wird mit der Leitung dann noch gemacht?
    • Welche Bandbreite rein und raus hast Du?

    Diese Fragen stehen für Variablen, die Onlinegaming in eine Hölle verwandeln können.

  • Komm schon!

    Atme tief durch und nimm das Ganze nichtt so ernst. Leider ist es so, dass Leute zusammengewürfelt werden, die menschlich nicht zusammen passen.

    Dann wird es schwer, dass daraus ein gutes Spiel für beide Seiten wird.

    Geht mir ja nicht anders:

    Wenn ich den Killer spiele, versuche ich auf die andere Seite Rücksicht zu nehmen. Wenn die hingegen einen Genrush hinlegen, parke ich den Killer irgendwo und warte auf die nächste Runde.

    Vielleicht ist die dann besser.

  • Wundert mich eigentlich.

    Ein Game-Crash mit dem dem Crash-Screen der Engine führt nicht zum DC-Ban.

  • From my point of view, this killer is not suitable for all maps and locations of the generators. Effectively monitoring a generator that can be repaired from three sides limits the location of the required bio-pod to the appropriate line of sight. Then, when it's set close enough, you can watch helplessly from there as everyone has an EMP.

  • Bei mir tut es das nicht.

    Hast Du die Spieldateien mal überprüft? Vielleicht liegt da ein Fehler vor.

  • Grüß Dich,

    ich dürfte wohl zu einem der ältesten DBD-Spieler gehören und kann Dir folgendes sagen:

    Ich akzeptiere Deine Ansicht, teile Sie aber so nicht.

    Aus meiner Sicht -und ich spiele sowohl Surv als auch Killer- sieht es so aus, dass die Chancen eines Survs gegen den Killer maßgeblich durch folgende Faktoren fundamental sind:

    • höhere und zunehmende Geschwindigkeit des Killers
    • Ausrüstung Perks auf beiden Seiten
    • Der Killer als Verfolger hat den Vorteil.

    Fundamental deswegen, weil diese Variablen fest im laufenden Spiel sind und sich nicht ändern.

    Als dynamische Komponenten kommen hinzu:

    • Skill auf Killerseite
    • Skill auf Survivorseite
    • Zusammenarbeit der Survs

    Skill bedeutet für mich, die Vermeidung von Fehlern, denn letzten Endes sind es gemachte Fehler auf einer Seite, die den Vorteil der anderen bedeutet.

    Das Dynamische lässt sich aus meiner Sicht nicht einfangen, ohne den Spielspaß zu beseitigen. Wer spielt schon gerne in Handschellen oder wenn er künstlich an der Leine liegt?

    Hier ist aus meiner Sicht etwas "Fingerspitzengefühl" der Spieler auf beiden Seiten gefragt. Dann können wunderschöne Spiele bei rauskommen:

    • Nicht immer direkt auf blanken Gewinn zielen
    • Kommt der Gegner überhaupt mit, oder übervorteile ich ihn?
    • Wir kommen zusammen, um gegeneinander zu spielen
    • Es existiert eine rudimentäre Kommunikationsmöglichkeit zwischen beiden Seiten während des Spiels. Das hat nur noch nicht jeder durchschaut oder es nicht jedem nicht egal.

    Wenn beide Seiten etwas auf einander achten, bleibt das nicht zwingend unbemerkt und man räumt Chancen ein, in der Hoffnung, dass diese nicht boshaft ausgenutzt werden.

    Ich habe da teils gute Erfahrungen gemacht und nette Leute getroffen! Da macht sogar der Tally-Chat am Spiel Ende richtig positiv Spaß!

  • Hat sich erledigt!

    Diese BOTS steigen ins laufende Spiel als Stellvertreter ein, wenn ein Spieler aussteigt.

  • @BB_ said:

    Warum werden Beiträge einfach gelöscht. Das ist ein Forum, wo man mit ordentlichen Worten seine Meinung sagen darf. Wozu ist ein Forum da?

    Hier macht man von seinem Hausrecht Gebrauch. 😁

  • Wird wohl nichts werden, denke ich.

    In den Multiplayer-Lobbys geht es letzten Endes darum, dass jeder zum Spielen kommen kann.

    Wenn ideale Matchpartner nicht zu finden werden alle anderen zusammengewürfelt.

  • Gut fand ich den Patch auch nicht.

    Ich habe immer mittels Quadro-Boon supportet und eine Art sichere Insel versucht zu schaffen. Jetzt ist es nur noch ein Trio-Boon mit Perk, um Paletten aufzurichten. Aber wenn ich gedowned werde, bin ich meistens damn fast dead.

  • Hallo zusammen. Vorab, ich habe aktuell ca. 400 Spielstunden. Das letzte halbe Jahr habe ich fast gar nicht gespielt. Nun hat mich die letzten zwei Wochen das DbD-Fieber wieder gepackt. 

    Hallo Larissa. Ich heiße Andreas. Sei versichert, ich messe Menschen nicht an ihren Spielstunden, sondern an ihrer Reife. Ich spiele das Spiel, seit es erschienen ist -nicht regelmäßig, aber dennoch recht häufig-.

    Mittlerweile gewinne ich (solo q) vielleicht gerade mal noch 1/15 Spielen im Schnitt. Und dabei geht es in der Mehrheit nicht um campende oder tunnelnde Killer (die gibts ja trotzdem weiterhin), sondern ehr um die eigenen Teamkameraden im Überlebenden-Team. Bei 3/10 Spielen begehen die Überlebenden Selbsttötungen am Haken, ich finde das ist echt ein massives Problem. Dabei sind es oftmals sogar gar keine Überlebenden, die als erstes auf einem Haken waren. Daraus bildet sich meist eine Kettenreaktion und der nächste tut das gleiche. 

    Die Überlebenden sind seltenst ein Team. Vor allem dann ist das der Fall, wenn sie zufällig zusammengewürfelt wurden. Ich habe schon mit vielen Spielern im Team bei DBD spielen können, ohne dass wir uns je gesprochen oder danach Kontakt gehalten haben und habe mich gefragt, wie das funktioniert. Hat einfach die "Chemie" gestimmt, die Haltung und Sichtweise zum Spiel oder war sogar unser Gegner daran nicht unbeteiligt? Ich bin der Ansicht, dass es alles war:

    • Wenn man die Ketten nicht zu eng zurrt und Luft zum Atmen lässt, das heißt, man schraubt die Erwartungen an sich selbst, an seine Mit- und Gegenspieler runter und nimmt etwas Druck aus einer Runde, dann kann ein richtig schöner Spielverlauf draus werden.
    • Wenn man nicht mutwillig den Spielverlauf sabotiert und dazu zählt auch das, was Du u.a. im nächsten Abschnitt beschreibst.

    Ich habe auch schon beabsichtigte Blockierungen durch andere Überlebende erlebt, wenn sie dir den Durchgang durch eine Tür versperren, damit der Killer ein hitten kann. Auch habe ich schon erlebt, dass Überlebende mit Handzeichen in die Richtung zeigen, wo man sich versteckt. Ich habe auch schon am Haken gehangen und kein einziger (!) hat mich heruntergeholt und ich bin in einem Durchgang ohne Selbsttötung gestorben. Ich habe auch das Gefühl, desto höher der Rang, desto schlimmer wird es auch. 

    Die Sache mit dem toxischen Verhalten ist nicht weg zu diskutieren. Es ist vorhanden. Leider. Allerdings sollte man nicht alles sofort als toxisch betrachten. Beabsichtigte Blockaden oder Verrat heiße ich auch nicht gut. Das verdirbt den Spaß. Am Haken zu hängen und keiner hängt dich ab, ist mir auch nicht neu. Das kommt vor. Ich beobachte dann meine Mitspieler, ob sie die Zeit klug nutzen, die ich bereit bin zu erkaufen. Tun sie das, indem sie Generatoren machen, bleibe ich solange ich kann. Tun sie das nicht, töte auch ich mich am Haken. Wenn einer Griefen will, sowieso. Es ist eine legitimie Antwort auf eine legitime Frage des Killerspielers: Willst Du noch dabei bleiben? Insofern betrachte ich Selbsttötungen am Haken keinesfalls toxisch. Würden die Devs es so sehen, hätten sie die Mechanik wohl so gebaut, dass man einfach nur warten und nichts weiter unternehmen kann.

    Diese ganzen Erfahrungen nehmen einen wirklich den Spielspaß weg, ich verstehe es wirklich nicht. Dabei möchten die Spieler doch eigentlich alle das gleiche? 

    Du hast Recht. Der Spielspaß ist kompliziert aufrecht zu erhalten. Es gibt Menschen, die es genießen, die Morianimationen im Spiel abfahren zu können wohlwissend, dass der Gegner da durch muss, wenn er das Spiel nicht abblendet. Andere freuen sich über locker leichte Runden und andere haben ihren Spaß, vom Killer gejagt zu werden. Das ist nicht immer in Einklang zu bringen und meist startet ein Spiel mit immensem Druck. Die Survs legen direkt los mit Gens, der Killer schaut, dass er sie oiptimal überwacht und einen nach dem anderen niederbringt. Der Druck auf einen Killerspieler, den Spielspaß (auch seinen eigenen) aufrecht zu erhalten kann sich steigern, wenn er schon an einigen Gens vorbeikommt, die schon fortgeschritten sind.

    Ich habe mich mal entschieden zu Glauben, dass wir zusammen kommen, um hier mit- und gegeneinander zu spielen. Das ist für mich das Optimalste. Deswegen zähle ich, wenn ich Killer spiele mit, so dass niemand sterben muss. Ich mache die Maps im Idealfall zu einer Arena und gebe der Jagd den Vorzug. Das macht mir am meisten Spaß, wenn ich eine faire Chance sehe. Und darauf kommt es an. Wenn beide Seiten etwas auf einander achten und sich ein wenig angleichen, dann kann es irren Spaß machen. Manchmal vergisst man das aber auch. Ist menschlich.

    Ich könnte nun noch so viele Situationen aufzählen, die mich als Überlebender im eigenen Team mit Fragezeichen zurücklassen. Ich möchte diesen Post als Frust auslassen und auch einfach als Hinweis an andere Überlebende, dass wir trotzdem in einem (!!) Team zusammenspielen. Vielleicht hat hier jemand ähnliche Erfahrungen gesammelt, nur habe ich das Gefühl, vor einem halben Jahr was das bei weitem nicht so schlimm.

    Es ist die Frage, welches Ziel jemand verfolgt. Mir geht es nicht im Prestige oder um Aufzusteigen in den Rängen. Dass es in den oberen Rängen hart zur Sache geht, wundert mich nicht. Wer sich dahin hochgearbeitet hat, will da auch bleiben, solange es geht, nehme ich an. Diese "Ehre" ist zeitlich begrenzt.

    Nimm das Spiel nicht zu ernst. Es ist um bleibt ein Spiel und manchmal hat man es eben mit unreifen Menschen zu tun.

    LG

    Andreas

  • @Doluthos said:

    Guten Tag zusammen,

    leider erlebe ich in letzter Zeit immer häufiger die Geste des Killer, dass er mich "gefickt" hat.

    Ich liege am Boden und er will mich von hinten Doggy nehmen.

    Wird das im Game von Bhvr geduldet, oder sollte man das melden, bzw solche Clips an Bhvr schicken?

    Ich kann mir nicht helfen, aber ich muss Schmunzeln. 😊

    Ich würde in keine Handlungen, weder teabagging noch die von Dir beschriebene etwas Sexuelles reindeuten, sondern einfach nur Kinderkacke. Etwas dickere Haut tut Dir gut. Glaub's mir.

  • Ganz ehrlich?

    Wenn mich einer meiner "Mates" grieft und das kommt für meinen Geschmack viel zu oft vor, dann kann es vorkommen, dass ich dem Killer auch zeige, wo der Schlingel sich versteckt.

    Damit hole ich mir etwas Spaß zurück, der mir vom Griefer versaut wurde.

  • It's rare for me. But that's also because I write to people in complete sentences, thanking them for their time and wishing them a good day or a nice weekend.

  • @ByeByeQ said:

    Give survivors a bribe to hang around. I think this could especially help SoloQs.

    I am envisioning something along these lines:

    In first stage survivors should get 25 bloodpoints per second in the survival category just to hang there. Hanging in there and not trying to kobe is the best thing a survivor can do for their team most of the time. If they hang the full minute, that'd be an easy 1,500 points.

    Struggling on the hook should be 400 points per skill check. (2,400 for 6 skill checks) Or start at 250 and increase by 50 for each successive skill check. (2,250 for 6 skill checks)

    In total this could lead to survivors earning up to 3,900 points for hanging on the hook for the full 2 minutes vs the paltry <900 (15BP/s in struggle phase only) points we currently get.

    I know this certainly would not eliminate suiciding on hook, but it would reduce it.

    I know I would hang around for that 3,900 bloodpoints. It would be a worthwhile incentive for me.

    I made a poll about this as well.

    What do you guys, gals and non-binary pals think?

    I think it's a nice idea. The sister game Deathgarden had a similar solution, because due to the asymmetry, the straightforwardness and the skills of the players, the course of the game and the end were clear relative quickly. This creates boredom. There are people who don't notice this and others are bothered by it.

  • Wenn man den Grind nicht ewig verlängern will, hat man als Surv keine große Wahl.

    90 Sekunden alleine an einem beschissenen Generator ist schon ätzend wie Sau. Und wenn Du gegen einen Killer mit ordentlich Map Pressure spielst, hast Du schnell keinen Bock mehr, immer wieder von Neuem zu beginnen.

    Also steht ne 50:50-Chance im Raum:

    • Die Survs machen effizient die Gens
    • Die Survs killen sich reihenweise an den Haken

    Das Spiel ist einfach zu geradlinig.

  • Du schmeißt 150€ für ein Spiel aus dem Fenster?!

    Nicht:

    Schämt euch!!

    Sondern:

    Schäme Dich selbst!!

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Was das Spielen gegen eine KI angeht:

    Ich kenne die von Dir genannten Spiele und die Spielverläufe. Weißt Du worin der Unterschied besteht in meinen Augen?

    Die Spielverläufe sind in beiden Fällen gleichfalls statisch, geradlinig und brunzlangweilig. In beiden Fällen können die Devs versuchen, in die geradlinigen Spielverläufe Dellen reinzuschlagen, indem die KI neu parametriert wird und ihre Handlungsweise unvorhergesehen ändert als auch beim Spiel Mensch gegen Mensch. Nur gegen Egoismus kann man nichts machen. Der glättet alles.

    Ein richtig cooler Spielverlauf, der mich fesselt, ist unvorhersehbar. Das habe ich bisher wenn überhaupt bei Deathgarden mal erlebt, auch wenn das Ergebnis mitunter gleich war.

  • @Akumakaji said:

    There are several good YouTube vids of the collaboration tracks. They are pretty nifty and you can either listen to them on YouTube or *cough* use any means of acquisition that you might know about.

    Thank you. I found, what I was looking for. 😁

  • Das solltest Du besser sie fragen.

    Ich finde diese Runden zwar auch langweilig, nachdem sich herausgestellt hat, dass der Killer botgetrieben ist bzw. ein Macro abgespielt wird, aber mit einem Boon-Perk kann ich schon ordentlich Punkte einsammeln.

    Meistens suche ich dann ein Totem in der Nähe des Killers und segne es. Dann kann man sich auch Punkte beim Heilen reinholen.

  • @TheDappaScrappa said:

    Fellow survivor players, if you cannot function without dead hard can you play something esle? I cannot have one game where something like this happens. There's no fun to be had at all. You get mad that you cannot loop or you get hit so you bail out this is getting freaking crazy

    https://twitter.com/TooRachett/status/1550636780445212672

    In my humble opinion, you are not diving deep enough into the problem.

    You have a view. That's ok. It may certainly apply to some, but certainly not to all. If you are open to a different view, we can exchange thoughts.

  • @Beatricks said:

    It's funny, because I was watching Otzdarva's video against the Nurse on Crotus Prenn where he said they were doing good, despite the fact that people were on death hook, multiple people down and still 3 gen. You thinking that the game is winnable doesn't mean your teammates agree. SoloQ is beyond miserable at this point so people just embrace the Go Next mentality if the odds are not in your favor. It sucks, but until the game is fun to play, this will be present.

    I think, you're on the right way.

    I tried to explain my point of view to another user:

    "https://forum.deadbydaylight.com/en/discussion/comment/3104572/#Comment_3104572"

  • @Marik1987 said:

    I removed the politician part, because its not the right way to bring politics in a video game. Sorry for that part. ✌️

    Good thing you removed that part. It was unacceptable.

    A lot of people cry a lot about the new (in my opinion very healthy) patch and forces games to end quickly with manipulating Killrates toward High-Kill-Rates.

    Your opinion. I recognize it as 'tenable'. However, that does not make it generally correct in my eyes.

    Mass-Disconnects, Self-Sacrifices and so on are a big issue now + we've seen a lot of hackers are back too.

    Not from my point of view: The egoism that is the driving force on both sides is the problem. What was tolerable before is now being exacerbated.

    I really hope the Devs does not fall for this propaganda of people, who use this "politic" to get their old Meta back, because they are just refusing to adept and learn new gameplay.

    You might see it as propaganda, but then you're not diving deep enough into the problem, I mean.

    Old dog doesnt want to learn new tricks, right? Sucks, guys, really bad! Adept and play, dont destroy everyones game-experiences...

    In my eyes, you are not looking closely. You take your view at face value and do not seem to question it. I've mentioned in other posts of mine the possibility that there is a direct relationship between the concept behind the game, the mechanics, and human selfishness, which is now brought to light more strongly by the new patch.

    You wrote 'Adept and play':

    I see it as teanable but selfish to write something like that, because you conclude from yourself to others. Just because it may be easy for you, it is not the same for others. Just because the game may seem to you as a profession, so it is for others simply a game.

    You wrote 'dont destroy everyones game-experiences':

    I won't deny that people also go out with that intention, but you seem to be missing something: In my view, the terms 'winning', 'losing' and 'giving up' are inseparably connected with the term 'game'.

    You also seem to overlook the fact that when a player leaves the game early, there is a contingent of players left who could adapt to the new situation and still have fun. But in many games the opponents don't seem to be ready for that. I wonder why and I always come up with only one answer for me: It is 'selfishness' driven by ignorance of the fact that 'we come together to play against each other'.

    What does selfishness do? From my point of view, it exposes the stringent concept of the game. The devs can pimp the look, design new maps and adjust variables of the game mechanics, but from my point of view they can't make the gameplay unpredictable. An expectation then develops from that, because we are human and we are not stupid. Based on this expectation, we observe whether the gameplay follows it and if it does, then it quickly becomes boring.

    At this moment, you need an opponent with foresight who recognizes this and withdraws his egoism somewhat (i.e. grants chances). This leads to a turnaround, which is then unexpected and refreshing. This leads to people staying in the game and engaging.

  • @Audiophile said:

    It’s dead. This is the one that broke DBD. I have played this game like a 2nd job. I have 3 accounts and around 9k hours.

    • Legions (and Plague) everywhere running 3-4 anti-gen / slowdown perks
    • Nurse and Blight still broken and still in high rotation
    • Camp Bubba still a thing amazingly
    • Camping / Tunnelling at a seeming all time high due to nerfs to DS and DH and ineffective base kit BT
    • Franklins seems to also be more popular since healing items are now more common
    • Teammates giving up at record levels (including me) because of all the above

    I’m still playing atm, hoping for that occasional game that isn’t awful. But this is new levels of broken. They can fix this, but if not in the next day or two, I’m done til they do something.

    From my point of view, you really take the game as a 2nd job and seem to forget, that it's still a game. You invested in three accounts?! Wow. But that would not have been worth my money. I stopped putting money into the game a long time ago.

  • @GrimReaperJr1232

    I just want to play the game!

    This is where it begins. We come together to play against each other. Even though we play against each other, we still play together, because one side can't play without the other.

    The players can't help the concept behind the game. That is up to the developers. The concept is ok, but its side effect is the stringent straightforwardness that hardly allows any deviation or flexibility.

    Players can only move in two axes. Obstacles cannot be climbed, but must be walked around, except for the special ones that can be jumped through (since they are near the ground and are usually nothing more than window sills).

    The concept is straightforward so that games don't drag on unnecessarily and so that each side also gets a sense of goal accomplishment.

    But the problem that this concept fails to solve is balancing the different skills of the players. Neither perks, addons nor offerings contribute significantly to this. They are part of a lottery to make the game a bit more unpredictable in its progression, but the straightforwardness remains.

    At the end of the day, by our nature, we are actually always egoists. That's my point of view.

    Imagine yourself at the time of the Titanic disaster. You fall into the sea with your loved ones and it's a matter of life and death. What do you do? Do you stay with them until your will to survive possibly becomes a danger for them or do you say goodbye, wish them luck and swim away?

    Our egoism makes us blind to how things are going. You go into a round as a killer player, effectively (i.e., with no real chance of a good game for your opponents) knocking opponents down, hooking them, or even applying mori.

    Do you think most of your opponents will enjoy that?

    The imbalance between players and their skills is made worse by the killer player using a character that makes things even easier for him.

    It's a game. The terms 'winning', 'losing' and 'giving up' are part of it. That's the basic nature of each game.

    The devs can change variables in the game, pimp the presentation, bring in new characters and maps, but that doesn't change the straight lines that the game concept and mechanics enforce.

    Deathgarden was a good example. Free movment in three axes, but the same imbalance in skills. A skilled hunter player was a warrant that you had definitely lost as a scanvenger. The learning curve for this was also immense.

    To compensate the learning curve of the game concept, as I see it, one of the straight lines provides that when a survivor comes into the killer's field of view, their chances of escape drop drastically if the killer player doesn't make too many mistakes.

    In my view, the only way to balance this out is through a little understanding and oversight. If the killer has already hooked everyone twice, then why not just let them go, chase someone else. Really play the game (together)! Your opponents are not stupid! They see the relationship between hooks, made generators and calculate chances that the game does not go as expected. And when it does go as expected, it's boring! And this is due to the game concept and the selfishness of the players.

    As long as one of the sides behaves selfishly, so does the other.

    These are my thoughts on the matter.

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