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DarKStaR350z

DarKStaR350z

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DarKStaR350z
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  • @seki23 said:

    https://us.v-cdn.net/6030815/uploads/AUTY2GTEUDPN/perturbador.png

    just joking guys, i know his launge is the same as the rest of the killers... but i foudn this hilarious, BUT he can actually do this stuff in his movies and way more, maybe is a feature? lol

    I spit my drink out first time I noticed this starting a game :’D

  • @Mushy_Peas said:

    Inb4 all the NOED, DS, BT etc comments. No. Nobody likes you.

    As the title says, what perk makes you cringe, weep, or cry when you see your fellow Survivors or Killers using?

    For me, as a Survivor, it's Spine Chill. As soon as it lights up, they just stop what they're doing and move, usually off a gen or a heal. This alone unnecessarily makes the action take longer than it needs to when the killer isn't actually coming after us. ALSO, since it makes skill checks 10% more likely to appear, they usually move right as they get one, and thus FAIL IT, and alert the killer to where we both are, when they normally wouldn't have known.

    That happens a LOT. Not even kidding.

    As for Killer, I's go with Unrelenting. The people who use it keep missing attacks, but not because of 360s or anything; they attack too early, and thus aren't close enough to hit. So they could replace Unrelenting with walking forward for an extra half a second. Literally.

    It makes me want to cry.

    But what about you? Got any pet peeve perks you hate seeing fellow Surv/Killers running?

    Remember to be civil and respectful in your complaints. The Law is watching.

    Head On and Insidious

  • @Aldofer said:

    We need old hallow blight skin to be buyable with shard for those who didn't get them last year with the serum.

    that would be very sweet of you

    Can you not buy the ones from last year this year then?

    Nurse is there from last years premium Rift for Cells, I expected the Wraith, Doctor etc etc from previous years would be back for Shards or Cells?

    Afaik Nurse and now David and Felix were the only original characters with Halloween cosmetics locked behind a real money transaction?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1702106#Comment_1702106

    Depends. If these are old skins that are being discounted after some time, I would agree. If these are new skins that are being discounted out of nowhere almost immediately after releasing them, I would say that it is unreasonable to make that assumption and not very fair to the people who bought in during a specific window.

    It’s punishing to those who most eagerly supported the game.

    I would take a lesson learned and not be so quick in future :(

    Slightly different but similar; I’ve lost track of the amount of killers or perks etc that I’ve bought only to be changed days later.

    How many skins have been completely bugged at release that would have been noticed if anyone had played a single game with the skin equipped - classic Ghostface; Minotaur Oni etc etc, people are paying for things that aren’t really fit for purpose.

    It’s sad that we live in this culture of ‘no need to test it, buy now fix later’, and that can be waaaay later too :(

    Bought Blight and by the time I had started to get decent perks on him his addons get changed, his power gets changed, he’s bugged so bouncing is hit or miss if you will slide; and they are aware and looking at it but it wasn’t fixed with this update and updates aren’t very frequent so it’s a long wait without using the new thing I bought, or play with a broken version of the thing I bought that isn’t the same as the thing when I bought it a couple days prior :S

    I honestly kick myself every time for getting caught up in the hype and the streams etc and then regret it days later. I’ve been playing since console launch and have had this so often that I should know better by now but I really want to be positive about this game that the fantasy of is so brilliant and unique, sooner or later though you have to realise it’s like a toxic relationship where no matter how much you love you get hurt again and again :’)

  • Just wanted to add something about Freddy and Spirit - that their pick rate is so high because they are easier to play than the stronger killers, while not being as bad as the others.

    There was a question in the last survey about killer strength and ease of use; and I think there should be killers that allow less mechanically skilled players still feel like a scary killer, otherwise there is a point where a killer will hit as far as they can go with the less skill reliant killers and feel like they have no agency to affect the match outcome, and are unable to play skill reliant killers.

    On console for example most of the stronger killers are restricted in performance by the lack of controller options and it honestly feels rubbish to be playing Trapper for example and hit that limit where you only feel like a killer when the survivors are low skill due to a favourable matchmaker or they make loads of mistakes you can take advantage off; but you will mostly play teams that run rings around weaker killers and you don’t feel like a killer at all.

    Freddy is still an M1 killer with basically placeable Clown bottles, he can still be looped like all the others, he can still lose to survivors just holding W to waste time while gens are done in sub 5 minutes.

    If anything I would rather they buff underused survivor things to even the gap between solo and SWF and then start bringing other killers up to the level of Freddy; rather than nerfing anything viable or strong and leaving this massive disparity between what is counterable depending on if you are solo or swf <3

  • I’m not sure what to think or feel after the QandA tbh.

    It’s ok for Nurse and Blight to be low on stats because they’re harder to play, but it’s not ok for Freddy and Spirit to have high stats because they’re harder to play against.

    They always tell us take the stats with a grain of salt and not to draw conclusions from them, but then say Myers doesn’t need looking at because his stats show he is doing fine.

    OoO is fine according to stats but the bigger picture is that only 1 person in a team needs it lowering its pick rate, and even if the OoO dies often; the stats for the other 3 aren’t considered at the same time.

    It’s so confusing and contradicting, I wish it was clearer as it seems like picking and choosing when things like stats matter, and when it’s ok or not for something to require skill to play or play against.

  • @RizeAki said:

    So is it just now bhvr fashion to break promises to the community? They told us they wouldn’t do twitch exclusives anymore and that they wouldn’t do the mistake of not giving 2 free skins on Halloween again. But here we are forced to buy all the skins and to watch content creators we don’t enjoy for the sake of a charm. Mind you we may not be able to get that charm for watching them.

    March 2019 dev update and roadmap outlined their detailed plan for ‘the Road to 60fps’ which after a year of complaints about poor or lack of console optimisation, was supposed to bring low end PCs and consoles to 60fps.

    We’re only a few months off the 2 year mark and the game still runs terribly and all comments I’ve made about it, or questions asked in the QandA threads, get ignored or deleted and never spoken about.

    As a PS4 DbD player I’ve just had to get used to being disappointed and feeling like an afterthought.

    The problems from the latest patch make clear that they don’t even switch a console on to play 30 seconds of a match or they wouldn’t be thanking us for ‘bringing it to their attention’.

  • @druggedpug69 said:

    Every game has a death eventually. So what do you think will do in dbd? Could it be that the games problems aren't fixed quickly enough and people decide enough is enough? Or maybe people get bored of the asymmetrical horror genre. A new game could come by and swipe dbd fans away. Dbd might just fade out like any other game. Etc.

    (I just want to know your guy's ideas for why dbd will eventually fall just like any other game, so don't start clowning (pun intended) on the devs. I hear that the mods can smell negativity a mile away.)

    Negligence and complacency.

  • It’s clear at this point that the game is not tested on PS4 at all and I feel very undervalued as a customer.

  • Honestly there’s barely any controller support for consoles which have to use controllers :’)

    You get 1 sensitivity slider and that’s it, no acceleration ramp options etc.

  • Claudette as she’s basically invisible at times and me being colourblind makes things worse.

    Also if the perks go as well then I wouldn’t be too sad to see Self Care gone and people will be less equipped to run away from a rescuer to waste time in a corner rather than getting the faster heal from their teammate :’)

    Edit to fix spelling

  • It’s been the same again tonight for me in EU - rank 1 killers every game except 2 which were rank 3, vs rank 7/8 and below survivors.

    I had a Haddonfield match where the team only got 1 gen done at the very end of the match; Haddonfield!

    When I played killer at rank 5/6 atm; I get higher red rank survivors than the rank 1 killers I faced as survivor all night.

    Seems like something is going on that’s making this problem worse than normal; I wonder if the devs are fiddling with MMR in the background the last 2 or 3 days?

  • @Carlosylu said:

    A friend of mine just got the game, started as a rank 20 killer obviously, EVERY match he went against purple and red ranks...

    Now, about me, as red rank killer, almost EVERY match I go against 2 greens and 2 purple or red ranks

    I don't feel any of both situations as fair...

    Mine has been awful as always, though it does seem worse the last day or 2.

    Since rank 10 as killer I was put up against full meta loadout rank 4+ survivors; and as survivor it used to be the opposite where I was red rank playing against rank 8-10 killers and it was no fun as it felt like cheating.

    Last night though there was a rank 4, 9, and 2x 8s against a rank 1 killer Dowsey who is a streamer who makes DbD guides; needless to say these sort of matches were over in minutes and survivors get steamrolled due to poor play on our part.

    I play solo so it’s not due to partying etc.

  • @Hex_Stalk said:

    These are things I've heard so take them with a grain of salt. If these end up happening well, I guess you can read the title of this post.

    1: Halloween skins will not be earnable, instead they will have to be bought.

    2: There is no difference from the last event. Same as always, just a slight bloodpoint boost.

    3: The new survivor add on can be used whenever the player wants after the event has ended, but the killer is limited to during the event ONLY. (Devs, your bias is showing)

    If there are any I missed then this event will be a bigger joke than I thought.

    Looks like the Nurse Halloween cosmetic from last years Rift will be in the store as promised; for Cells only making hers the only Halloween cosmetic that is paid only from all previous years.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1680702#Comment_1680702

    sorry but this isn't accurate. A lot of us who are colour blind cannot see blood, scratchmarks, red aura's etc Really not easy to play killer when you can't see any of those things.

    DbD relies on colour an awful lot, more than the average person realises and the level that you are affected also depends on what form of colour blindness you have @ProfoundEnding so whilst your BF might not be affected, please take into consideration that other people are affected in different ways with different forms of colour blindness.

    I’m really surprised to know that one of the team is also colourblind, but it does fill me with a little hope knowing that someone on the team is also experiencing the similar struggles and that maybe some help might be forthcoming in the future.

    I’ve been struggling playing like this since the console launch and a few times I’ve been ready to just give up as my experience is so much different to everyone else (colourblind and console problems) and that no solution would ever happen as PC players can fix the problem themselves on PC.

    If I only got to ask for one thing for this game ever again it would be for these options to be added so I can start playing the game normally on the same level as everyone else has been experiencing.

    It is Xmas in a few months, would you ask Santa Clown for this as a present to us all please? Even knowing that it’s been worked on would be good! And I promise I will never ever ask for another thing again, not even console optimisation <3

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/1681068#Comment_1681068

    Yes I understand. He has red/green colorblindness so he's fortunately better off then someone who can't see color at all. Even then he still has issues seeing the auras and scratchmarks every once in a while.

    There are different severities of each type of colour blindness too.

    I also have a red/green deficiency and can only see scratches right at my feet.

    With all the grass and ground clutter on the newer maps any scratches leading away from me disappear and I’m left trying to follow along staring at my feet instead of looking for the person I’m supposed to be chasing/following.

    In a game like DbD where every second counts as killer, it’s an extremely unfun experience to lose people for no reason, particularly when I’ve just hit them and know there should be a track of scratches from where they sprint burst away from the hit.

    I watch streamers play and it’s like a completely different game to the one I’m playing, and the killer role is already tough and stressful enough without having added layers of difficulty thrown on too by lack of colourblind options and poor console optimisation :(

  • @ABannedCat said:

    Its really embarassing that we need to rely on Windows and graphic card programs like Nvidia to provide colourblindness options in 2020.

    As a console player who is colour blind it’s even more frustrating to not have accessibility options to help me and PC players rarely help push how important it is when they can fix it themselves and console is a forgotten minority of a minority (being colourblind and a console player) :(

  • @DieForTheCoven said:

    Here's a real problem with the game that no one is talking about. Console players still experience latency.

    I have played on PC and XBOX. It's very noticeable that when you throw a pallet down on PC, it's near instant. You won't often lose a health state once you actually press the button to throw down the pallet, but playing against a PC killer on XBOX, it's very noticeable that you will almost ALWAYS take damage trying to throw a pallet down. I have countless clips of pallets literally halfways down, and the next frame i somehow receive damage. just wanna mention I am speed-testing frequently too [300d/30u] of this.

    A lot of console players have never played on PC, and vice versa, and so they don't know the difference. As someone who does, I cannot believe that after four and a half years and dedicated servers, BHVR still hasn't fixed this.

    I'm basically guaranteed to get shafted when I play survivor because of how often ridiculous trades are made in this game (when playing on console). I really have a lot of nasty things to say about the "devs" at BHVR, and I'm sure others do too, but for the sake of keeping it friendly and maybe possibly getting this fixed, I just want this to get attention and maybe even blow up.

    Console players are literally dying to this BS.

    I will add that I'm a killer main, certain killers also suffer from this latency. Deathslinger being the one i notice it most on, shots will randomly just not connect. Highly ironic cause I have clips of me avoiding PC deathslinger shots but still getting hit behind walls because again, console players are at a disadvantage due to this latency)

    I have a couple of clips from different games over the last couple of weeks where the killer is visibly on my side of the pallet for a split second before teleporting back to the opposite side of the pallet after hitting me.

    Im on a wired 100mg connection too so shouldn’t be a problem there.

  • @PigMainClaudette said:

    Sometimes I'll do it ONCE to an annoying survivor, as in a pallet flashligher, but that's it.

    "Treat others as you wish to be treated" is a phrase that I commonly follow.

    This.

    Exactly the same for me; treat others as I wish to be treated myself, and maybe slap someone once if they’ve bm’d or been really feeling themselves <3

  • I agree with the idea of separating perk tiers from the bloodweb, they could even attach small challenges to it such as play so many games with the tier 1 perk equipped before spending bloodpoints to level it up to tier 2 etc.

    I would also go one further and remove teachables from the bloodweb and have them listed separately to the inbetween the bloodweb and killer model to be purchased with bloodpoints once the required character level is achieved.

    Currently I have characters like Demo/Freddy where I am only getting 1 or 2 perks per bloodweb because I don’t want to unlock some of their teachables until I have got the perks I want on my other killers or it will add many other bloodwebs I will have to go through to get what I want wether I unlock them or not.

    Separating teachables from the bloodweb will only serve to give more perk variety per level to get what you want faster, while not affecting ‘bloodpoint economy’ as you will still have to level up the character and spend the same or more bloodpoints to unlock them.

    I cannot see an argument for keeping things as they are except to create a grind and make it more difficult to unlock what you want the more DLC you have purchased and unlocked.

  • As much as I would love this, it does the original characters a disservice to see Vader getting Head On’d etc.

    If you sever the force connection he has no powers, if you leave it then it really doesn’t work as he would sense you in lockers or force lift you over those little loops etc.

    It kind of works ok with Freddy etc as they take a beating in their movies at times but someone like Vader, Predator it Xenomorph getting pallet stunned would just be too cartoony and imo spits in the face of supremely powerful characters like this.

    Just my opinion <3

  • The top of my list is colourblind options.

    Thats it.

    Not only are there no colourblind options in case people use it to gain an advantage (devs words), but the new map reworks are darker and have more grass and ground clutter than ever, which makes it a miserable experience being colourblind and losing survivors scratch marks every time I hit them once; they just disappear.

    Please for the love of God add colourblind support or at least adjust the scratches for everyone so they aren’t invisible to us and we can play normally like everyone else; either brightness or colour.

    Id even take my accessibility options as a perk; I’m desperate here!

  • Honestly after having all gens done in sub 5 mins a few times you tend to get a bit desperate when playing honourably doesn’t get you close to a win, or any less toxicity.

    Seeing gens pop when their aura is a tiny speck in the distance that feels like it takes longer to walk to than to complete; having gens popped right in your face because killers aren’t scary and the completed gen is worth more than 1 survivor hook state which they will escape from if you play honourably and you get insulted for if you don’t walk to the other side of the map and let them get a free save while those gens you’re walking towards get completed before you get close.

    While I’m sure there will always be a few nasty players, I honestly believe if killers had some more time to chase and switch targets etc they would feel less pressured to resort to rushing to kill someone quickly to slow the game down so they can play.

    If you have played both sides and experienced tunnelling, you empathise with how that person feels and it doesn’t feel great to be the person responsible for making someone else feel as crappy as you do when it happens to you, unless you’re someone who enjoys other people’s misery.

    The other thing influencing it is the emblem system.

    Killers are punished for staying near the hook, they are punished for letting survivors heal, and kills are worth much more than hook states.

    I try and avoid healing under hooks as the killer is encouraged to return to the hook, stop the healing and slug or rehook.

  • @bubbabrotha said:

    I think all maps should be darker for survivor.

    I would add a downside to being injured so it’s not as easy to power through gens.

    Add an action speed debuff to encourage healing, maybe something else too like smaller terror radius etc.

    At the moment you never feel at risk while injured as long as you can get to one of the many pallets that there is no way past without breaking it and following to the next one.

    You can add as much atmosphere as you want to this game; as long as survivors are so much stronger and have an easier time than killers, they are never going to feel scared at all unless they are actually in danger imo.

    It currently feels like Scooby Doo with kids being chased around a couple of boxes on the floor like ring of roses.

  • @cripplemagic said:

    Every time i watch "The King" for update info i get disgusted at the color saturation mod he uses. bhvr promotes blatant advantage modding like this by making him a fog whisperer. This is the reason crossplay is ridiculous. If you allow people to do this who represent you give console players the option or lighten your freaking game instead of making it darker and even less fair for console players.

    The thing that really frustrates me with this situation is that I’m colourblind and have been begging for accessibility options for years now so I can play the game normally.

    The devs reason for not including accessibility options are to preserve game integrity and stop other people who don’t need the options using them to gain an advantage.

    At the same time for whisperers as well as King use that Nvidia thing to make the game so bright it’s easy to see scratch marks etc which is fine by the devs.

    Yes they can’t stop everyone doing it but they could certainly ask their representatives to keep the game looking ‘as intended’, as people who watch then play will have 2 completely different experiences.

    Things have only gotten worse with the new map updates as things are darker than ever and there’s more ground clutter everywhere.

    If I was on PC I could also do that to adjust things to be easier for me with my colourblindness or switch to low settings like many other streamers to remove the clutter that obstructs scratches etc making normal gameplay difficult.

    No one cares about my struggles though as I’m a colourblind console killer so a minority of a minority of a minority.

    In the meantime I’m losing survivors everytime I hit them and am unable to perform some simple game tasks to even the most basic level of competency.

    I don’t care so much to want to stop other people making their game look so much more vibrant, I just want the same or similar options so I can play normally with colourblindness, and the reasoning for accessibility options being absent holds very little weight when situations like this are considered.

    Please, PLEASE; for the love of God - add colourblind options for those of us who really need them, please!

    If people want to gain an advantage, they will do, it’s no reason to exclude those of us who rely on accessibility for normal play.

    If it’s really that much of an issue, just change scratches to be brighter for everybody, at least we’d all be on a more even playing field rather than it just being the less fortunate that are held back by a lack of accessibility.

    Practically every other game I can think of has had these basic options for years, even last generation of consoles!

  • I had this as well on PS4.

    A Ghostface who’s heartbeat I could very faintly hear and it was inaudible when being carried and on hook.

    I had Spirit on The Game and got full terror radius music as normal but no heartbeat I could hear, phasing behaved as if the terror radius was normal and there was no phasing sound while hearing the terror radius music.

  • @BigTimeGamer said:

    I’m really curious on what QA they do to miss so many endless bugs, or if they think the fix later mentality is really good for the game

    you really gonna tell me the DS bug on half the killers, the hook bug, or endless sound issues slipped the net?

    It’s the obvious cosmetic bugs that baffle me how they get through QA.

    If anyone played 1 single game with Oni, using the Minotaur skin, and activated his power just once; they would not have been able to miss the graphical bug, same with classic Ghostface cosmetic when it launched.

    So the question is do they really not even play 1 game long enough to use the killer power once; or do they and see the bug and release it anyway, charging money for something that isn’t fixed for a week or so after release?

    Neither option is very good and both have many easy options to either avoid or at least improve public perception.

    It looks really bad and it sucks that they have that reputation of breaking things when they try to add or fix something, or things never being as good as they seem.

  • @ThiccClaud said:

    This is how the devout emblem works:

    20 points for each survivor killed

    10 points for hooking all survivors

    10 points for more than 9 hook actions.

    4*20 +10 +10 = 100 = iridescend emblem

    you only killed 3 survivors, giving you a score of 80.

    Ah thank you for this! So it’s the text that’s incorrect/misleading.

    I actually let the last survivor leave through the exit gate after closing the hatch because I felt I’d done really well and didn’t need the last kill :’)

    Does it have to be the full 100 for iridescent do you know? So if 2 survivors kill themselves on hook, even hooking the last 2 survivors 3 times and sacrificing all 4 survivors it would only be gold?

  • @Maxwell said:

    I KNEW IT! It has been bugged for a while now. Since before this challenge. Even 11 hooks doesn't Iridescent it.

    Does this mean I have to hook all 4 players 3 times each for iridescent?

    I just want to do the rest of the tome but the first challenge for killer is to get 3 iridescent devout emblems.

  • @BabyDweetMain said:

    Same. I want to learn more killers but I'm always put against red ranks who bully me the whole time. I'm rank 14 killer. I can't learn how to play the killer against people who are masters at countering it. I'm only good with legion, doctor and spirit, but that's because I was able to actually learn them. Now I'm put in matches that end in 2 minutes.

    This is pretty much my experience too.

    I’m EU PS4 and from around rank 10 Killer I was facing a majority of red rank teams, usually 2 or 3 in a lot of matches. I have loads of score screen photos from last few weeks alone.

    It’s frustrating that the rank discrepancy isn’t even taken into account by the ranking system, so every game I win against players of my own rank I lose a couple of pips by getting outplayed by people 6-9 ranks higher out of 20 ranks.

    Other games you would gain more for a win and lose less for a loss against such odds stacked against you; though I would just prefer to play against people much closer to my rank.

  • They could keep tiers but separate it from the bloodweb.

    You only buy tier 1 from the bloodweb and then to get the next tier have a simple tome style challenge such as finish 3 games with the perk equipped; then once completed spend a few bloodpoints as normal to tier the perk up to the next level.

    This would give more variety in the bloodweb perks as well as giving a reason to play with some of the less popular perks.

    You would still use bloodpoints so as not to affect the economy too much and it would just make some of the randomness of the bloodweb less severe.

  • I honestly think just making his traps spawn closer to the centre of the map would make a huge difference.

    His main issue is having to waste time walking to corners of the map to pick a trap up, or accept that you have 1 less trap all game.

    If they spawned closer to the centre then you would often be able to pick another up when travelling between gens/hooks etc.

  • @Real_Cheesus said:

    I pray that the devs implement some kind of better optimization on consoles before releasing this graphic overhaul. PS4 can barely handle killers going into bloodlust, let alone whole new fog and texture renders.

    Are the devs not worried about the game becoming unplayable?

    Other console/low-end PC folks, what do you think?

    They actually had a detailed plan to achieve 60FPS on consoles in the March 2019 roadmap and dev update but they don’t talk about it anymore and ignore every attempt to bring it up and ask about it.

    @not_Queen said:

    Over the past six months, we have allocated strike teams with the mission of improving the overall health of the game. As announced last December, we have developers working on a new matchmaking algorithm which we are actively testing and are almost ready to deploy. We are also targeting to migrate the game to dedicated servers by the end of summer 2019.

    This blog post is meant to update you on the efforts put on optimization, which aim to enhance the overall game’s performance.

    When we first released Dead by Daylight back in 2016, we targeted 30 FPS on our minimum spec. Up until recently, we optimized the game in bursts; for the console launch and before releasing a new Killer. We are now ready to set a new performance target: Dead by daylight will run at 60 FPS on PlayStation 4, Xbox One, and minimum spec PCs.

    Reaching 60 FPS on Dead by Daylight is not an easy task. It is a multifaceted iterative process that started six months ago and will be ongoing for months. Our strike team of programmers dedicated to optimizing the game has their hands deep into the game code. To summarize, optimization improves the frame rate by using less CPU and GPU cycles to update and render the world faster without any apparent loss of quality.

    See below for a high-level view of our optimization roadmap.

    STEP 1: UPDATE TO UNREAL ENGINE 4.20

    Target: Chapter 10 and incremental changes with every engine update (update to 4.21 is planned for chapter 11)

    The engine update was a necessity to move forward with the optimization process.

    All the Unreal engine features below gives us additional tools and means to enhance the performance of the game: the new Apex integration (dynamic mesh simulation), RHI/Render thread split, Epic’s mesh reduction tool & improved animation thread tooling are just a few examples.

    STEP 2: CPU, GPU AND CONTEXTUAL OPTIMIZATIONS

    Target: Chapter 11 and ongoing

    This is the core of the work to improve the performance and the game’s frame rate.
    There are many opportunities for optimization, but here are the three main pillars overarching our efforts:

    CPU optimizations: improving the game’s baseline systems

    This is where the game world is simulated (interactions, character navigation, perks and powers). We will be converting our slowest gameplay blueprints to C++ which should, in specific cases, run ten to two hundred times faster. We are also moving from a tick-based system to an event-based-system. A tick-based system is much more demanding, as it constantly pokes the CPU to know when to trigger an action, while an event-based system can enable an event only when necessary and therefore reduce the stress on the CPU.

    GPU Optimizations: Overall Graphic Optimizations

    The GPU is where the game world is rendered into an image which is then drawn on the screen. The optimization actions listed below mainly affect the game’s visual representation. The objective is to render the world faster without sacrificing quality. We will be updating our anti-aliasing system to TXAA and moving the SSAO to a compute shader, simplify our shadow pass, optimize character outlines, improve LODs, slim render passes, bake more lights, use imposter rendering for specific objects (trees, grass) and more.

    Contextual Optimizations: Performance Spikes for Specific Actions

    We are working on optimizations that pay at any given time when you play (as mentioned above under GPU/CPU) but we also know there are specific actions and/or Killers that will need extra optimization. These are problematic cases where we see major hitches in performance. Here are a few examples: multiple characters moving in close quarters, specific Killer slow down, perks combination, etc.

    STEP 3: UPDATING OUR GUIDELINES AND PROCESSES

    Target: Chapter 12 and ongoing

    While we optimize the existing gameplay and graphic systems, we develop better tools and methods to implement new features. When we have a new process figured out, it is documented and shared with our development team who can then apply these learnings for the creation of new content.

    Our objective is to offer a better performance on all platforms, making the game look smoother and the controls more reactive. Still, doing such majors changes all at once (game engine update and rewriting game code) is bound to briefly disrupt things and require some adaptation time. We hope you understand that this is a transition period and an investment to improve the game.

    Don’t hesitate to share your feedback on our forums or social media if you encounter an issue. Our objective is to keep you updated on our progress in the coming months. The upcoming Dead by Daylight anniversary will be a great timing to give you additional visibility on our progress.

    See you in the fog,
    The Dead by Daylight team

    Maybe the graphics update will be part of this but I take the silence as they have not been able to achieve the impossible sounding plan and are hoping people forget about it.

    What really stings is hearing them discuss possible platform specific optimisation during the 4th anniversary as if it was something new they would have to start working on rather than something they outlined a plan for over a year ago and have not delivered or addressed what happened or if they are still working on it.

    I wish more people or even just someone with clout would keep asking about this and not let it just get brushed under the rug and forgotten about.

    I feel alone and unimportant trying to get any information about this and that no ones else cares.

  • My question is also being deleted every time I post it.

    I asked if there were any changes this patch to bring the game closer to the 60fps on low end PCs and consoles that was outlined in a detailed plan as far back as the March 2019 dev update and roadmap.

    I just want to know if they are still working on this or if it turned out to be as impossible as it sounded at the time and they’ve had to give up.

    No one else seems to care and the devs just stopped talking about it :(

    https://forum.deadbydaylight.com/en/discussion/49456/optimization-status-update-road-to-60fps/

  • I’ll post this here as every time I mention it my message is censored and ignored.

    As far back as March 2019 they outlined detailed plans to get consoles and low end PCs running at 60fps in this dev update and roadmap.

    I have tried to get a dev response in every Q and A topic since such as the pinned topic atm, and every time I mention it my comment is ignored or deleted.

    I want to know if they are still working on this or if they have given up because it’s as impossible to achieve as it sounded back when they announced it.

    Please help raise awareness of this as no one seems to care about us console players and it is just brushed under the rug.

    https://forum.deadbydaylight.com/en/discussion/49456/optimization-status-update-road-to-60fps/

  • Misread the post so edited out my thoughts sorry :’)

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187274#Comment_1187274

    "Im helping my team win but I dont get to play the game I have to sit here and lose because I couldn't find a pallet in time."

    Haven’t seen anyone else suggest this yet - if you have trouble finding pallets (and that’s not because your team used them all) then try the Kate Denson perk Windows of Opportunity.

    It shows auras of window vaults and pallets <3

  • I’ve been keen to try it since it was revealed before even RE3 was announced.

    Mastermind is great fun and reminds me of being the dungeon master in a tabletop board game or D&D, difficult to get your head round but a lot of depth to it.

    Survivor is where I think the game might suffer as it is heavily reliant on team work, even more so than similar games.

    One of the comments above is about how tanky the zombies feel and it’s ‘unfair’, when if all 4 people are working together and shooting the same thing then zombies just get deleted in a second, especially when the person playing the character with the Kick knockdown ability is using it effectively.

    I think a lot of people will try it and feel it’s too hard or the Mastermind is too strong because they have one guy running in alone, one guy still at the shop and the other 2 locked in a room with the crappy starter pistols; and get mown down without feeling like they had much chance.

    Western games tend to be team based but everyone is off doing their own thing with little thought for the teammates.

    Japanese titles tend to heavily require teamwork and cooperation more than most.

    I think the game could do well, especially if they release it separately for a reduced price if it sees some success after the RE3 launch, but I don’t think it will ever be able to attract the amount or variety of players that DbD has... but that may be a good thing in the long run for those who do play it.

  • Some serious thread necromancy here ;)

  • @DwightOP said:

    I tested out dbd on PS4 on late 2019 and it was horrible for me. The controller experience was really unfun.

    Now, dbd is on sale and I'm thinking about to buy it myself. However, I need to know if something has changed since then. If not I ain't grabbing this game.

    Also, how is the fps? I remember it being really bad in certain situations.

    March 2019 they were planning on all consoles running DbD at 60fps as discussed in this dev update.

    https://forum.deadbydaylight.com/en/discussion/49456/optimization-status-update-road-to-60fps/

    A year later and they don’t talk about it, we don’t know if it’s still planned and being worked on or if they have given up and abandoned the plan because it’s as impossible to achieve as it sounds.

    I have tried to bring it up in dev Q and A threads as well as comments like this but have never received any dev comments with an update on the so called ‘Road to 60fps’.

    Console has had no noticeable QoL improvements and in some instances (maps/killers) it can run worse.

    On PS4 UK survivor queue times are very long waits whilst killer queue times are instant because it’s a generally unpleasant experience playing one side of the game.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1167862#Comment_1167862

    Oh, I'm not self modding the game to make it easier.

    I'm adjusting the settings because I want it to look pretty, I only showed ONE setting I have and it's the best setting for Killer. But I use a "Bloom" setting 99% of the time because it makes the fog look beautiful in a dark setting.

    See for yourself.

    https://us.v-cdn.net/6030815/uploads/256/SATEQF92CKI5.png

    The ones that shocked me were some of the streamers.

    When I look at Kings videos it looks almost impossible to lose scratch marks due to how vibrant they are, I think if was Tofu who used low settings to basically remove the majority of grass etc and leave bare ground to track easier.

    Its no wonder some PC players think the console criers are overreacting etc when there’s so many little QoL things that make huge differences in gameplay quality; I wish I could play with it looking like that - the Lerys rework lighting looks incredible on PC for example.

  • Please spare a thought for us poor console users who have to play the base game with no mods while you PC people are self modding the game to be actually playable ;’)

    The game is that horrible dark setting all the time and there’s nothing we can do about it. Scratch marks are really easy to lose because they’re that horrible default dark red that barely shows through all the ground clutter (that you can also reduce with low PC settings for an advantage).

    Perhaps when console users are having trouble you guys could point out how much better the game is to play on PC due to the fact you can make it playable.

    This is a big reason I would not want crossplay with PC as it’s not just superior controls with M+K but there are massive advantages such as this that would make a noticeable impact on the gameplay experience.

  • @Ruckpie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1167505#Comment_1167505

    I’m not sure if I just don’t know about it but why don’t you guys post a road map and update it every like week or maybe month? Nobody knows what your guys plans are and it causes countless post like this and a ton of frustration in the forum. Something that goes in depth like the star citizen road maps.

    https://us.v-cdn.net/6030815/uploads/064/Q8K4JCAJX5PS.jpeg

    The Roadmaps are often not stuck to anyway.

    https://forum.deadbydaylight.com/en/discussion/49456/optimization-status-update-road-to-60fps/

    Take a look at this one from March last year which talked about Matchmaking fixes (still waiting), dedicated servers (barely working a year later) and most laughable was in response to console optimisation requests they outlined their plan to get low end PCs and consoles running at 60fps - now a year later and it still doesn’t run at a stable 30fps and the devs just stopped talking about or updating us on the progress of this impossible sounding feature.

    Every attempt I’ve made to get any dev feedback or response including the Q and A threads is ignored/avoided in favour of addressing an easy answer comment that often doesn’t even discuss the thread topic.

    Are they still working on it?

    Have they given up because it’s as impossible as it sounds?

    Who knows, just stay quiet and hope people forget about it or get fed up and move on to be replaced by new players who aren’t aware of the things we have been told are ‘being looked into’ from a year or 2 ago :/

  • I honestly think it’s an all or nothing situation.

    You either allow console users to also use a mouse, or don’t include it.

    The difference is the usual control system, on PC everyone uses mouse to operate the PC so if you decide to use a controller knowing it puts you at a disadvantage then that’s your decision; however controller is the norm for console and those who choose to buy a mouse would do so because it gives them an advantage over almost everyone else and not everyone would have it as an option for various reasons.

    Those of you who are trying to suggest there is no advantage to using a mouse over a pad, I can’t understand how you can’t see it; although I admit for the most part that in DbD the advantage is smaller than other games where precision is important, it’s still significant.

    I guess if you could enable/disable playing against people using it (CoD does this atm afaik) I couldn’t see the problem, but BHVR have said they don’t want to split the playerbase up with seperate queues in the past iirc.

  • @not_Queen said:

    Over the past six months, we have allocated strike teams with the mission of improving the overall health of the game. As announced last December, we have developers working on a new matchmaking algorithm which we are actively testing and are almost ready to deploy. We are also targeting to migrate the game to dedicated servers by the end of summer 2019.

    This blog post is meant to update you on the efforts put on optimization, which aim to enhance the overall game’s performance.

    When we first released Dead by Daylight back in 2016, we targeted 30 FPS on our minimum spec. Up until recently, we optimized the game in bursts; for the console launch and before releasing a new Killer. We are now ready to set a new performance target: Dead by daylight will run at 60 FPS on PlayStation 4, Xbox One, and minimum spec PCs.

    Reaching 60 FPS on Dead by Daylight is not an easy task. It is a multifaceted iterative process that started six months ago and will be ongoing for months. Our strike team of programmers dedicated to optimizing the game has their hands deep into the game code. To summarize, optimization improves the frame rate by using less CPU and GPU cycles to update and render the world faster without any apparent loss of quality.

    See below for a high-level view of our optimization roadmap.

    STEP 1: UPDATE TO UNREAL ENGINE 4.20

    Target: Chapter 10 and incremental changes with every engine update (update to 4.21 is planned for chapter 11)

    The engine update was a necessity to move forward with the optimization process.

    All the Unreal engine features below gives us additional tools and means to enhance the performance of the game: the new Apex integration (dynamic mesh simulation), RHI/Render thread split, Epic’s mesh reduction tool & improved animation thread tooling are just a few examples.

    STEP 2: CPU, GPU AND CONTEXTUAL OPTIMIZATIONS

    Target: Chapter 11 and ongoing

    This is the core of the work to improve the performance and the game’s frame rate.
    There are many opportunities for optimization, but here are the three main pillars overarching our efforts:

    CPU optimizations: improving the game’s baseline systems

    This is where the game world is simulated (interactions, character navigation, perks and powers). We will be converting our slowest gameplay blueprints to C++ which should, in specific cases, run ten to two hundred times faster. We are also moving from a tick-based system to an event-based-system. A tick-based system is much more demanding, as it constantly pokes the CPU to know when to trigger an action, while an event-based system can enable an event only when necessary and therefore reduce the stress on the CPU.

    GPU Optimizations: Overall Graphic Optimizations

    The GPU is where the game world is rendered into an image which is then drawn on the screen. The optimization actions listed below mainly affect the game’s visual representation. The objective is to render the world faster without sacrificing quality. We will be updating our anti-aliasing system to TXAA and moving the SSAO to a compute shader, simplify our shadow pass, optimize character outlines, improve LODs, slim render passes, bake more lights, use imposter rendering for specific objects (trees, grass) and more.

    Contextual Optimizations: Performance Spikes for Specific Actions

    We are working on optimizations that pay at any given time when you play (as mentioned above under GPU/CPU) but we also know there are specific actions and/or Killers that will need extra optimization. These are problematic cases where we see major hitches in performance. Here are a few examples: multiple characters moving in close quarters, specific Killer slow down, perks combination, etc.

    STEP 3: UPDATING OUR GUIDELINES AND PROCESSES

    Target: Chapter 12 and ongoing

    While we optimize the existing gameplay and graphic systems, we develop better tools and methods to implement new features. When we have a new process figured out, it is documented and shared with our development team who can then apply these learnings for the creation of new content.

    Our objective is to offer a better performance on all platforms, making the game look smoother and the controls more reactive. Still, doing such majors changes all at once (game engine update and rewriting game code) is bound to briefly disrupt things and require some adaptation time. We hope you understand that this is a transition period and an investment to improve the game.

    Don’t hesitate to share your feedback on our forums or social media if you encounter an issue. Our objective is to keep you updated on our progress in the coming months. The upcoming Dead by Daylight anniversary will be a great timing to give you additional visibility on our progress.

    See you in the fog,
    The Dead by Daylight team

    In this status update from March 2019 they were about to roll out a new matchmaking algorithm which was supposed to fix the problem which has been in the game for years, but is becoming more prominent now due to a lower number of killer players than ever before, making the differences and frequency of seeing this a much more common occurrence.

    I wouldn’t hold your breath this gets any better any time soon like some of us have been doing for years.

  • Nurse can teleport through the exit and either escape or be safe until there was only 1 other killer left or they figured out how do repair gens ;P

  • My idea would be that you have to hold the exit switch until one of the 3 lights comes on as is currently, but if the light doesn’t come on then it regresses as far as the previous light.

    This wouldn’t change things too much as you could still 66% the gate, but it would stop the running and tapping it open with the killer right behind you; it would still only take a second or 2 though.

    What do you guys think? The lights are already there and function in this way so I can’t imagine it would be too difficult to try Ruin-like regression and set stop points at 33% and 66%

    @Peanits

  • @SenatorAcadia said:

    More experienced players might know why this is a bad idea but it seems to me that in my journey to level 16 as killer I seem to be:

    A: Playing a lot of survivors way above my rank (I guess that is match making)

    B: Watching everyone wasting time in the exits waiting for me to eventually get there just so they can bounce up and down pointing like idiots until I try to hit them and they run out.

    Seems to be that the exit gate is like the paint in basketball. If you are in there for more than 3 seconds (or however long it takes to run across it) then you should get booted back to outside the door, maybe some number of meters outside.

    When I play survivor (I got to rank 13 so far) if the door is unlocked I either go back in (if someone is hooked) or run out.

    Is there a point reason to hang around? I know that getting run around, hit by people jumping out of lockers, blinded at every palette, and then teased at the end seems like a bad look for the game. No killers means no games and if you are being made to feel like a jerk it seems like a serious flaw. I know EGC was put in because of what Survivors used to do, but can you enforce sportsmanship using code?

    I look forward to your thoughts!

    It’s better to not give them the satisfaction and if you instead look for pallets to break or just spam your killer power, anything for a few extra points; and they soon leave when they see you aren’t coming to escort them out the trial.

    People will pretend they are doing you a favour by ‘letting’ you hit them out; but the point gain is so small it’s not worth the walk over there, and most times they will actually leave as you swing at them so they can all have a good laugh at the killers expense for ‘baiting’ you.

  • @Akarate_Dolphin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1120326#Comment_1120326

    They both definitely need some tweaks.

    Hopefully bhvr can add some cool chase and menu music to them as well.

    OMG yes!

    New Saw movie is coming out very soon, please can we try and get the Saw theme riff as Pig chase music pleeeeease???? :’D @Peanits

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1120281#Comment_1120281

    Not quite two ultra rares, it's more about the distribution and amount in general. Each killer should have:

    • 4 common
    • 5 uncommon
    • 5 rare
    • 4 very rare
    • 2 ultra rare

    Any killer that doesn't fit that criteria is on the list to be reviewed, but there's also others that we'd like to look at as well (Pig, for example). Some might receive base kit changes at the same time, others might only receive an add-on pass.

    As for which one is next, that bit has not been announced yet.

    Do you know if the killers map might be looked into at the same time as it was with Doctor? (I get that was different as it was more of a rework)

    If not to the same extent as Lerys maybe just to add the breakable walls or something?

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