Avatar

DarKStaR350z

DarKStaR350z

About

Username
DarKStaR350z
Joined
Visits
3,508
Last Active

Comments

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006609#Comment_3006609

    The complaint about killer being able to AFK is that one side can be denied the reward even though they did their best while the only way the other side won't get the reward after finding the invitation is by DC. One side gets punished for dying before end game while the other doesn't have to worry about how the game goes. The end game requirement on survivors causes survivors to play more sweaty to make it to end game which then causes killers to play more sweaty - it's a vicious cycle. They didn't have the requirement for survivors during the winter and lunar new year events, everyone got their event reward if they sparkled and it was fair.

    If they want to attach criteria to getting the reward they could make it fair for both sides by having them need to get atleast bronze in every emblem category. This requires both sides to play the game, doesn't punish survivors for dying midgame or killers getting 0k, and the requirement is the same for everyone.

    Maybe I’m missing something here so please forgive me if that’s the case.

    Afaik the only way a survivor gets denied the invitation is if the game ends before they find it or they are killed before the game ends.

    If the killer can afk after finding theirs then that would mean the survivors won’t risk dying and losing theirs?

    If the killer had to play even normally, this would increase the likelihood of survivors dying before the end and losing theirs?

    It seems like asking a lot of killers to get their invitation, let the survivors get theirs which they have no way of knowing if they have or not, and keep track mentally of who has gone to second hook state to avoid killing them while also playing the game normally just not to actually finish anyone until the gens are done.

    Maybe I’m not seeing something but it seems afking seems like the ‘nice’ thing to do to give the survivors chance to get theirs as well.

    The problem I see is that there’s no way to know who needs to get the invitations and who already has all the masks; as once the killer has all theirs there is no way to know if the survivors have theirs and just want a normal match; and of course the problem with that is that it could potentially be used as a dishonest excuse to get killers to throw games later during the event even though they already have all the masks.

  • There’s so many conflicting points here.

    People are complaining killers get masks easier and to make it harder, but also complaining they are sweating and trying hard which would only get worse if things were harder.

    There’s complaints about survivors having it harder by having to escape, but also complaints about killers who might afk after getting their invitation which would allow survivors an easier way to get theirs.

    Just doesn’t seem to be a way to please everyone.

  • @TragicSolitude said:

    The number from the first tally screen, which includes all bonuses. Don't worry about BBQ, it's broken, they know it and they'll figure it out themselves.

    My sources:

    https://forum.deadbydaylight.com/en/discussion/comment/2977916#Comment_2977916

    https://forum.deadbydaylight.com/en/discussion/comment/2978037#Comment_2978037

    If I’ve already done 3 but put the number on the final scoreboard with the perks listed down; can I just do another 7 using the first screen number now knowing I’ve done it wrong do you know?

  • Would love confirmation on this; I just picked the number in the right column at the score screen where the perks are shown.

  • @Aztreonam78 said:

    I personally would disable:

    • Doctor: he is very noisy. Constant screams and static sounds give me headaches.
    • Trickster: boring, badly designed Killer who just kills you if you are in the open.
    • Artist: shift-w is the only way to prolong chases if she decides to trap loops.

    The one I dislike playing against the most has to be Pinhead easily; not due to strength but when solo I just feel like I’m either always under Chain Hunt or get no points as I’m doing the box all the time and not much else.

    Plague next probably as I’m not as keen on being locked out of healing; and it always seems to be a guessing game of wether the other I should cleanse or not depending on if the other survivors do or don’t.

    Probably Hillbilly last and again not due to strength, but I really dislike the roar he makes when chainsawing since the rework; sounds silly imo. I can also find the mix of lethality and map movement a little annoying at times, if the team keep going down really quickly.

  • @MikaelaWantsYourBoon said:

    I do. I miss pre-rework Freddy and old survivor animations so much. What about you?

    As much as they had some balance issues, I do miss the old Moonlight and Fog offerings.

    As others have said, the game had way more of a horror atmosphere with the old graphics style. There were certainly problems but I do miss it.

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2975121#Comment_2975121

    If you would actually read what I state, you would also have read that I stated it is taking the same premise but just a bit further to showcase the point that perks are not just QoL, but part of gameplay. How irrelevant you might believe it is, this is a gameplay balance metric that impacts nearly all elements in the design. Having more vision means you get more information. Information that is key to making decisions in the game. People already brought up fatigue animations being less impactful with the additional vision, ability to sneak past a killer, etc.

    My point still stands, that this is more than just a QoL adaptation, but a fundamental buff to killers and affects more than what people like you believe. That is simple game design principles at work, if you are incapable of understanding that premise there is no rational debate going to happen. . I already indicated it is something that they could consider, but if you believe that it is pure QoL then you simply unable to reflect on the reality of what such a change does.

    It just comes across that you are trying to fill in what I mean rather than actually reading what I write.

    I read what you said and it is missing the point of this thread; which is that Shadowborn is not comparable to other perks and should be a basic option. You are not "taking it a bit further" but conflating the power of all perks and saying none of them should be 'free' which is the discussion in this thread; that FoV should be an option not tied to a perk; no other perks are being argued for being given as an option.

    If you read what I said; they can always adjust balance later for things like fatigue animations, but a small FoV increase should not be tied to a perk. As the pictures I shared in my previous comment show, a 15% increase option is very small and does not make the difference to balance that you imply it does, in my opinion. People used to argue against including colourblind options because that would be 'a buff to killers'.

    You accuse me of bashing you whist simultaneously passive aggressively insulting my intelligence and understanding; the one thing I can agree with you on is that no rational debate is going to happen with you, despite my best efforts to keep things civil and on topic.

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973830#Comment_2973830

    You are misrepresenting what I state, it is not simply an accessibility or qol option as people claim. It is more than just that.

    You bash me for comparing it to other information perks, as if they also don't provide better QoL when used. Why you don't like it when people use the same reasons but take it a bit further? This shows the true nature of the argument being flawed.

    They are considering bt as base kit, but they ain't just slapping it on for free. I am not stating it isn't something that they could consider, but just as any perk just handing it out for free is a clear gameplay buff.

    Increasing FoV to see an extra inch around the edge of the screen is not comparable to seeing auras through walls across the whole map, or having an audio queue when within a certain radius of a player.

    No one is asking for BBQ or Whispers as accessibility/QoL options.

    Im not ‘bashing’ you; just pointing out that the comparison you are making is very disingenuous.

  • I would love Eddie as a character; also waiting for the shirtless Steve cosmetic thirst ;P I’d love the sleeveless top as a cosmetic as well :)

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973172#Comment_2973172

    But i play both sides, so why should i use an us vs them argument? It is about game balance and stealth option, not us vs them.

    Also, you said: "Brightness settings and options to adjust aura and scratch mark visibility should be basic options and not require use of filters or manual adjusting if you tv/monitor for this one game specifically."

    Thats a quote from you, and THAT would affect darkness and hiding in corners, would it? I actually read your whole post, so i took the freedom to refer to what you claimed.

    So, you brought no argument to change my opinion, other than "other games (that are functional and balncewise completly different) have that option, and i dont care for balance that doesnt affect me".

    This is the direct quote from you I replied to ‘So, how do you propose to enable stealth, if there are no dark corners to hide, and the fov is wide enough so noone goes unnoticed?’

    FoV does nothing to stop people going unnoticed, you can still hide in the same places; except directly at the killers feet right in front of them.

    Adjusting brightness settings and using filters are things people already do and are accepted which do affect hiding in dark corners, yet are not punished and an accepted part of the game while not being restricted to a perk slot.

    Here are some comparisons of the tiny difference Shadowborn makes, and why it would make no difference to ‘stealth’.

    https://imgur.com/a/3E446Tx


    It is quality of life and should not be a perk; it does not make the huge difference you imply it does.

    @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972811#Comment_2972811

    The increase in information comes at a price, acting like removing restrictions means that the game is balanced around it being for free. Whispers, BBQ, etc. all provide additional information and costs a perk slot... should they all be basic in game options.

    It is not simply a quality of life, accessibility option and is part of game balance. Acting like giving out perks for free is not impactful at all, is just naive. The restriction is part of the balance, you gain info but use one of the slots that could be used for other perks.

    See the comparison pictures above; comparing the 15% FoV increase from Shadowborn to perks like Whispers and BBQ is very disingenuous.

    They are talking about making Borrowed Time base kit, but a small FoV increase would break game balance so much it needs to require a perk slot?

    If they need to address game balance later then that is fine, but a 15% FoV increase is QoL and should not be tied to a perk slot.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972457#Comment_2972457

    So, how do you propose to enable stealth, if there are no dark corners to hide, and the fov is wide enough so noone goes unnoticed? Stealth is a factor and should be, so how would you make it still viable? Turning the survivor invisible?

    I know a lot of players dont like the stealth-aspect of the games, but for others its the reason to play, and you cant just ignore them because their playstyle doesnt suit yours.

    https://forum.deadbydaylight.com/en/discussion/comment/2972160#Comment_2972160

    But in CoD, all players can use that option, and all players get the same advantage out of it. That is not true for DBD, where one side gets an advantage and another does not.

    So if killers get a fov-slider, survivors get a distance slider so they can look over obstacles like stretched res?

    If you ask for a real ingame advantage, you should offer something to balance it. At least thats my opinion.

    FoV does nothing to affect darkness and hiding in corners; unless you are talking about crouching at the killers feet where they can’t see you being almost ‘inside’ them because of the unnaturally small FoV, which should not be a thing.

    Survivors already have a 3rd person camera that can see over some loops the killer cannot, and even around corners without the killer being able to see you no matter how much the FoV is increased.

    FoV is a basic QoL option that most first person games have and should not require the use of a perk slot.

    People used to use the same ridiculous argument against adding basic colourblind accessibility options because in their mind it provided too much of an advantage. It’s ridiculous and is just bitterness towards anything that might help ‘the other side’ out without feeling ‘your side’ got something in return. This isn’t us vs them it’s basic QoL that shouldn’t be tied to a perk.

  • @Kalinikta said:

    People that claim it is purely an accessibility option do not have any clue about game design. Games that provide higher options are balanced around the highest levels and that is a distinct choice that is made.

    What people are able to see is an extremely important factor in game design. There are many games that have set camera settings for that reason. Changing it in the default options means that maps need to change, etc. to account for the additional vision.

    You might not see the impact of it, but the developers are very aware of it. Imagine a more extreme example, give killers a 3rd person perspective similar to survivors it helps people, it is just accessibility or would that change the whole game?

    If the default option gives you motion sickness, that sucks. Yet you are uninformed and naive in the narrative that it is a meaningless factor in game design. The games that provider sliders do so to make it possible to be more restrictive than the chosen max, not the other way around.

    The ability to increase FoV is already in the game as a perk and therefore taken into account balance wise.

    It does not give enough of an advantage to be restricted to a perk slot and should be a basic in game option.

  • @Barbarossa2020 said:

    There are simply to many variables in this game for it to be balanced.

    Until the dev's decide on what their core market is there will never be balance.

    Take World of Warcraft for instance, for a long time many pve talents were nerfed because in pvp they were op, so pve players had their talents gutted because of hardcore pvp. Now WoW has separate talents that are specifically for pvp and only work during pvp.

    Until the dev's decide on solo vs swf and pro vs average we won't find balance. Nerfing X,y,z because the top 5% of the dbd population find it stale is just stupid, the other 95% can just cry?

    The obvious and most straightforward solution would be add voice comms for everyone, balance around everyone being able to communicate; and punish any toxicity with bans like every other game with a team does.

    Not only would it be great from a balance standpoint but it would do wonders for the negative side of the community.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971644#Comment_2971644

    I fully mean it when i say lots of people have trouble grasping the basics. When i see people suggesting to punish SWFs not grasping that it would kill the game in a matter of months, i assume they are in that category. I see no reason not to assume that anyway.

    As a side note balancing from top down isnt made with the idea that people will get better. Its made with the idea that if its balanced at the top level it will be balanced at lower levels. This again doesnt work on a game like dbd where both sides cant take advantage of the same buffs or nerfs. This is again, extremely basic and should be easy to grasp.

    Alas.

    I’m not suggesting punishing SWF, but pointing out that may it provides a clear advantage to the players who use it with 3rd party comms over solo and that is acceptable.

    So why are you against adding basic FoV options to the game instead of requiring a perk because that provides a small advantage?

    FoV is what this thread is discussing and my examples of accepted advantages not limited to just SWF using 3rd party comms, which is the only one you bring up; is to show how something providing an advantage is not a good reason to keep certain things out the game or punish for their use even though they are not in the game.

    FoV should be a basic option and not tied to a perk slot.

    Anti aliasing and removing FPS cap should be a basic option and not require editing the ini files.

    Brightness settings and options to adjust aura and scratch mark visibility should be basic options and not require use of filters or manual adjusting if you tv/monitor for this one game specifically.

    The only argument I’m seeing against adding FoV options is it provides an advantage; which all these other things do and are acceptable.

    You don’t think these things should be punished so why do you think a small FoV increase for QoL should be punished by requiring a perk slot?

  • @Dead_Harder said:

    Reason is that DBD is an asymmetric game. If you buff or nerf something in other games both sides get to take advantage of it. Thats not the case in DBD.

    We all know that survivors are overwhelmingly favored in top level play. That doesnt mean game will suddenly be balanced if you nerf survivors to be balanced at top level play. It means survivors will be very weak at all levels below the top.

    Killers are favored heavily at low levels, game is kinda balanced for average skill level and good survivors on comms can absolutely destroy around same skill level killers.

    And there is probably no way to balance all skill levels. Just my two cents.

    Top-Down balance is the idea that balance should be focused around the highest level of play, all levels of play below will then receive a balanced meta through a trickle down system. Because everything will be fair and equal at the highest level, they all have the potential to be just as balanced. This is effective from the top down to the mid level of play, but the lowest level of play often undervalues mechanics and things that require teamwork to reach their full potential, leaving them feeling weak, while leaving some mechanics feeling unusually strong. This feeling of imbalance diminishes as players become more skilled and work with others, but it usually increases the learning curve by a small amount, which may be off-putting to newer players.

    Bottom-Up balance is the idea is that balancing for the lowest levels of play is most important, since that is where the majority of players are, and that is where the most diversity of play is found. This lowers the learning curve and makes the game attractive to newcomers. The advantage of this is that all mechanics will feel equal in strength at the lowest level, where most players are. However, as players improve and become more competent at the game, mechanics that were once balanced will become either easily counterable, or broken and far too powerful when exploited properly. Any difference in skill between players becomes quickly realized as a slightly more skilled player may use mechanics in ways to become much more powerful, leading to one-sided gameplay.

    Top-down balancing is generally preferred, since it provides fewer problems, and focuses on the potential of each mechanic and rather than the surface use. Balancing for the middle causes problems both for new and more experienced players.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971189#Comment_2971189

    I'd like to start by saying that I do agree Shadowborn being a perk isn't great, and I think that a toggle between current FoV and Shadowborn FoV in the settings menu would be a fantastic compromise between the clear need to limit FoV in a game like this and the equally clear reasons for wanting to adjust that for non-competitive reasons.

    ... However...

    I have to ask, how are those things third party advantages? Obviously third party voice comms are acceptable, that's been gone over enough times that it doesn't even need to be responded to, but you bring up graphics filters and modifying ini files - I'm assuming we're not talking about actually cheating with graphics filters (IE, changing bear traps to be neon purple or something) because that is against the rules, so you must be talking about... what, the perk colour changes? I know some Fog Whisperers use those, but I genuinely don't see how that could possible confer any kind of advantage?

    As for ini files for performance reasons - if just having a better PC isn't a third party advantage, then increasing your performance through other means isn't a third party advantage either.

    Regarding your suggestions for what should be brought into the base game, mostly agree- in built voice comms are a bad idea for a variety of reasons, but some options to slightly change brightness, scratch mark colours, and FoV would be pretty nice.

    How can you not find being able to use graphics filters to drastically increase the scratch mark and red glow visibility a clear advantage?

    Of course better hardware provides an advantage that is acceptable, but people modify options that are not naturally made available in the game. The same as FoV, increasing FPS and removing anti aliasing both do provide a clear advantage that cannot be got in the game options, but should be available in the game options.

    I think it’s just as silly to argue those things shouldn’t be normal options that are available in game, as it is to say that FoV shouldn’t be in the game options.

    The difference is that people circumvent the lack of options and it is acceptable to gain advantage that way, yet FoV should be tied to a perk to maintain some sort of competitive integrity? It’s silly, it should all be a basic option and I’m pointing out how the argument to keep FoV a perk for that reason is ridiculous.

    I agree with your suggestions about scratch mark brightness options etc, and have asked for as much being colourblind myself and struggling. The options we did get after years of being ignored did not make the problem any better for a lot of people.

    It’s also silly for people to say brightness options shouldn’t be in game because it provides an advantage; like people can’t just turn their monitor or TV settings up anyway. Point is it’s stupid to have to do that for this one specific game when every other game just lets you do it in the options menu.

    The ‘provides and advantage’ argument just doesn’t work when talking about basic things that most games have while still keeping things fair and competitive, even more so when everybody has access to them and not just a few.

    Edit just to add that when I talk about modifying ini files to increase FPS I mean removing the cap placed on it by the devs. With the cap how they have set it, better hardware would provide less of an advantage. The option should be in game and the only reason not to would be the competitive argument which is silly when it’s accepted to modify the files to remove it anyway; just add it as a basic feature, I’m sure everyone would be happier.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971189#Comment_2971189

    I get what you are saying, balancing things from the top down is a good mindset to have in games, but what you dont understand that dbd is an asymetric game, you cant balance it the same way.

    If you were to try and actually balance it around top level play, an average killer would 4k around 9 games out of 10 because survivors are op at the very top level. Usual survivors though, even on 4 comms are nowhere near this good and will never be.

    Removing swfs will never happen as people obviously want to play with friends and will continue to do so no matter how unfair it is.

    The solution to this is something obvious that you will obviously object to. Buff solo survivors to somewhat around swf levels with base kit perks like empathy and bond and give them an in game easy to use communication tool like a ping wheel system. After that or alongside it adjust killer experience accordingly to compensate. Base nerfed corrupt, base nerfed aura reading of bbq, a small speed increase on all m1 killers things like that.

    You cannot and should not remove swfs from game and punishing people for playing with friends, no matter how unfair, would kill this game faster than pulling the servers plug would.

    I understand basic stuff like this is hard to grasp but please understand that this is coming from a full on killer main.

    Ok so balancing from the top down is done is games because people who aren’t at the top can always get better, if you balance for anything else it creates a miserable experience for everyone at the top and over time people will naturally get better and closer to that unbalanced game state.

    I actually completely agree with adding things like Bond and Empathy base kit, even Kindred! The most obvious solution though, if comms is an acceptable advantage is to just add comma like every other game! Toxicity is not a good reason to not do this and would just require the devs to do what all other devs do and punish it through bans.

    I never said to remove SWF lol, but I’m pointing out the double standards with things that are allowed that provide a clear advantage while people are arguing against basic accessibility options that most first person games have been restricted to a perk because it does provide a small advantage, much less than 3rd party comms. It is not as much of a lop sided advantage when everyone has access to it, unlike the use of features that aren’t in the game. SWF on comms have a clear advantage over solo who are unable to get that feature as it is not in the game.

    Please keep it civil and the passive aggressive comments to yourself though please. Nothing is hard to grasp here and you don’t have to be a main of one side to think that FoV options should not require a perk slot.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970679#Comment_2970679

    Last i checked Apex wasnt a game of tag ...

    People saying dbd isnt competitive are out of their minds.

    So as the game is competitive it should be balanced around the top level and SWFs; and people using 3rd party advantages on stream such as voice comms, graphics filters, and modifying ini files for fps and performance advantages should be punished.

    Very double standards to require a perk to change the FoV but all these commonly used advantages that also aren’t basic in game options or perks are fine to use and stream while doing so. Even Fog Whisperers do and it massively provides an unfair advantage against those who aren’t using or able to use it, particularly on formats where it’s not possible.

    The only way to remain as fair as possible and competitive is to give everyone the option to adjust these things in the game.

    Give people the option in game to adjust FoV, add voice comms, give brightness and scratch mark colour options, and the FPS/anti aliasing etc that people modify the game files to improve over everyone else.

    If not then these things that aren’t perks or in game intended features should be punishable and anyone streaming using them would be able to have the Vods submitted as evidence.

    Ridiculous and never going to happen, but even more ridiculous to say all this is fine to do while saying a small FoV slider is too much of an advantage to include.

    It’s a basic QoL feature that all first person games worth their salt have as a standard option; and not everyone can use the slider at max because it often negatively impacts performance. I can’t max mine on a PS4 for Apex etc but I can have it around the middle without affecting performance while making the first person camera less nauseating; and it definitely provides an advantage there too, yet still remains more competitive than DbD.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2966305#Comment_2966305

    Because info is purposefully limited in dbd. Its the same reason survivors dont get a chat or voice chat outside of 3rd party softwares and its the same reason stretched res was considered unfair.

    Again, with more fov a nurse in fatigue can easily track a survivor when otherwise they might have lost them or at least lost a second or two to track.

    Does it matter much? No not really but there are clear and not small benefits like that.

    Surely they could just adjust Nurse fatigue to compensate rather than limiting it for every other killer?

    It does make little sense that full on competitive games like Apex with separate ranked modes/leagues as well as crossgen/crossplay between formats where certain formats can choose a higher FoV than others yet they still have it as a basic option while still functioning as a competitive game.

    You mention voice chat not being in the game because it offers an advantage yet the devs have said it’s fine to use 3rd party chat and anytime someone talks about balancing the game around SWF by giving them a downside to being able to gain an advantage without using a perk slot, people say DbD isn’t a competitive game and just for fun with friends.

    If it’s just a fun game to play with friends then an FoV slider shouldn’t be an issue; if it is a competitive game where in game FoV options ‘break competitive integrity’ then people using voice chat, visual filters, modifying game files for better FPS etc should also be stopped or punished.

    Sure you can’t prove everyone is using some of these things but everyone streaming using voice chat or filters would have to stop less it be used as evidence, and modifying game files is simple to stop as they keep accidentally doing it and ‘fix’ it quickly when the forum is flooded with anti aliasing complaints.

    Some consistency would be nice.

  • It’s hard to get excited when I’m still hurting from the Road to 60fps from the Roadmap that never came after years of silence about it.

    Console performance is in a progressively worse state every update and honestly none of the great sounding stuff matters until the game is optimised to run to a reasonable standard.

    Judging from the past I have no reason to believe that this time will be any different; and that talk of addressing the performance are just empty words to keep me on the hook spending money until I get told it was impossible to achieve and I should just upgrade.

    My money is on cross progression being announced in place of fixing the performance and there supposed to be a fanfare about that. Cross progression would be great but it still isn’t good enough after keeping players hanging on with talk of performance and optimisation fixes for years that never come.

  • @AykDanroyd said:

    So many perks that show auras like Windows of Opportunity, Plunderer's Instinct, etc have light colored aura colors so that if you have multiple auras of various things (survivors, items, etc) showing up at the same time, it could be hard to delineate between things like items, other survivors, vault spots, etc when you're using Empathy, Bond, After-care, etc or if you're looking for Pinhead's box. There is little to no contrast and it's really stupid. Plunderer's used to give a pinkish color but it got changed to white. When I use Windows of Opportunity and am working on a gen, a lot of times there's an aura where I have the cam pointed to see if a killer is sneaking up and it messes with my ability to properly see the good-great skill check zone of the dial that pops up, causing me to mess up and alert the killer to my location.

    There are so many other colors like greens, light blues, purples, orange, etc yet almost everything is the same damn color. Please add more and give us the option to pick and choose. This is not rocket science and shouldn't be hard to implement.

    I cannot see red gen auras or hooked survivor auras at all on corn maps being colourblind; the colourblind options we waited so long for don’t affect the main things I had issues with such as scratch marks and auras being invisible to me in lots of frequent conditions.

  • The visual and audio design is really good justice to the source material.

    Gameplay is pallet breaking simulator until the game ends in 5 minutes.

    Being able to get around the map quickly with teleport should be great for pressure, but she is not threatening at all and that is needed to create pressure.

    Condemned is a few number changes away from being OP so any buffs there are dangerous; but she could at least get something similar to Wraith speed boost manifesting to give her some gameplay at loops.

    I would like to see Condemned build up over time like Pinheads box so she has some passive slowdown by forcing interaction with the TVs; as it is that part of her power can be ignored all game.

    You should turn the TVs off to stop the map pressure, but as she gives such a head start with cues and has no lethality; there is little need.

    Condemned could grant Exposed when full and/or the tape should take longer to interact with so it is not something you can do mid chase; similar to Pig boxes.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2964608#Comment_2964608

    All fair points. I have noticed que times are different based on the time of day. I usually play late at night and for me on any given day of the week the que times vary between a couple minutes to sometimes upwards of 10 minutes or more. I figured night time would be prime time for a game like DBD given its horror themes. I'm not sure how the que times are during the day or early mornings.

    I think DBD appeals to a lot of people just on the basis of its uniqueness and theme. Content I think is the biggest factor on bringing in new and returning people to the game. Even still, when companies do things with their product (like the representation element I mentioned), its sure to have mixed responses as we have seen. Whatever the reason may be for someone disagreeing with things like this, it can be a deterrent for many people. It can also appeal to a lot of people. The question to ask after doing something like this and seeing the response is, was it good for the product's future?

    The stats from the charts only show numbers. There would need to be surveys or an examination of feedback based around whatever they did for the game at any given time to connect the reasons with the data and even still there could be speculation. Even still, seeing public reaction to things is data in and of itself and if there is negative public reaction to something and also numbers going down, I think its safe to come to some conclusions there.

    Content definitely brings people in like with the Resi DLC, but the poor performance/optimisation; bugs and imbalances are definitely something that drive those people away.

    I have to wonder how many of those 50 million players, actively played matches or just logged in for the free bonus points; or how many did that but turned it off after 1 or 2 games.

    There’s definitely a lot bringing players in, but also a lot turning players away.

    For me as a console player, it doesn’t matter how good or bad the content is when the game doesn’t function to a reasonable level and hasn’t since the Resi DLC; and it was pretty sketchy even before that. There’s clear neglect in some areas.

    Like that meme of the swimming pool its BHVR holding up and having fun with new content and cosmetics to sell us, while the balance is barely holding its head above water; and the game performance is the skeleton on the floor :’)

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2962304#Comment_2962304

    Is winning when the other side has no chance also fun?

    You’d have to ask SWF that get matched against poor Sadako :’)

  • @ElleGreen said:

    For the people that know a lot about RE what do you think Wesker Is gonna look like, and what will his power be? Lets say we get two survivors for this chapter like the last with two legendaries; who do you think they will be and what will their perks be like. I really hope we get the Mansion as a map!!! Also more cosmetics for Claire and Chris would be so cool they are arguably two of the most well known RE protagonists. Claire being the main character of the newest movie only adds to her popularity...

    I really hope Wesker is the RE5 version in the trenchcoat; and the power would be the dash punch which could function similar to Demogorgon shred where it’s a charged linear attack that breaks pallets.

    I could also imagine him having a power similar to Oni where he powers up over time and can mutate for a time or something.

    Aura reading could be part of his kit or at least a perk as he is the kind of character who is always watching and has knowledge above and beyond the other characters.

    If they do legendary sets for the survivors I could definitely imagine Rebecca getting a Shelly Birkin cosmetic.

    Ada I could see possibly get a Sheva set.

    The map should definitely be Spencer Mansion imo, it’s the most iconic series location; though could potentially suffer the same issues as RPD with being enormous and maze like.

  • I’d they give Feng a Mikasa skin I’ll forgive them for the dating sim ;)

  • @Hex_Ignored said:

    Not really. We'll get the chapter 24 reveal (big surprise there), some content creator clips, some fan art and that will most likely be it. Maybe we'll get news on a new idea they are working on that will surely 100% be implemented soon-ish, like what happened with the early game warm up

    I’m still burnt by the ‘Road to 60fps’ that they made a song and dance about when all we wanted was the game to be optimised; years of silence followed by disappointment and the game in a worse state every update :/

  • What really sucks is them still promoting sales and trying to get peoples money despite knowing the game is in this sorry state.

    Not fixing the issues is bad enough but still taking peoples money for a product that doesn’t function to a reasonable level that they know will just end in player disappointment is super low and depressing to me.

    If it’s not going to get fixed then just delist the game already so we can stop pretending like it will and that they care at all about our long standing suffering.

    If it wasn’t for the ‘Road to 60fps’ fake bait then I would’ve stopped playing and saved a lot of money years ago.

    I’m a very disgruntled customer, not that they care.

  • Thanks for the replies <3

    I was more worried about my ability to win a few games with Artist making my already terrible losses with Sadako much harder.

    If they did affect each other I would have just stuck with Sadako through the losses until it stabilised and avoided playing other killers I get more kills with.

    It really is depressing to spend money on a licence I really love and getting rolled over every game; such a shame as the look and sound of the character really do evoke the feeling of the original movie.

  • Getting it to run stably at 30fps would be a start lol :’)

    If the game was running on equivalent hardware in a PC it would just by adjusting settings.

    It went out the window when instead of optimising performance they added in all the fancy lighting and effects instead.

    I’d be happy if they gave us the option to strip all that stuff away and get the game running as smooth as possible.

    Battlefield Hardline was 60fps around PS4 launch and had massive maps with loads of verticality, vehicles and 15v15 players. Battlefield V is 60fps on a Pro.

    The hardware is not the problem, the devs just left the format to die :/

    Hell even new PS5 games like Elden Ring and Horizon Forbidden West are much bigger in scale, mechanics during gameplay, look much better and still run great at 30fps on a base PS4.

  • The Road to 60FPS on older consoles/hardware is back on and releasing with the new chapter lmao :’)

  • @Mandy said:

    To stop the argument that is brewing here, "hug tech" is not intended and is classed as a bug and will be fixed.

    Look forward to only Nurses and less killer players overall everyone :’)

    Watch Nurse nerf be next; really feels like self sabotage at this point lol!

    At least people will start to experience the suffering of console users where such mechanic abuse and control advantage that keep the game afloat aren’t applicable :)

    Don’t want to play killer because it’s a miserable experience; don’t want to sit through longer queue times as survivor than the game length :/

  • @_AdamFrancis_ said:

    Not everybody is a Swarm, or (I can't remember his name for the life of me 💀) so stop talking about the game from a comp perspective. Comp is known to be unbalanced and has egregious rules set in it, public matches don't. Not to mention matchmaking can mess up most of the time and match people with drastically different skill levels together. As such, it can make things very unbalanced.

    This also means that the game is in no way comparable to competitive matches.

    Almost anything will have people being competitive in it.

    Take Pokémon for example; it’s a game aimed at children but has official tournaments for a competitive scene.

    When people talk about balance from a competitive position; most games logically use ‘trickle down’ balance, as people can always get better at the game with time and practice.

    Sure you may want to keep playing with your team of unevolved Pokemon like the anime, but you can’t expect the game to be balanced around unoptimal play when players can play more optimally. Unoptimal play is always going to struggle against more optimised play regardless, and it’s human nature for a lot of people to want to improve at anything and not remain stagnant; even Mario Party you will have people creating a strategy and figuring out the best way to play.

  • @NekoGamerX said:

    at this point I don't think anything going to be fixed about performance issues.

    If they aren't going to fix it, they should stop taking peoples money for it knowing its broken.

    Even Cyberpunk was taken off the store because of terrible performance and Fallout 76 which was awful got improved eventually.

    It sucks as they promote sales on the old consoles all the time and things like the social media and anniversary streams are basically tricking a portion of the playerbase into paying for stuff that looks cool but just doesn't work to an acceptable standard.

    Disgraceful really and there should be more uproar about it; I feel like I'm screaming into the void and no one cares about how much a good portion of the playerbase is suffering because look shiny new content.

    At least if more noise was made, less new people would getting suckered into spending anything on the game; I should've known better but I feel sick thinking of the new players who see the new license or DLC and jump into the game only to be met with this and either stop playing and take the wasted money, or feel invested and keep playing despite it not working properly because they don't want to admit the money has been flushed down the loo.

    I have to wonder if its deliberately not being fixed so they can get more money out of people who feel they have to move format and rebuy everything for even more money; its disgusting.

  • So against my better judgment I broke and spent money on Sadako; I know, more fool me.

    This was during one of my first few games and I instantly regretted spending anything on this neglected travesty.

    https://youtu.be/BjSYfiNjMR0

    Honestly stinks they're still taking peoples money without addressing these game breaking freezes.

    It just shouldn't be running like this and is a real shock to the system after playing all the other recent games that have somehow managed to be optimised to run fine on PS4 as well as PS5 like Elden Ring, Horizon Forbidden West, Tiny Tina's Wonderlands; even No Mans Sky released 2016 and has been updated to look amazing now, is insane in scale compared to DbD and yet runs absolutely great.

    Its so depressing and I genuinely feel like a mug for throwing my money away on this mess :'(

  • Leatherface

    i really think they missed out when they didn’t include the noise from the original movie music 0:30ish in this video

    https://youtu.be/3odOfyPz8L8

  • @bacon said:

    Thanks^^^^^^ it never was this bad be for for me on Ps4

    It seems to get worse every update and definitely causes me problems seeing things, compounded by my colour blindness. I also play on PS4.

    PC a lot of people use filters to make the game easier to see which is why less complaints come from those users.

    Switch is absolutely ridiculous how dark it is as well.

  • Console performance optimisation, and console/controller QoL options.

    Nothing else matters to me if these basic things aren’t sorted, as they are so critical to my negative gameplay experience.

  • So many messed up glyph locations; some just plain uninteractable, one was spawned inside a table.

  • @[Deleted User] said:

    It's alright. Still need a better system for counteracting wiggles on controller in general. It's entirely designed around being able to hold W + spam A/D and it shows.

    This. You can’t strafe without losing forward momentum on controller, as when you are using left or right on the stick it doesn’t count you holding forwards all the way and you get a slower forward movement speed.

    It’s really noticeable around loops as well and you can’t keep your view on the survivor and move diagonally around it; you have to hold forward and guess where the corner of the obstacle is to then turn using the right stick at the last second.

    I honestly don’t know what the point of having less than 100% movement is; who is ever intentionally using slow walking instead of full speed?

    Console is in desperate need of some love in both QoL and performance/optimisation and has been for a long time, yet they've been seriously neglected.

  • I started with Doctor as I had trouble finding survivors and his power helped with that; he also has a bit of an anti loop power

  • @Shaped said:

    Is there any data on this btw?

    I don’t think it makes much difference as although they say they use kill rate to balance killers, they selectively choose when the kill rate statistics apply.

    For example the last stats had Nurse at the bottom and Blight around the middle (just under Legion lol).

    Kill rate is not a good metric to use as it doesn’t count the many factors that affect it; as the killers above are considered the ‘best’ but people playing them at lower ranks make them look worse statistically because they are harder to play. Also it doesn’t take into account wether the kills are suicides on hook, survivors stomping a killer and then refusing to leave at the end ‘giving’ the killer kills, or when a killer only gets 1 hook right at the end but the other 3 throw their lives away trying to get all 4 out.

    It really isn’t a good or accurate metric to use for many reasons, as we see with the kills vs escapes MMR issues.

  • The AI is the problem; we have zombie AI that get stuck on objects all game because they can’t path correctly, and also the cheaters who when they put the killer AI on the highest setting could perfectly predict survivor movements making it feel unfair, though they also got stuck on objects etc.

  • @IlliterateGenocide said:

    I Just got toxic for finishing a gen IN front of a artist face.

    I Knew she had pop because I saw it before.

    She still won.

    I asked "Why BM" and that was her response "Did a gen in my face"

    Do you guys consider this toxic?

    I think it’s similar to tunnelling; in that you’re completing the objective in the most efficient way, but is ‘disrespectful’ to the opposing player.

    Neither are toxic but are frustrating to be on the receiving end of; and neither tunnelling or gen ‘tunnelling’ have much incentive to not do gameplay wise.

  • @Sluzzy said:

    I have hardly played the past few days because my drive to startup the game is almost non-existent. Looking at the player counts it appears my sentiment is shared among most.

    I watched some Twitch to look at the patch and what I saw was not very encouraging. A popular streamer camping and tunneling everyone out of the match and eventually survivors gave up. I literally saw a Dwight and a Kate looking at a Legion in his eyes asking to be sacrificed because it was impossible for them to win. This is after the killer camped someone unnecessarily in the basement. Survivors not able to escape either and complaining about how bad their teammates are. Can I be reminded why the hatch and keys were ruined? Survivor gameplay is way too hard now. I actually saw no survivors escaping in a span of about 45 minutes.

    The patch is 100% killer favored and now Legion is so overpowered there is nobody going to escape. Not to mention how unfun they are to verse. Survivors hit hard with more unnecessary nerfs is really causing a very lack of any enthusiasm. A fun boon mechanic ruined, there is no reason to use them now. I find it disappointing a healing perk has nerfed into the ground while buffing a killer that makes it extremely easy to injure people and actually down. Downing that fourth person is going to probably be happening a lot because of how long Legion can maintain his fast speed.

    Balancing and priorities needs to change before the Titanic sinks. I can't be alone with this opinion.

    If you’re not already you can try playing on a last gen console or Switch; things are always worse there.

  • The are plenty of much better looking games that run much better, with way more mechanics and systems in place running just fine on last gen consoles.

    Elden Ring for one, even No Mans Sky has all sorts of crazy weather effects and has been out for years but just shows what some love and updates in the right areas can do.

    DbD is a 6 year old game that was a shaky foundation and instead of optimising what they have, they have just keep piling things on top of something that’s getting more and more unstable.

    It was always going to be just a matter of time until it starts to break with such neglect and the cracks have well and truly started showing, with even PC and next gen consoles experiencing some issues.

    Console have always been told to ‘just upgrade’ but what is everyone going to do when things keep getting worse and there won’t be another console upgrade for years? There’s only so much you can do by brute forcing something by overcompensating for its shortcomings with excessive hardware power; yet there are lots of good examples of games that are really squeezing every drop of power out of older hardware.

    Its honestly some sort of witchcraft that Elden Ring and Horizon Forbidden West are running as consistently as they do on standard base PS4s, but really shows what’s possible if developers care enough to out the time, effort and resources into; instead of doing the bare minimum while still charging money and promoting game sales on formats they know have been neglected for so long that they have these same performance issues for years.

    At least when Cyberpunk was a state they had the decency to take it off the store on formats it wasn’t performing up to standard on and not keep taking peoples money for a broken product. Maybe because there was a louder uproar and less excusers.

  • @Piruluk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2919219#Comment_2919219

    SBMM has nothing to do with that, the game is 6 years old, it can't grow forever, also steam numbers alone means nothing

    I stopped playing on PS4 because of the worsening performance issues and general neglect of the other formats; I haven’t felt valued as a player/customer for a long time now and must assume I’m not alone in feeling this way.

    As you say Steam figures aren’t everything but I imagine a lot of people have also stopped playing on older formats, complaining on the forum, and gave up screaming into the void asking for improvements only to be all but ignored; while new content that makes things worse each time is consistently rolled out for everyone else in spite of it.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879057#Comment_2879057

    Anyone who has performance issues on any platform is free to post it on here.

    Elden Ring is very very well optimized.

    Can you post any clips?

    So cool to see this thread still going, I have given up hope to be honest and have been enjoying Elden Ring and Tiny Tina’s Wonderlands on my base PS4 with no issues despite them looking way better, being much much bigger in scale, and having way more systems/mechanics in place during regular gameplay.

    This was the last time I took a clip of an issue (23/03/22) as just seems like pointless shouting into the void and screaming into a pillow is more effective than trying to get these issues fixed.

    https://youtu.be/k7t-uITZPyI

    Every time I do try a match out it’s either no different or worse and I give up.

    Was really hyped about Sadako as well but glad I tested it before I spent any money this time, at least I don’t feel like a mug like when I bought Pinhead despite knowing the issues Nemesis DLC brought to the game when I spent money on those.

    Sitting on 50k shards as well lol but what’s the point in spending them on something that doesn’t work or value me as a player :(

1 … 4 5 6 7 8 … 16