DeathByGiggles
DeathByGiggles
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- DeathByGiggles
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@Red_Beard said:
https://forum.deadbydaylight.com/en/discussion/comment/2215600#Comment_2215600
Sorry, but I'm not buying this either. Are you telling me that you hired these people specifically for creating this auto ban feature and once it is implemented you are going to lay them off? I guess that is one way to run a business. And them having a specific skill set still does not mean they are not a wasted resource. For example, instead of hiring developers that only know how to create auto ban systems, you could have used that money to hire more developers to fix bugs, balancing or optimization.
Yes, I know, you and I are not part of the leadership team that makes these decisions, but please don't try to placate me with what is in my opinion b.s.
No, that's definitely not the case! ❤️
To clarify, what I mean is that different features may require knowledge of different programming languages, software or actual experience that goes into the job. For instance, not every game designer is a well-versed programmer! While that fact is obvious to many, it's still worth mentioning, since many people hop on to read these comments, and we can't expect everyone to know exactly how game dev works. ☺️
That said, hiring more people to do one specific job doesn't always bring in better results either. Obviously, I can't speak to how teams are organized and hired, but I do know that it's usually not as simple as moving over people from one feature/project to another!
Anyway, I'm definitely not the person that has all the answers, but again, hope this gives a tiny bit more insight into things. ❤️
Hope you guys have a fantastic day ahead, and once again, we'll let you know when we have any more info we can share! 😊
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@Red_Beard said:
https://forum.deadbydaylight.com/en/discussion/comment/2215508#Comment_2215508
We aren't stupid so I don't know why we always get the condescending, default response of "we have different teams working on different features". Just because there are different teams doesn't mean they aren't a waste of a resource that could be committed to other aspects of the game that forum members constantly bring up, bug fixes, balancing, optimization.
Thank you for giving the feedback to the team.
Definitely didn't mean to sound condescending with that, so I'm terribly sorry if it did! ❤️
What I was trying to clarify was that these different teams often have different skillsets, which means they aren't as interchangeable as some may think. That's why some features and changes may take much longer than others, as well! Someone that worked on one thing is most likely not the same person that does bug fixes, balancing or works on console optimizations.
I know that doesn't give you guys a super concrete answer, but I hope it does give at least a little more insight. ❤️
Thanks for taking the time to write all of your concerns - they are on our radar and are being taken into consideration when developing this feature. We'll be bringing it to the team in our next report today, too!
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2215522#Comment_2215522
Fair enough and I appreciate you clarifying that. I love you guys, and I think that shows in my post. I don't fly off the handle willy nilly, and I always give the DEV the benefit of the doubt. I understand the desire to come up with something that does this, but I also know the track record of every game company that has tried this before. Some things sound like good ideas in theory but just don't work. This is one of them. My suggestion (and I give it with all humility) is:
- Get better anti-cheat software which auto-bans hackers and unsanctioned Mods.
- Setup a system like you have for disconnects to apply increasing bans to suspect lag spikes.
- Get rid of end game chat altogether and have people go talk where it can be moderated more easily or on their own dime.
Leave everything else out of it. Get rid of reporting altogether except for Bugs and things like that. The majority of things reported aren't offenses, aren't real, or come without evidence. We understand that, and sympathize with the ridiculous work load this must create. The laws of unintended consequences THRIVE on complicated systems like "reports/votes" so they are best avoided.
We love you guys, too! Appreciate you taking the time to leave us your thoughts, mate. ❤️We'll pass it all along to the team today.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2215401#Comment_2215401
With all due respect, I don't think you do. The very fact that you are telling us that it isn't "live yet" means you already coded it. That in of itself was a big mistake. There are no safeguards to prevent what is coming which don't actually result in you guys having to do MORE work than you are doing right now. The tiny bit of information you just gave us does more harm than good, because it sounds like you just created a system (in hopes of lowering your workload) that allows for "voting people off the island." Perhaps you have come up with some innovative NEW way of approaching this which will work. It would have been better to tell us everything now, or tell us nothing at all. This problem, which we take very seriously, is now overshadowing everything cool that was told to us during the Livestream. It is literally shooting yourselves in the foot. Why would you do this? Telling people not to worry, when many of us have gone through this BEFORE at other games who tried this folly isn't going to help. At this point, you might as well be transparent and tell us how it is going to work. Nothing short of that is going to calm any nerves.
Hey there! To be clear, the feature is still in development, which is why we said to sit tight for more info - we're waiting for finalized details that we can share, too! ❤️
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@Red_Beard said:
https://forum.deadbydaylight.com/en/discussion/comment/2215420#Comment_2215420
With how well the chat filter works (it doesn't) I don't think we should sit tight. Many of us don't have confidence BHVR developers are going to be able to implement this in a way that doesn't let it be abused and me personally, feels like is a waste of time for BHVR to even work on. Especially since they have stated how long ago they were working on console optimization and MMR which aren't in the game yet. Maybe you could take this feedback to the team before the commit too many resources creating something the community doesn't really want.
We do have different teams working on different features, so the team that is working on autobans would not necessarily be the same team that works on console optimization! That said, we will be bringing up the concerns with autobans to the team. ❤️
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2215420#Comment_2215420
Why are you trying to reassure us by saying that it's not live yet instead of saying that it won't be abusable?
No one here is complaining because it's not live yet. Everyone here is worried that it will be abused and result in invalid bans.
We definitely understand the concerns, but we also wanted to clear up some of the confusion around this, too. I saw some people worried that it was already live! ❤️
As mentioned, the feature is still being developed, so we don't have any more concrete info for you all at this time. That said, rest assured we're aware of everyone's concerns and will do all we can to ensure that this will not be abused!
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Hey everyone!
Thanks for leaving us your comments. Just to confirm, the autoban changes are not live yet. We will be announcing more details closer to the date they go live! This feature is still being developed, so please sit tight until we are able to share more info about this. ❤️
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Hi there! 😊
Just to confirm, the autoban changes are not live yet. We totally understand the concern with this. We'll announce more information closer to the date they get pushed live for full clarification!
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Hey there! 😊
Please use the code ANNIVERSARYFRAGMENTS instead if the code from the stream isn't working for you.
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@Freddy96 said:
You brought back bodyblocking basement entrance in the new coldwind maps @DeathByGiggles
Heya! Just confirming that this has been bugged on our side. 😊 We'll be sure let you know when this is fixed!
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@Ferrari334 said:
https://forum.deadbydaylight.com/en/discussion/comment/2162133#Comment_2162133
I do appreciate the positive vibes and I think most of you guys are well intentioned, but from my perspective honestly, it seems like you guys implement change after change that are simply unpopular or not critically thought out.
For example, most the addon changes made this patch, like atleast 90% of them, wont ever see use in like 99% of games because they are simply bad addons.
The "balance" change to twins makes them just feel stupid to play. Its like having your balls glued to the floor after every successful hit.
My question i guess is who do you actually listen to for changes? Because I know it isn't the community and I hope for an honest answer because that is needed for things to change in DBD imo.
Thanks for your comment anyway.
Heya! Thanks for your honest critiques. ❤️
While I myself am not part of the Design or Balancing teams, we do gather a TON of feedback from the forums, Discord, Reddit, content creators and their communities, and our social media channels. As you can imagine, it is a lot of feedback to go through, but we do our best to make sure your concerns are heard by the team - both good and bad.
That said, not all changes can be made instantly. There's always so much going on behind the scenes that it isn't always possible to implement changes as quickly as you all would like. We always have to define priorities and that is up to the team's discretion when taking into account everything from bandwidth, partnership agreements, unforeseen obstacles, and more!
I know that isn't a ton of helpful info, but I do hope that it gives you a little bit of an idea as to why some changes take longer than others.
As for unpopular changes, I'm no expert and won't claim to be, but they are often made with good reason or intent. That said, we will always continue to bring back feedback about how you are all responding to balancing throughout every update. Sometimes that means the team can adjust quickly (like with the Demo add-ons) and other times it means changes will take longer. It's really dealt with on a case by case basis!
Again, I know this isn't super helpful, but I hope it gives at least a tiny bit of context. ❤️
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/2162197#Comment_2162197
Awesome, I was wondering, is not_Queen still around?
Yep! Not_Queen, Peanits, Pat, and I are all still on the team. ❤️
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@[Deleted User] said:
i asked this question pre update but no one cared, ill ask again.
will the skill check to struggle be affected by huntress lullaby?
Heya - just confirming that hook skill checks are still immune to any perks or powers that affect skill checks. Hope that helps! ❤️
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/2162133#Comment_2162133
Wait I've never seen you here, you new?
I've poked my head in a few times, but yeah - I'm a new Community Manager on the team! Just joined BHVR at the end of February. 😊
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Hey everyone! ❤️
Thanks for leaving us your feedback. We've been reading your comments both here and on our social media channels all day. It's been great seeing so many of you voice your thoughts and concerns!
As always, we'll be passing your feedback - both positive and critical - along to the team, and we'll continue monitoring all of these changes throughout the update, as well. If we have anything new to announce, we'll be sure to let you guys know via our official channels. ❤️
Thanks again for being such an active community, and hope you all have an awesome day! 😊
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Hey everyone! 😊
Thanks for leaving us all of this awesome feedback to go through! It's great to see what you all have to think about the upcoming PTB. ❤️
For those of you asking when the Bugfix Patch will go live, we can finally share the good news: the Bugfix Patch with The Trickster changes will be live this Wednesday.
Tomorrow's PTB will have all of the changes included in this Dev Update and The Trickster changes. With that in mind, feel free to consider the PTB as a bit of a "sneak peek" for Wednesday's Trickster buffs & bug fixes, aside from all of the other changes we announced in the Dev Update.
Please note: The 4.6.1 Bugfix Patch will NOT include any changes from this Dev Update. These changes will only be live in the PTB!
Keep the feedback coming - we'll be paying attention to what you all have to say after tomorrow's PTB and Wednesday's Bugfix Patch! 😊
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Hey everyone! 😊
Thanks for leaving all of your comments. We've been reading them all morning, so keep the awesome feedback comin'!
As mentioned in the OG News post, we'll continue monitoring your feedback about The Trickster, as we do with every other Killer. If more tweaks are necessary, they'll be announced in a future update.
Looking forward to hearing what you'll all have to say when the upcoming Bugfix Patch drops! ❤️
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@Lliart said:
https://forum.deadbydaylight.com/en/discussion/comment/2059386#Comment_2059386
I mean that's all fine and dandy, but BHVR, you guys, have set the precedent before that changes similar in magnitude to ricochet for the base power or keeping laceration from decreasing during a chase before a single ptb ended.
My first and best example is for the ghostface chapter. In the ptb he used to be able to stalk while someone was exposed, and that isn't even mentioning how easy it was to knock him out of stealth. I guess my point is that, with the given feedback from the ptb, SOMETHING should have changed along those lines before release.
I was just about to reply to this post, no worries @Lliart ! 😊
I totally see where you're coming from. Sometimes discussions around changes, and especially implementing them, take longer than players anticipate. I wish we could make changes overnight, but it's definitely not always possible. ❤️ There are a million factors that can play into these timelines, both internal and external, so I'm sure you can see how it may take longer to implement seemingly quick changes!
That said, changes for the future are never ruled out. The best way for us to see your feedback is to leave it for us to read here, and then we can bring that back to the team to get the ball rolling. 😊
With that, I did want to say thanks for taking the time to let us know what your thoughts were! It's really important for us to see everything - the good and the bad - so that we can keep improving. 😊
P.S. I am a woman - I should have clarified that earlier! 😁
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/2059386#Comment_2059386
Wait, I thought only Not_queen, Peanits, and Patricia were community managers. Who are you?
I'm a new Community Manager on the team! Just joined a few weeks ago, so you'll be seeing me here more often especially around release dates to reply to some threads. 😊
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2059386#Comment_2059386
Sorry if I am offending now but pls either post something informative or don't post at all.
This post is literally a copy/paste post were you can change the word "killers" and "trickster" for anything relevant at the given time.
This is less than helpful and simply EMULATES some kind of communication from the devs with the community while giving posts without any impactful content.
No offense taken! I can see where you're coming from. When we have something more concrete to share, we'll definitely keep you all updated. ❤️
That said, figured it would be better to let you all know that we have been listening to feedback than to leave you all completely hanging with no reply!
We know that many of you have been requesting buffs for The Trickster (like richochets added to the basekit), and that's still an option for the future, but we don't have anything specific to announce at this time while we look at all the options. ❤️
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Hi there - your friendly neighborhood Community Manager here! Thanks for leaving your feedback. ❤️
As with all of our killers, we have been and will continue to closely monitor feedback about The Trickster. Changes can always happen down the road! Keep leaving your feedback here for us to bring back to the team. 😊
Thanks and have a great day ahead!