Dreamnomad
Dreamnomad
About
- Username
- Dreamnomad
- Joined
- Visits
- 4,633
- Last Active
Comments
-
I've been playing survivor as little as possible for the event. Just enough to get the quests done. I don't farm but I do try to take the survivor experience into account. I don't camp or tunnel as a rule. I have had a surprising number of games where survivors are toxic at the exit gates lately. Which I don't get. I've been trying to give as fair and fun of games as possible as killer so why the disrespect? I'm sure that kind of toxicity gets to some killers who decide all survivors deserve no mercy. You know the saying "hurt people, hurt people".
-
I like Singularity's brown adds that give +2 pods and +25% overclock duration. I like Knights add on that gives increased detection range. I like Cannibal's and Hillbilly's spark plug add on. I like nurses add on that lets you see where you'll teleport (console player, cut me some slack).
-
Screenshot of what it looks like equipped?
-
It is still bad in general. The user interface change is very nice though. At the very least you know for a fact if other survivors are working gens or not.
-
"I think I can say with confidence that Hux might just be the absolute best..."
Lol, "I think", "might just". Way to take a firm stand on a subject.
-
@Green_Sliche said:
They rolled it back. Don't be surprised please, it tends to happen often to killer-related changes.
This kind of attitude irritates me. Isn't the whole point of a test build to test things? They had an idea. They tested it. It turned out to be problematic so didn't push it live. This is a success story in my book. Would you rather they never put things on test unless it is 100% for certain to make it live? If so then what would be the point of PTB? I want to encourage them to experiment and try different things.
-
Theatrical Blood:
You begin the trial with one token and gain a new token whenever you unhook another survivor. When healthy, you can activate this perk to consume a token and create a blood trail for 4/5/6 seconds. After the time is up, the blood trail won't dissipate for 45 seconds.
The idea is simple, you can leave fake blood trails for the killer to follow. How you use it beyond that is up to you. Maybe lead the killer to an empty locker or away from generators being worked on. But since you get a token when you unhook someone this gives you an opportunity to leave a fake trail so hopefully the killer doesn't follow the recently unhooked survivor.
That's my idea. I've been thinking about other concepts that might fit. I like the idea of a "body double" or "stuntman" type perk but I haven't figured out how to make that work yet.
-
@I_am_Negan said:
Why does it always have to be competition?
I mean it would be nice to have other games in the same genre to play then just one.
F13 only fell because it got pulled into the lawsuit otherwise it would be neck and neck with DBD.
Evil Dead , Resident Evil Resistance fell because the competitiveness took over pushing out the new, average, casual and players that wanted to play for fun.
The only way TCM will survivor is if the DEVs think of all their players and not just the try-hards pushing it to be the next sweat-fest in gaming but, only time will tell.
I disagree with the statement that Friday the 13th would be neck and neck with DBD if it wasn't for the lawsuit. I played the game. It was fun and different but it had real issues in terms of balance, replayability and fun. The thing I thought that was particularly cool about it was the environmental kills. I wish DBD would take a page out of their book and introduce environmental kills to DBD.
Picture the following: map is Lery's Memorial Institute. Killer has a survivor on death hook and the survivor is in the dying state. If that survivor is hooked then they are dead. Why not have a location like the center of the map where the killer can carry the survivor and instead of hooking them the killer gets to do some special kill where they hook the survivor up to a chair and the survivor is simultaneously electrocuted and injected with chemicals. Map specific kills would be so cool.
-
They don't kill-switch things for no reason. He'll be back as soon as possible. Relax.
-
lol, "Is this camping?" and then proceeds to give a textbook definition of camping. If you hook someone and stay in the area then you are camping. Am I judging you for it? No. I've done more than my fair share of camping. But at least own your actions and call it what it is.
-
I think when you use pharmacy you should get a special pre-nerf medkit that can't be taken out of the trial.
-
Self-Care and Botany Knowledge is the equivalent of having unlimited med-kits for a trial.
-
Maybe give it a little more time than a game or two before coming to conclusions. I've seen a number of players use him effectively.
-
Inexperience and frustration mostly. If you want to be generous then you could call it determination.
-
I don't get all the hate on Red Forest. There are some loops and structures that can be frustrating but I don't feel like it's a horrible experience as either killer or survivor. Looks a million times better too.
-
Perk is fine. Even if there was 100% usage rate it would still be fine. It doesn't actually do anything when you get down to it. Really good survivors could chain loops together just fine before this perk existed. If anything, it just bridges the skill gap between survivors a bit.
-
I don't think I've done this challenge yet since I took like an 18 month sabbatical from the game but it would seem to me that the easiest way to knock it out is just be a friendly farm killer for a game or two.
-
It's a tough thing. If they work hard to make new content and just give it away for free then how are they going to earn enough money to justify the continued costs to make new content? Personally, I'm fine with buying a DLC every 3-4 months or whatever as long as the quality is good and the price isn't too high. Knowing BHVR the price point will be around 7-10 dollars. I suppose we'll just have to wait and see what they have in store for us.
-
My problem with sluggers is that they are never there when you actually want them! Where were the sluggers when I was working on the Ash Buckle Up challenge???
-
I disagree. The tome cosmetics aren't particularly hard to unlock or anything. For that matter, they refund the cost of buying the tome if you complete it so after the first 10 dollar purchase you basically get them for free. So it's not like they are really making much money off the tomes themselves. I have no problem with them monetizing the skins later on. Gives players who missed out on a tome a chance to get a skin they would like and helps justify the continued money that goes into making new tomes and cosmetics. Seems like win/win to me. If you feel less special then so be it.
-
I personally hope that this inspires other famous actors to jump on the bandwagon. I just picture Nic Cage sitting at a dinner party laughing about how much easy money he got from the DBD deal and them all asking for contact info. I'd love to play as Paul Rudd or something.
-
I don't know. I can see the argument for rift xp but I'm just more interested in bloodpoints. Shards accumulate so slowly that even with double xp you don't really feel like you are making much progress but I can see the difference a bonus 50% bloodpoints makes after each and every match. I guess I just like the instant gratification of bloodpoints.
-
If you don't want to run perks then knock yourself out. I like perks. Unlocking them to their fullest level for each character has been a very large driving force for the reason I play. But you want to just "delete" all my hard work because you are annoyed? Bit full of yourself aren't you?
-
Prior to the bloodpoint nerf I used BBQ 100% of the time on every killer. Now I use it sometimes on killers or builds where it makes sense to use it. My use rate fell from 100% to maybe 5-10%.
-
I'd be good with lowering impaler, boltshot and grapple by 5 each and raising plasma sentinel to 70. The rest I think are pretty reasonable. I disagree with raising the guard limit. At the very least if you want to go over 20 guards then I think you should have to pay double cost.
-
I like to put bomb ejectors at a corner position and then have an armored warmonger just sit around the corner. It works really well because it is fairly effective against both speed runners and inch worms. The inch worms are focused on looking up as they creep up to the corner and the warmonger smashes them. The speed runners run right past and trigger the trap but the warmonger slows the speed runners enough for the bombs to catch them. If you use chaos bombs and position the blocks right even if a player walks forward, triggers the trap and then retreats, the bombs will often still bounce far enough to get them.
-
@TheWheelOfCheese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436358#Comment_3436358
The majority needs the minority or there aren't any matches.
Riddle me this. Why is the bloodpoint bonus for match balance almost always on survivor? The answer is there is a greater need for players in the survivor role than there are in killer. Playing as a survivor is a miserable experience. I'm shocked anyone likes it.
-
@IWasLeft2Die said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438854#Comment_3438854
Huh, they have? That's surprising/disappointing
I tried to do it today and it said it has already expired.
-
Why the hell have those codes already expired?? It's only been a couple days and the 7th anniversary hasn't even officially kicked off but the 7th anniversary codes have expired. How does this make sense?
-
I'm against the idea of any indestructible trap unless it has very specific draw backs such as the corrosive cubes (immobile, highly visible, not instant death, can be traveled through). For instance, I'd be fine with a saw blade trap that travels along a surface being indestructible while the blade is retracted. But the raider should be able to shoot/slash the blade itself to break it while it is active.
-
@Amaroq64 said:
I think enforcers should get a "Run and Gun" one that lets them keep moving while they shoot. They could pursue you around corners while lining up their shot, or you could put them on patrol and they shoot while they're patrolling.
I like it. I'll edit original post to include your suggestion.
-
Oh yeah, I definitely agree that the flame explosion should still trigger if the trap is destroyed just like the impaler. Do you have an outpost on social where you think the corrosive cube with splash is effective? I'd like to see what you've come up with.
-
@MadMoeZel said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3435062#Comment_3435062
devs already said they'd intended holo cube to have other appearances but it was harder than they though to code it. a 1 block banner would be pretty weak.
Like I said, I'm not sure how it would be implemented, but I could see something like once you click the "banner augment" you are given a banner to place that acts like a holocube but it must be placed within 2 tiles distance of the holocubes location. I imagine the banners placement would be similar in nature to the tube lightings but has a piece of cloth hanging from it. I could also see this being a buggy nightmare for the game devs though. I like the idea but it might not be worth the resources to make it happen.
-
I think it's a cool concept but I would be concerned about balance issues. What's to stop base builders from putting in teleporters and just forcing raiders into the middle of a kill box? There is a 3 second delay on traps activating from second wave augments for a reason. Perhaps if a raider uses a teleporter then all traps/guards on the map are stunned for 3-4 seconds. That might be reasonable. Would need some tweaking for multiplayer so they don't get 6-8 consecutive seconds of stuns. I also am concerned about the application of teleporters into maze settings.
-
@MadMoeZel said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/376142/animated-banners-and-flags
traps and decor can't be placed on the same block, i doubt they'd let us hide traps behind a banner and if they did that banner would block our traps ability to target but not the raiders just like acid.
Unless the banner itself is a trap similar to the holocube. A holo-banner if you will. Which I would be fine with except that I'm not too keen on cluttering up the user interface with traps that are redundant. A holo-banner would functionally be the same as a holocube so you might as well just use the holocube. I'd be good with a holocube augment that makes it appear like a banner though. Not sure how that would work exactly.
-
Depends on how large the outpost is. Probably dangerous but I've seen plenty of Brutal maps that would be easier.
-
Okay, so the short answer is you are assuming that it is a bug.
-
I'll be honest. I hate this idea. It completely breaks the balance of the game. It might as well say "raiders can't use bolts". Picture the following set up. Flame trap with two diagonal blocks in front of it so there is only small triangle opening to hit it. Then you place magnetic trap below it in a way that the magnetic field pulls bolts down but the bolts don't actually hit the magnetic trap. Now you have a repeatable trap that is virtually impossible to kill. Can't hit it with bolts, can't get close enough to break with melee. What the hell is the raider supposed to do? This would be both unfun and unfair.
-
Seems like all those could just be augments to the corrosive cubes. I would even be in favor of them costing 0 and having the restriction that only one elemental mod can be used at a time. That way the user interface isn't clogged with traps that are essentially the same thing. Cool idea though.
-
@MadMoeZel said:
this problem is self resolving. synthite stockpile will run low on people running 5 outposts if they aren't getting raids. they won't be able to afford holding all 5 up. then they will either lower their map count, or raid more to get the synthite required, increasing the raid counts for others.
It is self evident that this is not true. If what you said was the case then there wouldn't be an issue with having enough raiders per outpost.
-
It is without question normal difficulty. Then difficult, then brutal. It's not even close either. My normal difficulty outposts get at least twice as many raids. By the way, size matters too. The smaller outposts get more raiders too. If you want a lot of raiders, small outpost normal difficulty gets by far the most raiders. That's because players want really quick/easy raids for maximum profit. If your most common trap type is bolts/impalers, that helps too.
-
@MadMoeZel said:
"Whenever you destroy a trap or guardian with a ranged weapon gain a shield that lasts for 1.5 seconds. Cooldown 12/10/8 seconds. (shares cooldown with arc shield)" this is an unlockable weapon as a biolink."
i think this is much too strong
"Whenever you destroy a trap or guardian with a melee weapon return a missing bolt fired to your ranged weapon. Cooldown 10/5/1 second(s)."
we already have a bug where people can get ammo through solid objects, this is that on steroids.
I've seen you mention a number of times about the "bug" of raiders retrieving bolts through solid objects. What exactly makes you think that is a bug and not intended? I've never seen any line of text anywhere that requires having line of sight to retrieve bolts. It's purely proximity based.
Anyway, I don't think you are being very objective with your criticism anyway. You don't seem to be accounting for the fact that you would need both a melee and a ranged weapon equipped to use the bolt retrieval feature. That in and of itself is a large handicap. That means no double range items as well as no arc barrier. That also means putting yourself in harms way to get a melee kill to get a bolt back. I think it's perfectly fair.
-
@MadMoeZel said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3426542#Comment_3426542
i'd be fine with that being the case. please do keep us updated. i've noticed higher raids right after i prestige a base
My results have been inconsistent so far and I'm not sure what the variables causing the difference are. I have on multiple occasions now been able to get a surge of raiders on the same outpost without prestiging the outpost. I don't think downtime is the only variable though. The strategy I'm going to try this week is to only activate outposts on Wednesday and Saturday.
-
@TragicSolitude said:
I think players should be able to have one or two active Outposts, and then one "Legendary" Outpost that's past P10 (too many Builders are discouraged by the fact that after P10 Outposts can only be Social, which is basically like being retired, and if Builders are discouraged then the quality of bases declines). That's it.
The current system is sucking the life out of people. My friend likes to put a lot of effort into building Outposts, but he refuses to activate those anymore because of how few Raiders he's getting. Instead, he slaps together something quick and easy for some passive GenMat and whatever resources might drop from the random kill. I raid a lot, and the vast majority of bases I go to are quick garbage, which suggests very few players feel it's worthwhile to put effort into designing a good Outpost anymore.
You and your friend are right. The current system it just isn't worth the time and effort to build a proper outpost when they get so little active raid time. I would be good with 2 regular plus one legendary outpost active at a time. I would even be good with some kind of restriction like each legendary outpost can only be recharged once every week or two. That way you would have to at least cycle through legendary outposts.
-
@MadMoeZel said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3428003#Comment_3428003
"First, who cares?"
i reply to you with you
"You seem to be really hung up on this whole "HRV works for the builder" thing."
seems pretty obvious i care.
also, i do care about floating structures. super breaks immersion, and when i build elevated buildings i give them support legs or towers.
"Gameplay trumps lore, logic, physics or reality."
yeah it does, much in the way a dungeon master trumps the rules as written in the book. but every GREAT game has a lore reason for WHY things work how they do. i'd like this to be a GREAT game.
"But even if you want to worry about the lore of the game it isn't hard to think of some way to work around it. The raider "hacks the HRV receiving point for the HRV route". Uploads said data to the goggles or whatever. Now the equipment has a lore excuse as to why it works. Happy?"
yes, immensely. you have a reason for why things are how they are and aren't waving a magic hand at it. I could accept this as a reasonable logical addition, we live in a high tech post-apocalyptic world where we can create clones and custodians, hacking an enemy computer should be simple enough.
but seeing as this object literally removes the maze aspect of the game, i forsee MANY builders who make mazes because they enjoy them blocking raiders for their hardware choice if this gets added.
personally, i hate mazes, so i don't care, i don't play them to begin with. but path obfuscation is an intended mechanic meant to disorient speed runners when they go into rooms and the ability to see the path freely makes that impossible, thus removing a core mechanic.
you'd probably have a similiar opposition if somoene were to suggest something that just arbitrarily lets them mind control guards around them so they don't shoot. you'd wonder "well how did you mind control my guards?"
Just to be clear here, I don't even like the idea of goggles that let you see the HRV path. I just don't like "lore" to be an excuse as to why an equipment idea can't be used. You can always change the lore to suit the needs of gameplay. If you don't like an equipment idea because you feel there is an issue with balance then I'm all ears. Like my RC car idea earlier. It addresses the same issue as these goggles would and someone made some pretty good arguments as to why it would be an issue so I changed the item accordingly.
-
@MadMoeZel said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3427056#Comment_3427056
If I had a second item to add to the game, it would be a set of infinite use goggles that let you see the HRV path. I don't think it would be an incredible item but I think some people would use it and it gives BHVR a lot of latitude to ignore scripted HRV deaths. After that, I'd say a flash bang that dazes all guards in line of sight.
- i again need to point out that HRV works for the builder, why do your goggles give you the ability to see where an enemy unit is going to go in the future? there needs to be some form of interaction like needing to touch the HRV to hack the path from it before these goggles have the data they need
You seem to be really hung up on this whole "HRV works for the builder" thing. I have several responses. First, who cares? Gameplay trumps lore, logic, physics or reality. I doubt you are particularly worried about objects floating in the air or whether the foundation of an outpost can support the weight. But even if you want to worry about the lore of the game it isn't hard to think of some way to work around it. The raider "hacks the HRV receiving point for the HRV route". Uploads said data to the goggles or whatever. Now the equipment has a lore excuse as to why it works. Happy?
-
@Seraphor said:
Some good ideas.
I think the Ammo Restock would have to be a single charge to balance it properly.
Teleport is a neat high-risk alternative to Phoenix, after all you want to use it a split second before you die. It could have 2 charges because of that, but you'd also be able to combo them for 3 second chances. Not sure if that's balanced or not, on one hand, it would make Solo raiding a little more comparable to Duo. (maybe Duo raiding should come with a -1 hardware capacity as standard to balance it, so 2 grenades each, 1 shield, 1 teleporter, etc. but 1 capacity items remain at 1.) Or maybe just give the Teleporter 1 charge like Phoenix, you can use up both slots for 2 second chances, or just bring the Phoenix as default.
Impact/Sticky Grenades are a no-brainer, but would probably have a capacity of 2 rather than 3 due to their higher accuracy. Particularly as you can combo them too, and 6 grenades would probably be too much.
Cluster Grenade would be neat too. Single charge, but it explodes like a Bomb trap, potentially taking out a much larger group of traps/guards.
Not on-board with the 'destroying blocks' however, I think that's too far.
I don't think the Drone is a fair addition though. It's essentially giving you a free trial run of the outpost with no risk of death, particularly if it can explode and disarm traps.
I would fuse the Drone and 'RC Car', make the Drone follow HRV's path automatically, you can place it as long as HRV is dead and anywhere on the path too, so you can 'check' the path if you're on it, by whether or not your Drone is able to be placed. Once placed it follows the path once to the Genmat, holds there for a period of time, say 20 seconds, at which point you can see its 'aura', then deactivates.
Some good points about RC car and drone. Changed them to explode after short amount of time.
-
@momolepro48 said:
Am i the only one who make Amazing outposts? :(
I checked your maps out. You really do have a good artistic sense. I particularly liked your spaceship outpost.
-
@MadMoeZel said:
i want to know what killed me how many times.
Good one. Find out our kryptonite that way and start being more vigilant towards it.
-
Feels like that takes the same design space as the acid cubes but from one direction only. Which I don't hate btw. The advantage is it's instant death whereas acid cubes you have time to jump or whatever after touching but the downside is it would be much more expensive. Impalers already cost twice as much as cubes already. The mod could be priced at 5 and still be pricey by comparison. I'd be fine with them adding this to the game. There are times where this would see play. Good suggestion.