Emeal
Emeal
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@nikodemo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818630#Comment_3818630
thanks i'm on now!
If it dont work, ill play Vecna all this week 19 to 24.
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I think Doctor is already pretty well balanced, even tho it might seem unfair he can shock through a wall.
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@Gardhome said:
Problem is not slugging for 4k, hatch is a problem. Untill mechanic give last survivor undeserved free win killer will slugging to not let them win. Remove hatch and slugging is being remove by itself.
This seems like a misunderstanding of win conditions, each kill is a win for the killer so you already won when you kill two survivor.
You are not supposed to get 4wins each game when the game is designed for 65% kill rates.The Hatch is not undeserved, its a mechanic to close the game after the Killer won, because the alternative is a horrible experience.
The Hatch wont be removed, no chance of that.
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Agreed, BRING IT BACK, there are these Hopeless Situations where 3 people are slugged and its like really unfair for the last guy to try to fix things. The Last One Standing buff of increased FOV or maybe a speed increase would be a good change to prevent games ending too fast.
A Hopeless Situation should also be a score event for the Killer, because they managed to push the team to the Brink of Doom.
and the Survivor who got the (The Last One Standing) should also be rewarded heavily if they succeed post-match they have managed to change the Brink of Doom back to a normal game state. -
I dont think bringing back distortion is a good idea, the only change I could see being relevant here is the old "aura is being read warning" or how it was used in 2v8, which warns Survivors their aura is read.
This would nerf all aura reading perks/ addons which I think will make aura perks feel more fair to the general playerbase.
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Odds are calculated to be 0.22%, or about 1 in 455 matches.
I hate to see a guy in pain though, Do you play Europe? if so ill jump on tonight in about 3 hours Berlin time, Ill play all night Vecna.
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would you prefer full gen regression build?
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I don't agree with much of the framing in this post, but I am also a bit disappointed by the Mori Update because nothing is really made better in the game by this update other than making Killers hungry for that sweet extra bloodpoint bonus, instead of playing for fun and joy.
Read the original idea here:
Looking at what was discarded, I'm not happy.
I would have liked the LAST STANDING effect for the last Survivor only, not the killer, - to fight slugging.What I liked most was that the Mori was gonna be an automatic end of the match, last down, boom mori, making vengence slugging impossible but no, the Killer has to initiate the Mori still. You can still be the worst human being to the Survivor and waste their time.
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I agree that self-unhooking should only be available in perk and hopeless situations.
Meaning if you have a perk OR if everyone is downed, killed or on hooked I think at that point Survivors can take the chances.
This would clean up matches IMMENSELY imo.
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I think a rework of the Dayli System would better better,
basicly instead of giving you one challenge a day, it will keep giving you challenges one after the other until you quit.This would be great for those of us who just want SOMETHING to do but dont want to quit inbetween tome page releases.
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But the map also has a bunch more pallets to make up for it.
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I think the reason it does not do this, would be if you would get a warning the few seconds before an attack, you would always be able to get away because you know the precise location of Killer. You would be able to escape more easily than all perks that can do the same thing without requirement, every 30 seconds.
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Yes, it would be too strong with remember me.
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That would be a nice feature, but take additional work to implement. Not as easy.
Are you sure a healthy amount of Aura reading perks cant do it for you?
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I also have a lot of passion for these kind of systems for trying to reduce toxicity. Toxic behavior in multiplayer games, especially in competitive environments like DbD, can really detract from the experience. Your ideas to improve the Thumbs Up system and reward positive behavior are creative and I think bHVR should do something in this area, but there are a few pitfalls we have to stay clear of, maybe I can help refine your ideas with a bit of critique so that bHVR can make the best choices they can think of.
1. Tying Thumbs Up to BP (Bloodpoints) or Rewards
- While adding BP rewards for receiving a Thumbs Up seems like a great motivator, there are potential issues with it:
- Exploitation Risk: Players might start using the Thumbs Up system simply to farm BP rather than as a genuine acknowledgment of good behavior. For instance, friends or premade groups could easily exchange Thumbs Ups regardless of how the match went, which would dilute the purpose of promoting sportsmanship. We see similar issues with games like Overwatch, where endorsement systems can sometimes feel meaningless when used thoughtlessly.
- Superficial Engagement: Tying rewards directly to Thumbs Ups might encourage players to prioritize farming these acknowledgments instead of actually improving their behavior. This could lead to more transactional and less meaningful interactions, where players act nice just for the reward but return to toxic behavior when they aren’t being watched.
- Veterans: As a veteran of the game, I personally find that additional Bloodpoints or shards don’t significantly motivate me. Many players who have been around for a while might feel similarly. The thrill of accumulating points diminishes over time as veterans often have ample resources and items. To really capture our attention and engagement, the rewards would need to be something more substantial and meaningful, like Auric Cells or exclusive content that resonates with our long-term commitment to the game.
Alternative Suggestion: Perhaps instead of direct BP rewards, the system could be more about cumulative rewards over time. For example, if players receive consistent positive feedback across multiple games (without reports or bad behavior), they could unlock exclusive charms or cosmetics. This would reduce the potential for immediate exploitation and encourage long-term behavior change.
2. Honor Shop
- The concept of an Honor Shop, inspired by League of Legends, is an interesting idea, but it could face similar issues:
- Reward vs. Intent: In League of Legends, players have been known to farm honors just to gain access to exclusive rewards. As a result, the Honor system sometimes feels less about truly rewarding sportsmanship and more about unlocking cosmetic perks. It would be a shame to see DbD’s endorsement system fall into this same trap, where the focus shifts from improving behavior to just earning items.
- Toxicity Persists Despite Systems: Even with League of Legends’ extensive Honor system, toxicity remains a significant issue in that game. This shows that rewards alone might not be enough to fundamentally change the behavior of toxic players. In Dead by Daylight, where emotions can run high due to the asymmetrical gameplay (Killers vs. Survivors), a simple reward system might not be effective enough on its own to curb negativity.
Alternative Suggestion: Instead of focusing on an Honor Shop with exclusive skins, maybe the system could emphasize meaningful in-game recognition. For instance, players who receive a consistent level of positive feedback could have special matchmaking privileges like slightly faster queues or priority matchmaking with similarly well-rated players. This would reward positive behavior with tangible in-game benefits, rather than just cosmetic ones.
3. Notifications for Thumbs Up
- I understand the motivation behind wanting players to know when they’ve received a Thumbs Up, but this might not always have the intended effect:
- Potential for Toxic Reactions: If a player knows they received a Thumbs Up from the other team, it could sometimes backfire. In the heat of the moment, players might use it sarcastically, leading to passive-aggressive behavior. For example, a Killer might receive a Thumbs Up after a frustrating match and feel as though it's a mockery rather than genuine appreciation.
- Distraction or Fatigue: Having constant notifications of positive feedback could feel overwhelming or distracting for some players. It could also lose its impact over time—if every match ends with a notification saying “Good job!” it might start to feel routine and meaningless.
Alternative Suggestion: Instead of notifying players after every individual match, maybe the game could give periodic updates. For example, after several matches, players could receive a summary showing how many Thumbs Ups they've earned over time, helping them see their overall positive impact in the community. This would feel less spammy while still offering players that sense of accomplishment because by that point they might have forgotten the match that sarcastic thumb up was given for.
4. Focusing on Systemic Change
- It's great that you're thinking about ways to motivate players to behave better, but the core issue might be that toxic players aren't always interested in receiving positive feedback. A system that rewards good behavior is only effective if players genuinely want to improve their interactions. In competitive environments, some players will still prioritize winning over sportsmanship, and external rewards alone might not address that.
- Reporting and Moderation: One aspect to consider is that positive reinforcement needs to be balanced with strong moderation of toxic behavior. Improving the reporting system and ensuring that truly toxic players face meaningful consequences (like temporary bans or restrictions) can be just as important as encouraging positive behavior.
For a system like this to effectively reduce toxicity, it needs to avoid being easily exploitable and should focus on creating a genuine culture of positive behavior, rather than just incentivizing it through rewards. Perhaps a combination of consistent, meaningful recognition (not tied to instant rewards) and stricter penalties for toxic behavior would work best in a game like Dead by Daylight.
Ultimately, changing player behavior is complex, and while rewards can help, the most important factor is creating a community culture where positive behavior is valued for its own sake, not just for the BP or skins. Like if it was easy EVERYONE would be doing it.
If you need more help identifying pitfalls I can give you a list, there are so many ways these kind of systems could work and then don't, because humans are humans and hard to predict.
- While adding BP rewards for receiving a Thumbs Up seems like a great motivator, there are potential issues with it:
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Many Killers always cant see auras while charging their powers, seems fair.
Basicly make it a concrete rule, Aura reading is an outside of power ability. Although… it would make Myers and Oni SUCCCK.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814339#Comment_3814339
So you want to punish killers simply for looking in the direction of the hook
Yes, you do understand that one little look wont do much, but standing staring will?
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@Ohyakno said:
The Lord is only a vampire in name. He doesn't even really drink blood.
What do you mean? have you not seen his mori?
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No, I dont see a reason to do this.
If you do not manage to hook the survivors enough times during the entire game to die during enggame, then I think Survivors have already won. All you can do is hook trading at that point, in which if enough survivors are still alive they can more easily save the person or not. But I think the Survivors just won at that point and we as killers can scramble for whats left or take it on the cheek.The Game isnt made for endgame and I agree Killer gameplay during a lost game is pretty much just, grab a guy and hold him.
But then again, they lost, so what do you want for them? Comeback perks? we got some already. -
I do agree that line of sight needs to be a factor of the anti-face-camp system, and I hope bHVR takes this into consideration.
Its a really good idea, because where the Camper looks is so very important to performing Camping on a wider range and it would discourage watching the hook from outside the anti-face-camp range.
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@RavenBirb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813971#Comment_3813971
the mobile version already been doing it on top of it all lmao
Yeah, the mobile development team don't have to develop anything for the game, they just have to implement it.
So they can make things happen faster than the actual development team. It would not matter to me tho, I'm not a mobile guy, I would not be playing that version anyway. Is it better? -
I dont know why this seems to go so slow, but I think MoriShop will come. bHVR is just not quite ready yet.
I mean I don't know why they would not, its an easy way to turn animation talent into money I think. -
What if we flipped it around?
You activate a locker and then when you hit skill checks when durin gen that locker pings the Killer? -
I do hope the Power is jumpscare related.
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https://support.deadbydaylight.com/hc/en-us/requests/new
Report and move on with your day.
Don't engage with them, they are mad as hell over a video game and you are not. -
@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/428710/make-noed-basekit-in-2vs8-mod
I think if I were you, I'd wait to play the mode before making such assumptions - you are speaking as if it's fact when it really isn't
The first mode, kill rates might also surprise you.
It's okay if this mode isn't for you - I am sure you're not alone in that, but there's many people that are looking forward to it and will likely enjoy it very much. It's a fun, chaotic mode and I think it should be approached that way.
Idd also be interested in reading these statistics, mostly because I felt I escaped more than in normal gameplay.
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Rat poison is busted and I think bHVR will change it when they get the chance, if they dont then I have more questions.
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Its not a perk to locate the Killer, its a perk to find generators.
Its an alternative to DejaVu, Visionary, Detective's Hunch, Clairvoyance, Better Together, Still Sight.
All of them good for new players and each unique and good, just because you don't dig it does not mean its bad.I particularly enjoy Rookie Spirit, because it is extremely effective against loss of progress.
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The problem with such a system, Survivors will try their best to weaponize such a system against the Killer.
We got basekit endurance for unhooks, but these days many Survivors try to take a hit for the unhooker instead of escaping.
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@ChaosWam said:
I always thought if they could do it right, Fatal Frame or Siren would make for interesting chapters.
Camera Obscura for Fatal Frame killer mechanics, and Sight Jacking for Siren would be interesting if they had a similar system to nemesis zombies, if the engine could handle it.Oh god Siren, yes please. Love me some PS2 classics.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807496#Comment_3807496
Does Fatal Frame have an iconic enemy?
Not sure if it'd be a full chapter, or a survivor paragraph.
New Killer: The Ghost, yeah you are probably right. It would be a Survivor only, unless bHVR wants to make up a Killer.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807851#Comment_3807851
Problem is, the top end of maps and keys are actually quite strong, but fundamentally their power is aura reading...
For a newer player aura reading is extremely useful and the aura reading of both iri maps and keys is actually very very good (WoO and Kindred demonstrating how good aura reading is for newer players)...
However for a very experienced player who can acheive the same things without aura reading, maps and keys have significantly diminishing returns, and fundamentally there is no way to make them viable compared to medkits/Toolboxes without making them absolutely ridiculous.
I think the biggest issues for the viability of maps and keys: -
- Green rarity minimum, making them hard for the new player's who actually need them to acquire.
- Inconsistency between rarity meaning varying behaviour/value. (Use the Iri or it kinda sucks).
- Add-on dependent to be useful (especially keys), further pushing them out of new player reach.
Agreed, I dont think new players use maps and keys to the degree you say they would be useful.
You provide good suggestions to improve the system. -
I fear these changes are not enough, the problem is that these items are so bad on their own in comparison to other items.
- a Single Map and Key without addons needs to be as powerful as a medkit or toolbox.
I have never EVER considered bringing a map or key in because they are not as useful as a medkit.
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It takes like 15 000 to 50 000 bps to clear a bloodweb, a bloody party streamer increases bps for 5 players by 100%
Ït would make it an endless loop, you would not be able to run out of Bloody Party Streamers forever like that.
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it takes 1min 45 seconds to open the game, from when I click on via steam.
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We DO need a lil encyclopedia of technical issues, that would be GREAT.
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I dont know if they can just load map and everything works as the last day the ran those maps, but if any way they cant do that its gonna take a whole load of work to make it work and make sure its balanced too. What is the point to feel nostalgic for old stuff?
I played back in those times and I honestly don't want to go back.
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Talk to a guy who DC's and ask them, How many blood points would it take for them to stay in a game they have deemed lost?
Its gonna take more than anything that is gonna be fair.Even tho Survivors, could use a lil more bloodpoints for all actions they do.
But It wont make Survivors who dont want to be in a Game anymore stay longer, I have seen people DC, during the bloodfeast event, with +500% bloodpoint offerings. So the redditor is most likely wrong that a buff in Survivor Bloodpoints would help DCs. -
Fatal Frame Chapter pls
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But I think it's very unfair to those who responded on time in the emails they sent and still don't get their outfits chosen.
bHVR's Art team can pick any skin they want and give it out of contest realization if they really like it so much.
Its their privilege as artists, you cant force them to make a skin they don't want to make, which is why all the skins in the contest is ALREADY skins the Art team liked enough to see themselves being able to realize it.It isnt unfair that the contestant's art clicks with bHVR's artists, that is what artists do so ofc they would like to pick them.
Artists like what they like a lot, so how is that unfair? Nay, I hope they give the Art Team more freedom to do things like this in the future cause its an absolute blessing to the community.What I would like to see from bHVR is a disclaimer that they will cut a deal with the artist out of contest if they really like it.
That would help stem the perceived unfairness, even tho it would be bHVR asking for permission to be a business which they are.
Business is gonna business, and Im happy bHVR took the opportunity to get that cool skin in too. -
The only legit use of Map Offerings is to try and get the Map Related achievements, beyond that its a waste of my inventory space.
I cant recall the last Map Offering I used.
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I … have pretty good success escaping in solo queue if matched with competent teammates.
And what happens if you have bad teammates?
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make that 4, one for each slot :D
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806122#Comment_3806122
would it help to see me 4K survivors?
Yes.
I dont count winstreaks.
A rough guess is fine. Since it's so easy to 4k, you should be winning enough to say "at least x games".
Btw, are you good at Wesker? I feel like without Medusa's Hair + Lapis Lazuli, you're just playing Wesker but with a 20 sec cd.
I cant give a rough guess in winstreak cause that's not how I think, but I did win enough for me to remember, this character is kind of BS. The feeling of winning every match for an entire evening that I get tired of it and play another Killer.
idk if Im "good" at Wesker, I find him fun to play and I manage to usually do fine with.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806113#Comment_3806113
Any stream or video? Legit every streamer I watch playing Dracula on a win streak uses these 2 addons.
Well I dont stream or do videos anymore and my recording software is buggy atm
idd have to reinstall the entire thing to see if that helps. But would that help, would it help to see me 4K survivors?Also, if it's too easy to 4k, what's your current win streak on him?
I dont count winstreaks.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806102#Comment_3806102
Without Medusa's Hair or Lapis Lazuli?
without those yes.
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And here I am finding it ridiculously easy to 4K every game with him and I think hes overpowered. Phew.
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idk if I think its still bad the way its weaponized now, sure its annoying but they have to trick you into opening the locker.
Nightlight says its used 12% of the time since last patch, idd call that fine.
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I think we can agree that Survivors need basekit unbreakable maybe at the cost of 1/3 of their total "being slugged time"?
Maybe that cost should increase as as more gens get completed, resulting in no basekit unbreakable after 3 gens?
Im just spitballing here.But if bHVR's slug data is correct that the average survivor is only slugged for like 14 sec maybe after 25 seconds it could be.
I can agree slugging in early game should be made harder, I dont like the games where we all get slugged at 5gens. it sucks.
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I just discovered this was an issue, I wanted to record some clips, but could not. Shadowplay turns itself off.