Entità
Entità
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- Entità
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Orion said:
@Entità said:
No, I suggest exactly the opposite: https://forum.deadbydaylight.com/en/discussion/42043/players-names-should-be-hidden-until-the-trial-ends Too many dodgers and toxic people: the anonymity is what we need to restore a good gaming atmosphere.Anonymity is what drives people to be #########. Just look at the Internet.
Look at my thread: that risk is fully excluded, believe me.
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No, I suggest exactly the opposite: https://forum.deadbydaylight.com/en/discussion/42043/players-names-should-be-hidden-until-the-trial-ends Too many dodgers and toxic people: the anonymity is what we need to restore a good gaming atmosphere.
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Other opinions?

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@Boss No, guy, the in-game venom and revenge is the first issue of this game: too many people full of anger and wrath, ready to punish, to ruin other players' experience because of true or percepted old wrongs. The anonymity before and during the trial (not after!) would bring peace: more gameplay and fun for all and less personal fury.
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Might_Oakk said:
Don't think its possible as long as its p2p
I don't know if it's impossible on p2p, but dedicated servers will be implemented soon! **
What you like is not good for the game: in which competitive game can you select your opponent or your casual companions? O.oKissyKissy said:Nah, I like dodging toxic losers.
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@Mushwin I'd try it and every new mechanic.@ShinyPony Have you read the following explanation I gave after the OP?

If once every month is too difficult, then it could be once every six, eight, ten weeks, whatever they want: the idea is more important than the timing, which can be freely adjusted.Entità said:@Mushwin I'd like the idea of an alternative game mode, with 2 killers, 10 survivors, 12 totems and 12 generators (or other properly balanced numbers), in larger maps, but it would be an epoch-making novelty, which can only be permanent, after the immense effort to develop it.
In this thread I talk about relatively easy changes in terms of programming, but exciting and revolutionary in the game.
For example:
1) regarding the six perks system, it is sufficient to change the shape of the icons and the number of slots available for each player;
2) regarding the hatch, the work may be more complex, but I think that setting two hatches that open in turn or a hatch that can be closed and reopened does not require major changes in the game code;
3) regarding the hardcore mode, it is sufficient to deactivate the lines of code relating to Auras, scratches, HUD, offerings etc., to get a challenge to the death, as explained in the indicated thread.
Things that are easy for developers to do, but extremely innovative for players: a series of public PTBs to test the ground for changes or additions that, if appreciated, can become stable, structural and definitive.
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AgentApple50 said:
@Entità said:
How can you chat, if you ignore the recipient's name? Who do you send your message to?
If I were to join a lobby and I am on the lobby screen, what is stopping me from telling everyone my own or someone else's name? What about Steam's "Recent Players" menu?
When you enter a lobby, you don't see other players' names, just a list of Claudette, Dwight and so on... Real names are hidden in the game session until the trial ends. That's my proposal.
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AgentApple50 said:
What about the chat?
How can you chat, if you ignore the recipient's name? Who do you send your message to?
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The same casual map (Suffocation Pit), the same player using the same killer (Clown) with the same loadout and the same companion among three twice in a row! Enough! Please, enforce this map restriction system as soon as possible, and extend it to players, that is no one can encounter the same map or player twice in a row...
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Raptorrotas said:
Because nits working as intended and gives you 10 seconds of immunity.
What's the meaning of 10 seconds of immunity against a continuous Aura-reading power, like Freddy's? It's as useless as against Deerstalker, which is excluded from Distortion mechanic. -
Why should Distortion block the Freddy's Aura-reading power and waste all the tokens?Tzeentchling9 said:Or we could let poor Freddy have this one thing.
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Good point! Calm Spirit should block the Doctor giggles and delay the points notice to the Clown, otherwise it's useless as a stealth perk.
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I think it should be difficult to distinguish BBQ from the other Aura-reading abilities and program Distortion not to trigger with the first one: the aura reading ability is the same, whatever the source of it is. The Devs are adding, in the 2.5.0 patch, two exceptions for trapped or dying survivors (I would add a third: you are sleeping), but those are status-based, not source-based, exceptions, then very easy to program. Distortion should be buffed, but, even buffed, cannot hide your Aura forever and against all the Aura reading powers, perks and add-ons. But if you are so crazy to waste two perk slots to combine Distortion and Sole Survivor for the far hypothesis the killer uses both A Nurse's Calling or Bitter Murmur and glasses, all-seeing and so on, then your shield must be absolute.
My proposal to buff Distortion: https://forum.deadbydaylight.com/en/discussion/32740/distortion-is-unreasonably-too-weakMy proposal to rework or buff Sole Survivor: https://forum.deadbydaylight.com/en/discussion/35684/sole-survivor-rework-or-buff -
@Myerinodudd said:
Entità said:@Myerinodudd said:
Entità said:
They wrote a roadmap about this: https://forum.deadbydaylight.com/en/discussion/36658/tech-efforts-unreal-engine-optimization-dedicated-servers :)
Optimization patch is not gonna come console you will see it.I am sure dedicated servers only comes to PC.
Why should they do that discrimination?
We waiting fix disconnect issue on console for 2.5 years.If killer disconnects during anytime in game, all survivors lose their item,gain 0 BP and just safety pip (even if you did more than 25K BP in game)
Has that problem been fixed on PC?
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@Myerinodudd said:
Entità said:They wrote a roadmap about this: https://forum.deadbydaylight.com/en/discussion/36658/tech-efforts-unreal-engine-optimization-dedicated-servers

Optimization patch is not gonna come console you will see it.I am sure dedicated servers only comes to PC.
Why should they do that discrimination?
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They wrote a roadmap about this: https://forum.deadbydaylight.com/en/discussion/36658/tech-efforts-unreal-engine-optimization-dedicated-servers

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@Bbbrian2013 said:
@Jesya said:
so.... it won't be streamed? cuteNothing going on so they have to waste a Thursday with filler.
Hopefully 2.5 is out Tuesday then back to actual stuff like streams/Q&As next Thursday... I imagine that'll be about Moonrise event...
Next tuesday?
Two weeks from the PTB to the release for a midchapter, against only one week of waiting for the Legion chapter? Why? Can you ask them? -
I agree with you and I opened a huge thread about the need of a Distortion buff: https://forum.deadbydaylight.com/en/discussion/32740/distortion-is-unreasonably-too-weak If we collect all the ideas on the same matter in the same thread, it will be easier for the developers to read them.

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I like the idea of giving the dying survivor more interactivity: I believe that their ability to take care of themselves must be unlocked with appropriate penalties, due to the fact that their poor state of health prevents them from making optimal use of resources. Therefore I propose the following:
1) the dying survivor with a medkit can recover normally up to 95%, without any acceleration (they must recover from a strong trauma), except they have Unbreakable;2) after normal recovery, they can come back to the injured state consuming 24 charges (the excruciating pains make them waste part of the medkit's healing potential) or using the purple or pink add-on, if they have it.That is, no auto-instaheal and no free card: the action will require more than 30 seconds, and the killer who leaves a survivor with a medkit on the ground for that time is betting they have no enough charges nor purple or pink add-ons, and must accept the risk to lose. -
@Watery You did very well: everybody is entitled to put their opinion on this matter, I want a free and useful discussion, open to all players who love Dead by Daylight and desire its continuous improvement.I have full confidence in the developers, they have corrected some serious mistakes in Italian translation on my impulse and I am sure they will remedy any linguistic defect: I see them attentive to the well-being of the community and the quality of the game, and I thank them for this. Among other things, translation errors are the easiest to correct: they do not need to rewrite thousands of lines of code, to balance new mechanics, to find hidden bugs that are difficult to reproduce in internal checks ... it's just a matter of reformulating written texts, possibly with the help of some native speakers or expert translators. I offer my linguistic passion with targeted recommendations and well thought-out corrective proposals: I like helping to solve problems, as well as reporting them.

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@Watery Sorry, I don't understand what you mean. Is it forbidden for a French Canadian company to recruit experienced translators, one for each language?
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@Gorgonia You can do a great job to help the Developers about the Spanish translation improvement: open a thread in the proper Bug report section and make a detailed list of all the mistakes you find in the Spanish localization, with a short explanation of the reasons why it's wrong and your suggestions to adjust it, and be sure to keep that list always adjourned. I'm doing so with the Italian translation.
@Milo It's shorter than you fear! Please, read it and give all of us your precious contribution. -
Today is better than tomorrow: there are a lot of balances and fixes to enjoy! **
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Oh, yeah, I want a neverending Dead by Daylight! **
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I rewrote the opening post to add a simple buff proposal.
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The 2.4.0 patch came out after a week from the PTB beginning, so I think tomorrow they will release the 2.5.0 patch.

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What is this mess? XD
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@MojoTheFabulous I'm asking for an official explanation from the wise Developers.
@RinWaifu Does Sole Survivor III hide the aura within a range of 24 or 28 meters per every dead survivor?Something strange happened. I tried to run both Distortion and Sole Survivor, all people were alive (no numbers in Sole Survivor), one mate was hooked, a Distortion token was burnt (BBQ) and... Sole Survivor lit up for 4 seconds. I know its icon lights up while Sole Survivor is hiding your aura: maybe it reveals the aura blocking effect even if it depends on another perk (Distortion), then? -
A team of four survivors with No Mither, Saboteur, Breakdown and some toolboxes? Uhm... extremely rare, but really interesting.Peanits said:
It's a niche perk and not for everybody. The main appeal is being able to recover from dying infinitely, which can be handy with a sabotage team.Entità said:NoShinyPony said:@Entità said:
NoShinyPony said:@Entità said:
@NoShinyPony The fact is no one uses it, like the old Surveillance.
Yes, but if only a small amount of people plays hard mode, then that doesn't mean that hard mode should be nerfed. It simply means that people don't want to play a mode that is too difficult for them.
I know I am repeating myself but: We are not talking about a useful perk, we are talking about hard mode! Why would a player want to nerf a hard mode instead of seeing it as a challenge or simply ignoring it?
If you want hard mode, then you should stay injured all the trial with blood and grunts: what is the function of No Mither?
The function of No Mither is being the hard mode. There is no other function. The devs could give bonus bloodpoints but I don't see the point in why a hard mode should be made less hard. If it's too difficult, then don't play it,
It reads like what you are looking for is basically Unbreakable that you can use more than once.
Maybe I'm not able to explain myself.If you want to play in hard mode, you can do it at will, you don't need a perk to have it:1) find the killer;2) let them hit you;3) continue the trial remaining injured;4) you leave pools of blood and emit grunts of pain;5) you cannot fully recover from the dying state.Instead, No Mither hard mode is easier, because you don't leave blood, your grunts are halved and you have a fictitious (because the killer won't leave you on the ground, knowing you run that perk, unless they are idiot) hope to fully recover from the dying state.Billy's and Bubba's speed limiters are useful, because they cannot reduce the chainsaw double damage attack at will; while No Mither is meaningless, because who wants an extreme trial can have it even without this perk, and the extreme trial they have without No Mither is harder than the extreme trial they would have if they ran it. Do you understand my point?
So, I'll repeat my question: what's the function of No Mither? Wise @not_Queen @Patricia @Peanits , can you satisfy my curiosity? Is there anybody who can explain me what No Mither adds concretely to the game? I really don't understand why someone should choose No Mither, when they can have the hardest mode ever by simply a) following my five points, listed above, b) running no perks, no items and no offerings, and c) wearing a very visible cosmetic.
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Nevertheless, I fear that, without a buff or a rework, No Mither will be left on the shelves by a vast majority of survivors.

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NoShinyPony said:
@Entità said:
NoShinyPony said:@Entità said:
@NoShinyPony The fact is no one uses it, like the old Surveillance.
Yes, but if only a small amount of people plays hard mode, then that doesn't mean that hard mode should be nerfed. It simply means that people don't want to play a mode that is too difficult for them.
I know I am repeating myself but: We are not talking about a useful perk, we are talking about hard mode! Why would a player want to nerf a hard mode instead of seeing it as a challenge or simply ignoring it?
If you want hard mode, then you should stay injured all the trial with blood and grunts: what is the function of No Mither?
The function of No Mither is being the hard mode. There is no other function. The devs could give bonus bloodpoints but I don't see the point in why a hard mode should be made less hard. If it's too difficult, then don't play it,
It reads like what you are looking for is basically Unbreakable that you can use more than once.
Maybe I'm not able to explain myself.If you want to play in hard mode, you can do it at will, you don't need a perk to have it:1) find the killer;2) let them hit you;3) continue the trial remaining injured;4) you leave pools of blood and emit grunts of pain;5) you cannot fully recover from the dying state.Instead, No Mither hard mode is easier, because you don't leave blood, your grunts are halved and you have a fictitious (because the killer won't leave you on the ground, knowing you run that perk, unless they are idiot) hope to fully recover from the dying state.Billy's and Bubba's speed limiters are useful, because they cannot reduce the chainsaw double damage attack at will; while No Mither is meaningless, because who wants an extreme trial can have it even without this perk, and the extreme trial they have without No Mither is harder than the extreme trial they would have if they ran it. Do you understand my point?
So, I'll repeat my question: what's the function of No Mither? Wise @not_Queen @Patricia @Peanits , can you satisfy my curiosity? Is there anybody who can explain me what No Mither adds concretely to the game? I really don't understand why someone should choose No Mither, when they can have the hardest mode ever by simply a) following my five points, listed above, b) running no perks, no items and no offerings, and c) wearing a very visible cosmetic. -
Maybe the 2.5.0 patch will solve that problem!

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NoShinyPony said:
@Entità said:
@NoShinyPony The fact is no one uses it, like the old Surveillance.Yes, but if only a small amount of people plays hard mode, then that doesn't mean that hard mode should be nerfed. It simply means that people don't want to play a mode that is too difficult for them.
I know I am repeating myself but: We are not talking about a useful perk, we are talking about hard mode! Why would a player want to nerf a hard mode instead of seeing it as a challenge or simply ignoring it?
If you want hard mode, then you should stay injured all the trial with blood and grunts: what is the function of No Mither? -
@NoShinyPony The fact is no one uses it, like the old Surveillance.
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@Aari_Piggy66 This rework requires the survivor to be clever and pay attention to all the circumstances: it's a tactical perk.@xllxENIGMAxllx Your builds are very interesting and useful in a whole. Nevertheless, I don't understand what kind of advantage No Mither gives you, when your state highlights you have it and you'll have no chances to fully recover. In the same builds, Unbreakable could be better.
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HatCreature said:
@Entità said:
@HatCreature Forgive me, in the concrete case how would the logic ruin the balance or the mechanic? It is a matter of adding a line of code at the end of the programming piece that regulates the functioning of the crows, which inhibits them (or reduces their odds by 80/90%) to take flight when the trigger conditions are met by those who use Calm Spirit. They also did that for the cloaked Wraith, whose presence is ignored by the crows.
Some mechanics can be so complicated that by the time someone FINALLY uses logic the mechanic could be destroyed because it was too far in development. But not this one.
Do you agree with this fix, then?
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NoShinyPony said:
No Mither is hard mode, it's not meant to be useful. The perk doesn't need to be made more attractive. The attractiveness itself lies in the disadvantages you have to deal with.
If you want to kind of play No Mither but don't like that it isn't hidden to the killer, simply stay hurted the entire game after the killer hit you the first time.
Exactly, you don't need a perk to play that way.@xllxenigmaxllx Doesn't Unbreakable fit with your plans? What's the added value of No Mither, when the killer knows you have it and won't slug you? -
All survivors must be treated equally: the last survivor has their right to try escaping from the hook, not to win (probably they will fail), but to get points and a better emblem. About the second phase, it can be omitted, but with full struggling points granted. If some people are against this, then they deserve the killer points for the last hook are at least halved.
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@touchpadgamer Are you sure? "Remixed volume levels for footsteps, music & VOs" and "Removed the attenuation on VOs and footsteps that were integrated in the 2.4.0 release" are indicated separately. Anyhow, the developers should silence these sounds of steps for the survivors who run Lightweight, in order to give back to the killer the full ability to sniff the prey, with normal volumes and sounds, without however prejudicing those who voluntarily invested in stealth.
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@HatCreature Forgive me, in the concrete case how would the logic ruin the balance or the mechanic? It is a matter of adding a line of code at the end of the programming piece that regulates the functioning of the crows, which inhibits them (or reduces their odds by 80/90%) to take flight when the trigger conditions are met by those who use Calm Spirit. They also did that for the cloaked Wraith, whose presence is ignored by the crows.

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@HatCreature It does not matter if a perk is used by everyone, by many or by a few people: it must guarantee what it promises, then the choice whether to equip it or not belongs to the individual players. I read that Calm Spirit "Reduces chances of alerting Crows by 100%", so how do you explain that an entire flock rises in the sky, with such a noise to be heard throughout the map and to disturb even the Entity that witnesses the trial?With a so powerful Spies from the Shadows (I agree with this buff: I always say every perk should be more than a colored icon in the HUD and make the difference for the player running it), it's mandatory that Calm Spirit is fixed and all crows, alone or in a flock, remain quiet.
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@soshidow Not a shame, probably they had other priorities or a too small development team. Now they are great and can make this game perfect! I like the sound fix: scratch marks, movements in the shadow, grunts, footsteps... all traces are important, both senses must be used to find and kill the prey! But, of course, who equips Lightweight cannot run so ungainly and noisy like the others: their steps are those of a silent ninja!
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Killer's perks deserve to be more powerful than survivors', so I accept BBQ has a secondary effect, that is to show far people' Auras, but WGLF should be more effective in giving extra BPs, that is its purpose: now it's too situational, it's improbable to reach four tokens every trial.
Two possible solutions, according to me:
1) every altruistic action (healing, protecting, bodyblocking, unhooking...) could be stackable, which means to add new actions able to give tokens;
OR
2) every stack could give 37,5% bonus, until a maximum of 150%, without including new actions useful to gain tokens.
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@Peanits Can we have the Entity avatar? **
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@EntityDispleased Your idea is more complex than mine, and not all players speak the same language or desire a voice chat with unknown people of unknown places.
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It's not what I like or not: it's the fact the killer understands that you use No Mither because a) they meet you for the first time already injured and b) they see no traces of blood behind you, then only if they are an idiot, they will leave you on the ground and give you the chance to get up again, so where would the survivor's merit be? It all depends on whether the killer is alert or idiot. "Perk" means "advantage", not "randomness", in fact no one uses it.xllxENIGMAxllx said:No Mither is good as it is you don't like that perk we get it but he shouldn't be rework only buffed. A survival BP bonus is enough for the risk you take.

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Other contributions of stealthy (solo) players? We need good resources to survive without friends and voice chats...