Fibijean
Fibijean
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- Fibijean
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@TheHourMan said:
https://forum.deadbydaylight.com/en/discussion/107770/last-time-i-spend-my-money-for-you
Getting hooked twice in one match means you got tunneled?
Hooking everyone in the basement is mean?
๐ I suppose sacrificing survivors at all is mean too, isn't it. Maybe we just shouldn't hit them either.
You shouldn't. Hitting survivors without their consent is unsportsmanlike behaviour.
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It sounds like a bit of a simple answer, but honestly I would say that the easiest side to get an iridescent emblem on is whichever side you're best at.
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The devs might be more inclined to listen to our feedback if we make an honest attempt at the challenges before writing them off as ridiculous or impossible.
It takes a fair amount of time, and a lot of work for the data team, to compile those stats. Yes, it would be nice if we got more detail, but they're trying to do their best since the stats are so highly requested. You seem to be forgetting that they are under zero obligation to show us any of the data they have collected at all.
And they can't make everyone happy with their balance changes. They do their best to take feedback on board, but ultimately there's a lot more that goes into those decisions than just player opinions. I'm sorry you were disappointed, but there are always going to be things the devs do in the game that you don't agree with. It's just not realistic to expect otherwise.
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@lunaticlifter said:
@Fibijean sure things will be better, but the main problem right now is the new kindred and the genrush... honestly if they decide to give survivors kindred basekit it's cool, and it will give solos the informations swf got, but you know how much it takes to buff all weaker killers? rework all bad maps? and for sure any killer will not reach spirit and nurse level, WHO ARE THE ONLY BALANCED KILLERS AGAINST GOOD SURVIVORS.. These are the reason why i think something at core should be changed... gens are boring for survivors, but at the same time they go too fast, when the team split up and work efficiently.. so add a second objective and reduce generator time will lead to a more interactive and balanced (in terms of speed) gameplay
I agree that adding a second objective would be a viable option to address the problem you've described, and I'm sure it's something they've considered. All I'm saying is that buffing killers to be able to exert more pressure would also be an equally valid (if more time-consuming) solution.
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Yep! If you reach the epilogue of one level, all that means is you get the rewards (10 Rift Fragments and a charm) for completing that level, and you are able to progress to the next level whenever you like. You can still go back and complete as many challenges as you like in the level you're currently on.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/871731#Comment_871731
Yeah, it does make it feel a bit like "those are just placeholders" was mostly just something players were told to calm them down, even if it was technically true.
There is no way they were real placeholders. The part 4 tasks had very specific requirements, the descriptions for them were properly formatted and most importantly all there. None of them appeared unfinished. This same company refuses to update the fourth option in the report menu to remove "Ragequitting" as a valid report reason (as the automated system is supposed to handle that) because it would be too much work.
It was always just a lazy attempt to sucker people into buying the battlepass without being able to see all the challenges upfront.
And again, difficulty wouldn't even be an issue if the system wasn't intentionally badly designed (bad for the players). The entire battlepass and challenge system could just not be limited in terms of time to complete it. Let players switch between them at will so they can do the tasks at their own pace that they find suitable. Buy it once = finish it whenever you like.
There is no good reason for this system to be available only for a limited amount of time other than greed.
I see your point, but I still feel like if greed were really their main motivator there are a lot of opportunities they missed. The Rift is pretty good in some ways compared to other battlepass systems.
For one thing, most battlepass premium tracks contain xp boosters which help you progress along the track faster. This incentivises customers to buy the premium pass early, before they even know if they'll be able to finish it, because the sooner they get the xp boosters, the less work they have to do. A system like the Rift which allows players to progress along the free track and buy premium whenever they want without disadvantage strikes me as pretty customer-friendly.
The smartest and most economical way to go about the Rift is to see how much progress you can make within the time frame, and then buy the premium pass if you decide it's worth it. The fact that such a cautious, frugal approach is enabled and even implicitly encouraged by the way the system is designed, to me, says a lot.
Yes, naturally they will use some marketing tactics such as time limitations and "get all your money back if you complete the track!" to encourage people to invest in the pass. That's just business. But I don't think it's fair to say that greed is their sole motivation here, or that they're trying to deceive their customers or "sucker" them into spending their money unwisely.
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I'm very much against the idea of premium pass owners having fragment or xp boosters. That's one of my favourite things about the Rift Pass - that it doesn't try to make people waste their money by using progress bosters to incentivise them to buy the premium pass early, the way many other battlepass systems do. Instead, it allows players to wait and make an informed decision without any negative consequences if they choose to wait a while before investing in the pass.
I do agree, however, that it would make sense and feel more rewarding for harder challenges to net more Rift Fragments. In the same way that master challenges grant more Fragments than normal challenges, Level 4 challenges should grant more Fragments than those in Level 1.
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Yeah, it does make it feel a bit like "those are just placeholders" was mostly just something players were told to calm them down, even if it was technically true.
Having said that, people do have a tendency to freak out about things without even examining or testing them themselves, and the devs are surely aware of that. If I were a dev, I probably wouldn't have listened to feedback from people who hadn't even attempted the challenges yet either.
This first Tome is a test run. I expect they're waiting to see how many people actually do manage to complete the challenges and/or the Rift before drawing any conclusions about changes that need to be made, because while preemptive criticism has its place, hard data and informed feedback are always more useful and reliable than spur-of-the-moment ideas and opinions.
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Problem is, "kill your opponents" is the objective in this game.
Games should be balanced around the win condition, just like those examples you gave. The win condition for killers in DBD is kills. Specifically, killing a majority of the survivors is considered a win.
Pipping is an entirely separate thing. The fact that people feel like they're doing something wrong if they don't pip and therefore equate pipping with winning is a flaw with the ranking system and with the community mindset as a whole, but not with the balance of the game.
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I don't mind grindy challenges, honestly. It's not like grinds in other games where you have to devote all your time exclusively to that one thing. You can just play and enjoy the game as you usually would, and get rewarded for doing so.
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Every single one of them is easier than some of the achievements. And we have at least three weeks to work through them. If you haven't managed to get through the level three weeks from now, then you can start complaining that they're too difficult, but at least attempt them first.
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Totally agree. I got to rank 1 once, got the achievement, never want to go back. Once I get to about rank 6, depipping starts to feel like a win.
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/871374#Comment_871374
Well, ok, here we go.
4-man SWF escape rate is ~0.488: http://prntscr.com/q2vkft
solo escape rate is ~0.416: http://prntscr.com/q2vkmq
Probability for all 4-man SWF team members to survive: 0.488^4 = 0,0567 (5.7%)
Probability for all solo members in a solo team to survive: โญ0.416^4=0,0299 (3%).
5.7 / 3 = 1.9. The probability for all 4 SWF members to survive is 1.9 times higher compared to a solo team.
DEVs told us that the data from those stats was very inaccurate because of higher ranks, so actually it makes no sense to talk about this level of accuracy.
What I want to depict is that those differences in escape rates for a single survivor accumulate for some cases and can have a much greater impact on the game than one might think. We don't even take into account the non-linear dependency of x man killed vs probability of the remaining members to survive. The chances for all solo members to survive will probably be even lower in reality compared to SWF, but it already goes way too far.
Fair enough, good analysis. Just goes to show that data is unreliable and nothing is as it appears at face value.
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/871288#Comment_871288
Just a side-note, to show the difference between solo and SWF on a special case.
Based on those stats, if we round the escape rate for a solo survivor to 0.4 and for a survivor in a 4-man SWF team to 0.5, the probability for a killer to 4k against a 4-man SWF team is: 0.5 * 0.5 * 0.5 * 0.5 = 0.0625 (6.25%).
The probability to 4k against a team that fully consists of solo players is: 0.6 * 0.6 * 0.6 * 0.6 = โญ0.1296โฌ (13%).
So, the probability to 4k against solo teams is 2 times as high as against a 4-man SWF team.
And the probability for all 4 survivors to escape is 2.5 times higher for a 4-man SWF team compared to a solo team.
It clearly shows the huge imbalance between solo and SWF. So, I'm glad more people started talking about this balance issue.
Except it's actually more like 4.2 and 4.8. I understand the point you're trying to make, but you have to be careful with rounding numbers, especially if you're going to start multiplying them. That's a very good way to get hugely inflated and inaccurate data. If you're going to draw any conclusions like that, you should try to be as accurate as possible from the outset, and round off at the end if necessary.
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The devs don't exclusively listen to community complaints, let alone survivor complaints, when making balance decisions. There's a lot more that goes into the process than that. So this strategy wouldn't work, even if you could get every killer main to agree with you and follow it through.
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Since they said that they didn't want to have anything in the game which changes the outcome of the trials drastically, I'm about 95% confident that they're already working on changes to the Ebony Mori.
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/871234#Comment_871234
He's probably asking about escape rates.
It's about time that DEVs recognize this problem and I'm glad if they really started fixing the Solo-SWF balance, because it's the biggest issue in the game at the moment. All other balance problems are connected to it.
If he is asking about escape rates, that data has been published before. Of course, it may have changed since then, but probably not drastically.
OP - If you're interested in the stats, SWF vs solo escape rates, as well as the general pervasiveness of SWF, can be found in this post: https://forum.deadbydaylight.com/en/discussion/61114/community-community-data-requests#latest
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Yep, it's due to release at 11am ET as usual.
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I'm not sure what you're asking with regards to the stats, but I believe the devs' plan, which they're already working on, is to gradually bring solo survivors up to the same level of information as SWF players get with voicecoms and then balance killers around that.
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This seems like a pretty good idea. Closes the gap between solos and SWF a little more, and at the same time gives survivors more bloodpoint scoring events, which they could really do with.
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This could maybe work as a buff to Plunderer's Instinct, although PI doesn't really need a buff. But the amount of times this would come into play makes it not worth a perk slot on its own, handy as it might be to have.
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They don't normally make live adjustments to the PTB. They will probably release the patch notes detailing everything that's been changed at the same time or shortly before the chapter goes live. Of course, they'll still be keeping an eye on feedback after that, and may make additional changes in a later hotfix if necessary.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/870954#Comment_870954
That perk might still get near meta. I would guess you will not see it in almost every game, but being able to raise one of the two god pallets of each map like killer shack in general, pig tree, behind the main puildings in torment creek or wretched shop, in disturbed ward main building, any one or two to make pallet town even more annoying, in general against dream pallets... There are quite a few that can give good survivors a good advantage. If this becomes more frequent, killers will have to destroy pallets more frequently, wich gives an overall advantage to survivors if killers have to destroy pallets by default instead of outplaying them if possible
I don't think it will be a great perk in practice. It's only useable if a killer chooses to walk away and leave a pallet unbroken, and any killer worth their salt will destroy god pallets as soon as they get the chance.
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I think Left Behind is fine in its current state and doesn't really need a rework, but this is interesting to consider as an alternative.
I think the fact that you're on a timer, and that the killer will know that you have the perk is enough of a handicap, and the repair regression is unnecessarily harsh. It's a niche enough perk as it is, we want it to be good enough for people to at least consider running it in spite of that. Instead, the different tiers of the perk could slow down the EGC timer by different amounts (maybe 50/60/70% or 30/40/50% if that's too much).
If the hatch is a problem, since I know a lot of people have serious issues with it, an alternative could be that completing a generator will open the gates (this option would also synergise well with the Left For Dead achievement).
Regarding Sole Survivor: The cloaking mechanic is interesting, but I'm not sure it would really do much. Most killers will make a beeline for a door if they can see any of the red lights on, so it wouldn't help to buy time when trying to open a gate at all. Not to mention, having the Exit Gates spawn in a position where it's possible for the killer to stand in one place and see both at once is quite a rare occurrence.
An alternative could be that the red lights could be delayed by 3/4/5% for each sacrificed survivor. This would mean that as the last survivor left with the perk at tier 3, you would be able to get the gate almost halfway done before any indication that you have worked on it is shown to the killer. I don't think this would be too strong, as being the last survivor alive during the EGC is the only time this would really be of use, and that's a rare enough situation that most people wouldn't bother to use it in a loadout. Any weaker and no one would.
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@Dozekis said:
I'm still waiting for anybody who feels like looping is ok to explain why they believe "tunneling" isn't.
You might be waiting a long time, because most reasonable people, while they may not like tunnelling, won't tell you that it's not okay. Both are valid tactics. You're assuming that there's some kind of double standard going on here when there simply isn't.
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It's in beta currently. As far as I know, cross-platform isn't supported at the moment.
I got an email a while ago saying that it was available in my country, but when I clicked the link to download it I just got redirected to the mobile homepage, so I'm not sure what's happening there or if anyone else has been able to play it.
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@Bloodwidow said:
https://forum.deadbydaylight.com/en/discussion/comment/870920#Comment_870920
That's nice to hear. Thank you! waitingforblackfriday ๐บ
No worries! I just edited my comment above with an explanation of exactly how the discount is calculated, if that's also helpful to you.
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You get a discount on the rest of the outfit if you already bought one part of it separately.
EDIT: This is how it's calculated: Typically, buying a full outfit costs 10% less than buying each item separately. If you have already bought one part of the outfit, the rest of the outfit will cost you 90% of whatever it would cost you to buy the other two items separately.
So for example, if each part of an outfit costs 120 auric cells, buying the full outfit would ordinarily cost you 324 cells (360 - 10%). If you had already purchased one part of that outfit for 120 cells, the rest of the outfit would cost you 216 cells (240 - 10%).
Hope that answers your question ๐
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The best place for topics like this is Feedback and Suggestions, or if it's a new killer concept, sometimes Fan Creations is also appropriate. I can tag the mods to move your thread to the appropriate section for you ๐@MandyTalk @Rizzo90 @Gay Myers (Luzi)
EDIT: Rizzo has kindly moved your topic, so you're all good! The Feedback and Suggestions category is checked regularly by the devs, so this is the best place for your topic to be if you want them to see it.
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@Artyomich said:
https://forum.deadbydaylight.com/en/discussion/comment/870465#Comment_870465
Come back to me when people would adhere to that in a platform where everyone is anonymous and unhinge. By the way in case people start twisting my words as if I support toxicity. I don't. I just find it equally as hilarious expecting decency on the internet.
Just because not everyone will act with common decency doesn't mean it shouldn't be expected.
It's possible to be realistic about the likelihood of such things without excusing them. Bad behaviour should always be called out, not just dismissed because "everyone does it so it's fine".
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@Dozekis said:
https://forum.deadbydaylight.com/en/discussion/comment/870411#Comment_870411
I mean there are certain peyote who camp because they need to but i feel like bad survivors need to be reprimanded. All this "looping is fine" cosign is because we've allowed the culture of survivors dictating how killers should kill them. That doesn't make any sense whether you're used to it or not
That's just the nature of the game. Killer is the reactionary role. The survivors will do whatever they can to evade the killer, looping included, and the killer must respond by using whatever is at their disposal to catch the survivor. If you want to call that "survivors dictating how killers should kill them" then go for it, but it's not a matter of survivors having all the power, it's simply how cat-and-mouse games work.
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I hope not. 120% wiggle speed shaves less than three seconds off the 16-seconds it takes to wiggle off by default. Half the time, there's a hook nearby enough that that won't even make a difference. Not to mention it's a pretty big risk for the player running the perk. Reducing it to 10% would make it not worth running at all.
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Leaving aside the immoral implications of such an argument, saying that looping is unsportsmanlike and ought to be punished is as silly as saying that chasing a survivor near someone who's hooked is camping. It's not. People are allowed to employ the best tactics available to them in order to complete their objective.
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Technically, we won't know until they're released, but there's absolutely no reason why they wouldn't be, since all original killers since the Store came out have been available for shards upon release, so I can say yes with 99% confidence.
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They changed the dates from the original ones when the patch was delayed, but the dates @FireHazard linked above are the new ones.
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@StarMoral said:
https://forum.deadbydaylight.com/en/discussion/comment/857917#Comment_857917
Every thread is a discussion. Especially ones in the mcfreaking discussion category.
This thread was in the "Ask the Community" section when I wrote that comment, and has since been moved to General Discussions, likely because of how it evolved.
My comment was based on the official rules of the Ask the Community subform: "Please keep discussions to a minimum. If you'd like to discuss something in depth, please use General Discussions. This place is just for getting a quick and simple answer."
So no, not every thread is or should be a discussion. Some are simple questions. Now that this one has been moved, however, feel free to discuss it as much as you like.
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@lunaticlifter said:
@LetsPlayTogether yeah so give me a footage of you using an m1 killer facing tournament teams... i guess it'easy to talk.. nobody belong to red ranks against good survivors..i guess it'ez to say i 4 k everytime when survivors sucks.. i 4 k most of the time too, but because there are boosted people in red ranks.. but do you think it's normal for a pvp game not rely on your own skills, hoping that your opponent suck or that the map is not bad(infinites where you can't chase)? playing dirty to get 1 kill in 4 min game? oh dude, you should play more
@Fibijean because with the current meta even spirit and nurse struggle against 4 good survivors.. buffing others killers will not make them nurse or spirit. Enough to understand?
@Plaquer man it's to ez to talk, sometimes you get a large map, and you don't even time to patrol, i have to play dirty all the game against sweaty teams to ensure kills, this is not what fun is
Not really... There is no reason that I can see why, if a certain killer is weak against coordinated survivors, making them stronger would not solve that problem.
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/868409#Comment_868409
I remember seeing a dark blue color in the leaks. But no black or brown
There was definitely brown. Whether the other was blue or black is hard to tell, at least for me, but I suppose we'll find out for sure when the chapter comes out.
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Working with the killer and griefing teammates are reportable offences, and that's what you should do - report them. If this happens to you a lot, start recording your games so that you can submit evidence of the misconduct to back up your ingame report.
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It's not tense or immersive, it's just annoying and unreliable. Even for new players - my brother has 40 hours in the game and he's already completely over the struggle mechanic.
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So how exactly would buffing killers to be able to close chases faster, get kills easier and apply more map pressure not be a solution to the problem? ๐ค
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@aregularplayer said:
https://forum.deadbydaylight.com/en/discussion/comment/868357#Comment_868357
Yes, please! ######### an asian blondy? Is she some k-pop sh*t? I don't think so, she is a tough motorcycler. They should made her black haired, her P3 would look dope!
Obviously this is a gross generalisation, but bleached hair in Asia tends to be a bit of a rebellious move. Keeping the hair its natural black is more the sort of thing a "good girl" would do. So the blonde does fit her character a bit more accurately.
Having said that, @ASAPTurtle, you're in luck. If unofficial information is to be believed, Yui will release with several recolours of her default skin, including black and brown hair variations.
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I usually play either to a point where I'm sick of the game, or should have gone to bed hours ago (or both). Either way, I'm exhausted by the time I stop.
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@Seekandestroy said:
https://forum.deadbydaylight.com/en/discussion/comment/867908#Comment_867908
I'm not sure what I did wrong then because other then playing the game normally I only done a farming session because a guy dced very early
As killer, I presume? Sounds like you didn't do anything wrong. As I said, the devs frown on farming because it's not really playing the game properly, but what you did is not against the game rules.
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People with highly levelled killers at that rank have probably played a lot of survivor, and invested some of those bloodpoints into killers. You'll get the same thing with survivors at that rank who have great perks because they usually main killer.
But rank is based on skill level, not loadout, and that's as it should be. Yes, a full loadout of good perks and addons will give the killer some advantage, but a bad killer with great perks is still bad.
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Farming in the sense of everyone working with the killer to get points or objectives isn't bannable as far as I'm aware. I believe the devs have said as much in the past - it's frowned on, they disapprove of it, but they don't punish people for it.
However, selling your teammates out to the killer in order to farm points is a reportable offence.
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@OogieBoogie said:
https://forum.deadbydaylight.com/en/discussion/comment/867673#Comment_867673
I wasn't arguing with you, just confirming that they have mentioned this goal well before the AMA. Though to be honest, aside from the obsession thing and the upcoming Kindred buff I can't think of anything else they've done to help solo survivors. I'm probably forgetting something though.
That's true, it is happening slower than I would like as well. Who knows? Maybe there's a big update that's already in the works.
Sorry if I came across quite confrontational. I'm tired of hearing people saying that the devs hate us or are lying to us when there's really no evidence for it, but I didn't mean to take anything out on you.
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Thank you. You too ๐