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Fibijean

Fibijean

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  • @SanityNight said:

    https://forum.deadbydaylight.com/en/discussion/comment/864846#Comment_864846

    I know, the thing is that they had told us the issues were resolved, so a lot of people have assumed that it is safe to play without having to worry about random losses

    Yes, but apparently that was a sadly incorrect assumption, hence my comment.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/864824#Comment_864824

    Is this even a common thing? I know alot of survivor mains who dont even have a killer lvled up past like lvl 10. Is it common for a survivor main to swap over to killer when they get low on BPs?

    Well, as a survivor main, although I do have a few killers significantly levelled, I don't go out of my way to play killer just to get bloodpoints for survivor. That said, I care relatively little about bloodpoint efficiency. I play survivor because I enjoy it, and I waste millions of BP prestiging characters because I'm a completionist. But I can imagine that those who do care about levelling characters efficiently might use killer to get extra bloodpoints at times.

    It's probably pretty uncommon, though. I suspect most survivor mains, given a choice between playing a bunch of killer for extra bloodpoints or playing their preferred role and enduring the BP penalty, would choose the latter.

    in a Comment by Fibijean
  • The servers are still experiencing issues, it seems. It sucks, but it's probably best not to play the game until the problem is resolved if you don't want to risk random losses and disconnects.

  • @Joekillu said:

    https://forum.deadbydaylight.com/en/discussion/comment/864831#Comment_864831

    Honestly if you play killer a fair amount you see this from rank 1-17.lol

    If that's true, it's yet more evidence that it's far too easy to rank up as survivor. How does anyone get to red ranks without knowing how Michael's terror radius works?

  • @Azgard12 said:

    Here's a fix idea.

    Make perks cost points in a buildout. You get more points when solo. You get fewer points when in a group of 3 or 4.

    Handicapping SWF players will never work. It sounds good on paper, but in practice all it will do is encourage people to queue solo and lobby dodge until they get their friends in order to avoid the handicap.

    Also, it's just not good for the health and longevity of the game to punish people for playing with their friends. People wanting to SWF is how a huge chunk of the playerbase got into the game in the first place, so adding a handicap to SWF will seriously turn off a lot of new players.

  • I'm pretty sure a couple of these were jokes, but some of the others are rather concerning. What rank were you playing at, where half the players don't seem to understand basic game mechanics?

  • Well, it would make killers much more powerful in comparison to survivors at the same level, because the fact that killers earn more bloodpoints per match on average would make killers easier to level up if you could only spend bloodpoints on the role you earned them with.

    If the goal is to prevent people from farming points as killer to spend on survivors, a better idea would be to simply buff survivor bloodpoint gains so that the average survivor earns around the same as the average killer per match. That way, there's no longer any incentive to change roles just for extra bloodpoint gains.

    Not that I think that using killer to farm survivor bloodpoints is a problem in the first place - it can affect queue times, but it also encourages people to play different roles more often, which can only be a good thing where the health of the community is concerned.

    in a Comment by Fibijean
  • @liquidlight said:

    That's a cool idea but it would make some killers OP. Maybe it could just slow down gens instead or even start regressing them until the shrines are deactivated.

    I think that's the whole point, though. It works in the same way NOED does - if the survivors find themselves up against an OP killer during the endgame, it's their own fault for not mitigating the threat while it was still manageable.

    The fact that it punishes the survivors for completing their objective efficiently is a bit of a problem, though. It would be like if survivors gained movement speed for every consecutive hook on a single survivor in order to discourage tunnelling. It's an annoying tactic, but it's also just an efficient way for the killer to complete their objective.

    In my opinon, incentivising survivors to leave generators more often without punishing them for not doing so would be a better route to take, similarly to what BBQ currently does for killers.

  • @LordCyphre said:

    https://forum.deadbydaylight.com/en/discussion/comment/864768#Comment_864768

    Sure, not saying it's a bad thing, just throwing in my thoughts on why I think survivor dislike it so much, which was the question at hand.

    I personally don't mind NOED much, however stacking slowdown perks and NOED on top tier killers does make things a little too opressive for my tastes though.

    Yeah, don't worry, I could tell you weren't actually advocating against NOED. Think of my comment as just making a speculative addition to yours for the benefit of others who may be reading!

  • He probably shouldn't have phrased it like that, given how this community likes to pick up on things, but I would take context into account a bit more than you're doing in this case. The question was "Will we ever get to play as Vigo?" Mcote's response ("No, but we've lied before") was likely referring to the fact that they have lied about the existence of upcoming features in the past in order to protect the surprise, and may be doing the same here with Vigo.

    This is different - they have never lied and said that they were planning to do something when they weren't. Lying by saying that they aren't working on something when they are is different from saying that they are working on something when they are not. The first is misdirection, the second is a false promise.

  • @LordCyphre said:

    It is the surprise factor that can make it feel cheap.

    As a survivor one easily gets used to being able to take a hit while healthy without it being that big of a deal.

    Any instadown out of nowhere messes up the players predictions and expectations of what's going to happen and their gameplan is shut down.

    Also there realistically isn't too much a killer can do once the gates are powered. So it is easy to feel victorious once all gens are done even though the game isn't over yet.The feeling of having the upper hand is turned around once NOED comes into play as everything becomes more risky.

    But that's exactly what makes it great - it punishes people for not thinking ahead or being prepared to adapt their playstyle to take different possible scenarios into account.

  • Serious harrassment and abuse, if it occurs in post-game chat, is reportable, and people can and do get banned for it. So there are already some pretty harsh punishments in place, if you alert the support team to the problem using the in-game report system.

    If it's happening outside the game, they can still be punished for it, but not by BHVR. In that case, you should report them using whatever system your platform has for flagging harrassment and abuse.

  • I do sometimes if I'm worried about Franklin's Demise. I paid good bloodpoints for this item, I don't want it to be smacked out of my hand all game without getting a chance to use it.

    I didn't pick an option in the poll, though, because I don't believe that any build the killer may use can be rightfully considered "toxic". Annoying, sure, but it's still just part of the game, whatever loadout they choose to bring.

  • Bear in mind that there's a difference between lying and not being able to keep a promise. Link me to where they admitted to lying.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/864329#Comment_864329

    I'm surprised this script still exists tbh, that's why I'm skeptical.

    Yeah, I was under the impression that the devs had patched it out. Perhaps someone wrote a new one.

  • It probably depends on Nintendo.

    Theoretically, if cross-progression were introduced between all platforms, but LF and Freddy still weren't available on Switch, your progress would probably be transferred but those characters would be unavailable for you to play.

    If crossplay between all platforms were introduced, and those killers still weren't available on Switch, you would probably be able to play against them but not as them, the same way it works currently when you don't own a DLC.

    Obviously, if the characters were introduced to the Switch game, both of the above would work as expected with you having access to them. But the available DLC, crossplay and cross-progression are all something the developers would need Nintendo's permission to implement in the first place.

  • I mean, it makes sense for them to only make videos about certain thing when it's the topic of popular discussion in the community at large. Most of them tend to make videos on topics that are interesting to them, and anything that the community is in such uproar about is likely to be interesting to them. At the same time, their job is to make content to entertain an audience, and hot topics are also likely to be what their audience is interested in hearing about.

    I'm not an "influencer" myself, but I know that at least one of the people you mentioned does hang around the forums, so perhaps they'd be able to provide some first-hand insight in answering your question. @ScottJund

  • @FireHazard said:

    @Cheeper97

    It's most likely just an ancestor, not the first Yamaoka family member... but an ancestor that started the whole legend of The wandering Oni.

    @Fibijean I wouldn't say he was the first Yamaoka, since the story says he had a father... which technically means that father would have family members before him as well. It seems to most likely just be the most infamous member of their family that started the entire legend in the first place.

    Yeah, that's why I said in two different comments, based on his lore and the lore of the Yamaoka maps, that Oni wasn't the "first Yamaoka" mentioned in the Yamaoka Estate lore.

  • Your timing was just pretty bad unfortunately. Right now, there's a problem going on where people have been having trouble even getting into the game, let alone getting matches. It's most likely a server error. It's only been going on for the last six hours or so, but they're looking into fixing it and have promised more information on the issue soon. Maybe come back and give the game another shot in a day or two when this problem is resolved.

  • If that's the case, this is certainly a refreshing perspective to see around here. I genuinely hope that you continue to enjoy the game in the future as much if not more than you do right now 😊

  • Could be an awesome feature, if implemented well. It would solve a lot of the current problems with matchmaking by expanding the overall playerbase significantly.

    As you pointed out, the main barrier between PC and console is the hardware limitations console players have to deal with. If keyboard and mouse support were added to the console versions of the game, I think crossplay could be a great addition.

  • @SafetyOff said:

    Just learned about Deathgarden what happened to it?

    Are the devs coming to help with DbD development now?

    Apparently the staff have been moved to other projects within BHVR.

    Although, it's probably best to make a new topic to ask such questions, as they're not really related to the main topic of this thread.

  • @Thatbrownmonster said:

    https://forum.deadbydaylight.com/en/discussion/comment/863438#Comment_863438

    When you say solo exprience you claim the solo survivors? Or are you counting solo survivors and killers

    Because I can't remember anything done towards killers to improve their exprience with swfs

    They're referring to solo survivors, I believe. The plan is to improve the solo survivor experience to be on an informational level with SWF, and then buff killers accordingly.

  • Matchmaking is a difficult issue, and one that's hard to balance. On the one hand, they want to match people with others as close to their rank as possible, but on the other, they want to minimise queue times. It's far from perfect, but bear in mind that they have to take into account different platforms, regions, ranks and times and find a system that works for everybody. A larger playerbase would solve many of the problems with matchmaking, but that's not something the devs can just program into existence.

    The game isn't free on any system except mobile, which is still in beta. Dedicated servers are still being worked on. Yes, the delays are frustrating, but it would be even more frustrating if the developers pushed out a half-complete project that doesn't work properly and just makes everyone's experience miserable. It definitely wouldn't help the matchmaking issue either.

    As for disconnections, there will be a new system implemented in the next patch on PC, and most likely alongside dedicated servers on console, doing exactly what you suggested - punishing people who disconnect from matches by locking them out of the queue temporarily. There are also plans to implement a new "husk" system which will result in less punishing games for those left behind after a disconnect. More details can be found here: https://forum.deadbydaylight.com/en/discussion/73858/developer-update-june-july-2019#latest

    (Also, I would edit out the part of your post that refers to ragequitting as "herpes", as making light of serious issues in such a way is against forum rules.)

    You seem like someone with a lot on their plate, and I'm sorry that DBD isn't the relaxing escape that you would like it to be. If it is causing you too much additional stress, it might be a good idea to take a break from the game for a while.

  • They're certainly better than console killers on average, not because they're more skilled necessarily but because they don't have hardware limitations holding them back.

    The only way crossplay between PC and console would be fair is if keyboard/mouse support were added to the console version of the game.

  • @vVNootnootVv said:

    https://forum.deadbydaylight.com/en/discussion/comment/863396#Comment_863396

    Does PS4 have a cross play option as well? I haven't found it

    No, crossplay is only available between Steam and the Windows Store on PC, so unfortunately that fix won't do anything for console users.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/863403#Comment_863403

    I mean when they say "swf isnt as op as people think it is" it sounds like they dont think of it as a problem

    One could infer that, yes, but I don't think that's actually the case, since they've confirmed that they are actually planning to do something about it. I'm pretty sure all that's being said there is exactly what Almo wrote - that SWF isn't as much of a problem as people tend to think, not that it isn't a problem at all.

  • That doesn't really answer the question. I know you're trying to imply that they aren't taking the problem seriously, but just because SWF is not as huge an issue as many people think it is, doesn't mean it's not an issue at all or that the devs aren't planning to do anything about it.

  • They have confirmed that they do have a plan. They can't police comms, and in the past they have expressed an aversion to adding voicechat to the game itself, but what they can do (and are planning to, apparently) is to gradually bring solo survivors up to the same level of game awareness as SWF are afforded through comms, and then balance killers around that.

  • There seem to be some problems with the servers currently - many players are unable to access the game at all, which is probably having a negative effect on matchmaking times.

  • Right at the moment, a lot of people are having trouble getting into the queue at all, so that's probably having an effect on matchmaking times.

  • @Mrwood204 said:

    Are they down across all platforms?

    Hard to say. There are certainly people on all platforms having trouble accessing the game, but there are others who are reporting being able to find games normally, albeit with much longer queue times. It's possible that there are multiple data-hosting servers, only some of which are experiencing issues.

  • No one knows yet. The devs have promised us more information in the near future, so for the moment all we can do is sit tight and try to be patient while they investigate the issue.

  • @Snapshot said:

    https://forum.deadbydaylight.com/en/discussion/comment/863262#Comment_863262

    I assumed he meant all servers, as all servers are dedicated? :)

    In the sense that all servers are specifically for this game, yes, all servers are dedicated. But there's a difference between the servers on which they store our player data, which have been in operation since the game began (and those are the ones to which we "connect" when the game opens, by the way), and the servers which are currently being tested for hosting games, which are what is commonly referred to as the "dedicated servers".

    The latter kind are able to be switched on and off quite easily, as they have been several times already for testing purposes, and while they are switched off, the game goes back to killer-hosted peer-to-peer matches by default, and the data severs remain active.

  • @Supernaut said:

    https://forum.deadbydaylight.com/en/discussion/comment/863231#Comment_863231

    Of course! The clue is in the "connecting to servers" message we get when booting up the game! Thanks dude!

    It's actually not true that the game would go under if dedicated servers were removed. The dedicated servers and the data servers are different things. If the data servers went down permanently, then that might be a problem for the survival of the game, but if the plug were to be pulled on the dedicated servers it would be very easy to go back to peer-to-peer connections just by disabling the dedicated servers again.

  • @Skairipa said:

    https://forum.deadbydaylight.com/en/discussion/comment/863226#Comment_863226

    old info, but could be delayed for other issues as we know.

    Indeed.

  • Mechanically, it would be as easy as disabling the servers again, the way they have done over the past few months while running tests. How much of a financial toll it would take on the company, however, is something no one here will be able to tell you for sure.

    That said, I don't think they would have invested more than they could afford in the dedicated servers, and DBD remains pretty successful, so I don't think we need to worry about the game going under any time soon.

  • @Skairipa said:

    ehm, where would this information be?

    They stated in the most recent status update that their new goal was to release dedicated servers on all platforms during Fall 2019. However, this was always merely a goal, not a promise of any kind, which is why it's probably best for people not to get their hopes up too high.

    @not_Queen said:

    https://us.v-cdn.net/6030815/uploads/002/U7DBMY23W4L8.png

    A little under a year ago, we announced that we would be bringing dedicated servers to Dead by Daylight in Summer 2019. Since then, our team has been hard at work converting the game from the existing peer to peer system. There has been a lot of discussion surrounding dedicated servers recently, so we would like to address questions or concerns you may have in this post. 

    Release Timeframe 

    We have recently tested dedicated servers during the 3.2.0 PTB. After a few rounds of changes, we already could see drastic improvements on average ping which translated into better general feedback. From the survey results and community feedback, we identified two main issues that were putting the release at risk: 

    Projectile interaction (The Huntress, The Plague, The Clown)

    • Delay on throw 
    • Hit registration 

    Interaction bugs

    • Some instances of missed attacks 
    • Multiple hits on one action (i.e.: The Huntress hatchets hitting multiple survivors) 
    • Trapper placing 2 traps instead of 1 
    • Infinite blinds 
    • Delays on interaction with objects

    After reviewing the feedback collected and making several changes, we have decided that it is best to push back the planned release. Our new goal is to release dedicated servers on all platforms during Fall 2019. We know this delay is disappointing, but we feel it’s best to take the additional time to polish the experience and iron out a few issues. 

    Next steps 

    1. Projectile interaction improvement  
    2. Interactions: bug fixing 
    3. Steam live tests  

    We will communicate about our mid-term plan as we get closer to the Steam live test in October. With the fixes of our two main issues, we will be ready to test on the live environment right away. Testing on the live environment will allow us to gather more feedback and data. To streamline the process, the tests will be exclusively on PC. These testing phases will be communicated thoroughly and can be reverted if needed. 

    Server Locations 

    We have settled on the following locations for servers when we initially launch dedicated servers: 

    • Asia: Singapore  
    • Asia: Tokyo 
    • Australia: Sydney 
    • Europe: Frankfurt 
    • Europe: London 
    • South America: Sao Paulo 
    • North America: North Virginia 
    • North America: Oregon 
    • Periodically enabling additional regions to test the impact on match quality 

    We believe that these locations should provide optimal coverage for most regions. If none of these locations are near you, you will still be able to play the game and have the same experience as before.  

    What to Expect on Release 

    Although expectations are high, we do need to reiterate that this is the first step of many. Dedicated servers open many new possibilities that were previously impossible through our old system. Though there will be some immediate benefits, other new features will take time to implement. 

    This initial release of dedicated servers focuses on infrastructure; we want to make sure that the foundation is solid before we can expand with new features. By connecting to the nearest data center, your connection will be more consistent from one match to another, and generally more stable than connecting directly to other players. Since all players are connected to a server rather than each other, we will be able to better identify disconnections, allowing us to be stricter on users who disconnect excessively. As a Survivor, your movement and interactions will be based on the server rather than the Killer, reducing some instances of jittering and delay when the Killer has a weak connection. For example, camera jittering while using Dead Hard, or a delay while trying to unhook another Survivor. 

    The Future for Dedicated Servers 

    With the groundwork set, we will be able to take full advantage of dedicated servers with new features and changes behind the scenes. One such feature we would like to implement following the release of dedicated servers is the previously mentioned disconnection handling system. We would also like to expand on hit authority (i.e. who gets the final say when a player has a poor connection), which would allow us to make finer adjustments to ensure that hits feel as fair as possible. We cannot provide an ETA at this time for when these changes will go live, but as always, we will be sure to keep you posted once we have more info to share.  

    Although migrating to dedicated servers is a large task, we are confident that the benefits they will provide will improve the game in both the short and long term. We will keep you updated on our progress as soon as we have new information to share, and we look forward to getting servers into your hands as soon as possible. 


  • As a PC player, I don't think they're ready just yet, although there have been less complaints about latency, particularly on killers, recently. I expect they won't be released officially on all platforms until all the kinks have been ironed out, even if that means pushing back the release date again.

    So while it would be nice to get them by next month, I wouldn't pin your hopes on it too hard. It may happen, but it's more important that the servers go out when they are ready and don't get pushed too early.

  • Plague is a strong killer. Her problem isn't that she's weak, or even that she's too strong, it's simply that many people don't enjoy playing against her.

  • I'm sure the devs agree, which is why they're looking into it as we speak.

  • @switch said:

    I'm probably going to get in trouble for this but, just end task the game if you don't feel like playing on the map.

    Seriously from what i've seen they don't ban for disconnecting, you have people that do that all the time, if they are allowed to, so are you.

    You're right about the first part - encouraging people to disconnect is against forum rules. You might want to revise your comment so you don't get in trouble with the mods.

  • @SkeletalElite said:

    The lore heavily implies that he is a distant ancestor and that he is the first yamaoka

    @PigMainClaudette said:

    It's been said that he is the FIRST of the Yamako family, and that he planted the tree within the garden of the new map.

    I believe. I'm pretty sure that's how the lore went. I don't have access to the PTB to check.

    I don't think Oni is the first Yamaoka. Nothing in his lore suggests that he was a shipwreck survivor or came from a distant island, but it does mention wanting to surpass his father's reputation, and the lore of the new map states that the Yamaoka estate was his childhood home. So it seems most likely that he is the son of the first Yamaoka, who was a shipwreck survivor and a famous warrior who built the Yamaoka estate.

    If you're interested in the contents of the chapter from the PTB, including the full lore of both characters, I transcribed it all in a post here: https://forum.deadbydaylight.com/en/discussion/105860/all-the-contents-of-the-cursed-legacy-chapter-in-one-handy-location-3-4-0-ptb#latest

  • It doesn't specifically say, but he's almost certainly an ancestor, from at least a few centuries earlier. It's possible that he is a son or grandson of the first Yamaoka who is mentioned in the lore behind the Yamaoka Estate map.

  • Well, it's not even 8am in Montreal, so most of them are probably not at work yet or in a position to do anything about the servers. Hopefully we'll get an update soon.

  • They put a banner at the top of the forums, saying that they're aware of the issue and are working on resolving it.

    image.png


  • @JiggleWiggle said:

    I cannot connect to the host. Are you doing stuff at your back end again? Playing in EU + ps4 btw

    @not_Queen

    They're aware that people are having troubles connecting to the servers, and they're working on a fix.

    See the banner at the top of the forum page:

    image.png


  • @Dozekis said:

    No it isnt that i don't understand aspects of gameplay for survivor, i just have an issue with being forced to adjust how i play to suit a sect of people who like myself choose to only use one end of he spectrum. I mean i never see anybody even talk about gen rushing anymore like is just a thing we accept.

    In terms of sportsmanship we can't have a culture that's wholey against "tunneling" and then say its ok to loop around a pallet, the thing designed to keep the killer at bay. That's not evading the killer a as the game intended. We asked have to deal with the weird hit boxes and jerky frame rate for killers on console.

    It's nothing personal against you, and it doesn't mean that you can't have opinions, but it's practically impossible for you to have the kind of understanding necessary to form a balanced perspective if you exclusively play one role. As much as you may try to minimise your own bias, there are some things that cannot be completely understood without experiencing them for yourself.

  • You're totally right.

    Honestly, your friends sound pretty silly. They shouldn't be able to get as far as they have when they're clearly so stuck thinking that finishing the generators as soon as possible is the only thing that matters.

    No one should be at purple and red ranks who doesn't understand the necessity of adapting one's playstyle to outsmart one's opponent(s). I can think of no better evidence that the survivor ranking system is far, far too easy to progress through.

  • It can depend on the time of day you're playing, but all it usually means is that heaps of people in your region are currently queuing to play killer, and not enough are playing survivor.

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