Fibijean
Fibijean
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@Auron471 said:
Patch is never coming just give up hope
I hope you're joking. I'm disappointed too, but it's been barely a week.
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Matchmaking is a bit all over the place at the minute. How do you know they're SWF?
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@Rivyn said:
500 hours since August. . . my god.
Honestly, I don't see why postponing the event is such a big deal. It just delays the rewards. Not like we'll be doing anything knew.
There was a tweet earlier that the event passed Xbox certification, it just needs to pass Sony before they release it on all platforms. So, take it up with Sony and the PS4.
Bear in mind that wasn't an official tweet, it was from LeaksByDaylight. I only mention it because last time Leaks got something wrong, everyone acted like the devs had lied to them when BHVR themselves had never announced anything. Most of the time their information is correct, so it is hopeful news, but just remember nothing they post is 100% confirmed.
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Side note: they have mentioned in the past the idea of having different ranks for different killers, because they all play so differently.
This may sound harsh, but if you're good at the game, you shouldn't need four top-tier perks to do well. It's harder, sure, but you're not "stuck". You can play a killer while levelling them fairly easily. In fact, it should only take several games' worth of bloodpoints as killer to unlock all the perk slots, which is not difficult to achieve.
Previously, it was the case that you kept all four perk slots open after prestiging a character. I don't know what their reason was for changing that, but I assume they did have a reason, which is why I'm voting for No.
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@Mjra said:
Licensing fees are most likely why they need to be tied to real money purchases. The contract probably stipulates that a portion of money earned from the characters goes to the copyright holder. Since no money is earned from iridescent shards they're probably not allowed in the contract.
Basically this. They can give their own characters away for free, but not other people's. This is the same reason why auric cells are unobtainable without paying real money.
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@rd_dex said:
If they don’t release it before 31st they might as well scrap the event, you don’t earn serum with the event so it wouldn’t even be too bad.
They shouldn't scrap it. I'll take all the extra bloodpoints I can get. Yeah, a Halloween-themed event after Halloween will be weird and out of place, but I'm not about to trade bonus BPs for atmosphere.
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Not a good idea. For one thing, DBD doesn't have a big enough playerbase, especially in certain regions, that they can afford to let people pick and choose their opponents without affecting queue times. For another, people would abuse the hell out of this to block players who are just really good at the game so they don't have to go against challenging opponents, and there's no way to police the feature to stop them doing that. Overwatch tried something like this for the same reasons and it went really badly. Read this article for more information on why this isn't a good plan: https://www.rockpapershotgun.com/2016/06/22/overwatch-avoid-this-player/
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Lol best topic. Answer is Pig because snoot 🐽
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It's perfectly okay to let the last survivor go using the hatch. I usually let all the survivors go when I play killer, unless I'm specifically going for kills for a daily or something. It's definitely not "working with the other side". That rule is more for survivors who sandbag or deliberately sell out their teammates to the killer, such as by pointing the killer towards another survivor's location.
When it comes to DS, I think it depends on the situation. If there are other survivors about, for example, you might as well go after them and wait out DS that way, because that's not a waste of your time. If you just stand there and do nothing for 60 seconds, that's time you probably can't afford to waste. So you should probably either pick them up and take the hit, or go and do something else productive for 60 seconds. On the other hand, if you pick them up and let them use it, that means they can't use it later in the game, which could be advantageous. In short, it's entirely dependent on the circumstances and on your playstyle.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/792532#Comment_792532
Peanits has said they're still aiming for before Halloween though.
That's what they're aiming for, but realistically it's extremely unlikely. Peanits also said that they needed to send the update for certification when it's ready, which could take a few days. They were clearly still in the middle of working on it according to the update they released last Friday, so my guess is they didn't finish it Monday either. If we're being optimistic, it might not get done until Wednesday, and then unless certification goes through unusually quickly, we're looking at an event release post-Halloween.
The fact that this week has been dedicated to damage control - Q&A, further updates, etc. - seems to suggest that they're not expecting to have the update out this week either. In short, saying that they're aiming for a pre-Halloween release tells us that they're pushing themselves to get it out ASAP and haven't completely ruled out the possibility of it being this week. That doesn't mean it's at all likely that it will be.
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I totally agree. For a game that was designed for PC, I believe that compatibility with major operating systems other than Windows should have taken priority over console releases, let alone handhelds and mobile. I'm not a game developer, though, so I have no idea how difficult that is to do, or whether the game lends itself better to console compatibility than it does to Linux or Mac.
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@AshleyWB said:
I mean I know the volume of Survivors in pain is different, I just don't really understand how that makes any sense in terms of Survivor validity and balance.
In that case, the answer is just bad sound balancing. As @Mr_K observed, to my knowledge the survivors are theoretically meant to have the same volume, and the discrepancies are completely unintentional.
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@Mochan said:
Santa Jeff works too.
But I've been asking for Santa David for two years now. Jeff wasn't around the last time I asked.
The idea of five Santas running around in a game makes me giggle. I feel like Jane would be a great Mrs Claus. Honestly, I'd like to see Christmas themed outfits for everyone, even if they're just ugly sweaters. Probably won't happen, cause DBD isn't big on Christmas, but still.
Why stop there, though? Elf Feng? Nutcracker Wraith? Rudolph Demogorgon, anyone?
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Just one suggestion - the killer should gain points for survivors who stop performing actions within a certain distance of the killer (say 32 metres) rather than within their terror radius. Otherwise stealth killers would be at a disadvantage.
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@Kerbert said:
https://forum.deadbydaylight.com/en/discussion/comment/788792#Comment_788792
Or maybe make that part of his power???
That's incredibly powerful, much more so than Hag's base power. If it were a thing at all, it would have to be ultra rare.
But I agree about preserving the uniqueness of his addons. I like addons that change the way the killer is played - an example in Doc's place would be those that change his shock cone to a circle or a ray. It adds more interest and variety and unpredictability to the game, something which is sorely needed in a lot of cases.
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Rainbow ones 😉
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We're left with keys, which I can't see ever getting fully removed honestly, and maps. Rainbow Maps are my favourite item in the game, and they're criminally underrated. They give so much life-saving information and several thousand extra bloodpoints if you use them right.
Also, as many others have pointed out, toolboxes are far from useless and sabotaging, while a bit gimmicky and a waste of time in general, has the potential to save lives if done right. The nerfs to flashlights, BNPs and arguably instaheals were necessary to maintain the health of the game. It's not a conspiracy, the devs aren't trying to kill the survivor experience. They're trying to make the game fun and fair for both sides.
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Some survivors are quieter than others. It's one of their only distinguishing qualities. That's one reason that a lot of people main Ace and Kate, because they are generally considered the quietest survivors of both sexes. Otzdarva did a pretty informative comparison of different survivor sounds on YouTube a few months ago, where you can clearly hear the differences in volume (although Steve and Nancy aren't included, since they came out after the video was published).
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Nothing in particular stood out to me about the others so far, but I think that In The Dark is way too strong. Blindness is actually quite a powerful effect. The perk should have a time limit, and maybe should apply to all survivors like Haunted Ground but shouldn't be transferable as that heavily discourages altruism and encourages toxicity between the survivors.
Similarly, while Underperform is interesting at a conceptual level, it strongly encourages genrushing to mitigate its effects which I think we can all agree is a bad idea.
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@Kerbert said:
I dont think it matters that he initiated the convo, he didnt report and wasnt toxic about it.
He was deliberately aggravating the guy after he'd just beaten him, though. Of course the response was salty. Probably should have left well enough alone.
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I don't think there is a single Ace outfit that I like, aside from his default. His cosmetics make him look like either Hugh Hefner, a sleazeball, or a shady banker. I'm sure it's intentional, given the character. I still wouldn't buy any of them.
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This idea has been suggested a few times before. The main problem is that this would encourage killers to camp certain hex totems so that they're just about impossible to destroy. The whole point of hex totems is high risk for high reward, and the main thing that makes them vulnerable right now is that the killer doesn't necessarily know which one is which if they're running multiple hex perks.
It could potentially work if it just assigned a random hex when the killer picks a totem, and the killer has no way of knowing which hex it was, but in that case it should apply to Haunted Ground as well. I think that overall it just has the potential to cause a lot of problems if not done right. Simply going through the maps and reworking all the totem spawns to be in better locations, the way the devs are doing right now, seems by far the simplest and most reliable solution.
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@Jallybwan said:
https://forum.deadbydaylight.com/en/discussion/comment/788734#Comment_788734
I mean, you can tell because she'll be zooming way faster than usual, but I do intend to remove passive phasing while she isn't using her power. That is a fair point on not being able to hear survivors, but my intent is to make a Spirit rely on M1 mindgames and then predict whether or not they fall for it. I do definitely see your point though, and if enough people agree, I'll add it in.
Two more things to clarify:
1) Spirit will no longer have collision while phasing
2) Spirit will no longer have passive phasing while outside of her power
That makes more sense. I'm a little cautious about how much removing passive phasing would detract from her aesthetic, cause I feel like it adds a lot to her spook factor at the moment, but I'm not sure. I'd probably have to see it in action to decide, but maybe there's a way to keep both in there somehow.
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While I totally agree that the emblem system should be reworked so that players aren't punished for other players' actions, passive depipping (that is, depipping because you played badly, not because you disconnected or killed yourself) does serve an actual useful purpose, and therefore should not be removed altogether.
The whole point of the ranking system is to rank players according to their skill level for matchmaking purposes. If a player has been boosted to rank 5, say, through sheer luck or through having good teammates, but they're not actually at a rank 5 skill level, then they should naturally be bumped down until they reach the "right" rank.
Theoretically, the way the ranking system should work is that if you're consistently getting black pips, then you're at the right rank for your skill level. If you're getting pips, that means you're improving at the game and should be moving towards a higher rank. If you're depipping, that means that you're at a rank which is above your skill level and should be lower.
I think that incentivising ranking up is definitely the way to go, but ranking down shouldn't be removed as a possibility because it will negatively contribute to the epidemic of players sitting at ranks much higher than where they belong.
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If the survivors can see the Spirit, I think she should be able to hear them. Currently, going against Spirit's power is almost pure guesswork - we don't want to flip it so that using her power is pure guesswork. That's just the same problem, but pushed onto the killer instead.
The only other problem I can see is that if you add the passive phasing effect to her power, there's no way to know whether she's using her power or not at any given moment. Or was that intentional?
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Yes, but you shouldn't report them for it. The way disconnects are handled is that if someone disconnects from a certain proportion of their games, they get banned automatically. So rest assured, they will be punished if they do it frequently, but since it's automatic it's not reportable.
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I suspect that they would have to purchase a different license for that. Currently, the license only covers the first film, I believe. So it's possible, but it's both a resources issue and a licensing one.
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I agree it's disappointing, but one small correction - they didn't confirm that the release wouldn't be next week. On the contrary, they reiterated that they were still hoping to get the patch out next week, small though that hope may be, it's not impossible.
@Kerbert said:
I dont think its fair to patronize the devs for this (theres a lot better things to patronize the devs for instead). But this delay was either out of their control, i.e the power outage, or they want to make some more adjustments and changes to make the next patch/archives/event better.
"A delayed game is eventually good, but a rushed game is forever bad"
I don't think anything OP said was patronising at all. He was just expressing disappointment at the way the whole thing was handled.
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@Romey95 said:
https://forum.deadbydaylight.com/en/discussion/comment/787507#Comment_787507
the reason I wanted it to be tedious to recharge is because if hit it has the potential to shutdown loops.
That's true, but it's also something that people could get used to playing against. And compared to other killers with loop-shutting powers which are easily rechargable or on a cooldown - Clown, Spirit, Freddy, Nurse, etc. - I don't think that it would be overpowered to give the Witch's M2 the same kind of treatment.
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This idea has been brought up before, it's quite popular. The problem is that the playerbase simply isn't big enough to support multiple queues. If something like a casual mode were implemented, either no one would play ranked anymore or the players would be split across both queues such that waiting times in both would be intolerably long.
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Different regions have different proportions of killer/survivor players. The ideal ratio is 1:4 killers to survivors, but obviously that doesn't always happen. It sounds like wherever you live has a higher proportion of people in the killer queue, which is what makes queue times so long.
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Clickbait / 10
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I think this is a good idea, as well as making the killer undetectable while it's active. Small things like that could do a lot to make it less gimmicky and more of a genuinely interesting and fun perk to play around with.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/787484#Comment_787484
It’s completely subjective.
It’s only “wrong” or “bad” for the opposing side experiencing it, and completely dismisses that the killer is just engaging in their objective/just playing the game.
Well, yes. Exactly. Sorry if it wasn't obvious. The fact that tunnelling isn't actually a bad thing and is in fact a perfectly legitimate strategy was what I meant to imply by my comment.
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I think the ability is too weak - it sounds more like a perk. Maybe it should have a cooldown or an alternate means of collecting tokens. I'm also not sure whether it would be interesting or frustrating to play against, so that would need to be tested.
The first perk sounds really cool, but like @Critical_Fish said, it should include Ruin as well. I like that it encourages cleansing totems, and discourages tunnelling. Although perhaps it should consume 4 tokens instead of 3 on use, because I think being able to activate something like that three times in a match is a bit much.
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I don't hate the idea, but the problem is that any kind of significant nerf to SWF can and will be circumvented simply by solo queuing and dodging lobbies until they get the same one. In other words, nerfing SWF won't solve the problem. That's one of the reasons why there's no perfect answer to it.
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Tunnelling isn't the same as camping. It doesn't matter how far away from the hook you were. If you threw a hatchet and immediately downed the unhooked person and hooked them again, then arguably you were tunnelling.
Whether or not that's a bad thing is another question entirely.
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The devs have confirmed that Doctor is next on their list of killers to be looked at and potentially reworked/buffed.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/787361#Comment_787361
Let me tell you how the dcing part of the game went...
I hook a guy and he dies, i saw scratchmarks leading behind a haystack(or whatever its called) and find the dude, I hit the dude. He runs a bit, stops, turns towards me and drops his toolbox on the ground.
I was only half paying attention to what he was doing, so I come in with a lunge while he was finishing dropping the toolbox.
I figured he was offering me the item to let him live or something like that. I gesture to him "no" by looking left to right a bit.
I pick him up to hook him, and he dcs before I get to the hook.
After a little search I eventually find another guy, after I down him, he dcs.
Hatch spawns next to me, I close it.
I see that the doors are really close, and after innevitably getting the last guy, I let him escape from my shoulder and give him the door.
Those would have to be really well timed accidental dcs.
Not saying they were all accidental, but I am saying it's a possibility for at least one. I've had my game crash immediately after being picked up, or being hooked, or while being carried. That's what I meant when I said my game had crashed at inopportune moments that made me look really salty. It can happen. Not saying it's likely, or that it is what happened in this case, just that it's a possibility to consider, in the interests of giving people the benefit of the doubt.
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As has been explained on many similar threads, it's not possible for them to test certain problems without enabling the servers on the live build. They're still testing, so they won't be up forever, but having them on for periods of time helps them to identify what the issues are so that they can fix them.
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They might have forgotten they had the streamers, but it's also possible that their game crashed. I've had my connection drop out at inopportune moments before, which probably made it look to the killer like I was just really salty.
That said, I'm not certain whether it still displays the bloodpoints as nil if they DC'ed by accident.
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It's not really a rule - I play in invisible all the time. It's just not very well worded. That error comes up when, for whatever reason, the game and steam aren't communicating properly, and there are a variety of things that can cause it. Glad you found such a simple solution!
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I didn't feel that it was vague. I got the impression that they were trying to give us as much information as they reasonably could, and personally I learned a lot from it:
(a) They confirmed that the original plan was to release the patch and event together (which we all assumed but then their original tweet made it sound like that hadn't been the plan after all).
(b) They told us exactly what they've been working on all week - engine updates, backend updates, etc.
(c) They went into specifics as to what some of the major issues were - issues with textures, Hag bug, etc.
(d) They confirmed that the event will still take place (I've heard some people suggesting that they might cancel it altogether).
(e) They implied that things may not even be ready next week, which, while disappointing, is good to know.
(f) They promised to give us another update early next week (so probably Monday or Tuesday).
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@Jocthearies said:
https://forum.deadbydaylight.com/en/discussion/comment/785744#Comment_785744
That's actually exactly what that comment was saying with the fact that Killers offerings and Iridescent add ons still being the prime example you all seem to neglect as if they don't exist-Until they do. Take a breath
That's not what they were saying at all. The fact that they didn't mention killer addons doesn't mean they were ignoring their existence.
The game and the relative strength of the items, addons and offerings has been balanced around survivors being able to equip an item with two addons, and killers able to equip two addons. Adding another addon slot to survivors of equivalent power to the addons the killers get would tip that balance dramatically and make survivors much too powerful.
Yes, killers have moris and ultra rare addons. Survivors have a variety of strong items, and ultra rare addons. The balance isn't perfect - you can see from the recent changes to Nurse's addons and to instaheals that they're trying to balance things better. But an extra addon slot for survivors would be way too powerful, unless you nerfed survivors' other items and addons and buffed killer addons accordingly. And at that point, it would be a lot of extra balancing work for not that much gain.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/785939#Comment_785939
Well yes, of course I agree with that.
In the end though, we have no idea what they'll decide on that topic until the event is released. Maybe we will get something, maybe we won't.
Who knows.
Agreed. We shall see.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/785907#Comment_785907
It's ultimately up to BHVR if they want to do something like that though, it would be nice if they extended the event because of the delay, or give a x2, or something.
BUT
They really don't have to do that at all. Especially since it was a unforeseen game breaking bug... to me they did the right thing. I just don't think they really should do anything I suggested above because it's not really something that was intentional or not.
Of course it would be very nice of them to do it and would satisfy some peoples anger... but they really don't have to do it at all.
In the case of cold food, the driver could've been lagging behind, there could of been traffic and they were late, whatever... It's kind of different if the mistake could've easily been corrected, but it could of also been something that they couldn't really change or fix like traffic or something. Same with an event for a game being delivered on time, if it was something that could've literally destroyed the game than of course they're gonna set the release back... (If it was, idk how bad it was but it was bad enough to delay a entire patch and event)
That's why I feel they don't owe anyone anything personally, since this just was indeed... a unforeseen set of circumstances.
Of course it's up to them. I think you're focusing too hard on my analogy - we're actually in agreement here. The point I have been making from the start is that they are under no obligation to give the players anything. They don't owe anyone anything, it wasn't their fault, etcetera. But at the same time, it would be in their best interests to provide some sort of compensation regardless, simply from the perspective of good public relations.
I'll put it another way: it is in BHVR's best interests, the same way it is in UberEats' best interests, to keep their customers happy. Compensation for the fact that they were forced to delay the event is something that, as you say, is nice, but unnecessary. But doing things that are nice but unnecessary is exactly how you keep customers happy.
No one is going to quit the game or do anything drastically damaging if they don't provide any kind of compensation. But a lot of people will be happier, more satisfied, and more likely to be patient and understanding next time something like this happens if they do.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/785823#Comment_785823
I think a company that's dabbling in delivering food as a side option and a game company that works on their flag ship game isn't really the same thing?
Like I get the comparison, but it's not exactly the same thing... I don't want to say people are acting entitled about getting something for the delay, but I do think people are overreacting about it a bit too much...
I think they are too, for the most part. I never said it was the same thing, but the analogy illustrated the point I meant to - that, while they are under no obligation to do so, it's simply good PR to provide some sort of compensation for a delay or inconvenience, regardless of whether the company was actually at fault for said delay. And regardless of what kind of company it is. If you provide a product or service and you want people to keep engaging with that product or service, it's in your best interests as a business to keep your existing customers happy. That's what community managers exist for, after all.
There's a difference between entitlement and pointing out that something would just generally be a good idea from a customer relations standpoint. And I would say the exact same thing even if I personally didn't stand to gain anything from it.
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@hiC said:
https://forum.deadbydaylight.com/en/discussion/comment/785850#Comment_785850
I am not a smart man. I’ll take it off for one trial after getting screwed, have a chase where I wish I had it, then put it back on thinking “maybe it will work this time”.
It's an addiction. You need to get help. It's okay - acknowledging you have a problem is the first step.
I fully support your petition. I'm sure the devs would understand if it's for health reasons.
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Dead by Terraria?
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This sounds like a good idea, once dedicated servers are implemented properly. I'm not a programmer, so I could be wrong, but I don't see how this would be technically possible on peer-to-peer. I imagine the only way they would be able to store data like game recordings is if the games were played on their servers in the first place.