Fibijean
Fibijean
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Is this a technical issue or a love letter?
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It depends what you mean by casual. If you mean people who start up the game once a week and play a couple of matches, I don't think it's really reasonable to expect that people like that ought to be able to max out The Rift.
100 hours in 70 days is really not an extraordinary amount, and is quite a reasonable goal in my mind for rewarding players who are reasonably well-invested in the game. It only becomes an issue at the point where it turns out that the time needed in practice is far more than the estimated 100 hours.
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DemoGordonRamsey
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I won't dive into the social complications of it, since the question was just about me personally.
I like exclusives, not because I like being able to lord it over other people, but because I enjoy that completionist sense of achievement I get from owning them. Doesn't matter that I've never even worn David's donkey jacket - it's there, in my collection, and it makes me happy to look at. Knowing that I put in the hard work and I got a reward out of it is what makes them fun for me. The reason I like things to be exclusive is because knowing that someone else can just buy the thing I worked so hard to earn cheapens the reward and therefore puts a damper on my own sense of personal satisfaction I got from earning it.
And it goes both ways. Yeah, the legacy skins are super cool. I could have got one if I'd ground more back then, I've been around long enough, and I wish I had, but I didn't and that's okay. I wouldn't want legacy skins to be released in the store or something like that because I wouldn't get that sense of achievement just from buying an exclusive, and it would, again, cheapen the reward from my perspective and make them feel less special.
In conclusion, I like exclusives because they're unique and special, regardless if whether I get to have them or not.
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@Fruitpunchjuice said:
Yeah on PC you can still check that in the lobby. I would like other people to chime in, but I just finished a game with 2x2 SWF. It was an actual good match and I have no problem playing against that set up, it's the 3 and 4 person groups that are, in my opinion, the problem.
The solution to this is easy, make different queue sets. Make solo queue, duos, and 'team' like PUBG does. This way killers can check which groups they're open to playing against and these issues are essentially eliminated.
The reason that works for PUBG and not DBD is that PUBG has more than 10x the amount of players that DBD has. There are simply not enough people playing the game at any one time to allow people to pick and choose who they want to face without absolutely destroying queue times, especially in lower populated areas like Oceania for example.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/756093#Comment_756093
I don't really care about that. I just want to know why lightweight is better than adrenaline.
If you want to know why he thinks what he does, you should probably ask him. I'm surprised he even came out with such a controversial opinion without trying to justify it in any way.
My best guess (and this is not necessarily my opinion, just trying to imagine what this YouTuber's reasoning might be) would be that some people feel that adrenaline is a very situational perk - it does absolutely nothing until the endgame, and half the time its effect makes little to no difference even then. If you're not injured and not in a chase, it's just a bit of a speed boost to the gates. Lightweight, on the other hand, is consistently useful throughout the game. The effect it has on scratch marks is significant at tier 3, so it is useful in not only losing the killer during chases but also allows you to get away with sprinting around undetected a lot more than you normally would, which obviously helps you to traverse the map and complete objectives faster.
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@Nekoo said:
how do you define "objectively"?
for me looping the killers and allow 3 other do gen is objective.
but if you define that as rushing gen,
shouldn't you be running prove thyself?
That's not what objective means in this context. He's not talking about in-game objectives. If something is "objectively" the case, it means that it is true or real on some sort of rational basis which exists outside of personal bias. For example, it is an objective fact that the sun is hot. It's not an opinion, it's not up for debate, it just is.
So with that said, OP, it seems like this YouTuber doesn't know what the words he's using mean. There is no such thing as the objectively best survivor build, because it's always debatable and dependent on a lot of different variables. You can make an argument that lightweight is better than adrenaline, or vice-versa, but neither argument is objectively correct or incorrect. The "best" build will always be a matter of differing opinions, not of absolute, unassailable fact like people who talk about which build is objectively the best are pretending.
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Yes, it's not a big deal and in some ways it's to OP's advantage, but it still shouldn't happen. Perhaps now that we have the obsession-switching mechanic in the game, the devs might consider making it so that the obsession is randomly reassigned if the current obsession disconnects.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/756060#Comment_756060
Yeah well they aren't exactly against using f2p methods of money making up to now.
Perhaps, but ads seem very unnecessary, and in my opinion they would hurt the game's integrity by cheapening it, so not the greatest idea from a business standpoint.
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@anarchy753 said:
I've seen games do it tastefully before, like a button in the store tab that says "click here to watch ads for cells" so I have to look for it to find it, it isn't pushed on me.
That said, what would BHVR advertise there, as most of those spaces usually get filled with ######### mobile games nobody is dumb enough to touch, and since BHVR isn't exactly overflowing with other titles, they'd basically be advertising competition.
Advertising for games they're not involved in is typically exactly what in-game adverts are all about, because the game developers get paid ad revenue by the developers of the advertised game. But it's typically a feature of free-to-play games because that's their main source of income. So there might be a place for it in the mobile version of DBD, but there's no real reason to include such a feature in the paid PC/console edition of the game.
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@FireHazard said:
Can you explain what you mean by "congratulate players."
Do you mean when you tell them "GG" in the post-game chat-box or just telling them they did a good job? Cause they'd see it yeah...
He's talking about "Giving Props". As far as I'm aware, OP, it doesn't do anything, but I expect it's kept track of somehow and perhaps there will be some kind of related rewards system implemented in the future.
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All the others are fair game imo, but camping is just no fun for anyone. Frustrating for survivors, boring for killer, and no one gets to have fun actually playing the game.
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@Paina said:
https://forum.deadbydaylight.com/en/discussion/comment/753787#Comment_753787
are there any disadvantages, if you don't complete the challenges for both roles in the tome (beside BP, fragments and lore pieces)? Can you still do everything in the rift then or only half of it, because you don't have enough rift fragments since you didn't complete all the challenges? Cause I reaaaally suck as a killer, so I'm sure I won't complete all of the killer challenges or that I'd have to play a lot of matches to complete them, which is impossible, cause I can't play every day because of my job, more at the weekend though, but even then I don't have the time to grind the whole day. I'm really, really excited for the archives and I hope that casual players that don't like to play both roles also get the chance to comple everything the rift offers :/
Edit: typo
I haven't done the maths so I don't know precisely how many challenges you would need to complete to finish the Rift, but my guess would be most of them, which would mean that yes, if you want to complete all tiers of the Rift you would need to do some killer challenges as well.
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@Paina said:
Since my English isn't that great could someone please explain the difference between the tome and the rift? And do you have to play killer AND survivor or can you choose what role you want to play to proceed?
So the Tome is where you do the challenges, and earn Bloodpoints, Rift Fragments and pieces of lore as rewards. There is a mix of killer and survivor challenges, and you have to complete all of both to fully complete the Tome.
The Rift is a rewards progression, which contains 70 tiers. Each tier has rewards, mostly in the form of cosmetic items. The Rift Fragments earned by completing challenges in the Tome are used to unlock new tiers in the Rift. There are two tracks in the Rift, free and premium. The premium track costs 1000 auric cells to access, and players on the premium track get access to more rewards than the free players.
Rifts last for only 70 days, after which you won't be able to progress in that Rift or earn rewards from it anymore. New Rifts are released every few months. Tomes, on the other hand, never close, so you will have as long as you like to complete the challenges in each one.
I hope that answers your question. More info can be found on the website here: https://deadbydaylight.com/en/news/welcome-to-the-archives
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/751274#Comment_751274
If it's only 70 levels then that's a bit better. Still a high amount but a bit better anyways. IF it's reasonable, then fine, it's okay, but otherwise, I disagree with it being in the game. That said, I still hate the idea of forcing people to PAY to GRIND for cosmetics. It's like you're paying to grind for the things you already paid for, and for longer than normal, it also kind of forces you to choose this game above all else over other games you might also be playing, of which, I have several that I play at different times.
Think of it is you're grinding for rewards regardless, but you're paying for the grind to be more rewarding than it would otherwise be. Remember that you get all the rewards up to that point when you purchase the Rift pass, so you can always see how far you get in the free track and then decide whether it's worth it to pay for the premium rewards up to that point.
I think it should be reasonable, and if not, I'm holding out hope that the devs will make changes to make it more so, since they have explicitly said that their goal with this whole initiative is to make it fun, rewarding and accessible to the majority of players.
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I generally go in with a build to help me with the ritual, then play normally but prioritise finishing the daily. As killer, unless the ritual is to sacrifice people, I'll usually make sure I've finished it and then get two hooks out of everyone and let them all go.
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@Nyxis_Fier said:
https://forum.deadbydaylight.com/en/discussion/comment/753670#Comment_753670
I doubt that they all are.
Either way my poll is what it is. There are others that feel differently and should be able to speak up without others having to be rude or harsh. There's a lot of survivors that use small game. We aren't stupid. There's also survivors that play with others and not everyone does totems. I see noed being used a lot in higher ranks. I run around doing all totems. The game isn't for survivors to always lose on favor of the killer. It's supposed to be balanced. Survivors can't attack a killer. Killers can attack, use traps ect. Survivors don't get traps. Instead they get nerfed to the ground. Now they nerfed insta heal because killers get mad that they heal before they get out down.
Survivors are not always losing to the killer. You only have to look at the survival rates to know that. I am 110% in favour of people with different views being able to express their opinion, but you can't expect people not to call you out on it when you create a poll whose only purpose is to be an echo chamber for people who share your ideas. I'm not being rude or harsh, and I don't think you're stupid. I'm just telling you respectfully that I think you're wrong.
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@Nyxis_Fier said:
https://forum.deadbydaylight.com/en/discussion/comment/752566#Comment_752566
Lmao there is no "no" option. Deal with it. Don't like the poll, there is such a thing as ignore. There is no 74% when you don't hear the survivors side. I see a lot of survivors talk about it. And for the millionth time, I always run around doing totems while others don't.
The survivors are being heard. I'm a survivor. Half the people who've said no on this thread are survivor mains. We just happen to recognise that killers are allowed to have powerful strategies too and shouldn't be crippled for no good reason.
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@PhantomMask20763 said:
https://forum.deadbydaylight.com/en/discussion/comment/753596#Comment_753596
Maybe they could have only one around the neck and have the other 2 on the belt. Or they could add a fourth slot so one as a necklace and 3 for the belt
It seems like there are going to be a lot of charms around, so I would be absolutely on board with maybe 4-6 slots instead of three. I wouldn't be opposed to one of them being around the neck, but I'm a little sceptical about how difficult that would be to implement well (how it would interact with different cosmetics for example, or different animations).
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I think the serum one is for completing the Rift. As for the others, not sure, but it's possible that they've included previews of charms they've designed which aren't available yet in this first tome/Rift.
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A fair proportion of people are having either the same or better experience with the dedicated servers. The only reason it sounds like "everyone" is complaining about it is because the ones who are having a bad experience are the only ones with anything to say about it. For those whose experience is good, it's just like "oh this is nice, I kinda like this." *keeps on playing normally* They don't feel the need to voice their opinions on the forums.
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I thought about that when I first saw it, but really I think the belt is a better option. In fact, it would surprise me if the devs didn't consider it back when they were first conceptualising it and decide the same thing. The charms are largeish, like about fist-sized. Imagine wearing three of those around your neck. You'd probably look pretty silly.
Not to mention, lore-wise, it's not very practical. They'd get in the way an awful lot when trying to do generators and such. It's a nice idea on paper, but I think all in all the belts both look better and make more sense.
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It basically sums up how I feel about it, too. My only concern is some of the challenges seem a bit harder than I was expecting. I'd like it if they removed the stipulation that certain ones have to be completed in a single game. But they said they were monitoring things closely, so I'm sure if, when the archives came out, we discovered that the challenges were quite difficult to complete in practice and let them know that, I expect they would be open to making changes.
Overall, I'm excited!
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@HellCatJane said:
@Fibijean But that's the thing, if they want exclusive that's fine, just say so, and then just don't say you don't? Like. IDK. I just want to be told it straight forward.
Like.. Don't piss on my leg and tell me it's raining.
But benefit of the doubt, maybe I got it wrong... /shrug.
So you just wish the devs would be transparent about whatever it is they decide to do? Fair enough, I suppose. Alternately, benefit of the doubt, they might have just changed their minds. Maybe they'll come out and explain the logic behind charms being exclusive (if, in fact, they are) if people like you are curious about it.
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I'm not good at chases, so I try to avoid them by playing stealthily. I find it really fun, and I love the adrenaline rush and sense of achievement when the killer gets that close and you manage to evade them. Or breaking line of sight and losing them during a chase. Love my Iron Will and Urban.
However, and I wish it went without saying, but I definitely only stealth around like this when the killer is nearby. If they're far away or in a chase, naturally I'd be working on generators or totems. Stealth is only fun when there's something at stake.
I only get aggressive if I'm playing with a friend who's on death hook, and I've decided to make it my personal mission to get them out alive or die trying.
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@Nikkiwhat said:
I haven't had a chance to look too deeply into the Archives and haven't seen anyone talk/ask bout it...but can you run a Killer and a Survivor challenge at the same time at least?
No - at least, not in the PTB. You have to "accept" a challenge and then it becomes your active challenge, and that's the one you track progress on. That's one of the only things I don't like about it, that you can't just hop into the archives and accept a new challenge when you're in a lobby, you have to go all the way back out to the main menu.
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There's always the possibility that they're still working on a matching headpiece. I mean, as far as I'm aware, this is a datamined skin which hasn't even been officially announced yet. We should probably wait to see what the developers actually release before speculating about missing headpieces.
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@HellCatJane said:
And oh, I guess its 60 serum total, so 10 serum per piece.
Also, they are apparently making charms an exclusive, I swore I thought they said repeatedly they no longer which to make exclusive items anymore... o_O
I'm curious too.
I've always kinda liked event exclusives, because it makes them feel special and like you've really achieved something. I can understand wanting to make skins available to all, but I think charms are just a fun little way to say "I waz here". They're like trophies. I hope they don't make them purchasable later because it defeats the entire purpose of collecting them.
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No, I'm not a huge fan of the Spirit's skin. I love the weapon, and the hair, but I don't like the Michelin Man look that much. In my opinion she doesn't look cool, just ugly.
But having said that, I'm well aware that there are people who think she looks amazing and bought her the first chance they got. It's just a matter of different tastes. So I just let other people buy her if they want, and tell myself that at least it narrows down my choices for which six items I want to get with my serum!
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Does Bunny Feng count
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/753239#Comment_753239
It's not like Sarah Connor is Tinky Winky or something.
The argument that it has to be some generic serial killer wielding a knife for a killer is outdated and irrelevant.
Plus I don't recall any original Survivors being part of a horror movie so why exactly should it matter that Sarah Connor is from an Action/Thriller whatever it is. I would call The Terminator movies as sci fi horror.
I've never seen a single Terminator film but I can guarantee it's scarier than FNAF.
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@ChezAndQuakers said:
When does it come out? Because my birthday is on the 21st so if it comes out near then I’ll be getting it
You're in luck, I believe it's due to be released on the 22nd.
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@Mookywolf said:
https://forum.deadbydaylight.com/en/discussion/comment/753228#Comment_753228
no problem. also i just remembered, the Putrid Serum for the halloween skins is going to be in the free track of the rift, so they definitely wouldnt lock it. and before you worry, they said the serum is available for the entire 70 days of the rift, not just the lifespan of the Hallowed event. so honestly you can get even more free skins than are shown with the serum.
Oh, yeah that's a good point! Thanks so much.
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@Mookywolf said:
https://forum.deadbydaylight.com/en/discussion/comment/753214#Comment_753214
no problem, hehe. i can tell you're new to the whole battlepass thing, so im trying to be as clear as i can. i'd say you should probably chill, the free stuff in the battlepass is most most most most likely going to be available no matter what. i cant imagine why they would punish someone who spends money to get the premium track by locking the free track.
Fair enough. Thank you for being so kind about it 🙂
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@TheRealHansGruber said:
In PTB, you get both if you purchase the rift pass.
Oh okay that is good to know, I couldn't get a single game in the PTB so I had no way to test it.
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@Theoretical_Heart said:
https://forum.deadbydaylight.com/en/discussion/comment/753210#Comment_753210
Nah, it's just these passes are in EVERY online game now. It's shocking to meet someone who has never seen one.
I guess I just don't play many online games, and when I do, I don't pay attention to Battle Pass systems because I know enough to know that most aren't worth it unless you play the game like 12 hours a day. DBD is the first time I've been even remotely interested enough in one to actually look into how it works.
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@Mookywolf said:
"Tier progress between the two will remain consistent for all players, so if a tier is reached on the FREE track and The Rift Pass and is later unlocked, players will *also* earn every PREMIUM reward from previous tiers, retroactively as well."
Pointing out the world also there. This is from their website, its the closest i can give to an official source answer.
But i will say, based on battlepasses ive seen in other games, im 99.99999999% sure the answer is yes, you get rewards from both tracks if you get the premium track.
Yeah, I saw that too, but my anxious brain is whispering "maybe that means you have to complete the free track first" lol. I just want that 100%, but maybe I just need to chill. Still, thanks for not making me feel like an idiot with your answer 😂
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@Theoretical_Heart said:
Have you never seen a pass system before? You get the stuff on free track yes.
I have not, no. I don't play games that have them. As I said, I know it sounds like a dumb question, I just wanted to be 100% sure before I spend money on anything. I hope that's understandable and I don't just sound like a total moron.
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I looked at them just to decide what I wanted to buy when the event starts. I like to mix and match, so I think I'll buy Hag's full outfit, Spirit's weapon, Plague's body and either Plague's weapon or Jake's shirt. Leaning towards the weapon.
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Hmm, you're probably right. As I said, I might just be overthinking it, but I got worried, because I don't want to buy the premium pass and then find out I'm wrong.
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I've still got cells left over from the BGC, and as others have said if you play 60-90 minutes a day it's essentially a one-time purchase. So for me, yes, absolutely.
But I might wait to see how I'm tracking first. Since you get all the rewards from the premium track when you buy it no matter how far along the free track you are, I want to see how much of the free track I can actually complete in practice before I decide to spend my precious cells on the premium equivalent.
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@Mochan said:
Ah, I see. I didn't realize you got more BP per point for spending for 2700 over 2000.
So you are telling me that if I convert shards to BP on a 2,700 perk, I get more BP proportionally over converting on a 2000 perk? I didn't understand that part of your post first.
According to the OP, 2700 shard perks reward more BPs per shard than 2000 shard perks.
However, unless you have all the perks, characters and cosmetics you want already and nothing better to do with your shards, I wouldn't recommend using the Shrine as a converter because it would be a waste of your shards. In terms of the time it takes to get 2000 shards compared to several hundred bloodpoints, the two are nowhere near being equal in value.
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@Mookywolf said:
https://forum.deadbydaylight.com/en/discussion/comment/751274#Comment_751274
Just want to tell you, the DBD website says rifts are actually open for 70 days. I dont know why the PTB's rift is a little over 50, but it should be 70 days. So, even less play time per day should be required.
Yeah, I did see that, I just decided to go off what the Rift says for argument's sake, to illustrate the point that even the absolute maximum isn't that much. But you're right, if it is 70 days on the live version, that would mean you'd only need to ascend one level a day, which is only about 60-90 minutes playtime. In my opinion that's very much accessible to even moderately serious players.
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@Nyxis_Fier said:
https://forum.deadbydaylight.com/en/discussion/comment/750920#Comment_750920
There is no "no" option because there shouldn't be. This is mainly for people who feel/view otherwise. To express without the fear of getting harassed by killers who feel so strong to keep it when they in fact don't need it.
Then... why even make a poll, if there's only one answer people are allowed to give?
I'm a survivor main, by the way, I barely play killer except for dailies, so this isn't coming from a killer who just wants easy wins. NOED is one of the most easily countered perks in the game. If some people don't do totems to counter it, that is 100% their fault. If killers want to use it in conjunction with a power that lets them instadown, how is that any different to a survivor choosing perks that compliment their choice of item?
We can't remove a perk from the game just because it works well with the powers of certain killers, that's lunacy. Killers are allowed to have good loadouts, and they're allowed to employ strategies that make it easier for them to get kills. Again, this is one of the most reliably counterable strategies in the entire game, so it's not even that great. There's really no call to remove it altogether.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/750470#Comment_750470
Except the problem with this is you'd have to play probably 7 games a day for an entire month to complete the battle pass, and that's probably completing a challenge every match. 3-5 points out of 10(from what I'm seeing) per challenge, 100 levels. Even completing 5 point challenges only, you'd have to play 200 games, and that's getting a challenge done every game. No one's gonna complete this without paying for extra levels. Just like Fortnite. THIS is why I'm against battle passes. They lure you in with cosmetics and say "You can get all this if you just get to level 100", then make getting level 100 near impossible and offering a way to speed up your progress by paying more money. This is why I don't understand people being for this. Unless they're gonna spend way more than 10 dollars every month.
Okay so, first impressions. I'm going to tag @TragicSolitude in here as well since their comment was relevant.
So I can't be certain, but I'm assuming that the cost to ascend tiers in the Rift doesn't increase exponentially - that is, every tier is worth ten Rift fragments. So let's pretend, for the sake of being generous with our calculations, that every challenge rewards only 3 fragments. Each challenge should be doable in one game if you do well, but you don't always, so let's say 2 games per challenge. So each level of the rift will take, say, 7 games. There are 70 levels, so 490 games to complete the Rift. The Rift is open for just over 50 days, so that's about ten games a day. A longish game might take about 15 minutes, and if we allow 5 minutes between each game for queuing, you're looking at three hours per day, max. However, you'll notice I was almost unrealistically lenient with some of my calculations, so in reality the daily grind would probably be more like half that (so, close to the devs' estimate).
I totally agree with your assessment of Battle Passes, however, in this case, I don't think it's so bad that all but the most hardcore players are forced to pay to progress. An average of 1-3 hours a day is a high call but not a ridiculously unattainable one, so basically, it rewards committed players. In my opinion, that's not unreasonable. I know I could achieve that if I tried, and I plan to.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/750470#Comment_750470
Except the problem with this is you'd have to play probably 7 games a day for an entire month to complete the battle pass, and that's probably completing a challenge every match. 3-5 points out of 10(from what I'm seeing) per challenge, 100 levels. Even completing 5 point challenges only, you'd have to play 200 games, and that's getting a challenge done every game. No one's gonna complete this without paying for extra levels. Just like Fortnite. THIS is why I'm against battle passes. They lure you in with cosmetics and say "You can get all this if you just get to level 100", then make getting level 100 near impossible and offering a way to speed up your progress by paying more money. This is why I don't understand people being for this. Unless they're gonna spend way more than 10 dollars every month.
I haven't had a chance to try the PTB yet, but hopefully I will tonight, so I will return and give my thoughts in response once I'm informed enough to do so.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/750428#Comment_750428
The difference is Skyrim is a solo game, when things are game-breakingly strong there's nobody on the other side having their game ruined by it.
Especially once you get to higher ranks where nearly every game has an insta heal, it isn't "fun" to have something OP on a rare occasion, it's just the norm that there's always something oppressive to play against.
Sorry if I wasn't clear. I wasn't comparing Dead By Daylight to Skyrim in terms of the harmlessness of bugs or imbalances, or suggesting that others ought to do so. I was merely using Skyrim bugs as an analogy to explain what my personal feelings are towards "game-breaking" mechanics in Dead By Daylight.
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They're not dumb, but neither are they the optimal solution for all online games, the way those who advocated for them most strongly in the past implied. If they can be made to work as intended, though, they would be good for DBD, which is what all this testing is for - figuring out how to make them work as intended. They're on the lookout for feedback to improve things, though, so if you think there needs to be a server in Russia because Russian players' connection to Frankfurt isn't good enough, definitely head over to the feedback thread and tell them that.
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My guess would be that they try to make killer and survivors spawn as far away as possible from one another, because it used to be that spawns were random and survivors and killer even spawned together occasionally. But forcing them to spawn a fair distance away from one another limits the amount of spawn locations, which I imagine is why survivors often spawn fairly close.
