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Fibijean

Fibijean

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Fibijean
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  • I'm all for more Bloodpoints, but like @Ark_the_Bonsai said, I'd rather they just pull the survivor BP scoring system up in general, so that both roles earn roughly the same amount per game.

  • @Ark_the_Bonsai said:

    I genuinely wouldn't mind if they removed the aura reading. Everyone just hops in lockers to avoid it anyway if they have half a brain.

    That's what I told the person I'm trying to prove a point to, lol. But he insisted that everyone uses it for the aura reading and doesn't care about BPs. Hence the poll.

  • This is really cool, but how do you make a poll?

    EDIT: Nevermind, I have figured it out.

  • @Mookywolf said:

    i cant really speak for other killers, but Pig moves slower than survivor sprint speed so if shes just following you crouched, you can not only outrun her but also probably loop her easily until she stands up.

    Yeah, but the OP's issue is that while she's doing that, she's not considered to be in a chase with you, so if you're wearing an active beartrap she can effectively make sure it kills you by just following you around crouched while the timer ticks down. The time won't pause because you're not in a chase, and you can't get the trap off because the second you try she'll grab you.

  • It's the 80s. Better than Dwights shortass legs that take up like a third of his full height.

  • The heartbeat thing is 100% not bannable. It's an almost-certainly-deliberately designed counter to BT.

    The Pig thing is still not against the rules, although the comparison with Legion might hold a bit of water here, and perhaps the devs will consider reworking it for similar reasons.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/720251#Comment_720251

    "premeditatively homocidal"

    Come over to NJ and walk around Newark or Jersey City for a bit. When a dude jumps you with a knife or gun, he's doing it to get money for drugs.

    That's not even counting the fact that a large chunk of drug addicts in cities like these are gang members. Again, watch Drugs Inc. It will open your eyes.

    Also stop with this sensitivity BS. Everyone's too sensitive about everything these days. God forbid a person with a tragic life story that involves being addicted to drugs is portrayed as a bad person.

    Also also, if someone were to see this character and then generalize all drug addicts as serial killers, I'd say that's the fault of the viewer for not understanding context, not the person who made the character.

    Having a tragic life which drives someone to things like addiction doesn't make them a bad person, and I'm not sure how you could justify such an idea. They might go on to steal or kill or do bad things, but being subjected to tragic circumstances and succumbing to weakness in itself is not an evil act.

    And if by sensitivity you mean empathy for people who are actually struggling with situations like the above, then there's no such thing as too much of that, so no, I won't stop caring about other people.

    As for how people respond to the character in terms of their perception of addicts in general, I already acknowledged that that depends on how the character is portrayed and may not be an issue. But that still doesn't change the problem with trivialising what you yourself have acknowledged as being a widespread and dangerous struggle for many real people.

  • @ApeOfMazor said:

    https://forum.deadbydaylight.com/en/discussion/comment/720146#Comment_720146

    But its ok to imply clowns and nurses and doctors are killers? Hillbilly could be offensive to rural folk. It's just a game though, the devs don't mean to offend. I mean I agree with you for the first part and I don't like this idea unless it would be done in some comic book like way where the guy is injecting some sort of super serum drug he is addicted too and transforming or something.

    I think the difference worth pointing out was that the nurse being a nurse, the doctor being a doctor, the clown being a clown or the hillbilly being a hillbilly was not the driving force behind their killing. In the first three cases, it was just a cover-up for their killing. I think that suggesting that someone would be a killer because they're an addict is a bit different. The hillbilly's story was tragic, he was never a psychopathic serial killer like the others, but he was, again, much more of an edge case than a modern-day drug addict.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/720146#Comment_720146

    Dude have you ever seen someone high on crack or PCP or meth? They are indeed dangerous people. Watch Drugs Inc, particularly the PCP episode if you think drug addicts are harmless people.

    Heroin is a serious issue in my home state of NJ. People will shoot up, drive a car, and crash, killing people. Not to mention heroin addicts will lie and steal from anyone, even their own family, to get high. You can't trust them at all. I had a friend that got addicted to heroin and he became very scary to be around. Might not be serial killers, but they will do stupid ######### and get people killed or hurt no doubt. If you hang around a drug addict, it's really only a matter of time before something bad happens to you because of them.

    If someone's an addict, that sucks and they should get help, but that does not mean they are a good person. In fact it's way more likely to be the opposite. Speaking from experience with these people, I have never met a harmless drug addict.

    Never said they were harmless or good people necessarily, but that's very far from premeditatively homocidal. Most of the killers' backstories are very much edge cases. Drug addiction is so common and so tragic, I don't think it would sit right with most people to make it into a game.

  • @VESSEL said:

    https://forum.deadbydaylight.com/en/discussion/comment/720146#Comment_720146

    Fair points, but to assume that because one video game antagonist is a drug addict that ALL drug addicts are similar is quite a stretch. The devs would be able to cater a backstory that could make the character hated before his descent into substance (again, Sort of like Clown). While it is controversial it does open u an avenue for interesting add-ons, perks, maps etc.

    This is a 18+ game so they definitely have the choice to do something, however PR will probably greatly go against it as more people are more sensitive to things these days (not a jab at anyone, just that empathy is much higher nowadays than it was 20 years ago)

    I agree that perhaps they could spin it in a way that doesn't promote damaging stereotypes about drug addicts. I still think, though, that it would be a bit too close to home for a lot of people, a bit like the school shooter killer someone proposed a few weeks ago.

  • I think this would be super loaded and rather insensitive if they were to implement such a thing. If I understand what you're proposing correctly, I'm against it for two main reasons: drug addiction is a real problem that so many real people struggle with, and using it as the driving force behind the actions of a video game killer could be seen as trivialising the issue. Secondly, it would imply that drug addicts are dangerous and homocidal, which is offensive at best and downright damaging at worst.

  • @Dreamnomad said:

    How about no to all your suggestions? Are those things balanced? Not really. But they are also interesting and rare. That means memorable. If you lose a game because of something like this then it is easy to shrug off. "The only reason I lost was because of XYZ". If every game plays out the same then people will get bored of the game quicker.

    I totally agree. It seems to be a bit of an unpopular opinion, but I think those things add necessary spice to the game. DBD isn't a competitive game, in the sense that there aren't any real consequences for ranking up or not, so it's not necessary to balance it so that every match is a solid 50/50 going in. It's better in my opinion to aim to make something fun and exciting than something perfectly balanced.

  • I sympathise with your position, I really do, but as someone who has had similar experiences to your friends in the past with other games, I think the problem is partly with their attitudes.

    For example, when I used to play league with my much-higher-ranked friends, I knew that we would get matched with people far above my skill level, and I just expected that most of the time I would get wrecked. I never expected to win my lane, my goal was always just to delay my inevitable defeat as long as possible. And after a while, I did start winning every once in a while, because even though it sucks at first, learning to play against opponents who are far better at the game than you are is the #1 fastest way to get good at a game.

    There are also things you can do to help. Watch what they're doing and tell them what they're getting wrong. Customise your loadout to give them as many second chances as possible while they're learning the game - bring instaheals, borrowed time, we'll make it, or get them to do generators while you distract the killer and take the heat off them.

    It's not a perfect solution, I know, my point is just that anyone who gives up on a game because their opponents are too skilled is never going to get far with an attitude like that anyway. Maybe DBD just isn't for them.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/718574#Comment_718574

    That's like saying we already have a hillbilly so we don't need another

    Good analogy, and equally correct. Just like we don't need another hillbilly, we also don't need another huntress. If you're thinking of cannibal, it's not really the same thing. Introducing a classic horror killer who happens to be similar to an existing original killer is not the same as creating two very similar original killers.

  • That's what they're saying - that if one zooms in on the image, one can make out your username. I believe they were making a joke.

    In answer to your question, matchmaking hasn't really been fixed. The only thing that's been fixed is SWF matchmaking, in that groups are now matched with killers according to the highest-ranked player in the group. However, there's no real indication that the group in your screenshot was SWF - matchmaking is so broken anyway that you can't really assume they're in a group because the ranks are different.

    So, in summary, that's pretty usual because the overall matchmaking system is (for now) still as broken as ever.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/718197#Comment_718197

    lets say I had developed a videogame, it was my first videogame unexpectledy it was a success, and its gamers base have been growing since the realease, my own community impulse me to constantly fix and develop my game content because I want them too keep playing here!

    Mmm lets say my idea is to keep the game alive is to develop new chapter chapters over time, for that I need to hire people, to hire people I need money... soooo how can get more money since the money i get for the sales of game alone it not suffice for ever growing expenses: Electricity, bill wages, software, revenues logistics, and a bunch of etc etc etc etc's

    since I don't want to go for a voracious, predatory system like lootboxes or pay to win content, I really care for my gamers base after all, what i can do? ..........................................................................................................................................................................................................................................................................................................................................................................................................................................................................................a lot of of modem noises and a couple monts later........... I know!!!!!

    cosmetics!! at least is not a predatory system like coughEAcough some other companies

    TlIdr

    I need more people for bugfixing, but need money for hiring said pople, then I hire people to develop sellable content to get that money, and then hire the first people, now I need to keep both teams since I plan to keep the game alive for at least another 5 years

    -------------------------------------------------------------------------------------------------------------------------------

    Now, if you or any other user of this forum have any better plan and/or system that could gave more money to the devs and keep happy the gamers base, I suggest you guys present said plan to them, probably they could hire a stable genius in economy like yourselves

    Um okay... No need to be such a sarcastic jerk about it. I never said that it was my perspective, I was just trying to explain why some people feel the way they do about the necessity of cosmetics.

    A counter-argument to the point you're making is that by having a solid, functional base game, they will naturally gain and keep more players, and generate revenue that way. I'm not part of BHVR, I don't have access to the figures, I don't know if that's feasible or not. As I said, this isn't really a viewpoint I hold very strongly, I'm just trying to help everyone around here understand each other's perspective a bit better.

    And that's the last I'm going to say on the subject here, because this is not really what the topic is about and I don't want to derail it any further.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/718055#Comment_718055

    They have said , several times by now, that the team making cosmetics/DlCs and the team fixing bugs, are diferent teams, erasing/stoping one, will not speed up the other

    Yes and no. It's true that they can't just tell their artists to start coding instead, but I think the complaint has more to do with resources. A company has limited money to spend on salaries, equipment, etc. The argument people are making is that any money the company is putting into the development of cosmetics would be better spent hiring more/better designers and programmers to fix bugs and balance issues.

  • @SenatorAcadia said:

    Yes, I there are some toxic killers, but I am pretty sure if survivors were not the group that goes out if it's way to be toxic (not all, obvi) they would not have had to put in end game collapse to counter it, no?

    The endgame collapse was implemented primarily to stop the hatch standoff and also to put more pressure on survivors to escape, thereby speeding up the endgame. Engaging in hatch standoff isn't toxic, and neither is trying to be stealthy in order to escape. It makes for a less interesting gameplay experience for the killer, sure, but as any killer main will all-too-readily tell you, ensuring a fun experience for your opponent(s) is no one's job and failing to do so is not toxic behaviour.

  • #notallsurvivors

    Jokes aside though, I totally agree, I'm the same as you. Survivors aren't toxic, killers aren't toxic. Toxic people are toxic no matter what role they're playing.

  • There's a difference between playing the game/doing your job and bullying new players. You can play well, have fun and get all the bloodpoints you want while still allowing them to have a fun and educational experience. If you can tell that they're new, rather than taking advantage of that to destoy them mercilessly, you can cut them a bit of slack. Chase them, hit them, do your job, don't let them escape. But also give them a chance, because most people can still have a fun time even if they lose (in fact, if they're new, they should be expecting to lose at first). Don't tunnel or camp, not because it's "not fair" or "breaking the killer rules" or "bullying" but simply because you know that it will make the game less enjoyable and more frustrating for them, and you also know that your skills are so far above theirs that you can afford not to camp or tunnel and still win easily.

    In short, bullying is things like BM and taking advantage of their newness to run them into the ground, and should rightfully be called out and discouraged. But if, being far superior to them in skill, you can give them a bit of a chance and create a fun game for everyone involved without throwing the match, I think that's something worth doing.

  • @AWesley91 said:

    On the bright side with Inner Strength noed won't really be much of a thing soon.

    I've been running Inner Strength on Nancy the past couple of days, and the funny thing about it is, it both encourages and discourages the cleansing of totems. You want to cleanse a totem to activate the perk, but then you're often reluctant to cleanse any more while the perk is still active because you want to have more chances to activate it later on if need be. So it's both a nerf and a buff to NOED in my opinion.

  • @Pandemic said:

    @Fibijean you are correct in based, but in our sad reality doenst matter how you are respectful with developers of THIS game - they just ignore you anyway) You can see it on first page of disscussion - developer do not react on main post but ansver at 2 comments. It is not cause that comments full of respect, but cause they know what to ansver. Thats how it works, sad but true.

    But the points he addressed were directly mentioned in the OP. Sure, he didn't respond to everything the OP brought up, but it's more likely that he just doesn't have the answers or isn't allowed to give them than that he is ignoring OP because of incompetence or a hidden agenda.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/696221#Comment_696221

    Games are very imbalanced because of ultra rare addons, and you come across moris far more often than you'd expect. Instaheals aren't all that uncommon either, but they're not really much of a comparison. You can't combine a very rare addon to med kits with an insta heal, or you're shooting yourself in the foot. Iridescent Hatchets' downside can be pretty much countered with a purple addon. Either way, game quality suffers because of this. Games are very one sided depending on who brought the bigger guns. Sure, you can win against them despite it, but if you're of equal skill and as optimal as possible, the one who has the advantage from the start is pretty much winning. Game Quality suffers tremendously because games aren't 50/50 from the start.

    It throws the match off-balance, sure, but that's almost the point. In an asymmetrical PVP game, achieving absolute balance is impossible anyway, it's never going to be completely 50/50 from the start, so in my opinion things like OP add-ons that only come along once in a while throw a bit more spice into the mix. I say "once in a while" because that's the intention, although I'm fully aware that's not how it is in practice. As I said earlier, I definitely think their spawn rate should be greatly reduced, but I wouldn't advocate for removing them from the game altogether.

  • @BlowHard74728 said:

    I hope they do something soon otherwise I'm worried all the new players we recieved because of this dlc might not stick around for long

    That's exactly my concern. Hopefully they'll be making it a priority for that reason.

  • No, but you made several snide remarks about the dev team – that they’re trolls, that they don’t care, that they need some practice at making games, and compared the game to “a cup of garbage”. Your reply to Peanits was sarcastic and insulting, and you have just been generally aggressive and demeaning in about half of your responses on this thread.

    You can give your opinion in a constructive way without insulting those around you – in fact, people are more likely to take you seriously if you don’t come off as angry and disrespectful, and unprovokedly so.

    Perhaps the word I used was harsh, but it wasn’t uncalled for. I was calling it like it is.

  • @Pandemic said:

    @twistedmonkey the problem is i already payed for this product. And you tell me i must eat what they give me and if i dont like it - well, next time i must try to use my magic powers for know how good game before i buy it. Perfect. 

    But if we talks seriously, if i pay for something, i can say what i dont like. And im not the only one in this opinion - you can check many other discussions for see i talk the truth. People dont like when developers doing nothing. People dont like when developers fix stuff what is not broken. And if other games is worse than DbD... well, be "the best of worse" - is not that achivement they can proud.

    You are absolutely within your rights to make complaints about a product you're not satisfied with.

    You can do it in a more constructive way.

  • For the same reason BNPs and syringes are a thing. Both sides have some ultra-rare OP add-ons. The devs have been nerfing them one by one because people complained so much, but personally I think it's a shame and makes the game blander and less varied. The add-ons are ultra rare for a reason. They're supposed to be OP, but you're not supposed to come up against them in the majority of games. Perhaps, as you say, they ought to be a lot less common on the bloodwebs. But mechanically, I don't think there's really a problem with them.

  • It really depends on what you value. If you want efficiency, sure, buy Leatherface, but if you've got a limited budget and you're more interested in just enjoying the game, get someone you like the look of. Get whichever killer looks the most fun, or whichever survivor you like the aesthetic of the most. @Groxiverde also makes a valid point above about using your money for licensed chapters, since you can get non-licensed DLCs for free with enough playtime.

  • @Watery said:

    https://forum.deadbydaylight.com/en/discussion/88294/need-a-kind-xbox-playstation-player-to-help-me-with-controls

    Left joystick, spin it in circles on the killers shoulder. A lot of people flick it left and right but that’s not the best way to do it. Hope this helps!

    Thanks, that is helpful! If you have time and wanted to go check out the updated guide to make sure I've got all the information about controls correct, that would also be much appreciated :)

  • @Pokerface303 said:

    @Fibijean

    In game it says left to right but you can just move the joystick in circles and it does the same thing with a lot less work.

    I see. I'll just put "wiggle" then. I appreciate the help from both you and @nan1234.

    I've updated my original post (https://forum.deadbydaylight.com/en/discussion/86207/how-not-to-be-dead-by-daylight-surviving-a-night-in-the-entitys-realm#latest) with the revised guide - if either of you wanted to take a look and make sure I've got the controls right that would be really helpful, but no pressure otherwise. Thanks again for your help :)

  • @nan1234 said:

    On ps4, wiggling is done with the left joystick. Idk about Xbox, but my guess is it’s also like that.

    @Pokerface303 said:

    It is left joystick for both xbox and ps4

    Thank you both! What sort of movement is it - back and forth, up and down, round in circles?

  • I totally agree. I can't believe how disrespectful it was of the devs to go out of their way to set up a PTB so that their players could have a role in testing new features. I too will start quitting matches in protest against this atrocity.

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/691055#Comment_691055

    Well, all recommendations that weren't the usual "you're such trash, l2p, tunneller/camper!!!" of salty Survivors happened after 3 or 4 kill games, so it can't be your first suggestion in my case.

    I don't doubt that some Survivors occasionally have a sincere motivation to help. But quite often I can't help but think that it's more an ulterior motive on their part, to get me to play less efficiently in terms of killing potential.

    While that could well be the case, with all respect I would consider assuming such a thing without any real evidence to back it up to be personal a failing on your part. I believe it's a good lesson in interpersonal relations, both in games and in life, to assume good intentions unless proven otherwise.

  • We have no exact confirmed time, but typically the updates get released around 10am-12pm EST. Which means we have around 6-8 hours to go. Look for the update this afternoon/evening for Londoners.

  • @BigFudge said:

    https://forum.deadbydaylight.com/en/discussion/comment/691475#Comment_691475

    Wow, great feedback! Thankyou very much for taking the time to help, it means alot!!👍🏻

    No worries. Best of luck! I've subscribed, so I'll be watching your development with interest.

  • I've just watched your most recent video, the one with you using the mic for the first time.

    I think you've got a few things going for you right off the bat. Your mic and video quality are good and I hope it doesn’t sound weird to say that your voice is quite pleasant to listen to. You seem like a nice person and someone I personally would enjoy watching overall.

    In terms of feedback, I feel like you could go further with editing and commentary. Editing doesn’t have to be fancy, just a bit of cutting here and there. Things like the pregame lobby and loading screens can safely be cut out unless you have something to say or show to the viewer, as they don’t add much to the experience on their own.

    With commentary, I think it’s just a matter of overcoming that initial nervousness and getting in a bit of practice. It would be nice to hear you discussing the game a bit more while you play. I’m not commentator myself, but I imagine one of the easiest ways to achieve a more consistent run of commentary would be just to vocalise your thoughts more. As some examples, if you say, “I hope we don’t get The Game, I hate that map”, tell us why you hate it. If you mention that you don’t usually run Small Game, tell us why, or talk about the perks you usually like to run. Give us your opinions on things, or tell us a story if something you experience reminds you of a game you had the other day. That sort of thing just helps to show your personality and build more of a connection with the viewer. I notice you’re already starting to do that stuff as well, which is great.

    Keep at it – like I said, I think you’ve got a good thing going here 😊

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/691255#Comment_691255

    Can't change the default controller wiggle action. It's not given as an option.

    Sorry, I should have been clearer. I wasn't suggesting that the players remap the controls themselves, but that the devs change it as a quick interim solution to the pain issue.

  • I think these are cool ideas but I also think the more complicated a power/perk/quirk whatever is, the more difficult it is to balance. I would be happy with something simple, like different survivors receiving small passive boosts to certain actions which are in keeping with their character/existing perks. So Dwight might get a 5% bonus to generator repair speed when repairing with another survivor, Meg might get 5% bonus movement speed (or if that's too strong, 5% bonus movement speed under certain circumstances, such as only when she is healthy), Claudette might get 5% bonus to healing speed, Jake might get 5% bonus sabotaging speed, etc. It would give survivors a bit of variety without being too broken or difficult to balance further down the line.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/691247#Comment_691247

    On a controller, you have to mess with the right joystick. It can be physically taxing on a person's thumb and it's bad for the controller. Trying to do it with your palm instead of your thumb isn't a good alternative and is still bad for the controller.

    I couldn't comment on how taxing that might be since I've never played with controller, so I'll take your word for it. In that case, perhaps a simple interim solution would be to change the default controller wiggle action to the bumpers instead of the joystick, which would be a lot more similar to the PC mechanic and therefore apparently less painful to execute.

  • If people are experiencing physical pain from wiggling, they're doing it wrong. You don't have to mash the buttons like your life depends on it. Just rock back and forth between them. You only need to hit each side 2-3 times a second to get 100% wiggling speed. Of course this is discounting people with actual physical disabilities who have difficulties with repetitive actions, but I'm not convinced that anything short of fully automated wiggling would fix this issue for those people unfortunately.

  • @FireHazard said:

    @Fibijean Actually no, its not. Just tested it on KYFs, if the last Survivor opens the hatch and you try to close it when they do, you're not physically fast enough to close it before the game ends.

    And from what I read at the end, it sounded like he means the last solo Survivor. If we're talking 2 or more, than yeah you're right.

    @PhantomMask20763 If you do this with two or more Survivors, than yes the EGC will activate. If it WAS possible to do it with the solo Survivor, the EGC would also activate. But its not, you're not fast enough to do it.

    I can see how the second paragraph of the OP could read like that. You probably missed the part at the beginning where he mentioned that there were "3 survivors left" in this scenario.

  • I've seen a few self-proclaimed very new players around the forums recently as well, so I think you're right. I'm excited! Hopefully they'll stick around in the long run.

  • @FireHazard said:

    @PhantomMask20763

    Pretty sure that isn't possible because the animation to dive into the hatch once it's open, and the animation for when the hatch closes is so fast that it doesn't give you enough time to do so.

    It's definitely possible, I've had it happen in my games. He's talking about if someone escapes with a key but there are still 2 survivors left alive, in which case the killer is able to close the hatch before the non-key-wielding survivors can escape.

  • Yes, any time the killer closes the hatch it triggers the EGC.

  • Whenever I feel the urge to recommend a different playstyle to the killer, it's usually because they either played so badly it's obvious that they have no idea what they're doing, or because they employed a playing style which is widely known to be not very lucrative, like facecamping.

    As for motivation, it's not really about rank. Most people care far more about bloodpoints than they do about rank because the former allows you to unlock more content, while the latter is fairly meaningless. As you say, it makes no difference to the survivors how many bloodpoints the killer gets, so I would assume they're just trying to be nice and give you some tips to earn more BP, since that is most people's goal. In the case of facecamping, not only do you earn more BP by not doing it most of the time but it's also a more enjoyable gameplay experience for everyone involved, so there may be an element of that to it as well.

  • @NuclearBurrito said:

    It doesn't always work, but I try to just say in the pregame chat to not run unless you happen to KNOW the Killer is there cuz of this perk

    The stupidest part of this whole situation is that that shouldn't even be necessary. It tells you when your rescuer has WMI, the same way that it tells you when they have BT, so you should be able to adjust your playing accordingly.

    I don't know what rank this happened at, maybe David was just new. But if he wasn't new and just too moronic to look at his HUD in the 30 seconds you (OP) spent chasing him around, well... he deserved to die.

  • @StupidButTru said:

    https://forum.deadbydaylight.com/en/discussion/comment/689820#Comment_689820

    So to sum it all up we need to mind our business and let them do what they want

    Yes and no. A more accurate summary would be that we need to recognise that we don't know everything. We are on the front end of this game, not the backend. We can criticise and we can complain, but we ought not to be too quick to assume we have all the information and judge the developers accordingly.

  • @Kees_T said:

    https://forum.deadbydaylight.com/en/discussion/comment/689783#Comment_689783

    I think the word lazy was not used properly, my point is, they're too slow to do what they need. With the new stuff they added in the PTB, that is something I liked and they have put effort onto it.

    Yeah, I can agree with that. I think they just don't have the scale to be able to execute a lot of these things quickly.

    I apologise for jumping down your throat a bit there. I just get sick of people on here calling the devs stupid and lazy because they're not 100% satisfied with the direction the game is going at the moment. But it was unfair to take that out on you as I did.

  • We're not allowed to link to external sites on here, but what's your name on YouTube? Perhaps we can look at some of your existing videos and give you more specific advice as audience members.

  • I think it differs hugely from person to person. The best general advice I can give is to be yourself and don't try to fake it for the camera, because people will be able to tell if the personality in your videos is genuine or not.

    I think the top priority has to be character/personality, because literally anyone can post videos of themselves just playing a video game. What makes people want to follow one creator over another is largely down to their character. That doesn't mean, though, that you necessarily have to use a camera or even a mic if you don't want to. Some very successful Youtube LPers, such as Yrimir in Terraria, never use a microphone and just caption their videos with directions and comments. The important part is that their personality still shines through in their commentary and the way they write.

    Skill in game is important to some people. Particularly if your "persona" is not the main attraction of your videos, it's good to have some sort of uniqueness to your gameplay, whether it's a certain style (for example, Noob3's signature toxicity) or just being really good at the game. I often find it very frustrating to watch someone play a game badly, although admittedly less so if they can recognise and acknowledge what they're doing wrong and improve as time goes on.

    Look at other YouTubers, see what works, see what doesn't work, think about what you could emulate and what you would do differently. The bottom line is, if you're being genuine and interesting and producing quality content, you will naturally attract the right kind of audience for your "brand".

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