Fibijean
Fibijean
About
- Username
- Fibijean
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/689116#Comment_689116
Stop this song alrrady mate, the OP is not complaining about dedicated server.
"We'll do this, we'll do that". Yeah, no.
In the same time they are "working" on this and instead of fixing issues of their game, they've released around... 150 cosmetics ? (I dont know the exact number).
Priorities. Thats what the OP is about. Dont talk about doing something if you know you wont make it.
But that's exactly my point. We actually don't know how much energy/resources/manpower they are dedicating to certain tasks because we don't sit in on their meetings or watch over their shoulder as they work every day. I don't know if you've ever worked in a company office, but typically they have different teams for different tasks. The programmers and game designers are not the ones creating cosmetics.
Yes, it's possible that they are funneling all their money and technical resources into the development of cosmetics while ignoring the long-term health of the game because they are greedy moneygrubbers who don't care about their game or their player satisfaction.
It's equally possible (in fact, more so, if we assume that the devs are neither complete idiots nor pathological liars) that they are pushing out cosmetics precisely because they care about player satisfaction and game health in the long term. Cosmetics are far easier to develop than game mechanics, harder to get wrong, and don't need as much testing and iteration, therefore they are able to be implemented much more quickly and frequently. At the same time, cosmetics bring in more retinue for the company which can then be redirected into larger and more complicated tasks like game balance and dedicated servers.
We simply don't know what's going on behind the scenes, and it's incredibly foolish and presumptuous to pretend that we do by complaining about the developers and their priorities as if we know anything about their motivations and intentions aside from what they've told us themselves.
-
@Kees_T said:
https://forum.deadbydaylight.com/en/discussion/comment/689257#Comment_689257
The AI responds to the moviments of the Killer. You can just follow the bot and he will always run away from you, if you try to cut him off on an edge, he will turn around and run in the opposite way. I'm talking about the Meg bot btw, the one that drops an pallet in the start.
Well I don't think they're gonna put effort on something that most people will probably not use, plus the fact the devs are very lazy.
So lazy that they go out of their way to frequent the forums and respond to ideas and feedback, host streams for the sole purpose of keeping the players in the loop on what they're working on, and constantly go back and iterate on previous designs based on player feedback to improve game balance and user experience. It's really very obvious to anyone who isn't taking a deliberately cynical approach that the developers are passionate about this game and making it the best that it can be, and they're clearly going out of their way to heavily involve the players in that process.
But yeah... if you believe that the devs are just lazy and that's the only reason why they wouldn't implement difficult-to-execute mechanics like this, then I don't know what to say. I rest my case.
-
It's also worth noting that if their internet goes out, they usually get to keep points and items, so they may turn their internet off deliberately as a means of having their cake and eating it too.
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/689188#Comment_689188
The filters seem to be bugging 😅 the f word and h word didn’t censor originally and then the s word didn’t censor on my second edit.
Frick and heck? How dare you spout such filth.
-
@Kees_T said:
https://forum.deadbydaylight.com/en/discussion/comment/689175#Comment_689175
Did you played the tutorial? There's an survivor AI, its not great, but thats enough. CTRL C + CTRL V. I don't code AI's but I have programming experiences.
I have played the tutorial. A more experienced programmer may correct me if I'm wrong, but I believe that survivor is programmed to respond to very specific input. You do the thing the tutorial tells you to, and that triggers the survivor to perform a specific action. Something like a training ground, in which the player could experiment with different strategies, would require something much more complicated to be effective. It's not just a matter of copying code across.
Again, not saying it couldn't be done or that it wouldn't be helpful, just that it would require more resources than (I expect) they have available to devote to it right now.
-
@Kees_T said:
https://forum.deadbydaylight.com/en/discussion/comment/688873#Comment_688873
What? Its not hard, its very easy, since its an localhost server you don't need to send packets to anyone, its even more easy to make. I think its perfect for new players to get the mechanics of the Killers, using their powers and so on.
The bots don't need an incridible AI, just make that the bots run away from you when they're inside the killer's terror radius, trying to go to near pallets. You can also get the same thing with low ranks, they are very well trained bots and almost don't touch gens if you do a little pressure on them.
You don't sound like someone with a lot of experience coding AI. Good AI, even decent AI (decent enough to actually be worth anything as a training mechanic) is very difficult and time-consuming to code well, regardless of how seemingly simple the movement is. No one is saying that it couldn't be done or that it's a bad idea, just that the devs have enough on their plate at the moment as it is to devote so much time and resources to a project like AI development.
-
@Viracocha72 said:
Man what a bad idea it was coming to this forum. This place is kind of depressing. I just got the game 6 days ago and have been playing it non-stop. Haven't had this much fun since Left 4 Dead. Pretty much all I've seen here is people bashing the game, calling it toxic, and now this guy saying that new players will be discouraged. Well I can definitely assure you I haven't been discouraged once yet. I've been having an absolute blast. Maybe my experience is different because I'm playing on console, I don't know. Anyways I guess people will always find something to complain about.
You're absolutely right. Unfortunately people have a tendency to forget that as players, while we can comment on the game in its current state, not being privvy to what's actually going on behind the scenes we have no grounds whatsoever for commenting on what the devs are or are not doing or intending to do.
Everyone always has something to complain about, and the developers are an easy scapegoat to pin the blame on for any bad experiences people have in the game. I'm so glad to hear that you're enjoying the game and I hope you continue to do so. Most people don't know what they're talking about nearly so much as they pretend to, so don't let the negativity on the forums put you off 😊
-
@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/688576#Comment_688576
And @Tzeentchling9 .
When you make an announcement for something, you work hard and make it happen. Not a crappy last minute rushed bandage. Its been almost a year now that they are "working" on it. Stop making excuses.
And yet if they hadn't announced the fact that they were working on it, instead of complaining that the servers aren't ready yet, right now people would be complaining about the fact that the devs (seemingly) aren't even considering it.
As long as people continue to assume that there's nothing going on behind the scenes that we don't know about, they will always find something to complain about.
-
@Chicagopimp2019 said:
https://forum.deadbydaylight.com/en/discussion/comment/687633#Comment_687633
I know exactly what you mean. I have someone say the exact same thing ("Feng did nothing"). I had to remind that person that I did two solo gens and three totems while they ran the killer around. Person was just salty because they got caught and camped by a huntress during the endgame and I wasn't going to sacrifice myself for him.
Ironically, the fact that there even was an endgame is proof that you did, in fact, do something.
-
I don't think this is meant to counter tunneling, I think it's meant to counter facecamping. Which may beg the question of whether it's preferable to encourage facecamping or to encourage unsafe rescues, but surely there's a way to discourage both with a perk like this. It could use some adjustments, sure, but I think it has good anti-facecamping potential, and I've seen a few suggestions on this thread already on how to counter potential abuse, which are much better than a flat-out "no".
-
@8obot1c said:
Not saying who, but a girl said I wasn’t doing any generators. Boi I got iridescent lightbringer.
https://us.v-cdn.net/6030815/uploads/764/43ESIQDTYC94.jpeg
I just hate people that say you didn’t do anything even though you definitely did.
I know what you mean. I had a match the other day where the only thing my teammate said in post-game was "useless Feng". And it was like... yeah, I only did a gen and ran the killer around for half the game, completely useless. Just because they didn't see you doing anything, somehow to them that's proof that you didn't.
I don't even know why it bothered me as much as it did. I guess just because it feels so unfair and unprovoked. No one likes having other people telling or believing lies about them. So yeah... I got your back. Know exactly what you're talking about. It sucks.
-
@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/686478#Comment_686478
While I agree with you in part we have to consider the reason they some react in such a way. To reply with insults is wrong but it does imply someone originally called them out which itself can be an insult.
I would agree with you if I hadn't seen all the conversations in question myself. The majority of the "calling out" that was met with insults was simply people saying that they couldn't understand what was being said. Nothing malicious or demeaning. And while a person may feel insulted by the recognition of their failures, if they lash out at people who are merely pointing out a relevant concern, the fault lies entirely with them. Taking offense where no offense was given doesn't justify bad behaviour.
-
@borna_lk said:
https://forum.deadbydaylight.com/en/discussion/comment/686008#Comment_686008
No they told me they don’t refund iridescent shards or auric cells (which is a flat out lie as they can grant someone a million of whatever currency at the push of a button) 18,000 shards is a lot of play time and it goes down the toilet if I buy the chapter. That’s 150-200 hours of game time
"Don't" is not the same as "can't". So no, they're not lying to you, they're just refusing to give you what is essentially a refund on a previous purchase because that's their policy, and that information was available to you when you first made the purchase.
The point people are trying to make is that giving you shards because you paid for a DLC is essentially the same as allowing players to purchase shards, which does introduce a P2W aspect into the game. There are good reasons why shards and cells are separate currencies.
Also, with all respect, if your reaction to them not giving you an explanation was to seek one on the forums instead, and then to continue to debate people who tried to give you one, they were probably right to ignore your request for an official explanation. I understand why it feels like bad customer service, but they're already incredibly busy. They simply don't have time to justify their decisions, or to keep debating back and forth while you try to convince them that your motivations make their rationale invalid.
No one is forcing you to buy the chapter again. This is how basic economics works. If you want the exclusive cosmetic, it costs $8. That's the price they've set. It's your choice whether to take them up on that offer or not, but if you do,you have no basis for retrospective complaint about the reasonableness of the deal you chose to make.
-
My impression, both from the (admittedly somewhat ambiguous) diagram and from the conversation surrounding it, is that everyone will be able to earn Rift cosmetics through ordinary gameplay. The type/amount of cosmetics you are able to earn will depend on whether you are participating in the paid tier or not. It would seem that by default, players are a part of the free tier. Therefore, in the same way that the free tier itself is automatic and the cosmetics acquired through it are earned via gameplay, the paid tier is automatically applied to players who choose to purchase it, and those players are then able to earn paid cosmetics through ordinary gameplay.
-
@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/686430#Comment_686430
From past posts they are from Asia.
I have to say I respect others who try to write in English when it is not their native language. At least they try which is more than can be said for a lot of native English speakers for the most part.
Practice is the only way to get better after all and calling someone out for trying seems quite rude imo.
Personally I have no trouble understanding the OP's posts even if they can be harder to decipher at times. It's all good.
I don't think anyone has any problem with people who aren't native speakers doing their best with English. English is hard, and we can all respect that. What I believe @Mtom912 is refusing to respect is not his lack of English skills but his habit of unprovokedly insulting the intelligence of anyone who has trouble understanding him, instead of saying "Yeah sorry English isn't my first language, let me try to reword that so it's clearer" or some variation thereof.
-
"If killers and survivors have the same skill level, killer mostly has to camp".
Only if that skill level is zero.
-
I think it's important not to completely disregard the context surrounding that quote. Taking everything someone says at face value while ignoring context and subtext is a recipe for misinterpretation. It's entirely possible that Mattieu was speaking in terms of creative limits - in the past, they've said a lot of things like "we'll never do a clown killer" and "we'll never do a non-human killer". They've been breaking those rules one at a time and they recognise that, so that quote could easily just be about sweeping aside all preconceived notions of what they can and can't consider conceptually and expanding their creative vision.
Hyperbolically stating that "nothing is impossible" doesn't mean that Behaviour has suddenly acquired infinite funds and resources and are able to do literally anything they want. It doesn't make them liars if they say something like that and then don't immediately release three DLCs the next day because hey, they said nothing is impossible, right? Human limitations, legal limitations, elements which are simply outside their control are still a thing. The logic just doesn't follow.
It's okay to speculate, but I would advise against getting your hopes up or acting as though your speculations are essentially confirmed fact. And getting your hopes up based on a misinterpreted one-time comment and then calling the devs liars for not fulfilling your misguided hopes would be both irrational and unjust.
-
@Bartlaus said:
Hello dear developers and moderators,
your Game Rules state that disconnects are bannable. So far so good. What about people who leave a game via Esc + "Leave Game"-Button? This is not a disconnect for me, but can be abused just like one (eg Killer/ Survivor dont like the Map). Is this also bannable?
And if it is bannable ... why give you this option to the user? It would help me if you make these rules more precise :)
Thank you in advance
That is precisely what they mean by disconnecting from the game. The reason the option is there is in case players have something come up in real life and need to leave the game because in a lot of cases just leaving if you're not going to be returning any time soon is better than going afk. But as you say, it is easily abusable, which is why doing it too often results in a ban.
-
He's suggesting that using the tombstone is kind of tryhard, and boring and unfun to play against. Which are all valid points, but nothing to insult someone over, since as you said, you're perfectly within your rights to just have a bit of fun with a rare add-on once in a while.
He just had a bad time and you're the obvious person to blame.
-
@xEa said:
Congratz to the winners! Fantastic job!!
Very cool guides, as i already mentioned i really liked the #1 a lot.
Im still a bit sad that we were not able to do it in time... just a few more hours and we would got at least in. We even had most of the layout for all the other pages and the whole text, but we decided not to rush it and finish it at some point.
Thats the version we had right at the due time
https://us.v-cdn.net/6030815/uploads/288/YBFBK8A9Q5HO.pdf
We will finish it probably during next week, if someone wants it, let me know :)
Oh by the way, forgot to say this earlier but I thought your guide looked really amazing. I'd love to see the finished product, and I'm sure it would be useful to new players if you wanted to post it on the forums when it's finished!
-
@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/684106#Comment_684106
What I meant is, you meshed the text into the image without taking away the point of the presentation. That's something I would of possible thought of if I had a better program to edit images in. But overall, the concept of what you did saved space and was more "noob friendly" overall. Mine was a more, hot take, on the concept of a guide.
Instead, I put lengthy text outside with images to follow up each section. In the long run, the post became too lengthy and before I could shorten or edit it heavily it was already September 9th.
I started my post on September 7th, so I only had 3 days or so before they closed the page entirely. I'm not sure if I can link my post here, but you can find it as my earliest discussion and see what I mean.
If you'd like, you can direct me to some programs I could use in the future, or direct me to the one you specifically use. I don't know how you'll do that without breaking the rules of the forums on outside links... So... idk.
But it would be appreciated for anything in the future like contests or in-general just regular posts.
Oh I see, so you just meant about having the text and illustrations more integrated. Yeah, that's just a layout thing. Because my guide was so long (3000+ words) I had to break it up a lot to make sure it was digestible, so I used a lot of visual tricks to make it easier to read (small paragraphs, lots of headings, variations in the layout, images, different colours, widely spaced lines, etc.)
I won't provide links for the reasons you mentioned, but I can give you some program recommendations. I used Adobe Indesign to make my guide, which is good software but very expensive - I mainly used it because I already had a subscription to it for university/work related reasons. But what I did with my guide should be easily doable with any layout design program. MS Publisher and LibreOffice come to mind.
When it comes to image creation/editing, as I said the stuff I did wasn't very complicated. The program I used was Clip Studio Paint Pro, but you can also use Photoshop, or I've heard that Krita is a good free alternative to both of those.
-
@FireHazard said:
Congrats to everyone who won, this has inspired me to create specific Killer guides in the future.
I'll take a note from the 1st place winner and follow through with the after thought of adding the text into the image, this will limit the amount of text and overall be a better presentation.
I didn't do that because the closest thing I have to photoshop is MS Paint currently lmao...
I'm not certain what you mean about adding text into the image, but if you want some tips with presentation I'm happy to help :)
The imagery was actually really simple to make, I just used a watercolour brush in my paint program of choice. If you're looking for something better than MS paint, there are a few alternatives out there. I've heard that Krita is quite good.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/683878#Comment_683878
You won man, go check it out!!!!! :)
Oh, wow! I only just found it, took me ages to find the post cause it wasn't pinned lol. Thank you 😊
-
@Ihatelife @KillermainBTWm8 @NMCKE @Hoodedfengm1n
Wow, thank you guys so much for the support! I really appreciate it. What an amazing thread to wake up to ❤️
-
@Chickenchaser said:
- Crouch
- Unhook
- Crouch
- ....?
- Profit
Literally this. Hag is so easily counterable when you're not in a chase, it's not even funny. I don't understand why so many people act like crouching doesn't exist.
-
I think the idea of favouriting builds is a good one, and something I'd love to see implemented.
But if I understand correctly, your first suggestion is that killers should be able to choose whether to go up against SWF or a group of solos? That would amount to removing SWF altogether. Very few killers would opt to play a likely more difficult game if they were presented with such a choice. There would need to be a very powerful incentive to counter it.
-
@kaminarisan91 said:
https://forum.deadbydaylight.com/en/discussion/comment/679284#Comment_679284
How was it unplayable? I mean, for all I know that havent been there on the dedicated servers, it could just as well mean "it was unplayable for hatchets cause without the lag for the survivors, she couldnt hit with her hatchets anymore"
It was less the fact that there was less latency on the survivor end as it was that there was more on the killer end. As I understand it, previously killer powers which require aiming, like Huntress' hatchets, were able to be charged, thrown and connect instantly and predictably, because the game was hosted on the killer's connection. However, the killer's connected to the server is not likewise instantaneous, which causes problems with aiming. This is mainly because it's a lot harder to aim at a target when not only is the killer seeing survivors, not as they are in real time, but as they were a tenth of a second ago, but the survivor has had another tenth of a second to move in the time between the hatchet being thrown and the server registering that information. A tenth of a second might not sound like it makes much difference, but... it really does.
Hopefully that makes some sense.
-
Basically he wants Deliverance to be a passive ability on second hook. I'm not sure why being a solo player is relevant to that, since it's not like solos just never bother to rescue each other.
Also just for everyone's information, this guy has a habit of posting incomprehensible things and then insulting the intelligence of readers who don't understand him, as well as claiming they ought to be able to understand near-gibberish through "intuition". I normally don't have a problem with those with language difficulties because hey, English is hard, but this guy just has a really bad attitude about it. So I guess I just wanted to say, for those he's insulting, don't take it personally. It's not you.
-
@Rademenes16 said:
https://forum.deadbydaylight.com/en/discussion/comment/674256#Comment_674256
you're wrong.
If game or more like maps were created randomly there would be a total mess. Its not a seed generator like in minecraft. In this game, devs have choosen the spots.
Every chest, mountain and hook spawn randomly but in spot that was made before by devs themselves.
I... know that. Or at least, I understand that the map generation works the way Peanits said. There are still a good several dozen or more spawning spots for both totems and hatches. I'm not sure what your point is.
-
I'd be interested to know what the rewards used to be on release. I've been playing since about three months post-release and I don't recall anything like that, so they must have removed it very early - which means it was probably broken af. Curious what it was, if it was ever actually a thing and not just a random rumour.
-
The grind is hard enough already for new players, not only with having to grind for a decent loadout but also the skill gap with the matchmaking as messed up as it is. We're about to have a whole bunch of new players, it would be a bad idea to widen that gap even more by giving free boons to more experienced players.
-
Tenacity, by definition, is about persistence/resilience, so I would like to see an added effect that reduces or even removes either bloodstains or pain noises while crawling.
-
You can always try just not playing the meta. If you're that new, you're not at red ranks, so it's not like you have to run meta perks just to have a fighting chance.
If it's any comfort to you, it used to be worse. Back in the day the grind was much longer (that's why legacy skins are a thing), perk slots were unlocked at higher levels, and no one started with any perks by default.
My advice would be to chill out a bit and just play the killer you're interested in playing. You don't have to grind for meta level teachables right away. Every killer has at least one unique perk that's not terrible, and you can pad it out with some decent universal perks like NOED, Iron Grasp, Sloppy Butcher, Bitter Murmur, or Whispers. Once you have your favourite killer at a decently high level, you can keep playing them, so you're still enjoying yourself, but use the points you earn to level other killers for teachables.
Also Barbecue helps, of course, so if you have Cannibal, prioritise that.
-
I'm guessing you're new. The short answer is, never. Killers are supposed to be both faster and stronger than survivors, and believe it or not, that's balanced. If survivors could outrun killers, the only killers that would ever catch anyone would be the ones that get speed boosts, of which there are only three I can think of (Nurse, Billy, Legion).
If you're getting caught because the killer is too fast in a chase, you're probably not using the environment to your best advantage. Aside from mindgames and stealth, survivors have other advantages over killers in a chase, such as windows and pallets which they can use to gain distance. There's also looping, 360s, and various other strategies used to play for time in a chase. Killers need to be faster in order to have any chance at all.
-
Thanks for the help you guys. Hopefully this will be helpful to someone else - in the end I decided not to include console controls because I can't confirm them personally, and I'd rather the guide be incomplete than inaccurate.
Hopefully that makes sense, thank you again for helping :)
-
You mean... pallet save yourself? As many times as you like? With no chance of failure? Do you have any idea how broken that would be? No one would even need to worry about being hooked with that perk. Just loop them until they catch up, let them down you under the pallet, save yourself, run to the next loop while they're stunned, rinse and repeat.
Might as well have a perk that lets you kill the killer. I'm sure death would be less painful for them.
-
Nope. The clue is in the name. I'm not sure what you mean about the hatch. Perhaps you've just been unlucky, but in my experience as a crawling survivor, and just mathematically speaking, the chances of it spawning right next to a downed survivor are actually quite low. As for the totems, aside from being just completely out in the open (which I'm sure is the last place you'd want your totem to be), you'd be hard pressed to find a single spot on any map that isn't close to a generator or a loop.
-
Sometimes it's because they're salty and want to punish the killer, but actually more often it's because you can sometimes keep your items/add-ons if you DC from a game instead of dying.
-
Why is this even a debate, though? It's not like the source material is non-verbal. Are there different pronunciations in the show?
-
I'm sure there'll be some who don't like it, but to me this sounds like a fun and entertaining way to diversify perk setups. There's a reason gambling is so addictive, after all.
-
What @ElusivePukka said. The only way to succeed in any kind of content creation is to make things that you enjoy. If you start to gain an audience and they may specific requests then maybe you could consider branching out. But if you start out trying to please your audience instead of yourself, you're doomed before you've even begun.
-
@Atrushan88 said:
@Fibijean The official one could be replaced. I mean it's not like it gives that much info as is. As for the other point, there are 3 prizes. The other two could easily be looked at if someone wanted to view an outside beginner guide. Most likely the guides won't go that far either, they'll likely either be videos or something like that, or text, and you can put a video guide into the game, there are other games that put video files in them.
Yes, but the winning guide won't necessarily be a video. While it's true that the second and third place guides will be available for viewing elsewhere, they aren't interchangeable and will almost certainly cover a different topic and not be as good anyway. Also, even if you don't think the ingame manual is useful, it does cover a lot of useful information for new players and it's unlikely that, having put all the work into making it, the devs would just remove it from the game.
-
That might be difficult depending on what format the guide takes, though. Like how would you embed a PowerPoint presentation or an Interactive PDF into the game? Might be possible, I don't know.
The other thing is, while you make a good point, in some ways having guides external to the game is a good thing. For example, I imagine there are people who might want to read about the game at times when they aren't able to actually play it, like when they're on the train or on a different device or something. Depending on the format and content of the guide, integrating it into the game itself defeats that purpose and effectively just means that there are two game manuals to choose from, one official and one fan-made.
-
@[Deleted User] said:
I don't know what I hate worse, those titles, or the ones that go "Don't you hate it when this happens," or other click-baity titles.
-
Judging from the amount of posts on the forum just like this one, it seems like most people don't realise this, but DCing is already punishable by being banned.
It just doesn't happen after a single disconnect because, as @TKJesse mentioned above, they're trying to allow for crashes and internet problems. As I understand it, it's a ratio system, so if your ratio of games disconnected to games finished is too high, you get banned for a day or two.
-
@Ukonvasara said:
These are the default controls for PS4.
For killers: hit is R2, power is L2,
pickup a survivor R1, drop a survivor circle
For ghostface specifically, crouch L1
Survivors m1 actions are all R1, hitting a skill check L1, healing with a med-kit R2, insta-heal L1. Dead hard is X
AFAIK, R1 and R2 on xbox are RT and RMB respectively and X is A and Circle is B L1 and L2 are LT and LMB, obviously.
Hope I could help. Gl with your guide
That is helpful, thank you. What about struggling on the hook?
-
The closest server to Australia is Singapore I believe. What's your ping like on that one?
-
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/665877#Comment_665877
My bad for not understanding you actually meant there's nothing to gain.
Yet the same still applies though, or otherwise it would never happen and this post wouldn't exist.
That is decent logic, I suppose. Even if I can't imagine how or why something like this could happen, either I'd have to be prepared to call you a liar or it does, in fact, happen regardless.
-
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/665842#Comment_665842
I get how it's not fun.
But that's not the point.
Some people deem camping not fun, yet will do it sometimes.
Same applies here, and to let the hostages be taken hostage just cause it happens very little isn't right.
The numbers might need to be raised some more, but the time limit won't ever affect any regular players, INCLUDING stealth players.
It's not meant to apply pressure to normal gameplay, and if it does, once again, i'll happily raise the numbers some more.
My point wasn't that people don't do it because it's not fun, it's because there's nothing in it for them. The bit about fun was just to counter your point about people being bullies for the sake of it.
Killers camp because they think there's something in it for them. Either they want to secure the kill for the sake of BPs/ranking up because they don't realise it's not the best strategy, or they just do it for the satisfaction of watching a particularly toxic survivor die. Either way, there's something in it for them, even if it's not "fun". 99.9% of the time, you won't find a single survivor who spends the entire game hiding and nothing else, let alone a full team, because there's simply zero incentive for them to do so.
-
@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/482112#Comment_482112
I'm aware, but my issue is they haven't addressed this since it was found to clearly not have appropriate servers on the PTB for quite a few very populated areas, such as Australia.
Closest server to Australia seems to be Singapore based on the last locations list they released. I wasn't around if/when they tested it, what was the latency from Australia to Singapore like?
