Fibijean
Fibijean
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It does, I've had it work in my favour before on maps with a lot of LOS blockers, like The Game or Lery's, where the killers rely more on being able to see hook auras. That's the strongest part of Boil Over. The increased wiggling effect is fairly useless against all but the newest of killers, because most will be able to easily adapt their movements to compensate so they won't keep running into walls.
That's not to say that Boil Over is a great perk, I wouldn't advise bringing it in most situations, but it's not entirely useless.
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AI is one of, of not the, hardest and most complicated things to program. So the answer is in theory yes, in practice not necessarily. It's not too difficult to have a bot like those in the tutorial who follow a set path and do a particular action, but creating a bot against which players could test their skill would require developing an AI capable of imitating the rational and moral thought patterns of a real human being, which would be incredibly time-consuming and probably wouldn't improve the game proportionally to the amount of resources it would take to develop.
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I'd prefer my Rift to not be a lootbox. It's one thing to have surprises hidden in free content like the Tome lore, but if it's paid content like the Rift, people should be able to see what they're shelling out for.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1258548#Comment_1258548
I wouldn't even call him (noob3) toxic to be honest. While he does tbag and click once in a while he's never acted like an ass post game as far as I know.
Therefore he just does it to mess with the killer's focus which is just a legit strategy.
It's people like those described in this thread (insulting post game, rubbing the win in the killer's face etc) that I would call toxic as it serves absolutely no purpose other than making a complete stranger feel bad despite allowing these toxic people to play the game in the first place.
Precisely my point!
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You can't delete your own posts - your best chance is to discuss it with one of the moderators. I can tag @MandyTalk in here to see if she can help you out.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1258187#Comment_1258187
Im to lazy to report it properly but to get people informed that it exists so that some individual who cares enough will take action is the main goal
Fair enough I suppose, but as @RareOmen pointed out, it's generally on the person who discovered a bug to report it. Reporting is always optional, so it's okay to not feel like going to the trouble, as long as you aren't upset later if the bug doesn't get fixed.
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@magicmaster2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1258538#Comment_1258538
No0b3 is so amazing and I love his content. Even if it is only a monthly upload
The thing about No0b3 is he's only "toxic", he's not actually a toxic person. He teabags and clicks flashlights and everything, but it's all in good fun and he's never trying to actually hurt anyone the way these people do.
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1258492#Comment_1258492
I'm someone who intentionally overwhelms myself (to a bearable extent) at an attempt to get everything I've been assigned done in one swoop, so I know the pressure that the person is dealing with. It might be a good idea to aid him/her or hang out if you're into that.
You're in a good spot if you have the ability to relax though. Schools seem to have this mindset where more meaningless work will help whomever later down the line.
Unfortunately, as much as I would like to help them, the situation is complicated to the point where there's nothing I can personally do. We're getting super off-topic at this point lol, but I do thank you for the sympathy ๐
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I think a killer ping indicator in the lobby is a good idea, but I'm not so sold on hits being server-sided. As bad as it feels to get hit from miles away as a survivor, in my opinion (as someone who mains survivor about 70/30), it would feel a lot worse as killer to hit a survivor and just watch your weapon go straight through them and not even register. Imagine if every hit felt like a grab, where you never know if it's going to even register or not.
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1258323#Comment_1258323
That's surprising. Most teachers and tutors these days would rather have sleep deprived students in class rather than healthy students out of class.
It is a rarity, but I'm very grateful. I know someone who appears to be having actual mental health issues (largely of a depressive nature) due to the pressure they've put on themselves to do well in their Honours course (in a different faculty), so the fact that I'm able to actual relax and enjoy doing a project on something I'm passionate about for mine is even more valuable by comparison.
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@magicmaster2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1258457#Comment_1258457
The devs have even said rank is only for matchmaking, but even then it still doesn't mean anything.
It means very little. Apparently, there is a strong statistical correlation between the escape rate and the killer-survivor rank difference, which would suggest that it is some indication of skill, but even the devs admit that the system is flawed in many ways. Personally, I'm rather looking forward to hidden MMR, if only because I'm hoping it will stop people from fixating so completely on their rank.
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I wish I had recorded the moment when I finally got the From The Void She Kills achievement (legitimately, without even farming). I even had OBS running in the background, I just forgot to switch it on for that particular game.
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@magicmaster2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1258441#Comment_1258441
I do pity them. I mean i was rank 5 and they were all red ranks (like 2 or 3s) but it's cool. Just figured I'd post this to tell a story
Totally, I'm not ragging on you for posting it or anything. I know how you feel - I once had a Steve who pallet looped me the entire game and only got away with it because I was so bad at playing Nurse. I was rank 11, he was rank 2. After the game he felt the need to boast about it, so I mentioned to him that his strategy is actually a very bad one against a Nurse and he would have been dead in five seconds if I had been a competent player. He didn't want to hear it - apparently the idea of a rank 2 not knowing everything about survivor gameplay is laughable.
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They're probably 13-year-old bad words themselves - mentally, if not physically - if they think that's in any way a good use of their time.
The only people who find it fulfilling to hate on others for no reason are people who probably don't hold themselves in particularly high esteem either. It's pitiable, if anything.
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Quite likely. As you pointed out, they did say in the livestream that they had been conducting these tests, and it would make sense to be enabling it for short bursts in advance in order to allow the system to gather data on different players in preparation for the official launch of the system, so that when it does fully replace the current system, the numbers won't be completely haywire for the first couple of weeks.
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1258314#Comment_1258314
It won't kill anyone, it will just end the game
But my point is I'm not sure it would. The EGC timer is supposed to end the game. If the bug breaks that, there's no guarantee it wouldn't break this too.
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@DetailedDetriment said:
My personal unwritten rule is to body-block a survivor that preemptively wastes Killer Shack, Cow Tree, or any other strong pallets.
Best of luck with your project though. Honours and AP classes aren't very forgiving as one may learn.
Thank you! Luckily, my tutors are incredibly nice and supportive, and they're constantly reminding us to take breaks and get good sleep and prioritise work-life balance and that sort of thing, so it's a really positive environment. The other day I accidentally slept in and didn't make it to class, and when I apologised to my tutor she said, "don't worry about it, sleep is really important!"
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1257569#Comment_1257569
It's basically to prevent bugs from happening, like, I don't know if they fixed it but, there is a bug that the only way to get out of the game is DCing because a survivor bugged on the hook and don't die even for the end game collapse.
Also it will prevent 1 hour matches that can happen if survivors want to play hide and seek
I'm not sure it would work to fix bugs. If the bug is such that the EGC timer doesn't kill the survivor in that situation, what's the guarantee that a different timer would reliably end the match at that point?
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I asked a dev about it the other day on stream, they confirmed that it's an unintended bug and will be fixed.
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I would encourage you to report this as a bug here: https://forum.deadbydaylight.com/en/categories/bugs
That's the best way to make sure it comes to the attention of the developers, assuming it is indeed an issue with the game.
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@ChainsawCharlie said:
https://forum.deadbydaylight.com/en/discussion/comment/1258166#Comment_1258166
And that's their team's fault? Their team deserves to play a 3 man game because of that? Their team gets punished? A 3v1 is almost certain death, AND it cucks the killer because he might end up only getting 2 kills and the 3rd person gets hatch. It's happened to me plenty of time and it ends up in a safety pip or depip all because somebody can't get a stable connection. The responsibility lies upon one person in this situation. The DCer.
At the same time, it's rather unfeeling to just tell someone, "you're not allowed to play the games you like because of this thing that you probably can't control". If it were possible to introduce a feature which allowed players to rejoin a game if they left within the last, say, 30 seconds, I think that would be ideal. That's something which would take a lot of work to implement, though.
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I imagine it's to stop survivors from switching out their loadouts and then instantly pressing Ready so the killer doesn't have time to react, and to stop the killer from dodging the lobby in response to last-minute switches so they are forced to respond by changing their build rather than quitting altogether. Of course, it only partially succeeds in the former, since now survivors just switch out at the six-second mark to achieve much the same effect, which is only slightly riskier due to the careful timing required.
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@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/1255897#Comment_1255897
Yeah, won't lie, he is putting a LOT of faith in Scott's word but he definitely seems to think his voice holds weight. We'll just have to wait and see, we all have our hopes and wants in the end afterall. ^_^
Hope you've been safe Fibi during these awful times!
I meant Paulie's argument rather than Scott's statements, but yeah, we will wait and see.
I have been safe at home - my mum is really careful about the whole thing - and generally doing better than most, all things considered. I hope things are good on your end as well ๐
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@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/1255811#Comment_1255811
Hey Fibi! Always cool to see you around. :D
Now to be completely fair to Paulie, that's just the nature of speculation, you could be right(like when he talked about Ghostface and especially ST) get stuff completely wrong(Pinhead) or land in-between, like his smasher speculation. Now, with Scott, I'll be honest, seeing how he's known about and hinted about the last four killers, I'm just kinda rolling with what he says. You make a very good point on him seemingly only knowing the name and not much else. With that said though, with the way he was actively mentioning how people were just trying to ask about specific license's until they nail it, does personally l lead me to believe it's licensed. That's just me personally though, we'll see soon enough though!
Sorry Fibi, I just want another monster killer! xD
Haha, I understand. And I'm not saying Paulie is necessarily wrong, and of course it's fine to speculate without any real basis to it. All I'm saying is that the basis Paulie is presenting for believing what he does doesn't really hold much weight, so I wouldn't be inclined to assume that the next killer is licensed just based on what he's saying.
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@Asian said:
https://forum.deadbydaylight.com/en/discussion/comment/1255753#Comment_1255753
aight tnx man for the advice, but most of the time new players (under 100 hours) unhook you when the killer is next to you, is it still considered griefing, because new players don't know other then unhooking you next to the killer xD
Unhooking someone near the killer is not bannable. However, if they were clearly working with the killer to get survivors killed who weren't farming, that is definitely against the rules.
In any case, though, the forums are not the place to report or publicly shame people. If you want to report someone, you can do so in-game, and if you have additional video evidence to back up that report, you can submit it via a Support ticket. Those are the only channels through which reports are officially accepted - anywhere else, you won't help to get the person banned, and you might get in trouble yourself.
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Honestly, I don't think there's any logical basis for what Paulie's speculating. He could be right, or wrong, but there's no real reason to believe one way over the other.
Let's assume that Scott does know who the next killer is, and for argument's sake we'll assume that the killer is female and non-licensed. In that context, it would make just as much sense for Scott to use the ambiguous phrase "it's not Candyman" (not only because he's trying not to give anything away, but because that phrasing actually makes the most grammatical sense, with "it" being substituted for "the next killer").
It would also make just as much sense for him to refuse to give any more away, regardless of whether it's licensed or not - I love Paulie, but his theory that Scott would only say he knew "what" the killer was if he had heard a name that meant something to him makes very little sense. Scott could equally be referring simply to the name itself when he says he knows "what" it is - like a Nurse, or a Spirit, or a Clown. He doesn't need to understand what that name means to be able to claim that, especially since he just compared his knowledge of the new killer to his knowledge of Deathslinger before he came out, and it sounds like the name was all he had there as well.
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@OperationMintyHippo said:
I'm on Xbox and the only option you can do is just report them. There's no box for comments or anything. You just hit the thumbs down and select a category then that's it. That's mostly why I feel nothing happens from bans, at least across consoles.
The Support ticket and additional evidence has to be submitted separately, regardless of what platform you're on, so the comment box makes very little difference. In some ways, it's slightly more of a pain on console because you have to upload the video through your console and then copy the link onto a computer or phone to submit the ticket, but on the other hand, consoles record gameplay automatically in a way that most PCs don't, so actually getting the footage in the first place is easier.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1254138#Comment_1254138
What's the sense of in game reporting if you also require a support ticket? Why isn't only the support ticket required? Makes no sense to me how the in game function means so little if you ALSO require a support ticket for it to even be looked into.
Doesn't make an enormous amount of sense to me either, but I don't have the technical knowledge to know how viable improving it would be, and I doubt the Support team like cross-referencing reports very much either, so I imagine if there were an easier way with the way their servers are set up, they would already be doing it.
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In answer to your first question, yes things do happen from reports if they are reported using the proper procedures (a report in-game, and then a Support ticket with any additional evidence - unless the report is for chat abuse, in which case the Support ticket isn't needed).
@metalklok said:
thats #########. i wish there was a place on the forum where you could post videos like this or chat logs to help the people get banned faster
People get banned at the speed that the team are able to sort through the reports, regardless of how much additional evidence is available. Additional evidence will help with getting a player banned, but not with the speed of the ban, and only if it is submitted through the appropriate channel (i.e. a Support ticket).
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Anything done with the intent, or even the knowledge that it will, cause distress to another player, which does not serve any strategic value. In other words, if all it does is hurt someone else, and you know it, that's toxic.
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This bug has been reported, but not yet acknowledged by the developers. You can help bring their attention to it by going to the report and upvoting it: https://forum.deadbydaylight.com/en/discussion/147404/stuck-after-using-demogorgon-portals
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Absolutely. Most often with perks, but it wouldn't surprise me if they took inspiration from fan suggestions for other things as well. They don't usually just drop community ideas into the game as-is - they might do a bit of rebalancing or reiteration - but they definitely read and consider them. Save The Best For Last and Haunted Ground are both examples of perks that began as fan suggestions.
Below is a comment from Peanits, one of the Community Managers, answering a question on a similar topic a few months ago.
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@treyplayx3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1251277#Comment_1251277
Yeah, I agree with all of that. And considering I barely have any DLC (only The Cannibal & this Tome's pass.) And I don't have all the money in the world at the moment due to, well you can guess. I just think it would be a nice change, as it doesn't require players to purchase/grind their respective DLC to do one challenge, and also gives a trail run for those who don't own it, and see if they would be interested in playing that character.
Exactly, it might even boost sales of those characters after the Rift closes if people decide they really like playing them. Making people feel like they have to buy, or grind even more for, a character they might not want could boost profits in the short term, but it won't encourage them to keep supporting the feature in the long term.
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I agree, honestly. Either that or the character(s) should just be temporarily unlocked for the duration of the Rift. The grind is bad enough, I don't think it needs to be made harder by forcing people to buy characters they don't necessarily want. It leaves a bad taste in players' mouths, which is important because it affects how likely they are to keep buying the Rift in the future.
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@Wolfven said:
Thank you for the replies.
So I guess I will have to buy Kate then =)
Anyway we both only got the game last week, so maybe he's pulling a fast one over me but I saw he had it equipped in his perk menu. Wasted so much bloodpoints trying to get that perk LOL.
Cheers!
If your friend did get Windows in his bloodweb without buying Kate or the perk itself from the Shrine, that's a bug. I would encourage him to report it in the Bug Reporting section on the forums (https://forum.deadbydaylight.com/en/categories/bug-reports) so that the devs can get it patched.
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@PlantCollector Code Geass was a great one! One of my favourites.
Others I'd recommend off the top of my head are:
Angel Beats
Legend of the Legendary Heroes
No Game No Life
... and I can't believe no one has mentioned Jojo yet!
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No worries - just letting you know, I got the okay from the mods, so I've edited my comment above with the stream links.
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@chaosdriver said:
No, just because they stop doing chapters doesn't mean things will get fixed faster. It just puts people out of a job! There's different departments for different things. Devs that work on bugs and devs that work on map design ect. People that work on map design can't stop what they are doing and fix bugs they aren't trained for that.
I think that's only half-true. While there are different departments for different things - for example, the people that work on live balancing (making alterations to perks and killers that are already in the game) are not usually the same people that devised those mechanics to begin with - my understanding is that the people who work on bug fixes do so across the board (although I'll admit I don't know for certain whether that is the case). Every time new content is introduced into the game, there will inevitably be some bugs introduced along with it, and the people whose job it is to fix bugs would presumably to need to devote at least some of their time to those. If there were no new content being introduced, they could focus solely on existing bugs, and therefore probably get those fixed faster.
That's not to say that I think they should skip a chapter to fix bugs necessarily, just that there would be some advantages to doing so. Regardless, it's all a moot point because the devs have confirmed that it's not going to happen.
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@starkiller1286 said:
https://forum.deadbydaylight.com/en/discussion/comment/1249160#Comment_1249160
Don't quote me on this but i think it means you can get the map offerings to show up in your bloodweb. Otherwise it's a useless mention.
The offerings show up regardless. It does seem like a strange thing to include, though. It would be difficult to figure out why it's there without seeing the exact wording of the message.
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1249068#Comment_1249068
May you send me where do they stream?? I am curious to see how they play their own game
Sure. The ones I know of are Peanits, Almo, not_Queen, woahItsJeff, lmclean (Louis McLean) and Ribanne, but I'm sure there are more. Peanits, not_Queen and Ribanne are Community Managers, Almo and Jeff are Game Designers, and McLean is a Gameplay Programmer. Some stream more often than others, and obviously some are better at the game than others as well.
You can find all of them by searching for those names on Twitch. I'm not 100% sure whether I'm allowed to post Twitch links outside of the Media Lounge, so I'll check with a mod and edit my comment with the direct links if they say it's okay.
EDIT: I got the okay, so here are the links to all their streams:
Peanits: https://www.twitch.tv/peanits_bhvr
Almo: https://www.twitch.tv/almo2001
not_Queen: https://www.twitch.tv/not_queen
woahItsJeff: https://www.twitch.tv/woahitsjeff
McLean: https://www.twitch.tv/lmclean_bhvr
Ribanne: https://www.twitch.tv/ribanne
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To add to the above:
1 - It was introduced to stop people from being able to hack unlimited amounts of bloodpoints. Whether it actually succeeded in that, I don't have the technical knowledge to be certain.
2 - Definitely, a lot of the devs stream the game in their spare time, and some of them play with their viewers occasionally. I'm playing with one right now, in fact!
3 - The reason the mobile version of the game gives out things like free auric cells is because it follows a typical free-to-play mobile game monetisation strategy. Give players small amounts of something that you charge money for to incentivise them to buy more of that thing in order to unlock content more quickly. The main game, being paid and on a different platform, not to mention run by a different team of people, has different ways of monetising. I haven't played mobile enough to compare the two in any more depth than that.
4 - I don't know about chapters, but they have definitely got inspiration from fanmade perks in the past. While they would probably never just copy and paste a fanmade chapter into the game, it seems likely to me that they would draw inspiration for killer powers or perks from fan ideas that they like.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1247778#Comment_1247778
Or, it would incentivize people to play more and get better. It would me
It might do both. The insane grind we have now might also incentivise new players to keep playing and try their hardest to unlock things, but that doesn't mean it's good or healthy. I didn't say it would stop them playing the game, it just wouldn't feel good or welcoming. In either case, I still wouldn't be in support of it because I think the game should be trying to become more friendly towards new players, not less.
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@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/comment/1247227#Comment_1247227
I think he's just talking about raising the bps cap. Not really increasing how much you earn, just how much you can earn. Personally, though, I think it should just add a multiplier to how many shards you earn.
I did understand that, but nonetheless the practical consequence is that people at higher ranks end up earning more - that's the point of raising the cap. So regardless, it would still be alienating for lower ranked players.
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While I agree with the general idea of rank rewards (after the MMR system is introduced so ranks are no longer used for matchmaking), I think that bloodpoint rewards would not be the way to go. The vast majority of players in yellow or grey ranks are there because they're new to the game. Rewarding higher-ranked players with extra bloodpoints, although it wouldn't affect the new players' experience on a practical level, means that newer players earn proportionally less, which is more alienating for them. The game is already unfriendly enough to new players as it is, so making it increasingly so isn't really a direction that I would personally like to see it go. Personally, I would prefer rank rewards to take the form of something like cosmetic items or shards that doesn't affect the actual gameplay.
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@somewherenear said:
https://forum.deadbydaylight.com/en/discussion/comment/1246914#Comment_1246914
thanks you answered my question. im not pleased about killer getting priority (id prefer it to be fair) but i guess it s hard to deal with extreme situations (this guy was lagging like mad).
only thing i dont get - if he is lagging, how did he track me in chase, and then why did he teleport back to his starting spot after the hit was registered.
The answer to both of those questions, I would guess, is that character positions look slightly different for each player due to latency, and this difference is exaggerated with greater latency (which is also explained in the post I linked you to). So on his screen, you were easy to track because he saw your position as being probably several seconds behind where you actually were, so he could just chase you normally since to him, you appeared relatively close.
Similarly, because of his high latency, the server was registering him as being several seconds behind where he actually was on his own screen. Because the server is responsible for transmitting that information to you, his movements were stalled on your screen as well, which is why he appeared to be teleporting around a lot.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1246909#Comment_1246909
Again, I disagree with you. You do not have control over the next match. You have no control over the next killer being a horrendous, but all too common face camper. You have no control over whether the next match takes 5 minutes to get to or 15 minutes to get to. So, no. That's still not true.
Also, I'm not disagreeing that other actions provide 800 pts faster, but those are 800 pts I was INTENDED to get in that next match. It doesn't MAKE UP for the 800 I lost because I didn't get the same opportunities other survivors did in my match, even though they died sooner than I did. It also doesn't negate the fact that survivors earn BP slower, so further reducing their BP gains is ridiculous. Especially when they spend more BP over.
It wasn't a broken mechanic to begin with. Changing it is a ridiculous move with no real value for the players of the game. It needs to be reverted. As stated, the last hook mechanic was ALREADY unfair for the last person hooked. This is over the top.
Agree to disagree, then. Like I said, I mainly brought it up by way of comfort, because I do know how it feels to be in that situation and it always makes me feel better to be able to remind myself that it's actually not that big a deal and I can make up that 800 points really easily. I'm sorry it's not as helpful for you.
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@cheetocultleader said:
Gonna cross my fingers. I have a couple of people I'd like to play with, but I'm primarily a PC gamer, and they're PS4 folks. We shall see. ๐ค
Edit: And does anyone know when the anniversary is? Even a rough estimate.
The actual anniversary is June 14th, but that's a Sunday this year, so any events or streams around the anniversary will probably not happen on the day itself. Either way, we can probably expect to see some anniversary-related things happening around mid-June.
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Almost every action in the game is server-side, meaning that most of the time, your own connection to the server is what determines how responsive the game is when you're attempting to do something like vault a window or repair a generator. One of the few exceptions is hit detection, which is processed on the killer's end. So basically, regardless of what you see or what the server sees, if they killer saw themselves hit you, then the server will register that as a hit. Unfortunately, that means that if the killer has a bad connection, their hits will tend to look really unfair from the other end.
The developers did a livestream a couple of months ago answering common questions about the technical side of things like hitboxes and latency. If you're interested in how that all works, you can check out the summary post I made on that stream (which also contains links to the stream itself in case you would prefer to watch the entire video): https://forum.deadbydaylight.com/en/discussion/129766/i-spent-every-spare-moment-i-had-today-watching-the-dev-stream-so-you-dont-have-to/p1
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1246892#Comment_1246892
I disagree with you.
I don't think it's a better option. You have no control over the next match. You have no control over how long the next lobby will take.
Survivors should get their maximum amount of struggle points like EVERY OTHER SURVIVOR ON THE MAP got who DIED SOONER. THEN, I will move on to the next match and procure the maximum amount of points possible in THAT match.
This is completely unfair, and a slap in the face during a patch that is already uncomfortable change for solo survivors.
You have as much control over the next match as you did over this one. I get that people want that guaranteed 800 bloodpoints, but pretty much every other action in the game gives more bloodpoint value than struggling does. You may not be able to control everything that happens in the next game, but you're not going to spawn in and then die straight away. Cleanse one totem or rescue one teammate from the hook, and you've already made up the difference and then some.
Again, I understand that it feels bad. I'm just trying to explain, as much by way of comfort as anything, why it's not as terrible as it might seem if you look at it mathematically.
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60 seconds of struggle is inconsequential, especially in terms of the bloodpoints earned. That's why it was changed. You'll actually earn more points in the same amount of time if you use that 60 seconds to queue for another match instead, plus it's more fun for everyone involved to be in a match where they're not either mashing a button for 60 seconds or standing around waiting for other people to finish mashing their buttons.
It does feel like you've been cheated in the moment, but from a more objective standpoint, it's probably the better option overall.
