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Fibijean

Fibijean

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  • I'm pretty sure it's okay to mention the game you're talking about, or even link to a description of that system to illustrate your point. I've done it before.

    That aside, I'd personally be totally on board with this. I think that rewarding sportsmanlike behaviour is a much better way to encourage good community relations than punishing unsportsmanlike behaviour (particularly since there is some contention around exactly what is considered unsportsmanlike and when). It would essentially just be the same as giving props now, only it would actually do something tangible. Having a higher "honour" level could also reward players with things like tally screen borders or free shards, similarly to how it works in League (which I assume is the game you're thinking of).

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165497#Comment_1165497

    Ds which is already talking about how its abused and needs nerfed. New sabo is a problem in a swf so are flashlight saves. Plus with how fast the game goes anyway for survivors. Dont survivors have enough chances up till that last down? Ive downed them 3 times (which i could have gotten hit by ds hit by bt or sano denied up to that point) eventually itd be time for the killer to say "enough im getting this kill" and mori them.

    That's what I'm saying should be the topic of discussion. Not whether moris should be basekit because the animations are cool, but whether this is a buff that killers need. I was just pointing out, for the sake of fair discussion, that there are important things other than the wiggle mechanic to take into consideration here.

  • @Luyda21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161614#Comment_1161614

    I don't laugh at them, I laugh at what some say...

    It's not that I don't like skins, it's that they seem like a .... for me...

    They finance his Devs with DLCs. That they could remove fewer skins and fix more bugs in the game...

    This discussion is not worth it anymore, most of you are Devs and you all agree...

    Not a single person in this thread is a developer. But yes, if you are going to post your ideas on a public forum, you should be prepared for people to disagree with you. If no one disagrees, it's not really much of a discussion.

  • @Luyda21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161577#Comment_1161577

    What use is that "advantage" as you say if people do not know how to use it?

    I'm confused. Are you saying some people don't know how to use a debit card? It's not like it takes skill to buy things - that's part of why pay-to-win systems are so looked-down-upon in the first place.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165475#Comment_1165475

    Even though your supposed to die once downed that last time according to the devs. The wiggle bar is to avoid being taken to the basement. And the game is already easy enough for survivors with this new sabo and gen speeds.

    It's not just about the wiggle bar, it's about DS, flashlight saves, bodyblocking, sabotage, etc. Nice as the idea of seeing mori animations more might be in theory, this is a buff to killers, not just a cosmetic change, and should be discussed as such.

  • The answer is no, it's almost completely RNG.

    The only factor that could be playing a part is that perks of lower rarity tend to come up more frequently at lower bloodweb levels. Worse perks tend to be Common, as opposed to Rare, rarity at Tier I, so that may be why it feels like you get all the bad perks at first. But this isn't always the case - BBQ & Chili, for example, an undisputed piece of the killer meta, is also Common rarity at Tier I, so that doesn't necessarily follow. And also, even though lower rarities have a higher chance of appearing at lower levels, it's still chance-based, so rest assured, they don't deliberately make sure of anything along those lines.

  • All good, thanks for pointing that out. I didn't realise how it might come across in that way when I first wrote it 😊

  • @HerpDerp721 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165344#Comment_1165344

    I did! But knowing behaviour you’ll just brush it off. The reason I’m mad is because right now, the last thing you deserve is praise.

    Again, I'm neither a dev nor a moderator. I'm not affiliated with BHVR in any way. If you'd like to find out what the role of a Trusted member on the forums actually is, I'd encourage you to check out this post: https://forum.deadbydaylight.com/en/discussion/89809/pilot-the-trusted-members

  • @Humanarian said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165330#Comment_1165330

    It brings up the question: why do you speak as if you're a member of Behavior team? "We often get bogged down with criticism and complaints here on the forums..." Who are you refering to as "we" then?

    The "we" was referring to us as a forum - that is, we, the collective members of this community. I'll edit the comment to make that clearer.

  • I'm not, you just jumped to that conclusion because you didn't read my comment properly. Per your edit, I'm not a moderator either. Please check your facts before presuming to tell people what they "deserve".

    I was thanking the OP for saying something positive about the game, because it's nice to have a change of pace around here once in a while. It's not "acting like a developer" to appreciate the occasional piece of positive feedback on a game I also love. If you want to offer critique on the game, feel free to make your own thread about it.

  • @HerpDerp721 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165319#Comment_1165319

    The reason ur not getting much good feedback is because ur game isn’t very good right now and it’s not balanced. Guess what all your killer players are leaving the game cause it’s not balanced properly and because of this ur game is going to die. And I’m not even sad since you guys are so oblivious and don’t even listen to your players. You kinda deserve it for laughing at all our suggestions and just shrugging them off as nothing. You can’t have dead by daylight without killer or survivor. If ones gone the games done and that’s why you need to handle criticism with the utmost delicacy and not just shrug it off and praise the first person who says nice things about ur game. Basing ur game in the state it is in now, its not good and you need to start listening to criticism to actually start improving. But I know you won’t because you haven’t been for the past 4 years.

    ... Did you miss the part where I said I'm not a developer?

  • Even though I'm not a developer, I'm going to assume this post isn't sarcastic and say thank you for coming here to say that. We as a community often get ourselves bogged down with criticism and complaints here on the forums, and as valid and important as constructive criticism and balance discussions are, sometimes it's nice to have someone stop by and simply say, "you know what, I just really love this game, thank you for making it".

  • @Krilkal said:

    Bump

    please Behaviour :(

    It may happen on Steam, but if you're on console it almost certainly won't. As long as it's still technically possible to achieve, Microsoft and Sony won't allow trophy requirements to be adjusted.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165262#Comment_1165262

    Theres too many interviews. But in space coconut's most recent video the timestamp is 2:55 - > 3:15

    Right. I went and found the interview because Space Coconut's video doesn't really give enough context.

    (For anyone else who's interested, here is the link to what the OP is referring to:)

    https://youtu.be/YCc4SU-NSW4?t=530

    As for how I would interpret his comment, to me it sounds like what he's talking about is what might otherwise be described as "competitive spirit". It's boring when everything in a game always goes your way and it's not a challenge. I think he's wrong to imply that perfectly balanced games are boring, because if that were the case no one would ever have played, say, Starcraft (a very popular and famously well-balanced RTS, for those who aren't aware), but I think that for some people, what keeps them hooked on a game like DBD is probably that sense of striving to succeed in spite of uneven or unfavourable odds, which could be described as "frustration". The more difficult or unfair the challenge feels, the better the player feels when they manage to beat it regardless, and that can be quite an addictive feeling.

    Dark Souls is another example of a game that could be said to "thrive on frustration" in a similar way. It's not for everyone, but for some people that feeling is a strong motivator to keep playing. In that sense, "frustration" can be a good thing because it spurs you to do better, which I think Coconut is missing by incorrectly conflating frustration with being "pissed off", which is not the same thing.

  • Interesting, where did he say that?

    As others said above, it's possible he just worded it badly. Impressively fluent though he is, I don't believe English is his first language.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164915#Comment_1164915

    To me early game is the 5th and 4th gen. Mid game 3rd and second gen. late game last generator and endgame is exit gates. Is that an okay interpretation of the stages of the game?

    Sure. Do hooks enter into it at all? Like if the killer 3-hooks everyone before the second generator has popped, did that all happen in the early game?

  • @finitethrills said:

    https://forum.deadbydaylight.com/en/discussion/138238/i-understand-how-swf-can-be-considered-toxic

    Well there's your problem. Waving your arms means the killer is still there.

    That's the real problem - no one can agree on what it means anymore.

  • Oh man, I remember PEEL. That takes me back.

    Before I say anything on the topic, I think it's important that everyone is on the same page as far as defining the central term goes. Could you explain exactly what you mean by "early game", so that I can interpret your arguments in that context?

  • There is also usually a "Known Issues" section at the bottom of the Notes for every major patch, listing the bugs that the devs are already aware of and are looking into fixing.

    For any other known bugs, you can check the Bug Reporting section as linked above. Any thread that is tagged as "acknowledged" means that the devs are aware of the bug in question and are looking into fixing it.

  • @Lazerboy88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1158231#Comment_1158231

    I fail to see how it would ruin the atmosphere.. just turn off voice chat then?

    If people can and will turn it off, that rather defeats the purpose of having it in the first place.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1163377#Comment_1163377

    Why can't I get a civil discussion which makes valid points backed up like this on the regular? Thanks for your information and I'll try my best to work on how I present an argument to cause a debate on a matter. I might try using the technique I have to use in essays when forming them. Have a good day

    You too! I'm always happy to have civil debates with reasonable people, and I would absolutely advocate for well-structured arguments in any context. It's much easier to communicate and have interesting discussions when everyone can share their opinions in a reasoned and logical way 🙂

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1163380#Comment_1163380

    It’s just your personal preference of who you enjoy to play as.

    @AhoyWolf I am ashamed that I missed Jeff from my list. Just removed Tapp for that tatted introvert. 💙

    Ah alright, I'll play then!

    My top five survivors are probably Feng, Meg, Nancy, Zarina and Kate. (I like playing female characters because it helps me with immersion.)

    My top five killers are Pig, Doctor, Plague, Trapper and Nurse. There are some others, like Deathslinger, than I might enjoy more if I gave them a try, but I haven't played enough of them to know for sure yet.

  • Are we talking tier lists or preferences?

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1163334#Comment_1163334

    Okay. So can I ask if using the most recent otz video where a gen gets done in 27 seconds is solid enough evidence that killers really don't have an early game?

    Well, if you're asking for my opinion, it depends how you define "early game". I would be inclined to say no, because although the first generator was done within 30 seconds, the next one didn't get done until about three minutes after that, by which point he already had 3 hooks. So all things considered, I would say he dominated what I would define as the early game, in spite of that first generator going off quickly.

    Objectively speaking, that video isn't evidence of much more than that generators can get repaired in under 30 seconds, which is something everyone already knows. It's such an obvious fact that it's not even worth discussing. What is worth discussing is whether that's a problem, and if so, why. Otz's video doesn't demonstrate anything to the effect of generator times being a problem or killers having no early game. If anything, it demonstrates the opposite.

    Now, that's not to say that those statements ("generator times are a problem" and "killers have no early game") are conclusively untrue, but this is exactly the point I'm trying to make about using bad evidence to back up a claim. It's too easy to discredit the argument by pointing out that the evidence is faulty. An argument accompanied by evidence which its proponents claim supports it, but actually does the opposite, is even less credible than a simple assertion with no evidence behind it. That's why video posts like that one get criticised much more harshly than mere assertions most of the time - not because they're videos, but because more often than not, they don't prove what the poster is trying to pretend they do.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1163286#Comment_1163286

    That's fair. But what if its someone linking a video that shows an example of the issue that they are talking about

    E. G : if there was a a loop setup that made it so that a killer could always land a hit on the survivor even if they fast vaulted the person would show a clip from a video showing this so they could provide an example of what they mean

    If the evidence is sound, I don't see why anyone should have a problem with it. Personally, I've never seen anyone respond negatively on the forums to a video that accurately represents a reasonable claim.

  • People take issue with others presenting flawed evidence that doesn't support their argument, as they rightfully should. No one has a problem with linking videos in general, or looks down on it. It's just easier to pick apart bad evidence than a simple opinion post.

  • There's a fine line. I think if the devs want to do a Blood Hunt because so many people are holed up at home right now, that's okay. It's even okay to politely suggest such a thing. But if the way it's worded makes it sound like all people care about right now is bloodpoints, that can come off quite insensitive, which I'm guessing is why you take issue with it to begin with.

  • I let him know, he said "okay, I'll take it" 😆

    EDIT: Also his girlfriend has her eye on you.

  • @NullEXE said:

    @Peanits

    Do I @ you too much?

    I just mentioned it to him on his stream and he said he didn't think it was a bad idea. I'm not sure how much control Peanits actually has over that sort of thing, but there you go 🤷

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161576#Comment_1161576

    makes the quote from Not Queen extra painful does it not... November 2018..... now march 2020 and still nothing.

    Its just crazy to think how little work these devs do compared to there fellow Canadian devs at Digital Extremes (warframe)

    She literally said they weren't working on it, though. I don't understand why you're implying that the devs are lazy for not implementing a feature they explicitly said was not in development.

  • The best place to raise awareness of bugs is on the Bug Reporting subforum (https://forum.deadbydaylight.com/en/categories/bugs). If you're concerned that a bug may be exploitable, you can also report it privately to the team via a Support ticket (https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191326).

    The first bug you identified may or may not have already been reported. If this thread (https://forum.deadbydaylight.com/en/discussion/137708/deathslinger-game-breaking-bug) sounds like what you experienced, I would encourage you to go there and upvote it so the devs know how many people are experiencing the same issue. If not, you can create your own thread under Bug Reporting, with a description of the issue, your platform, and the clip you took as evidence.

    The second bug you identified has already been reported, and is currently pending. You can go to the thread (https://forum.deadbydaylight.com/en/discussion/136229/permablind-bug) and upvote it to let the devs know that you are having the same issue. Feel free to also leave a comment with your platform and video clip attached.

  • @Luyda21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157667#Comment_1157667

    Having more perks and more addons in less time is pay to win ?? Hahaha, what is the use of having those perks and those addons if you do not know how to loop a killer and you last in the chase 15 seconds like all the survivors do, they only repair gens = gen rushers...

    Yes. If you pay real money to have more perks and add-ons, thus obtaining an advantage over other players, that is the definition of pay-to-win. The term doesn't mean that you can't win without paying, it means that paying gives you a mechanical advantage over other players, which it indisputably does in this case. If you don't believe me, feel free to look it up for yourself.

  • @hex_genrush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161200#Comment_1161200

    Example, killer is green rank and gets matched with nothing but red ranks survs. He de ranks to rank 16 to get matched with purples and greens. This is acceptable because your not doing it with malicious intent and there’s no learning experience for a rank 12 killer for say getting matched with rank 1s and 4s just to get completely gen rushed and stomped on. No learning experience whatsoever

    Problem is, he can get matched with red ranks just as easily at rank 16 with the matchmaking as buggy as it is. So while the impulse is understandable, it doesn't make any difference in that case. It might mean they get less red ranked matches if they deranked from, say, purple, but if someone is getting matched with people more than six ranks away from them to begin with, that's a bug and deranking isn't going to fix it.

  • Yes, game crashes and glitches do count as DCs as far as the penalty system is concerned. This is to prevent players from bypassing the penalty by turning off their game or their internet to disconnect, since the server can't tell the difference between that and an unintentional crash.

  • @PeenutsButt3r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160887#Comment_1160887

    I mean the overall bloodpoints gain, like pallet stun 1k now 2k... and also double the threshold for 4 categories too

    But keep the 32K cap? Or double that as well?

  • No, you absolutely shouldn't. I get what they were going for, but the Emblem system is not well designed and I for one honestly can't wait to be rid of it.

  • Nice! I got mine just last week. Got super lucky with it, too - the survivors were all good sports and none of them jumped in lockers or forced me to grab them or anything like that.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160954#Comment_1160954

    Thanks for the clarification, I thought you implied it should be a 50/50 for both sides when the survivors definitely don't deserve a 50/50 exactly! I believe it should be 40/60 in my opinion since the survivors failed to complete all generators!

    Also, thanks for pointing out a flaw in my idea, I actually didn't think about killers just patrolling generators until the timer runs out and getting an undeserved 4K.

    Since you inspired me, I might create a thread about my idea and it will be more polished than the one I suggested in this thread.

    I wanna say thank you for discussing this with me, it's pretty nice to have a down-to-earth balance conversation with someone! 😍

    Go for it! I'll be sure to check it out when you do 😊

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159475#Comment_1159475

    Sorry for the long wall of text, this is probably one of my longest comments to date — heads up! 😊

    Forgive me, I'm a bit confused. You said "it's unlikely you have a long enough chase for the other survivor to do a generator" and now you're saying "It's definitely possible for a survivor to get chased for 80 seconds and leave through the Exit Gates with some well used tiles", which sounds like you're contradicting yourself.

    It's okay, I read over my comment and I knew you was going to bring that up. Allow me to clarify this better! ☺

    Currently, if you're one of the last two survivors, touching a generator is very dangerous depending on how many generators are remaining. If there are 5 generators remaining, it's almost impossible to run a decent killer while the other survivor repairs all 5 generators. To put simply, you almost have better odds winning the lottery than achieving this naturally.

    With the MGC, regardless if you had 5/4/3/2/1 generator(s) left before the MGC, it only requires a single generator to unblock the Exit Gates. Running a killer for a single generator is definitely possible if you perform some good plays and / or have pallets to waste — this is difficult but not far out of reach. Again, my idea is just what came to mind first, I didn't put time into this idea so there's always room to expand — feel free to add on to it!

    Hopefully, that clears that part up, and thank you for asking because it helps us get on the same page here!

    I'm not saying your idea is rubbish, I think it has some merit actually, but it seemed like you were saying that I "have to accept" it as it is, and I was taking issue with that idea precisely because I think it could be improved upon. I wasn't saying that we have to keep things as they are, but I do feel strongly that any hypothetical changes we make shouldn't put either side at an undeserved advantage or disadvantage. Hopefully that clears things up a bit 😊

    I skipped the second paragraph because I kind of answered it and anything I missed will be covered here!

    About the part about me saying you having to accept this is because we have to make a sacrifice. Either play Hide and Seek World Championship for 10-20 minutes or have a mechanic that ends the game within a few minutes. Yes, as you fairly pointed out, the mechanic isn't perfect and you, in my perspective, implied that we shouldn't have a mechanic that solves that problem due to that. That's why I said you have to accept my idea because the positives outweigh the negatives and it's highly unlikely my idea would be prematurely released — it will be revised and changed for the balance of the game. As you just clarified in your comment, you didn't mean to imply that, so my apologies for that.

    You mention that survivors should have a fair chance because there are two survivors remaining. However, this is were our opinions differ because if there are two survivors remaining and they aren't confident enough to touch a generator. That means the killer has the advantage; we shouldn't take away the killer's advantage because there are two survivors left. Therefore, I believe the last two survivors should be at a moderate disadvantage, but not severely at a disadvantage like the EGC. Keep in mind that two survivors can potentially escape in this situation, unlike the EGC where one can escape — there's more on the line for the killer.

    If I was forced to improve my idea, I'll say give a repair speed bonus to both survivors that's strength is dependent on how many generators was completed before the MGC.

    Generators Completed:

    • 1 Generator Completed: 25% Boost
    • 2 Generators Completed: 50% Boost
    • 3 Generators Completed: 75% Boost
    • 4 Generators Completed: 100% Boost

    How does this sound Fiby Wiby? 😁

    Just to be clear, I'm not suggesting we take away the killer's snowball advantage - I'm suggesting we don't increase that advantage artificially and undeservedly.

    It's also worth noting that while the number of generators remaining does make a difference, if only one generator has to be completed in order to power the gates, the less generators there are remaining, the more of a disadvantage the survivors are at because the killer has less to patrol. It's entirely likely that the killer might just patrol and refuse to engage in chases beyond the first hit, thereby making repairing that one generator almost impossible, and that needs to be taken into account when trying to design a solution as well.

    With that in mind, I think I like your speed boost suggestion. I'm not 100% sold on its viability, but I can't see any glaring faults in it, so I would say we've officially reached the "might be okay but would need looking at in a testing environment" stage of development. I did have one thought that it might be similarly unfair to the killer to give the survivors such an artificial advantage, but then it occurred to me that this whole system is designed to benefit killers in the first place, so that's probably okay with all things considered.

  • We don't know. If I had to guess, I'd say it's reasonably likely that we'll get a Blood Hunt around the anniversary in June, but nothing has been confirmed yet.

  • DC penalties don't punish new players, they punish bad sports.

    It is indeed a problem for brand new players to be matched against veterans, but that issue has nothing to do with the disconnection penalties and will not be solved by removing them.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160887#Comment_1160887

    The most common suggestion is to make our multiplier increase from x1.0 to x2.0

    Through, I do like @Elk's suggestion about doubling the BP limit. However, something that I like better is removing the 8K BP per category and keeping the 32K BP limit per match. 😁

    That's why I ask, because they could be talking about doubling bloodpoint earnings per match, or they could be talking about the 32K cap, or the 1mil cap, or something else entirely.

  • And also what do you mean by "base bloodpoints"?

  • While the perk description does say that it heals you from injured to dying, I suspect that's an error on the part of whoever wrote the description, and functionally what the perk does is heal you one health state. It had nothing to do with you being asleep, but being afflicted by Deep Wound. Deep Wound is considered by the game to essentially be a separate health state in between Injured and Dying. So if you are in the Deep Wound state, anything that heals you automatically (Second Wind, Inner Strength, Adrenaline, etc.) will "heal" you one health state to Injured.

    That's just an explanation for what happened though, not trying to dismiss your report. I do agree with you though that the perk description ought to be made more explicit in this case.

  • It depends why you did it. Toxicity is all about behavioural intent. If the slugging was done for strategic reasons, then it's not toxic. If it was done just to make the survivors' experience miserable, that's toxic.

    If you did it for strategic reasons, but it wasn't necessary and you could have won just as easily by employing more 'fun' tactics, that's a bit of a grey area. I wouldn't go so far as to call it toxic, but I would say it's morally ill-advised.

  • It seems to work from about one storey or more. I got it on Haddonfield, jumping from the second floor of houses, so it sounds like your problem might be either a bug or that you weren't in a chase when you hit the ground. If chase music was playing and you hadn't got the "Escaped" score event by the time you hit the ground, it should have given you progress on the challenge.

  • Not to my knowledge. As far as matchmaking is concerned, your killer rank and survivor rank are totally unrelated. However, there is a bug in the matchmaking system where the algorithm sometimes receives incorrect rank information from the killer (for instance, it may mistake a rank 15 killer for a rank 6 killer) and match them with survivors on that basis of the 'false' rank, creating games which are wildly mismatched. So that could be what you're experiencing.

  • There's no reason why they wouldn't - add-ons of that kind, that just increase raw power, typically stack. Usually, it's a safe bet in DBD to assume that something stacks unless it explicitly mentions that it doesn't.

  • @JnnsMu said:

    Andrew Lloyd Webber?

    "The Composer". Knocks you off your feet with killer showtunes.

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