Fibijean
Fibijean
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What you experienced was Doctor's new "Static Blast" attack. It has a long cooldown, but allows him to shock all survivors who are inside his terror radius simultaneously.
As FireHazard described above, when playing against the Doctor, survivors progress through "tiers" of madness by being exposed to his power. At tier 3, survivors are unable to perform most interactions and have to "Snap Out Of It" in order to return to a lower madness tier.
The key feature of Static Blast which wasn't mentioned above, though, is that any survivor hit by it will immediately ascend one madness tier. You and your friends must have all been at tier 2 already when the killer used his power, which is why you all were suddenly in tier 3 after his attack and had to Snap Out Of It.
And yes, the Doctor's chase music has also been overhauled in the recent patch, so that would be the unfamiliar music you heard.
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@Lucama said:
Oni on release could flick when ending charge to get really sharp turns with his oneshot down, over 90 degree turns. They then hard capped how far he could turn with that, to about 40 degrees, and now they removed the hard cap but slowed the turning rate.
I was under the impression that it was basically the opposite of that. There wasn't a hard cap before, but the turn rate was slowed, and they have now removed the slow but added a hard cap.
My understanding was that during his PTB, he could flick freely; upon release, he could still technically flick most of the way around, but the mechanics of it was weird - he turned very slowly at first, and then the rest of his flick came through quite fast a second or two later, meaning the whole thing was delayed and pretty much useless. Now they've removed all speed limiters, but hard-capped how far he can flick to 90 degrees.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1017235#Comment_1017235
Still, I wouldn't give out leaked information since... it could actually get you in-trouble on the forums.
So, that's another thing. Either way, I wouldn't do it in the future if I were you but you can do as you please of course... until you can't (if it's against the rules).
But we'll see what happens, who knows.
While it's true that it's usually not a good idea to give out leaked information due to its not being official, it may be appropriate in this case, because the main reason why we don't spread leaked info is to prevent disappointment and make sure everyone is on the same page about what is and is not official information.
As long as it's made clear that it's not officially confirmed information, I think it's worth mentioning, because if there isn't a free weekend coming up, he won't have lost anything by not purchasing the game before then, but if the leak does turn out to be correct, it might help OP to make a more informed financial decision.
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@Xx_Daniel_xX69 said:
Thanks for the responses so fast! Also is the spirit bug getting patched with the update? I believe another killer also had a bug but I'm unsure.
https://forum.deadbydaylight.com/en/discussion/comment/1016376#Comment_1016376
No its a unique skin , not a reskin. At 5:00 is where the skin is at.
I didn't see any references to Spirit in the patch notes that I call recall. Which Spirit bug are you referring to?
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@bigbeefynacho said:
That was a link to Paulie Esther's stream. In it, he mentioned he was unsure whether the mid chapter patch was actually landing today. Where did you get the confirmation for today's patch? Just curious.
He did say that, but then shortly afterwards he said that he had just received confirmation that the patch would arrive today.
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@Xx_Daniel_xX69 said:
Are the new comsetics for Plague, Demo and Legion coming with the patch or the rift?
Not sure. Those weren't Rift cosmetics, so they'll probably be available in the Store when they do arrive. According to the official release list for January 2020, there are cosmetic releases due on the 22nd and 29th. So most likely, those outfits will be coming to the Store on one of those two dates.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1016283#Comment_1016283
Actually... for what I have heard by the devs, Sony and Microsoft won't accept a change unless the achievement is imposible to achieve (I have all adepts) wich "Merciless Victory" is. I mean it's about being a silver tongue, if they say "it's not imposible but it's hard" then they will say "ok, then they can get it so there is no reason to change it" (that's how they intended to change the huntress achievement) but if they say "we changed how the system works and there is now a sidegrade effect wich was not intended, making the achievement something that the average player can't reach" they will change it. Microsoft and Sony doesn't want to change something just because it's hard, they will change it if it becomes impossible.
Exactly. And in the case of the Adept achievements, they're not even close to impossible to achieve, just much harder, so MS and Sony aren't going to let the devs change them.
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@Hoodied said:
Also according to the chat, ruin is staying I guess...
I mean... people in the chat are just players. They don't know that any more than we do (plus, Paulie literally just said he himself has no idea whether the Ruin changes will go through). Having said that, it does seem unlikely that they would pull the changes altogether. But we won't know until the patch notes come out whether adjustments have been made, and neither will anyone in the comments section of the stream.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1016175#Comment_1016175
I found some documents, Brass Knuckles, katana sleeve, and lungs
that is cool
There's also Jane's trophy sitting on the shelf.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1016286#Comment_1016286
https://forum.deadbydaylight.com/en/discussion/comment/1016284#Comment_1016284
Thank you kindly, but what is "fog whisperers"?
Others gave you the answer already - you can find more information about the Fog Whisperer program here: https://forum.deadbydaylight.com/en/discussion/49385/news-fog-whisperers-program-launch#latest
Also, here's the link to a stream where the trailer is being shown if you're interested: https://www.youtube.com/watch?v=3kxlZT9tJIM
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1016146#Comment_1016146
Excuse me but What is that trailer you're talking about?
The Fog Whisperers have been given exclusive access to stream a cinematic trailer for Tome II of the Archives. Which should be happening a few minutes from now.
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What you're suggesting is what the achievement used to entail. The change wasn't made directly, rather it was a side-effect of the introduction of the emblem system, which redefined what a "Merciless Victory" meant.
Pretty much everyone wants this to be changed back, including the developers themselves. There are two potential solutions - change the achievements/trophies themselves, or redefine Merciless Victories within the game itself. In the former case, Microsoft and Sony wouldn't allow the devs to do that if they tried, and in the latter, it's simply a matter of prioritising more important issues.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1016130#Comment_1016130
Fog Whisperers gets early access to patch? Then who will be matched with them? Ohter Fog Whisperers too?
And, can you post the link here if there is any?
I remembered Paulie Esther mentioning it, but not the explicit details. I just went back and rewatched the video, and my mistake - it's not the patch that the Fog Whisperers get exclusive access to stream, it's the cinematic trailer for the second Tome. So apologies if I got your hopes up ๐ I will post the link here when it goes live, though, if you're still interested in seeing it.
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Everyone is - it's compulsory ๐ฎ
Pedantic jokes aside, though, I personally plan to do the same thing I did last time - aim to complete the Rift, and if I do, buy the pass and get all my cells back.
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I'd like to have access to stats like what percentage of my time is spent playing either role. We know for a fact that the devs do have that data, since Peanits has made reference to it before, so it would be nice to be able to explore it in-game.
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I actually think that the charms in this Rift are a huge step up from the previous ones, but maybe these ones are just more "my style". I'll definitely be buying the pass again, since I still have my cells saved from finishing the last one.
As for the characters, I'm genuinely half-convinced that they just chucked all the names into a hat and pulled out four at random. Doctor is the only one that makes even remote sense to me, since he's getting reworked at the same time.
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I just noticed that there are objects hidden throughout that picture referencing each of the characters whose lore is featured in the new Tome.
DBD's superb art team strikes again ๐
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As we've seen first with the Springwood rework and more recently with the Lery's rework, the devs are adjusting totem spawns to be less obvious map by map as they rework each one. However, it seems like we only get two map reworks per year, so it might be quite a while before all the maps have decent spawn locations.
As for the rest, there's no indication yet that the developers have any plans for adjusting cleansing times or reworking Thrill Of The Hunt.
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/1016089#Comment_1016089
Fair enough.
I am actually expecting the new Tome next week personally.
I'd be surprised if it didn't come today, for several reasons. Or at least, I expect the new patch to come today, and it's possible that the Tome/Rift will open either at the same time or follow a day later.
Firstly, and most obviously, they almost always release updates on Tuesdays at 11am ET if at all possible. Secondly, as I recall, the number of days until the Rift closed shown on the PTB started at about 84, which would put the 70-day mark, or the official opening, around today or tomorrow. Thirdly, the tweet DeadByBHVR put out yesterday reads to me like the sort of thing they would post around a day in advance, to hype up community excitement. And finally, the Fog Whisperers have been given access to stream the new patch/Doctor update in advance of its release, at 9am ET today, and it seems more likely to me that the devs would allow a 2-hour advance preview rather than a 26-hour or one-week preview.
Of course, that's just my theory. We'll find out the truth pretty soon, in any case!
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You mean the jumpscare noise? I believe it happens when the survivor gets grabbed, or when the killer comes out of Undetectable (such as if they've been using Insidious).
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I suspect this had less to do with the fact that he wasn't running Ruin, and more to do with the fact that he had one mediocre perk and, more importantly, was clearly very inexperienced with the killer he was using (he admitted as much after the game).
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It is possible to derank that far if they haven't played in quite a long time. I'm not sure if this is still the case, but it was definitely possible to get reset back to rank 19 or 20 under the previous rank reset system. The other possibility is, as you say, that they earned bloodpoints playing killer which they then spent to level up their survivors.
Depending on which perks they had, it may not even be either of those - it might just be that they used the 100k or so bloodpoints that you get from completing the tutorials and got lucky with their levels, or possibly they have played a lot of games and so earned enough bloodpoints to level their characters, but aren't yet good enough at the game to have ranked up very far.
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@FireHazard said:
I'm sorry, but I can't understand what you typed there...
Can you perhaps better explain what you mean?
They're asking if players who don't own the Doctor or Jane will be able to do Tome II.
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If you don't own the characters, you will be able to complete all the challenges in the Tome except for those which specifically require you to use those characters. We don't know which challenges will contain lore fragments yet, but it's likely that without having the characters and completing their challenges, you won't be able to unlock all the lore.
There are 17 character-specific challenges in the Tome, all of which are master challenges and 9 of which are specific to Jane or the Doctor. So if you don't own either of those characters, you will miss out on 4.5 tiers' worth of Rift progress, and possibly some lore fragments, as mentioned. However, not owning these characters will not prevent you from reaching the epilogue of each level and progressing through the Tome.
All of the characters in the Tome are available for shards in the Store, though, so you may be able to earn enough shards to buy them and complete the challenges before the Rift is over. Even after the Rift closes, you will still be able to get the characters, complete the challenges and unlock the lore.
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@VaJaybles said:
Got it, I'll just have to practice two games in and I'm struggling. Last question, how come I don't have an endgame chat box? I'm playing dbd through the Xbox pass if that means anything
Apparently, there is no post-game chat in the Windows Store version of the game. That appears to be a feature exclusive to Steam.
EDIT: Beaten to it! But there you go.
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Tunnelling isn't a dirty word. Did you tunnel? Yes. Is that a bad thing? No. It was the only logical play in that situation.
No survivor is entitled to an escape. The only time you should let them go is if you want to let them go. While letting them go would have been "fair", technically, it wasn't in any way immoral of you not to do so, which seems to be what you're asking.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1015186#Comment_1015186
Did you mean that the mouse moves the camera, so you can turn the camera left or right or up and down depending on where your mouse is positioned?
https://forum.deadbydaylight.com/en/discussion/comment/1015153#Comment_1015153
But essentially yeah, you move the mouse left or right to position the camera to where you want to look, than move your fingers from say... instead of W to move forward it's be S to continue to move forward while your camera is facing the opposite direction, than pres A and D to move left and right accordingly.
Fibijean has it right though, that's essentially how you position the camera while moving with WASD and holding shift to continue walking forward with the camera looking behind you.
Sure, that's another way of putting it, but no, what I meant to say was what I said - moving the mouse turns the character's whole body (while moving, which was the situation OP was asking about), unless the player uses the A and D keys to counter it.
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Although there's no official confirmation, personally I would be very surprised if it weren't tomorrow. The tweet they posted a while ago seems very much like a 24-hour warning to me.
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@VaJaybles said:
https://forum.deadbydaylight.com/en/discussion/comment/1015108#Comment_1015108
Yeah just finished the tutorial so I could figure out controls. One question?
How TF do you look behind you while being chased lol I'm sure it's easy but everytime I moved my mouse while running my whole body turned. I feel stupid lmao
I was holding W for context
Moving the mouse will turn your whole body - on PC, you have to use A and D to counteract this. So if you move your mouse to the right but hold W+A, your character will look right but move forward and left, and vice-versa if you look left while holding W+D. If you look in a direction but only hold W, your character will automatically move forward in the direction they're looking.
So basically if at any point you want to look anywhere other than directly in front of you, you need to use a combination of mouse and keys to control your character. It's a good habit to practice, because even when you're not being chased, sometimes you might want to move in a particular direction while keeping an eye on the killer (as I'm sure you know from your experience on console) and you would use the keys to do that.
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@Blooddoll said:
Thanks for the quick and courteous reply!
Sadly, I agree with your summary and it does appear that no cross Xbox/Win10 friendslists are useful as invites to the game do not actually end up received (on the recipients side).
It'll possibly be added in or something later I am sure, after all why have a friends list or invite option otherwise.
Which isn't that massive an issue since it's offered on Gamepass and I simply need download it on console to play along with pals. #sigh
This does force me to wonder if any cosmetics/maps/dlc I purchase on WIN10 will slide over to the console... something tells me they won't. Maybe I'll just stick to the steam client, meh.
Not saying that crossplay won't be added in the future (since the devs have confirmed they're exploring the possibility) but I wouldn't take the fact that there is room for it in the UI as confirmation of that. It's more likely that the devs just didn't remove the friends-related UI features when they ported the game from Steam to the Windows Store - it doesn't necessarily mean that they're intending to make use of those features on the latter platform.
Anything you purchase in-game on PC also won't transfer to your console, and vice-versa, for the time being, as cross-platform progression is not yet a feature in DBD.
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That's odd. The Rift didn't close until the 8th. You could contact Support and complain to them, since the official news post about the event (https://forum.deadbydaylight.com/en/discussion/93854/news-withering-blight-event-overview#latest) did say "Any unspent Serum will expire two weeks after The Rift closes."
Here is the link to contact Support: https://support.deadbydaylight.com
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... It means you mainly play Spirit?
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Pretty much everyone wants them to be changed, including the devs themselves. As @Boss explained, it's not a matter of design but of practicality.
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1012892#Comment_1012892
you asume too much without knowing me personally .. but that is expected....because humans...
I assumed that you were playing to win because you said "i depiped and everyone escaped.....big fun...", which implies that you were disappointed that you didn't pip or get more kills, and that you therefore didn't find the game fun. If you can depip or get a 0K and still have fun, then there would be no point in mentioning those two facts in your post, since that would make them irrelevant to the topic you're addressing.
I don't know what your definition of "playing for fun" is, but if depipping or losing the game means that you don't have fun, which is what you implied in your original post, then you're likely to have a lot of games where you don't have fun. Basically, my conclusion and subsequent response was based purely on the wording of your post and had nothing to do with you as a person.
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No one knows yet, it hasn't been officially announced. They usually stream on Wednesdays, though, somewhere around the middle of the day ET.
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Sounds like you weren't playing for fun, but playing to win.
Which is fine, for the record, but if winning is the only thing that's fun for you, you should resign yourself to the fact that you're probably only going to have fun in about half of your games.
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@ToxicClaud said:
https://forum.deadbydaylight.com/en/discussion/comment/1012822#Comment_1012822
Is Nea actually the entity lol
I mean, she could be for all we know, but generally no, that's just a community meme.
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The Observer is the man you see in an armchair in the background when you open the Archives, and it's meant to be his voice narrating the lore fragments you unlock by completing challenges. He uses a magical device called the Auris (that eye-shaped thing) which makes him invisible to the Entity and allows him to view, and in some cases, physically manifest, the memories of all those who've entered the Entity's realm. Basically, when someone is taken by the Entity, all their memories of their previous life are absorbed by the Entity's Fog, and the Auris is able to access them by infiltrating the Fog. We don't know exactly how long he's been in the Entity's realm, or how he got there, but he has apparently made an extensive study of the Entity and her realm in that time, as detailed in certain sections of the Tome I lore (https://deadbydaylight.gamepedia.com/Tome_I_-_Awakening). He lives in a tower somewhere in the Entity's realm, with a library filled with books, or "tomes", manifested through the Auris and detailing the memories and stories he's gathered from probing the Fog.
Vigo is another unplayable character who made (or continues to make) an extensive study of the Entity, her realm and how it all operates. He also possesses the ability to manifest physical objects from the Fog, and it is believed that he was the one who created the Hatch. We don't know exactly how long he has been around either, except that it's been "years". He has a laboratory somewhere in the Entity's realm, where he is known to have studied the Entity, the Blight and the Putrid Serum, among other things. (https://deadbydaylight.gamepedia.com/The_Hallowed_Blight) It is speculated that he and the Alchemist from the Blight events could be the same person. Vigo is referenced in the Survivor offerings Vigo's Jar of Salty Lips and Vigo's Shroud, and excerpts from his journal are used as flavour text on some of the items in the game.
As for the gender of the Entity, I'm not entirely sure where that comes from. I've seen it referenced in many places but never officially confirmed. I assume it's something that the community inferred from a comment made by a developer at some stage.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/991821#Comment_991821
Firstly, a fairly minor thing, while I can see your reasoning for separating the skill check, I think from the perspective of a new player who doesn't understand how they work, it might be more confusing and also make it harder for them to learn to hit great skill checks because doing so is more risky. Skill checks are one of the most frustrating things already for new survivors, so for that reason I think they should be left as they are.
Separating skill checks are supposed to make skill checks more skillful. You shouldn't be able to hit greats every time you get a skill check because the boost it provides makes a huge difference on generators.
If beginners are having problems going for greats, they should simply stick to hitting regular skill checks until they got the basics down. Good repair skill checks' success zone, as you may seen, are increased to give beginners more room for error and should make their experience less frustrating.
As I said, I like the idea of the fuse boxes in general, but I think you should come up with a different way of activating them. As Elk hinted, a lot of people don't find maths fun or aren't very good at it, and so having a mechanic like that in DBD would just be frustrating and annoying for those people. Especially when you're trying to concentrate on mental arithmetic while paying attention to your surroundings and keeping an eye out for the killer. It may be boring, but I think there are good reasons why generators are as un-engaging as they currently are.
Fuse Boxes are the survivor's last objective, and the killer's last defense until survivors can begin to open the Exit Gates. They should require more skill and focus than the objective before it because of that. Furthermore, they can be finished quite fast once players get the basics down, so it should be difficult/risky to complete a Fuse Box as compensation.
That may sound contradicting since the whole purpose of Fuse Boxes are supposed to give the killer time and make the survivor objective more fun. However, it's not the Fuse Boxes that gives the killer more time, it's the time survivors spend traveling the map is what gives the killer more time to do their objective. Subjectively, survivors have more fun, while the killer gets more time.
I understand what you're saying, but none of that actually contradicts the points I was making.
As I said in my first post, my objection to the skill check changes was the fact that they are supposed to make great skill checks harder to hit. Or more specifically, the fact that great skill checks have no safety net around them. You either go for the good skill check or the great one, and if you try for the great and miss, you're screwed. While that does make them more challenging for veteran players, it also makes them more inaccessible to new players.
Yes, when people are first learning the game, they can just stick to good skill checks, and that's all well and good. But there will come a point where they want to try hitting great skill checks, and this makes that learning process way harder for them - more of a learning leap than a learning curve - and every time you don't get the leap right, you fall back to the ground with a thud. Basically, if you don't hit it, that's it, which is a lot more unforgiving than the current setup of if you don't hit it, at least you might get the good skill check instead. The current system encourages players to slowly work towards learning to hit better skill checks, while this new system heavily discourages that because the fear of failure is too great.
When making balance decisions in a game, the designer needs to take into account not only how much skill something will take, but (arguably more importantly) how it feels to play - whether it feels fun, satisfying, rewarding for the person doing it. And I think that the proposed skill check change has the potential to be a lot more demoralising and frustrating to master than the current system, and therefore lowers the quality of the experience overall.
As for the Fuse Boxes, my objection to those had nothing to do with the difficulty, but again to do with how they operate from a UX design perspective. Most people don't find being forced to do mental arithmetic under pressure either enjoyable or rewarding, and a game mechanic that players generally find unenjoyable, unrewarding or simply frustrating to engage with is a problem. That's why I recommended you rethink how the Fuse Boxes function in terms of player interaction rather than just scrapping the idea altogether.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1012081#Comment_1012081
Pretty sure its just a warning before getting banned. The mods message you to let ya know what you did wrong to land you in hot water and if you continue to act like that while jailed, then you get escalated. I know from personal experience the mods are pretty sensible. Typically Rizzo will hop on a thread to remind ppl to stay civil alot of times.
https://us.v-cdn.net/6030815/uploads/221/68NDTVBY3JK5.jpg
I post alot of screenshots like this one sometimes and when I posted 4 on one thread and accidentally posted an uncensored one... Rizzo edited the post to remove the screenshot and messaged me to let me know. I replaced the screenshot with a censored version and all was fine.Even though TECHNICALLY it was naming and shaming since it was uncensored, due to me acting appropriately to the situation no action was taken against me. Afew months after that, I actually got my red PFP and "Forum member of the month".
I think jailing stops you from creating threads, and maybe restricts how often you can comment as well (not sure about the second thing).
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@MLPW said:
https://forum.deadbydaylight.com/en/discussion/comment/1009627#Comment_1009627
Correct i am here for talking not bugs report
They're referring to the fact that you accidentally posted it in the Bug Reports category for the Hag. To be fair, the categorisation is quite confusing. Don't worry though, you can carry on with the thread (you don't need to repost or anything), I've already flagged it so a mod will come along and move it to the correct category at some point ๐
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1011884#Comment_1011884
Plus, I've never heard anything about in-game icons being changed or attempted to be changed.
So if he messes up and destroys the files than... I don't know what will come of that, the game might not work until he verifies them to fix it, or something else.
I'm sure someone's thought to attempt it at some point, I just don't think it can be done, because those files don't appear to be locally stored.
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You can edit them as they appear in the manual and loading screens, but not as they appear in-match. Basically, any icon which is freely accessible through the game's locally stored files can be edited and/or replaced. However, as mentioned, editing game files is always done at your own risk as far as EAC is concerned.
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@sanki said:
https://forum.deadbydaylight.com/en/discussion/comment/1005381#Comment_1005381
Really?How many meters is The object of obsession capped?
@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1009937#Comment_1009937
I'm not sure what he means, as I did a test on this awhile ago on another question about Empathy and OoO with 4 Open Handeds (it was to test if OoO with 4 open handeds could reveal you aura around all parts of the map, since Empathy couldn't and OoO for sure can't on the largest map).
The point is though, 2 Open Handeds did work on OoO, so unless the cap is two than... I'm not sure what he means by "capped".
I expect he's referring to this part in the perk description where it explicitly says that there is a maximum range.
Remembering FireHazard's Empathy experiment, I initially assumed that Open-Handed would still affect OoO, but OoO is also one of Groot's favourite perks so I eventually concluded that he would know better than I would how it works ๐คท
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@Stitch7833 said:
its was hard to complete the survey tbh, by not fault of your own though, i played the game on and off because it was a huge grind when lobby times got as long as they did, without wait times it might not of been so bad which is why this rift will be worse due to even longer wait times. either way id wanna see the total hours and how many challenges they completed
Sorry you had difficulties with the survey. I do agree that queue times probably played a big part in the inflation of the overall time taken to complete the Rift. And I'll definitely be including your requests in the data post! ๐
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So if I've understood correctly, the TL;DR is, "please no Shirtless Myers"?
Honestly, I'd be very surprised if 80% of the community want that to happen. I think for most people, it's just a meme. It's fun to pretend that everyone is just thirsting for Shirtless Myers, but I think in reality the amount of people who genuinely want to see it in the game is probably much smaller.
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I like the charms in general. I think they're cute and a fun thing to have around, with the same trophy status as exclusive skins without being nearly as polarising. I don't mind the inventory clutter, but I do like your idea to fix it. I doubt it will happen for a long time, though, since UI improvements don't tend to be top of the priority list.
I actually prefer the killer charms to survivor charms, because they're much bigger and easier to see, for everyone in the game. As survivor, you're really the only one that gets to look at your own charms, and even then you don't get to see them very well.
The one thing I would like to have changed is to have a charm for completing every challenge in the Tome, separate from the one you get for reaching the epilogue, to reward the completionist types who didn't take the "easy" route.
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/1008518#Comment_1008518
Multiple choice questions in a pie chart or a graph form would be amazing. For the rest, you could make a list of the "most used words" if you would want to spend the time. Otherwise, the data for the multiple choices alone is enough for me.
Keywords could be interesting. I'm thinking about doing some graphs on things like the most common reasons for buying the premium pass, or the most common reasons people regretted buying the pass.
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@ClickyClicky said:
Was there an increase in disconnects during this period?
Basement builds are not fun for survivors but there was a number of basement challenges in this period.
Likewise constant flashlight blinding is not fun particularly for newer killers yet we had challenges for this also.
As both sides had challenges encouraging gameplay styles the other sides hates, did this lead to an increase in disconnects? And will there be less of these kind of challenges in future tomes.
I'd love to be able to answer that - it's something I'm interested in knowing myself - but unfortunately, since I'm not a developer, I don't have access to that information.
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@Bloodwidow said:
Which challenges was done in 1-2 trys? And how many player finished them this way?
Sometimes I was reading the challenge and thought: "Nope, I will never finish this." And then I got it in the first or second try. But it was really luck. Would be interresting to see the lucky (or fast) challenges of the rift.
If I have a second question:
Which challenges needed the most trys to finish it?
That would be really interesting information to see, I agree. Unfortunately, I don't have any data related to specific challenges, only to how many challenges each respondent completed overall. So I won't be able to include that in the final post, as much as I would like to ๐
