Fibijean
Fibijean
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@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/923452#Comment_923452
Isn't up for interpretation? That makes no sense as I can give the word any meaning I want to. Like tunneling and face camping were given their definition from the players.
I understand where you're coming from, but that's not really how language works. You can't just take a word and give it "any meaning you want to". Words mean things. Tunneling and facecamping were words made up by members of the gaming community which eventually became widely adopted. Even in that case, there's at least a generally accepted definition - I can't just say that it's "facecamping" when a survivor stands near an exit gate because it's up for interpretation and I can use it to mean anything I want to.
Toxic behaviour isn't exclusively a gaming thing, it's a term that's been in wide psychological use for a long while now, and it has an established meaning. Someone can't just start using it to mean something else and act like their definition is equally as valid as the established one. All that does is foster confusion and sap words of any value they might once have had as tools for communication.
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@ABannedCat said:
Developers already discussed a husk-system some time ago. Basically the same as you suggest, where when someone disconnects, a husk would stay behind. Allowing everyone else to still interact with the disconnnected players. Hitting, hooking, unhooking, healing, farming protection hits, etc etc.
Unfortunately they suddenly went completely silent about the concept later.
I believe I saw Peanits comment on it quite recently, saying that the husks won't be implemented along with the new DC Penalty system, but the mechanic is still being worked on and should be added to the game a bit further down the line.
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Click on your username in the top-right corner, then click the purple button on the right that says "Change Picture". A popup will come up that allows you to select an avatar. After you're done, make sure you scroll down to the very bottom of the popup and click "Save Avatar".
Let me know if you have any issues with it and I'll try to help you out 😊
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@NeoDecker said:
https://forum.deadbydaylight.com/en/discussion/comment/924460#Comment_924460
dang welp this achievement is gonna take a while XD
Probably 😕 If it makes you feel any better, I'm only at 24.
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The wording of the two is very subtly different: the Tome challenge is "catch a survivor in a bear trap X times" while the achievement is "catch a total of 100 survivors in bear traps".
I'm guessing this means that while the Tome challenges count progress in terms of total number of traps, the achievement only counts individual survivors. So if you caught one survivor in a trap ten times during a match, as far as the achievement is concerned it would only count as one.
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@AAAAA said:
https://forum.deadbydaylight.com/en/discussion/comment/924307#Comment_924307
Thank you, this was very helpful! This is why you're my favorite Trusted XD
Aww, that's very kind of you to say ❤️🤗
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@Bravescorpio said:
https://forum.deadbydaylight.com/en/discussion/comment/924341#Comment_924341
The entire history of this over-reaction:
One person said they hate playing against the hag solo.
Another person said they better not nerf the hag because of the above person saying they hated playing the hag solo.
This thread gets made due to the above thread. Unless someone can show otherwise they Devs never once mentioned nerfing the hag. The most they ever said about the hag is that she is one of the most rarest killers to fight against. This is not the sound of an upcoming nerf.
So, everyone's just getting worked up over basically nothing. Got it 😕
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@Miss_Britannia said:
https://forum.deadbydaylight.com/en/discussion/comment/923667#Comment_923667
Sorry, I didn’t know this. I just thought I’d share my thoughts on the mobile version with the community to see what they thought.
That's totally fine, just letting you know that if the mobile devs are your target audience, they're not likely to see your feedback here and you'd be better off posting it elsewhere. But if you just wanted to discuss it with the community as a whole, go right ahead 😊
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/924230#Comment_924230
Can you link any recent FotM posts, curious about this title.
See my comment above for details. Basically, there haven't been any official posts made about it. It was just mentioned in passing once, but it has similar criteria to Trusted and the red profile picture is for FUotM, not Trusted (although many people get the two confused because of overlap between the two and lack of information about FUotM).
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"Tryhard" is generally used to refer to someone who uses the strongest tactics available to them to either complete their objective efficiently or maximise their point gains, or both.
"Sweaty" is similar, but usually refers less to the tactics someone is employing and more to the fact that they're just trying really hard to play to the best of their ability - the idea being that they're working so hard at it they're "sweating" while they're playing. The terms "sweaty" and "tryhard" tend to be used interchangeably, however, to refer to builds, players, or particular tactics.
"Boosted" is used to describe someone who is out of their depth, skill-wise, usually because they have been "boosted" to a rank they don't belong at, either through sheer luck or more skillful friends/teammates, or both.
If you want specific examples of what sort of things people are likely to use those words to describe, pretty much any good add-ons, items or offerings, or meta perks in your loadout (Decisive Strike, Borrowed Time, Dead Hard, Balanced Landing, Adrenaline) as well any tactic which could be considered effective or efficient, especially if it's not much fun for the opposing side (examples include tunneling, slugging, bodyblocking or 99-ing Exit Gates) will put you at risk of being called "sweaty", "tryhard" or even "toxic".
People might call you "boosted" if you play badly, or if you are even perceived to have played badly (particularly if you used good perks or items and still didn't do well ingame), or used perks or tactics at mid to high ranks that have a reputation for being ineffective or a "crutch". Examples include the perks NOED, Urban Evasion and Self-Care, or tactics like hook camping.
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Why does everyone suddenly think Hag is about to get nerfed?
... Did a streamer say something again?
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/924161#Comment_924161
the question is: when the December developer update is posted?....
Hard to say. Historically, they've come at all different times - the September Dev Update didn't arrive until early October. I'm hoping some time in the next week, because otherwise we might not get anything until the New Year.
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Basically, Trusted members are chosen by the community team (which I believe includes the devs and mods) for being helpful, reasonable, friendly and active on the forums. It's not something you can apply for, you just be generally a positive presence on the forums and eventually get recognised. Trusted members are identifiable by the "Trusted" tag.
Forum User of the Month is something that barely anyone knows about because it hasn't really been talked about aside from being mentioned in passing in the original post that was made explaining the Trusted Members Pilot (link below). Forum Users of the Month are selected on a monthly basis for basically being a standout presence on the forums, either by being particularly helpful or active or having made significant personal improvements.
FUotM are granted a special profile picture with a red background, and some are also selected to become Trusted. For example, Divine_Confetti, LordGlint and I were FUotM last month. This is also why all the Trusted members also have the red background on their avatar, because all of them have been selected as FUotM at some point.
If you want to know more about the Trusted program, you can check out the official post on the topic here: https://forum.deadbydaylight.com/en/discussion/89809/pilot-the-trusted-members#latest
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@BoneFish said:
https://forum.deadbydaylight.com/en/discussion/comment/923651#Comment_923651
I don't get how understanding game design (I.E. programming) or game theory (which is an extremely vague catch all term.) equates to understanding variables of balance in a competitive game. It's not that complicated really, even if you do want to just get to hard numbers.
Here's an example. It's pretty common knowledge that Hex Ruin is ran almost constantly (Not always) at all ranks. But why is that? Is it because Hex Ruin actually offers that much of an advantage that tilts gen speed in the killer favor or is it because Killers feel like they need it to slow the game down? Those are two very different things which can only be assessed with experience playing the game.
To answer that question, I've had games end in 5 minutes with all gens done while running Hex Ruin. Does it happen all the time? No. But the fact that it can happen is all that really matters when it comes to balance. They aren't seeming to understand this concept.
Game design and programming are nowhere near being the same thing. You don't need to know a thing about design to be able to type up a working program, nor do you need to know anything about programming in order to design a game concept. And game theory is broad, but it's not vague, unless you're using it wrong.
Game theory is important because you need to know how people think in order to design a game for human players. Design skills are important because you need to know how different elements interact, what works and what doesn't, in order to balance a game properly. Forgive me, but the fact that you don't even see the relevance of study in those areas makes me think that you might be the one who doesn't understand what really goes into creating and balancing a functional game.
I don't believe that the DBD devs have it all together by any means. I think that they make a lot of fundamental errors when it comes to game balance.
However, I don't think the answer is to put all the power in the hands of players who have spent a lot of time playing this one specific game, but know nothing about design or game theory in general. Could they have something relevant and valuable to contribute? Absolutely. But the opinions of the developers themselves, people who have devoted their lives to understanding and creating games, are far from being as worthless as you're suggesting.
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/924193#Comment_924193
It’s nothing like noed though because noed gives you time and counterplay to actually counter it. You have an entire match to make sure you and the other survivors found all 5 totems, and if you didn’t...it sucks but that’s how the cookie crumbles. Iri has no counterplay before it strikes and once you do get the information, it’s too late because they always play scummy.
It's like NOED in the sense that the best play is to assume she has it and work to counter it until proven otherwise. It's a common thing in this game. Other examples include BBQ, or Decisive Strike. All of them encourage players to waste time trying to counter a mechanic that may not even be in play.
Iri Heads are actually pretty tame by comparison, because you don't need to waste time or do anything differently before you know whether or not the mechanic is in play. It's not like you wouldn't still try to dodge her hatchets even if you knew she didn't have it.
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@kcwolf1975 said:
I wonder if they will delay it so that it can be tied in with the next tome like they did with the blight event.
I doubt it. They wouldn't delay it for that long. It's quite likely that they'll tie the Lunar New Year event in with the next Rift, though, since the two are happening at around the same time.
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I wanted to be a primary school teacher for the longest time.
Now I'm about to complete a Bachelor's degree in Graphic Design.
I still wouldn't mind teaching, things just took a different turn.
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It's like NOED. You should always assume a Huntress has Iri Heads and dodge hatchets accordingly until proven otherwise. The "tell" is if she's super keen on throwing a hatchet even in situations where a melee hit would be a better play, or if she appears to run out of hatchets after one (or at max, three) missed throws.
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It hasn't been announced yet. They'll most likely give us more information about it in the December Dev Update and/or upcoming Q&A stream.
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I love Tenacity, especially when paired with Unbreakable.
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@Drazen said:
https://forum.deadbydaylight.com/en/discussion/comment/923905#Comment_923905
100% when oni came out he cried that he had no counterplay now hes crying that they nerfed him to the ground I dont get this person
I haven't heard any crying, just him stating his opinion.
It is possible for one person to both think that a killer has little to no counterplay and also believe that steps taken by the devs to address that issue went a bit too far.
Just stating that he's not a fan of something and explaining why doesn't equate to "crying". Even when he was lamenting the Oni nerfs, he said at the end something to the effect of "they said they were going to make changes so we'll see what happens", which to me would suggest that he's not mindlessly whining but trying to remain reasonable and approach the topic from a rational standpoint.
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No one knows. I'm pretty sure even the devs don't know the exact release date yet. They are definitely in the works, and looking great apparently, but we don't know precisely when we'll get them at this stage.
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@John_Doe said:
https://forum.deadbydaylight.com/en/discussion/comment/923291#Comment_923291
They done a single blood overlay for Onis mori
They can use animation tricks for that, though. The Oni's mori only has to work visually from one angle, and if you look closely on different survivors, you'll notice with some models and/or outfits it clips in weird places or doesn't show up quite as well. That's the sort of thing you can get away with in a 10-second animation with a fixed camera angle, but not a cosmetic that has to look good and realistic from all angles and while performing twenty different animations throughout the match.
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@BasedMorlis said:
https://forum.deadbydaylight.com/en/discussion/comment/923659#Comment_923659
Ah, its been forever since I bothered running Thrill, but I know it used to pop whenever I played as a survivor.
It will alert you to the perk's presence as a survivor when you start cleansing any totem, because you are affected by the perk's slow cleansing ability. Unless the totem you're on is a lit hex, though, the killer doesn't receive a notification and never did. They'll know you've cleansed a dull totem because the perk will lose stacks, but they have no way of knowing which one you cleansed or where.
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While it's great that you have constructive feedback to offer about the Mobile game, this isn't the place to offer it. Non-mobile DBD is run by a separate team, so the Mobile devs aren't likely to see anything you post here.
They don't have their own forum, but if you're a beta tester they've probably let you know in an email or something similar where the best place to leave your feedback is. Otherwise, the best way to contact them would be through the DBD Mobile website: https://www.mobile.deadbydaylight.com/
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@BasedMorlis said:
https://forum.deadbydaylight.com/en/discussion/comment/923568#Comment_923568
Not to mention that Thrill also pops when they are cleansing dull totems. At the end of the day, Hex: Ruin is a perfectly balanced killer perk. I honestly don't even bother running it and have no issues getting 2-3 kills per game. It's honestly just about learning to apply pressure. I sometimes look at all these killer posts and think "These people have never played survivor, have they?"
Thrill doesn't give notifications when survivors cleanse dull totems.
I completely agree with you about Ruin, though. It's a powerful perk, but it's no substitute for skilled gameplay.
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I think there's a place for both. I agree that the opinions of players who aren't experienced or good at the game should not be weighted at the same level as those of players who are, and you're right that most people's feedback doesn't matter and hurts game balance because they don't know what they're talking about.
However, although top-level players are more likely to know what they're talking about, they're not necessarily excluded from that group. Most people, quite frankly, don't know the first thing about game design or game theory. Many popular streamers, experienced and knowledgeable about the game as they may be, don't know the first thing about game design or game theory.
That's where the devs themselves come in - most of them have been designing games for years professionally, and many went to college or university to study game design. So even though they may not have as much experience as some of their players with the game itself, they do know how games in general work, and that's also valuable, because experience doesn't always equate to understanding.
So basically, while I understand and agree with your point that experienced players have valuable and unique contributions to make when it comes to balancing, I don't think the opinions of the developers themselves should be disregarded altogether. Ideally, they would seek the opinions of high-level players with a lot of experience who also have studied game design/game theory/programming and understand how these things work.
Essentially, I think there's a medium that needs to be struck between experience and knowledge in order to balance the game properly. Not everyone has both, and that's also important to take into account when deciding how heavily to weight individual opinions.
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In the Boldness category, you mean? Technically yes, as long as you leave the basement before the game ends, because the points are only awarded once you leave.
You would also have to stay down there quite a long time - I'm not sure exactly how long, although I've been trying to find out with no success so far.
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@T2K said:
I would also be ok with the idea by earning the cosmetics. The thing is I dont think the year of the hound will come back soon. The summer event seemed like a one time thing. it was a total desaster back then. The events were really bad where you could get the cosmetics. Idk about bringing them up again. I also wouldnt mind if the cosmetics stay exclusive in the sake of the word "exclusive"
Fair point about the hound. Maybe in another ten years? 😋
I feel like it would be pretty cool if the Huntress got a new themed animal mask every Lunar New Year, though. Or maybe the Trapper or Oni or even Legion some years, if we want to keep the cosmetic distribution a bit more even.
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Man, early DBD had the coolest atmosphere. I will sign this petition.
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Trapper's bag/sack add-ons affect how many traps he can carry at once, and also how many traps he starts with on his person. So instead of having one trap ready to place at the start of the match, he has two.
Both bag/sack add-ons give him one extra trap, but the Trapper Bag increases the amount of traps he can carry at once by 2, while the Trapper Sack only increases his carrying capacity by 1. By stacking both add-ons, the Trapper can carry a maximum of 4 traps at once, and will start the game with 3 traps already on him.
As for the Rift, the best way to get progress is by completing both survivor and killer challenges in the Tome. Each challenge awards 3-5 Rift Fragments, and reaching the epilogue on any of the four levels in the Tome will award you 10 Rift Fragments, which is equivalent to one full Rift tier's worth of progress.
If you have any trouble with specific challenges or need tips on the best methods to complete them, I or anyone else on the forums will be happy to help you 😊
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@Elvenmonk said:
https://forum.deadbydaylight.com/en/discussion/comment/923297#Comment_923297
There's a perk that lets you know when they're being cleansed. Unless I'm mistaken
You're not mistaken. It's called Thrill Of The Hunt, and it is indeed quite useful for protecting totems, particularly on high-mobility killers.
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As an "old player", I would be perfectly fine with having the cosmetics return and be earnable once a year during seasonal events, similarly to how last year's Hallowed Blight skins could be unlocked for serum this year. However, that would only work if they actually did the events again, which might happen with the Lunar New Year, but the Summer BBQ in particular is looking like it might have been a one-time thing.
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Given that ranking basically only exists for matchmaking purposes, I wouldn't mind most of these ideas being implemented. I feel like it would help a lot with promoting a more healthy attitude towards ranks if they were either hidden or a bit more set in stone. In my opinion it should be both harder to rank up and harder to derank than it currently is, in order for rank to be a more accurate reflection of player skill.
Of course, I'm pretty sure that the number of current players is a global stat, not a regional one, which means it's not a reliable indicator of how fast queue times should be. So there are probably a lot of internal complications when it comes to changing the rank system. But hiding ranks altogether or introducing seasonal rewards would go a long way in terms of improving the general community attitude towards ranking, if not the system itself.
I think giving out auric cells as rewards would be a bad idea from a financial standpoint, though. I would prefer something like a unique charm, or a bloodpoint boost as you suggested, or maybe a reward of shards rather than cells.
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Depends what role you're into. If you're a killer player, get Cursed Legacy. If you're a survivor player and don't have the hots for Yui, get Stranger Things. If you're 50/50, you'll get the best value out of Stranger Things.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/923415#Comment_923415
Yes but still, the fact it still gave it to me in a like... 30-60 second match is amazing lmao...
Like its cool that it does what it says... but it should really be more specific. Something like "Don't let anyone open the Exit Gates once they're powered AND use Unnerving Presence."
Something like that... having 3 people DC in under 30 seconds and someone escaping through hatch shouldn't reward me with the challenge.
I'd argue that's pretty much exactly what it does say. If you can get the same message across with less words, that's always better, especially when you're doing UI design. But it doesn't really matter too much at this stage 🤷
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@innocentguy said:
https://forum.deadbydaylight.com/en/discussion/comment/923455#Comment_923455
Like only cash grabs?
theres a reason why fortnite is still on top. They actually get involved with their players, and add some new things to the game that are free. They add little details that people don’t even ask for but are grateful to have. Plus they’re fast at updating bugs and nerfs.
bhvr needs to space out the chapter updates a little more or be quicker with bug fixes/nerfs/buffs/updates and new features.
or even just forget about 1 new chapter and just focus on fixing things
I won't argue with you there, but you're changing the topic now. Bug fixes and balance changes benefit everyone, so of course they should be a focus. But as for the art team, their time would be better spent on designing new content - characters, maps, cosmetics, etc. - which I guess you can call "cash grabs" if you choose.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/923470#Comment_923470
I feel ya; and to be fair, I did try to explain it, despite my stern demeanor.
It can be a difficult topic to tackle constructively. No one likes being told they're wrong.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/923458#Comment_923458
I meant it, though. That shoddy definition that "everything I hate is toxic" is one of the worst things happening in this community. It's one of the things that breeds the most toxicity.
I totally agree, and it is something more people need to be educated about. People are just more likely to be open to changing their views if they don't feel like they're being attacked, that's all.
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/923425#Comment_923425
yeah it was in the survey thing, im just really hoping they push it out fast cause these queue times are low key making me wanna stop playing the game.
I totally agree. I think that crossplay would improve the overall experience immensely by not only improving queue times but also matchmaking, which are two of the biggest things that people tend to complain about.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/923398#Comment_923398
Well, you would be wrong. Your opinion is incorrect. What you are doing is like being a flat-earther. If you think any item, perk, addon, offering, cosmetic etc in the game is toxic, you need to uninstall. All due respect.
You're not wrong, but he was probably due a bit more respect than you gave him there.
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@innocentguy said:
https://forum.deadbydaylight.com/en/discussion/comment/923339#Comment_923339
A handful of people?? Just because you don’t care about doesn’t mean thousands of people don’t lol. There is 0 point to prestige. If they add this feature of adding the blood to shop items, it would be awesome. Personally idc whether they do or not because I know BHVR and I know they won’t end up doing it, like everything else. But if this was a thing then I’d start prestiging my characters.
and I know what you meant by “minimal reward” but that excuse isn’t even good. That’s like not adding extra stuff to your essay or presentation to make it even better to secure the 100%. It’s the little features they could add that would make this game 10x better.
A few thousand is a handful, relative to the entire DBD playerbase. Sure, a lot of people might be interested in having a prestige version of their favourite cosmetics, but how many people would be specifically interested in a bloody version of Meg's Tempo Runner Braids, or Jeff's Gallery Opening Gala Dress Shirt and Blazer? That's what I'm talking about, not that there aren't that many people that would care for the idea in general, but the devs would have to do that for each individual piece, and how many players are really going to benefit from one single cosmetic piece having blood on it?
Any kind of investment is a matter of balancing sacrifice and reward. What you get out of it has to be worth what you put in for it to be a good investment. Your essay metaphor is a great example. If you write a great essay, you may well be able to make it a near-perfect essay by spending ten more hours working on it. But is the difference between a 95% and a 98% really enough to make all that additional work worthwhile, when you could have spent those ten hours improving your health or spending quality time with your family, or getting a different project halfway done? Probably not.
If the developers had infinite hours to work on the game, this is probably something that would be worth doing. But they have limited time and limited resources, and there are many, many things that are more worthwhile for them to be spending those resources on.
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@FireHazard said:
Apparently if everyone DCs and someone escapes through the hatch... than the challenge ALSO finishes.
That's how I finished it... SOMEHOW THAT WORKS! (And no, I didn't want them all to DC... they just did...)
https://forum.deadbydaylight.com/en/discussion/comment/922833#Comment_922833
That isn't intentional I hope. (The thing I said above for the OP).
I'm pretty sure that is intentional. The challenge has two conditions: use Unnerving Presence, and don't let any gates get opened. That's it. Otherwise it would say something like "Kill all 4 survivors before any Exit Gates are opened using Unnerving Presence" or "Prevent any survivors from escaping using Unnerving Presence". Given the way it's worded, it's a good thing that it does what it says on the tin, otherwise that would just be bad UI design.
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It depends on whether you consider the in-game information or the Game Rules as listed on the forums the higher authority. Personally, I tend to refer to the forum post over what it says in game, since it's more detailed and I'm pretty sure it's been updated more recently.
According to the official forum post, "Working with the opposite team to gain an advantage or grief teammates" is a reportable offence. That's somewhat open to interpretation, but I would argue that you're not gaining an advantage by voluntarily sacrificing yourself, nor are you directly sabotaging your teammates - you may be making the game harder for them, but you're not actually interfering with them personally - which is what I would define as "griefing". So on that basis, I would say that it's not a reportable offence.
If you disagree with my interpretation and think that it does count as "griefing teammates", feel free to file a report, but bear in mind that you will need to provide additional, video evidence for something like that if you want your report to have any actual effect.
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I'm not saying I disagree, although I wouldn't put it quite like that, but care to elaborate?
The devs might be able to actually do something about it if you can provide more constructive feedback.
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@KuromiStarwind said:
I think that people who say that most all killers are fine because "I can 4k on any killer", or anything else like that, are idiots.
Just because any killer can win, doesn't mean every killer is in a good spot balance wise.
Viability isn't a matter of balance, though, it's a matter of potential. "All killers are viable" means that all killers have the potential to perform well at any rank. It doesn't mean that all killers are evenly balanced or that all killers will perform equally well on average. If anyone were arguing that, then yes, that would make them a bit of an idiot, but I've yet to meet someone who would argue such a thing. That's why tier lists exist.
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@innocentguy said:
https://forum.deadbydaylight.com/en/discussion/comment/923291#Comment_923291
God forbid the Devs actually have to work to do something good for the community. for free.
When I said "minimal reward" I meant mainly for the community. Having a prestige option for every single skin just because there might be a few community members who would like blood splatters on that particular cosmetic isn't really worth the investment.
The devs do work hard to do good things for the community all the time. Personally, I'd rather those good things took the form of new cosmetics with widespread appeal rather than recolours of old ones that only a handful of people would even care about.
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If you are serious about that title, I'd strongly advise you to take a break from the game for the sake of your mental health and maybe consider speaking to a psychologist or someone you can trust.
If you're not serious, I suggest you edit it so that you're not in violation of the "don't make light of serious issues" forum rule.
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People get hooked during EGC fairly frequently. Just equip the challenge and play normally and wait for the opportunity to arise. Let the others know in the lobby that you have the challenge and ask them to let you go for the rescue if anyone else gets hooked during endgame. Don't be the one to go for the Exit Gates, and once someone gets downed, make sure a gate gets opened and then go for the save. It's a lot easier to do if you equip BT and don't care about your own survival.
