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FrootLoops

FrootLoops

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  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2125297#Comment_2125297

    But even if all five totems aren't broken, NOED could still activate with your proposed change. There's just a chance it might not.

    So wouldn't they still have the same complaint?

    It's not just about the five totems - it's about an 'unearned' instant down and speed boost as well.

    you raise good points. I agree that it shouldn't be an unearned advantage and should have conditions other than "fail to defend the gens". But I also feel that the absolute requirement that survivors cleanse all 5 totems is too much. There would be very little development to implement an existing mechanic onto the perk (assign to a specific totem) compared to altering the activation requirements, so I am hoping the devs might see this suggestion as a "quick win" in QoL improvement

  • @GoshJosh said:

    I think that's too oppressive for how easy some totems are to find. Instead I would like a totem counter in the basement, and not just the new totem counter added to Small Game. It should also have to be earned based on a number of hooks, seconds chased, something rather than just 'Congratulations! You had at least one dull totem remaining on the map. Enjoy a speed boost and free instant downs.'

    I mean... it's what all other hexes do, the difference only being that NOED wouldn't be lit until the exit gates are powered. I think the main survivor complaint about NOED is around the fact that you have to break all 5 totems to prevent it. at least this way the Solo guy who breaks every totem he sees isn't relying entirely on a counter to keep track of whether or not NOED might activate

    Also, then the killer will know whether or not to expect NOED at end game and can sweat accordingly

  • I'm sure they fixed certain circumstances. just not the right circumstances

  • I imagine since they have implemented in game codes it is easier for them to credit things like shards and bloodpoints, and so they may be a bit more flexible on these things now. when you open a ticket I suggest sharing any screenshots you may have displaying the shards before and after. if they are timestamped in some way it can give them a window to check your purchase history and see that there was no purchase to account for the missing shards.

    That way they aren't just looking for the direct cause, which is sometimes hard or impossible to find, and can look for the circumstantial evidence that supports your case

  • Survivors cleanse totems: Killer cries Hexes are too weak and are broken 30 seconds into match

    Survivors don't cleanse totems: Killer cries gen rushers

    How about a survivor perk where if any breakable walls are left on the map at endgame all survivors have endurance. you will have to kick out the one wall with a light under it to end this effect.

    on the plus side, at least you know which walls you've already kicked out, so you know if the task is done

  • I'm loving scout leader dwight! what a great set!

  • @valvarez4 said:

    Killers think noed is not a problem. I want a new surv perk. Everybody escape from death. 1 locker is marked with a red paint at the beginning of the match. At the end, if the killer hasn't touch this locker the survs increase 4% his speed and also the killer has to hit him 3 times to put him in the dying state. The killer wouldn't know this perk exists until he hits the surv. The effect persists until the killer touch the locker.

    Totally fair: as killer say.. touch the locker and it's a wasted perk slot

    yaaas. but the red paint doesn't show up until the end of the match, will appear on any locker the killer hasn't touched at that point, AND make some of the lockers well hidden so that the killer has to go out of their way to look for lockers instead of chasing and downing survivors. to keep it fair though add a "lock locker" interaction that makes the locker unusable by survivors and makes it visibly checked off

  • It's important to remember that with any code changes time has to be spent altering the code, testing the code for it's intended function, and testing the code for overall impact (regression testing). some code lives in isolation and can be changed without a lot of impact, but other areas could have mass implementation across the game and therefore have an impact on the entire game.

    added to that the time it takes to submit the patch to the various platforms, the time those platforms take to quality check it, and the lead time necessary to stage the patch, and you really can't make a lot of changes from PTB to live. what it does give though is a head start on a bug fix patch, midchapter improvements, and the opportunity to make small QoL changes before live. they can also gauge the community response and help plan how best to approach the release.

  • as a reasonable adult... I can usually intuit the words from the [BAD WORD] context. so it makes no difference in comprehension of what is being said. and just because you turn off a filter on your end it doesn't mean that the recipient would get the text unfiltered.

    so.... what would be the point of being allowed to turn off the filter? does toxicity give you energy or something?

  • @PureHostility said:

    There are two bp pools.

    One is a normal one, which accumulates BPs from gameplay. It is limited to 1 million of BPs.

    Another one is an event/refund/bonus one, it doesn't have any limit.

    The BP counter You see is a sum of both pools.

    I've been experimenting with this a bit, and I believe this is accurate. To break it down a little further

    pool 1 is all in game earned BP + archive rewards + daily challenges. This pool is capped at 1 million

    pool 2 is rewards distributed by BHVR in the form of codes, log in rewards, etc... It is unlimited

    Spending BP prioritizes pool 2, so if you have reached your cap in pool 1 but still have a balance in pool 2 you will not see an increase from match earnings until you are under 1 million (meaning you are now spending out of pool 1)

    I have the game on 3 platforms. I rarely play on my switch but I make sure to log in and collect any rewards. My current balance on there is nearly 3 million BP, but I can still earn more BP in matches. when cross progression for switch is active I should have close to a total of 5 million BP, but I'm watching to see if cross progression activation merges at the pool level (which should mean I lose some BP, since pool 1 on the combined accounts will be over 1 million) or if it transfers the entire balance to pool 2, which would mean I could earn another million in matches after activation

  • I'm curious to know how that kill rate looks for only the subset where you played survivor vs only the subset where you played killer.

  • why do people complain about gen rushing? same coin, different side

  • my theory: Killer is the one to be interviewed and was injured in the fire being discussed. I would guess that the killer then was a famous K-Pop star and lost their career through horrible disfigurement. Survivor is the interviewer (presumably Yun-Jin)

    For the record that makes 3 survivors related to the media (Jane, Zarina, Yun-Jin)

    Seems like BHVR has some beef with media figures

  • right there with you. I have dwight p3 50 and all but 4 perks at least tier 1. still no DS. perks on the bloodweb are totally random, but when you get to p3 the rarity goes up, so you are more likely to see t2 and t3 perks than t1.

  • Finally! A PTB for Console!

  • I suppose it depends what you consider a win. slugging a full team at 4 or 5 gens might get you iri gatekeeper, but the rest of the emblems are going to be garbage. not to mention mediocre BP at best.

    the problem as I see it is that it's very short sighted to use such tactics. Sure, you will win against most teams, but you are extending the grind of unlocking all perks because you aren't maxing out your BP, and you are preventing yourself from ranking up. On top of that you are inviting salty post game messages because it's not fun to go against as a survivor, and you are creating a need for even more "balancing" from the devs to make the game fun for survivors as well as killers.

    In short, yeah you 4k that match, but in the long run you are just ruining everyone's enjoyment of the game, yours included

  • Welcome to the Fog!

    for when it's not bugged here is a great reference for all things DBD. This link will take you directly to emblems

    Emblems are a new Ranking Mechanic that was implemented with Patch 1.9.4 into Dead by Daylight . 1 Overview 2 Survivor Emblems 2.1 Lightbringer 2.2 Unbroken 2.3 Benevolent 2.4 Evader 3 Killer Emblems 3.1 Gatekeeper 3.2 Devout 3.3 Malicious 3.4 Chaser 4 Emblem Qualities 5 Ranking 5.1 Pip Conditions 6 Change Log 6.1 Patch 2.0.0 6.2 Patch 2.3.0 6.3 Patch 3.0.0 7 Trivia The Emblem System is a replacement for the Victory Cube for Killers and the old Bloodpoint-related Rank Mechanic for Survivors. A P


  • Last night I depipped and pipped up in a KYF

  • @QwQw said:

    https://forum.deadbydaylight.com/en/discussion/comment/1930342#Comment_1930342

    How did you get a picture of me playing dbd!? Are you outside my house?

    Nah. It's the new in game tutorial. It now fully conveys what actual matches are like

  • @QwQw said:

    It feels so brain dead to play on. It's literally just kicking wood simulator.

    woodkickingsim.gif

    HAHAHAHA

  • Thanks Karu! Much appreciated. most of the Eichhörnchen in my area are tucked away for the winter, gently forgetting where their nuts are

  • @Steel_Eyed said:

    If that DS change happens, I’d be less inclined to smack down an unhooked player if I know they can’t do objectives.

    oh the DS change is happening, they said it will be in the next chapter. I'm more worried about the OoO change, which was just an idea they were sharing

  • I think the changes are fair but I worry about a few possible outcomes.

    1. Survivor gets unhooked and scurries off to the corner for 60 seconds instead of doing something useful
    2. Survivor gets unhooked and goes bully the killer for 60 seconds, making it an even more toxic perk
    3. Baiting the killer into taking the DS by hanging out near a gen being worked on to make the killer think it deactivated
  • I would counter that breakable walls was a very clever solution to the problematic infinite loops. before the rework came in a lot have maps had really strong infinite loops where killers would have to just abandon chase. now those infinites are more of a finite resource, just like pallets. sure a survivor will escape while you spend time breaking out a wall, but they can't just run back to that same loop later in the game and expect safety.

    So at the start of the match you have to decide if you want to spend time shutting down the infinites or go find survivors to chase. if they run to main building then kick out the walls in chase. that way you have taken a survivor off of a gen as well as eliminating a strong loop. it's like taking the time to kick a strong pallet

  • based on the emblems I'm pretty sure you camped. a 3k should have gotten you at least gold devout (2pts for each sacrifice and 0-9pts for each hook, so at 3k should be a minimum of 9pts, and 8 points = gold) there is a penalty to devout if you stay in proximity of the hook though. also your silver gate keeper. if you have at least 3 gens up after 5 minutes or 2 gens up after 9 minutes and the gates stay closed then you get gold. so I'm guessing you downed and camped 1 guy while gens popped (or maybe he suicided) downed and camped the second guy, then the last 2 played hide and seek for 27 minutes. you closed hatch and the last guy got the gate.

    There really is no other way that you could have had a 30 minute game and gotten silver gatekeeper and a 3k with silver devout.

    The reason you don't see a lot of camping in red ranks isn't because it's not an effective way to get kills, it's because you can't actually rank up through purple while camping

    and yeah, when a survivor sees that a killer camped on first hooks they will definitely go into an immersed waiting game in hopes of not depipping (survivors need to do well in at least 2 categories to safety pip in purple ranks) and you cut them out of altruism

    I could be wrong though. here's the wiki on emblems if you want to figure out what happened

    https://deadbydaylight.fandom.com/wiki/Emblems

  • the problem with this system is that the matches will remain just as challenging at rank reset for you as they are now. There won't be the usual reshuffling the best players back into the higher ranks. I tend to get into red ranks a week or 2 after rank reset as survivor but once this MMR system is in place I'll be surprised if I get into green ranks each month

  • I've gotten max objectives against a ruin/undying/tinkerer freddy with only 1 gen having actually been complete

  • I don't think it's a fair argument to say that the higher BP incentivizes people to play killer. A lot of people say playing survivor is a boring M1 simulator, which implies that playing killer is more fun than survivor, and thus they play killer because it is more enjoyable for them, not because of BP.

    I think killer gets more bloodpoints mechanically speaking because they are the only one earning in those categories, so there is no exclusionary condition for killers. As a survivor maxing any category means you likely couldn't score much in other categories. Max objective means you aren't saving, healing, or being chased much. Max boldness means you probably aren't touching gens all that much. I think removing the cap from at least boldness and objective if not all categories would level the field

    also, survivor side has at least 10 more perks and 2 more characters than killer, so if you are going for p3+50 with all perks on all survivors the grind is considerably more than killer, so it should be at least equally easy to score in survivor as in killer

  • same, but in reverse. I started on PC but then a few friends got in on xbox so I switched. I really don't even so much care about the DLC porting over but I would love for the cosmetics and what not that I've earned to be available. I still have hope though, BHVR most likely can't release any information until an agreement is signed with other platforms, and if it were completely impossible or not still in negotiation I think they would say so

  • @AceInTheKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845784#Comment_1845784

    If its not implemented yet shouldn't killers be unlocked till they implement it? Also do we even know that they are still going with that system. They kinda abandoned the system awhile ago. So isn't it pointless at this point?

    I would be ok with them unlocking killers in the lobby again, and honestly if they really have abandoned MMR it would be pretty pointless as you say. But they have mentioned in the last few months that MMR is still gathering data in the background, so my assumption is they are going to re-enable it, probably in a test phase on a subset of servers or platforms. It has also been found that there was a rank reward added to the code in the last chapter, which I think will be activated when the new MMR is live

  • nope. killer lock has a point (match player to team based on their skill with that killer). it may not be fully implemented yet but it will be. Locking survivor would be pointless.

  • I've been using a genrush build on Feng Min that is really valuable on Midwich, but the key to it for the map is running Deja-Vu. Its a pretty good build in general for avoiding a 3 gen

    Deja-vu = find and complete 1 of the 3 gens closest to each other

    Better Together = draw teammates to you as well as get aura reading on your teammates when one goes down

    Prove Thyself = get done faster when someone joins you (pretty likely when running Better Together)

    Repressed Alliance = protect a gen from regression if you have to leave it

  • sending someone "gg" and getting "gg ez" as a response when they were freddy running ruin+undying+tinkerer

  • @Raz_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1840544#Comment_1840544

    i have a few questions.

    1.why is it unlikely to get a russian server? probably 20% of the dbd playerbase is from russia and they would be happy too for getting a server. or is it because of financially reasons but i dont think BHVR is a poor company.

    2.what has hitboxes of survivor models to do with maps? i didnt get that part. and even then, why would it be a problem for BHVR to change maps? at the end everything is for a better experience for people, to be fair BHVR cant just wait till they get a fix for that. like we waited years for a mori change and soon keys hopefully.

    3.is the hit validiation live right now? that would explain the totally strange hits you get miles away.

    fact is.. hitboxes of survivor models are not fine. i play a lot killer and sometimes im not even hitting their body.. it feels like i hit the air and they still get hit. and the huntress hatchet hitbox well..

    dont get me wrong but.. without finding solutions for big problems the disconnect problems wont change, and i do belive that most survivors disconnect because of the totally dumb hits they get.

    i also belive that BHVR is trying to fix stuff.. but maybe they need to try stuff out and not wait for a fix.

    experiences like the Bloodlust one. nobody would be mad about experiences here and there.

    anyways.

    i just lose my fun with servers and i hope that wont be the reason i quit one day.

    I realize I'm not Behavior, so I can't really speak for them, but I am a high level IT professional so can speak to some of this.

    hit boxes are dictated client side. server side is just registering the hit and in the case of hit validation trying to ensure that both sides agree to the hit. That being said adjusting hit boxes would require a patch release, not just a server side change. the BL experiment was server side since the server is able to dictate BL activation.

    hit boxes are not just used for hit detection, but also collision detection. any adjustment made to them would necessitate a careful look at maps because reducing hitbox would potentially allow character models to clip through map objects.

    finally, a change to hitboxes wouldn't solve the overarching issue of latency induced de-sync, which ultimately is what causes invalid hits, it would only frustrate the killer players as it would demand a far greater accuracy than most games require.

    one of the other steps Behavior took to try to address this was increasing the tick rate of the servers, which basically gave more opportunity for your actions to register to the server, but those actions still need to reach the server. Unfortunately there really and truly is no simple solution where client side network speeds and distance are a factor, but there are some things you can do on your side to help. You can try to ensure that your network is not over crowded (don't stream movies while you play), if possible have a direct wired connection to your router, make sure you allow all traffic to behavior servers to pass through antivirus and firewall settings, don't have a bunch of other apps or programs open on your PC if you're playing on PC, and check with your ISP that you are getting the best possible network performance (speedtest.net is good for checking this as well)

  • BHVR is using AWS for their server hosting, so they are constrained to where those data centers sit

    The AWS Global Cloud Infrastructure is the most secure, extensive, and reliable cloud platform, offering over 175 fully featured services from data centers globally.

    unfortunately AWS doesn't have nearly the coverage one would hope for in eastern Europe and Asia. being able to have dedicated servers there would require AWS expanding into the region, which is not in BHVR's control

  • I like the hoarder and bbq idea for the greed and stingyness. I think oppression because scrooge is oppressive to his employees (plus it forces more work) and thrill of the hunt because more bonus BP and adds to the hoarder effect of letting scrooge know when his employees aren't staying on task

    love the blight = scrooge idea. are you changing your name to scrooge mcblight?

  • that has always been a thing. score does not equal emblems, since there are scoring events that don't count toward emblem progress.

    Emblems are a new Ranking Mechanic that was implemented with Patch 1.9.4 into Dead by Daylight . 1 Overview 2 Survivor Emblems 2.1 Lightbringer 2.2 Unbroken 2.3 Benevolent 2.4 Evader 3 Killer Emblems 3.1 Gatekeeper 3.2 Devout 3.3 Malicious 3.4 Chaser 4 Emblem Qualities 5 Ranking 5.1 Pip Conditions 6 Change Log 6.1 Patch 2.0.0 6.2 Patch 2.3.0 6.3 Patch 3.0.0 7 Trivia The Emblem System is a replacement for the Victory Cube for Killers and the old Bloodpoint-related Rank Mechanic for Survivors. A P

    gatekeeper emblem is based on number of gens still incomplete per interval in the match. baseline you need 5 gens up for 5 minutes + game ends with gates closed

  • Charlotte has been forced to look after her brother her entire life. I would have expected appreciation when a survivor volunteers to take him out for ice cream so she can have a night off.

    Show some gratitude people 🤬

  • absurd to think that a CHAINSAW can actually go through WOOD 😆

  • make it so that you have BT until the second health state is recovered, but getting hit into DW cancels the health state recovery

  • just going to leave this here

    "A scorpion, which cannot swim, asks a frog to carry it across a river on the frog's back. The frog hesitates, afraid of being stung by the scorpion, but the scorpion argues that if it did that, they would both drown. The frog considers this argument sensible and agrees to transport the scorpion. Midway across the river, the scorpion stings the frog anyway, dooming them both. The dying frog asks the scorpion why it stung despite knowing the consequence, to which the scorpion replies: "I couldn't help it. It's in my nature.""

  • twins will be changed so victor applies DW instead of downing

  • @chieften333 said:

    The number of DS's run in matches.

    They did it for ruin, time to do it for DS.

    agreed. maybe include with that # of successful DS uses vs missed skill checks vs not proc'd

  • @Almo said:

    This requirement will stay. There are things we don't want, like someone going into dying state due to a Bear Trap with Honing Stone triggering stuff like Surge. The alternative to the basic attack requirement is making exceptions. For example we could say Surge works for Demo Shred, but not Trapper BT/HS. Now every time we add a new Killer, we potentially have to through and update every perk with these exceptions. It's just not a maintainable design with the vast amount of perk/addon/power combinations available.

    Since every Killer can basic attack, we can create the perk, and know exactly how it works with every Killer without having to check a ton of different interactions. If this means some perks don't work well given some Killers' powers, then that's just the way of it. Not every perk is exactly as useful on one Killer as it is on the others. Learning to choose your perks well to synergize with your chosen Killer is one of the important skills in DbD.

    I have heard it said that this answer means we're "lazy"... that we're not willing to "do things that take work". Whole programming languages and paradigms have been based around preventing the same thing in code as we're trying to prevent in design with this strategy. You don't want a ball of yarn of a design where tugging on any little thing pulls a whole ton of others.

    In a game as complex as DbD, there will necessarily be some of that. But minimizing it through smart design is still a worthwhile endeavor.

    without knowing the code in it's as is state I can only speak from design method rather than direct knowledge, but I feel like something like this would be possible by setting flags on the killer powers rather than an exception list on the perks. A generic "ProcsM1Perk=1" on the power then check for that value when a possible proc condition is met. Might even be able to apply that logic to give killers add ons that allow M1 perks on their power, thus extending add on options.

    Not really advocating the idea, just spitballing a thought

  • I've never been in turkey so I have no idea what their internet service is like but....

    1. research local Internet Service providers and find out who has the highest bandwidth in your area (100mbps+ would be great, but just find out what you currently have and see if you can get anything much higher than that)
    2. make sure your router can support your bandwidth (it does no good to have a 100mbps connection through a 10mbps router)
    3. if there are absolutely no other options you might try some very complicated stuff. If your only ISP option is crap then you "might" be able to get better speed through a vpn service. The idea is that you will have your crappy connection from you to the ISP, then the ISP connects you up to the VPN provider who hopefully has a much better network to take you the rest of the way to the germany DBD servers. There would be a lot of factors to consider here (packet size, frequency of check bits, distance travelled on crappy ISP connection before jump to VPN, etc...) so it's not a guaranteed solution, but if you can't find any better service it may be worth trying
  • I don't think less frequent more expensive DLC would solve the problem. It's a lot easier for most people to justify dropping $10 on a DLC than it is $20, so even if they halved the frequency but doubled the price it would ultimately mean less money. BHVR committed to avoiding the "Pay to win" strategy that we see in other free to play multiplayer games, so selling perks, items, BP, etc is pretty much out.

    I think the only way they could reasonably reduce the chapter frequency to focus on bug fixes and polish would be to move back to P2P in order to reduce the server overhead cost, but that throws out the hit validation and reintroduces a lot more lag switching and generally crappy game play caused by latency

    of course they could always reach out to the community for assistance. I work in IT as a system administrator/developer and would be happy to volunteer my time under an NDA to help make this game better

  • honestly I think that victor not having a red stain is a fair trade for him not seeing scratch marks. it's easy to loose victor in chase, especially when he misses a jump

  • I'm liking the map updates. I think a lot of the complaints are because

    1. the maps are being balanced a bit more
    2. the map layouts are altered enough that people are having to relearn them

    I think once everyone has acclimated they will feel more positive about them

  • totally agree about the killer tutorial. They need to at least have a practice mode for killer powers, maybe when you ready up as killer it takes you to practice while searching for a lobby, since low rank killer wait time is always huge.

    Good on you for offering friendly advice to the new killer.

  • it's french, so the whole perk would be pronounced "mon-eh-tize and ah-bugs".

    sorry, someone had to make that joke

    I've always pronounced it uh-byooz, but thanks to this thread I understand why 😀

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