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FrootLoops

FrootLoops

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FrootLoops
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  • Unfortunately it is time for an upgrade. The graphics are game assets and it would glitch out horribly to allow different players to use different assets. You may be able to get away with just an upgraded video card, but it may be hard to find a good one that fits your board

  • @Peanits said:

    It has to do with the way updates are handled on different platforms. To keep it simple, files are combined into packages and those packages are downloaded and swapped out when you update part of them. Some platforms have bigger packages than others due to the way they handle updates.

    We do what we can to keep the size down, but when we update a lot of assets like this, it's not unusual for the size of the updates to be larger. With a larger update, the difference in sizes between the different platforms becomes a little more noticeable.

    Thanks for the explanation. I was a little worried that there are fundamental differences in the code/assets or that a branch might have been missing content

  • Every version of "I can't accept that I am not supposed to survive/4k every match! Killer/perk/map is OP! Pls nerf!"

    Also, I prefer tabs but don't mind spaces. I HATE inconsistent devs that use both. Especially if I am debugging it on a different OS than it was written on

  • sole survivor. doesn't really work with anything

  • I'm sorry your family is so disfunctional 🤣

  • before MMR killer players who had ranked up didn't feel like they could try an unfamiliar killer because the ranking prohibited learning. Imagine trying out Nurse for the first time against a red rank team. When BHVR designed MMR they decided to give that opportunity and take into consideration individual killer ranking instead of just player ranking. But if they did that without locking in the killer then you could pick your least played killer to get a low rank lobby then switch to your meta and destroy everyone in the match with ease.

    So to try to address a desire many killer players had (individual killer ranking) they had to close that loophole. the only way to do that was to lock in your selection before going into a lobby.

    Survivors may have different items and perks available on each for each player, but the base functionality is the same. you always use the same keys to perform the same actions. Sure you might have a key and DS on another survivor and decide to switch to them last minute, but those only affect a couple of seconds of gameplay.

    What you are suggesting would be more of a disadvantage to killers, because the only way to lock in survivors would be to make it so that they can't change items, add-ons, and perks. same would have to be done to killer. Imagine not being able to change your build at all when you see a key, map, and 2 toolboxes, or throw on lightborn when you see 4 flashlights.


    TLDR:

    be careful what you wish for. It could do more harm than good

  • I decided early on that I was going to main Jeff, so I unlocked everyone's teachables then went through the grind to get all perks tier 3 on jeff. now that I've done that I'm going through and bringing everyone else to p3 50. once everyone else is done I will pick one survivor (probably dwight) and max all perks on him. only after that will I P3 jeff. I just really wanted to have an infinitely flexible survivor as soon as possible.

    For killers I kinda doubt I will prestige any of them, since each has a different play style it really limits you to drop any back down to 0

  • I almost hate to bring it up, but claudette's face on bubba. something about that makes me very uncomfortable

    speaking of claudette... p3 claudette. seeing this as a survivor makes me feel like I'm on an escort mission. seeing it as a killer puts a lit campfire at the end of the tunnel

  • I think BT be changed to where if the unhooked survivor is hit the injury is inflicted on the rescuer instead. It would make sense with the name (you are borrowing that time from your rescuer) along with the proposed within xx meters of the killer as OP suggested.

    That would give the perk the same current effect (unhooked survivor is protected briefly) and make the rescuer have to play around that knowledge (can't save while injured, if I go down then the protection is nullified, etc...)

  • I've found a neat trick that may be useful. When someone comes in for the save hit Alt+F4. it will glitch out the game and cause the rescuer to be on the same hook as the one they were trying to save

  • @tippy2k2 said:

    Now when I kill someone, I tell them don't worry, The Entity will take care of them now.

    ...what? Why is everyone looking at me like that?

    Exhibit A...

  • gotta say, I was really hoping to read some parody lyrics here

  • lately on survivor it has been bond. I hate running the killer to other survivors. I haven't maxed out any of my killers so I don't have all perks on them, but it looks like I'm leaning toward shadowborn and whispers

  • Counter point:

    There were no map leaks. typically we get leaks of map codenames or layout (e.g. midwich we knew would have 2 floors from a leak). This speaks to there never having been a map intended for this chapter

    The alchemist has clearly been an ambition for the team for at least a year, given how much of his lore was sprinkled through the archives and the events. I'm sure they have been working on him for at least that long. his movement and power make sense if you consider that he went from flower to flower collecting serum in the lore, much like a bee, and his movement kinda reflects that to me

    for BHVR to have released a licensed killer, survivor, and map from another gaming company there had to have been a significant amount of negotiation and contractual points to work out, which means that license was a big deal and they wouldn't want to immediately overshadow it with another license

  • short story, go for nancy. Inner Strength is useful in almost every match where DS is only useful if the killer doesn't consider it a threat and it turns you into a Tunnel Me Elmo doll after you use it

  • last time this challenge came up a lot of people said using BL kept them from getting it. I think it might be checking for the stagger condition, not really the height

  • the match making system only pairs you with other players within 20 ranks of yourself, so that is working as designed 😃

    Seriously though mornings usually have fewer players, so matchmaking starts prioritizing by wait time rather than rank

  • As doc i will sometimes spam the shock therapy button as a "come here, follow me" gesture.

    Also I will smack survivors twice and hook them to let them know when I'm not interested in farming

  • probability does not stack. from a development perspective it would be a LOT more work to stack probability than to just have a straight 4%

    example:

    num = rand(100);

    if num<5 then escape = true

    as opposed to

    if slippery == true then trymax = 6

    else trymax = 3

    trycount = 1

    while trycount<= trymax do

    num = rand(100)

    if num<=4*trycount then escape = true

    done


    this of course is simplified version and syntactically garbage but you can see that even just this simple version that accounts for slippery meat but not luck offerings required twice the coding. You are straight up camping against a 1 in 25 chance that someone will Kobe. so what if you have a game last longer than 4 minutes? I thought all killer mains hate 4 minute games anyway? or is that only if you lose?

  • "Houdini's great escape"

    Lightweight

    Dance with Me

    Lithe

    Quick and Quiet

    Th is is the survivor version of Bamboozle :)

  • I wonder... maybe MoM, BT, Unbreakable, Soul Guard? the biggest issue with face camping bubba is his one hit down, so maybe if you can tank that hit while unhooking with MoM, then BT applied to the unhooked, and since bubba will likely go after the saved one that gives you time for Unbreakable to pick you up and soul guard to give yourself another tanked hit

  • off in the distance, in the voice of thousands of xbox, ps4, and switch boot up tones you hear "Viva la revolution!" as your transparent, liquid cooled, dual graphic carded, multi spectral led lit PC turns a worrying shade of blue and your macro enhanced keyboard factory resets

  • this game does not have any voice comm features of it's own, and probably for good reason. once you introduce voice comm you take on the responsibility of securing that. I'd suggest just grab your cellphone and be on comms that way. you can either do speaker phone or else use some small earbuds you can wear under your gaming headset

  • each chapter and mid chapter come with loads and loads of changes. new perks, new maps, reworked perks, reworked maps, new killer, new survivor, new bug fixes, etc... it's a lot for any UAT team to test. PTB is about testing all of that. if they then decide to make minor revisions after PTB feedback they don't do a new PTB, they make those changes and release to live. a UAT team can test the hell out of a single killer and do a quick smoke test of the rest of the killers and be fairly confident of results. It takes an army of willing players to touch every spot on the map, every vault, every pallet, every perk combo on every killer and survivor, etc...

    So most likely the changes were still in UAT testing when PTB was scheduled to go live. They probably had an internal dilemma about whether or not to delay PTB in order to release with those changes, but decided it would hurt their schedule

    and before you scoff at their testing remember that of the hundreds or thousands of players that were on the PTB for midchapter nobody reported the quicksand on the hill bug that has become such a hot topic. Every bit of tecnhology has bugs. Hell, Apple still can't get a calendar right, and that's not much more than counting days and they have WAY more money to throw at testing and developing than Behavior does (at least until we finish buying up all the skins)

    should they release a PTB for every change? Sure. They should also keep the PTB live and updated with the latest change until all of the bugs are fixed. But in that world we would never get a new chapter to the live servers and Behavior would never make the money necessary to pay the team and pay for the servers we all play on. We all live in a world of "good enough". never perfect, and only rarely completely broken.

    Sorry for the rant, as you can probably tell I work in IT and get frustrated when users expect an absolutely perfect result each and every time a major change goes in.

  • I don't think it would have been straight forward to implement as a standard skin with the thong unless we want ANOTHER legendary skin. if they make the skin part of the top then it would be much too high, part of the bottom and it wouldn't make sense without a midriff shirt

  • honestly just depends on the killer, but most will not want to be friendly. you can run up to them and crouch while looking up or drop your item then watch for them to nod or shake their head, but if they don't want to play friendly then they'll let you know (aka hook you) pretty quickly. for me it really depends on the kind of matches I've had, what offering I played, or even how obvious the request is. just be ready to flee the negotiation table if the conversation doesn't go your way :)

  • Crippling anxiety:

    When within 10/15/20 meters of another survivor your anxiety causes skill check success zones to be reduced by 50%. Performing great skill checks under anxiety boosts your confidence and increases great skill check zone by 10% to a max of 50%

    Self reliant:

    Your lack of trust in others causes you to lash out when distressed. When hooked within 5/10/15 meters of the killer you cannot be unhooked without borrowed time

    Nerd Brain:

    Your desire to show off your accomplishments has translated in the fog. Escaping a chase will reveal your aura to all other survivors for 3/4/5 seconds

  • I haven't had this issue. I found the best way to get this challenge was to either use plunderers or bring the item in, then drop it near an exit gate early in the match. go back and get it when gates are opening. managed to get this against franklin's that way.

  • never mori, never tunnel, never camp. If I'm playing pig and find you at a box trying to take off your party hat I leave you to it.

    never use deadhard, flashlights, or keys. if I brought DS I will only use it if you camped/tunnelled off hook. never teabag and if I'm last out I will wait at the gate to give you time to find and close hatch

  • I have yet to play it, but I feel like stacking streetwise with built to last and a comodious toolbox with bnp and wire spool might give you a chance to do a whole gen with a single toolbox. also I think visionary has the 16 second cool down when a gen is done just to keep it from stepping on deja vu territory, and of course the healing/unhooking perk stacks the more people that are injured, so can be far better than botany against someone like legion

  • when I play killer if there is a survivor I haven't seen after having hooked everyone else at least once I will definitely take any chance to down and hook them. same if I find the looping pro out in the middle of a dead zone. It's just good sense to take any chance to get those hard to kill/find out as soon as possible

  • when I'm in a friendly mood I'll usually just one or 2 hook everyone, then suddenly become brain dead and do things like head toward the farthest hook to give them time to wiggle off, drop chase too early. prioritize kicking gens and breaking pallets, fall for flashlights when I'm walking up on a survivor, etc. It keeps the match interesting for all while still rewarding crazy amounts of bloodpoints. I've had a match where 2 survivors had 32k when I played like that. I don't enjoy farming matches because it's boring for both sides, but I do enjoy knowing that those people felt like they just barely escaped

  • There are some decent pallets in the rooms on that map. Best bet is to treat the hallways in general as fillers to get to the next room.

    But yeah, for the most part the map sucks and playing immersed is the smarter play there

  • I've gotta say I disagree. A key is useless unless either the survivors have already won or the situation is hopeless to the remaining team. A mori can be (and usually is from my experience) used after a single hook. Even a green mori hands the killer the win

    Make it so hatch spawns at the first gen done but key grants only the user an escape then it would be equal. Only if the hatch spawned at first gen and all 4 can escape on a single key would it be more powerful than a mori

  • all this means is that they can't massively overhaul the whole game in one fell swoop. They are trying to make changes here and there that address balance while also addressing major complaints. most people feel like billy was already in a good place, but bubba was garbage and toxic with his basement camp ability. Since bubba didn't have a survivor they decided to bring billy into the rework and make the chainsaw bros distinct from each other. before that we had the map rework which, granted, was more beneficial to killer than survivor. and what came before that? Ruin nerf, which was decidedly and massively survivor sided.

    We all knew that once Ruin was nerfed there would be at least a few mid chapters that favored killer to compensate. likely within another couple of mid chapter updates we will see more survivor sided changes again, and killers will get to shake their fists in rage once again.

    And besides that, survivor side got a brand new meta perk (soul guard) in the last chapter.

    Lets not let our personal bias rule our behavior

  • When I farm as killer I play a normal game, except don't give death hook. I usually just let them wiggle off or if the match is taking a long time I carry them to a teammate on a gen and drop them.

    This way I get pretty normal BP and emblems and survivors get a ton of BP. I've had a few matches where 2 survivors got 32k and probably didn't realize I was farming until the end

  • Decisive strike -> no means no!

    Prove thyself -> prove me wrong

    Wglf -> long term investment

    Spine chill -> killer's coming

  • are we assuming they know his backstory? if so then I'm sure they look to Ash as their only hope of escaping this nightmare

  • @Cinnabon488 said:

    Why tho?

    I love playing this game 95% of the time. but when someone is slugging the last survivor and letting them bleed out on the ground instead of hooking/killing them, even though there was no just cause... I just don't want to play with those people. if they want to ruin the game for people then let them ruin it for each other

    same goes for 4 man depip squads

  • @IIITweedleIII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1506740#Comment_1506740

    I now want the data if possible to see which of the consoles and pc players have the most toxic reported players lol. It be interesting to see who has the most reported although I assume pc, simply by the whole PC Master Race debate 🥴

    I play on PC, xbox, and switch and have to say I now have a very weird superiority/inferiority complex

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1506735#Comment_1506735

    Could be too easiely abused.

    Got killed? Report.

    Got looped? Report.

    which is why it would be part of MMR and not a ban, and it would require a high percentage of reports out of a significant set of games

  • @Demonl3y said:

    Tunneling and camping isnt toxic as long as you dont do it destroy the fun of others on purpose.

    totally agree. but it is sometimes a vengence strategy to punish toxic behavior. I'd prefer some method of being able to avoid toxic players without it being dodging names in a lobby

  • @IIITweedleIII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1506719#Comment_1506719

    I Do wish that Rate Player that's on the right end of each player's names to have a better understanding of unsporting behavior, trolling, cheating, harassment, etc. (Outside of 👍Good Sport player) voting. If that rating system was actually calculated into who actually was toxic and the data collected lumped them all into a Gta5 Bad Sport Dunce Cap Lobby, type of deal.

    oh yeah I don't think it should be a single "hey this guy called you toxic, so you get matched with toxic" kind of deal, but more of a "in the last 100 games (killer) or 25 games (survivor) you have been voted toxic more than 25/50/75/100 times, so your MMR is adjusted to pair you with similar play styles"

    @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1506719#Comment_1506719

    I wish I could beleive that most would be like that, but the forums are a small % of the whole game playerbase, and most on the forums are usually the sort who wouldn't abuse it. But, the non-forum users, well, that's a whole other kettle of fish.

    I would hope that the overall game is leaning more toward non toxic than toxic, since the forum represents maybe 5-10% of the players. I prefer to think that most people are good. although you are probably right, given the number of clearly adolecent people I've played with

  • @IIITweedleIII said:

    That'll not be abused for sure 🥴

    oh I'm quite sure people will upvote toxicity without just cause, but I would hope that in general the community aren't total d-bags and it wouldn't impact toxicity rating much, or it would end up lumping everyone into toxic player matches and therefore would have no affect at all

  • having played with it on xbox for a couple of weeks I think that there is some carry over MMR stats between the killers, because even though I am playing a rarely touched killer I'm still getting at least mid to low level survivors, but I'm seeing decently high ranks on killers I play more frequently, so I don't think you're going to be (for example) playing nothing but rank 20s when a new killer releases. It would make sense to have something like "how long does it take you to initiate chase with a survivor once you are within 10m of them", "how many times do you miss with a basic attack" type stuff as a killer base, since there are things like that which could be considered universal

  • if you are on xbox then match making is using the new MMR system that is supposed to match you up based on skill you've shown in game, not your rank. since you said you'd be a better rank if you played more I'm thinking that is the story

  • @Gcarrara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1487466#Comment_1487466

    Please when opening bug reports in the bug reporting section be sure that there isn't already another thread with the same report made before. Opening duplicate bugs with few upvotes instead of searching and upvoting the already existing bug report will make it harder for devs to prioritize it correctly.

    For instance, if the issue you are experiencing is the same of the one described here, please upvote this one instead of making duplicates. 🙂

    https://forum.deadbydaylight.com/en/discussion/160519/missing-rift-reward

    thanks, didn't see the existing report. I also found the link in there to the ticketing system.

  • @Deathgaze_The_bunny said:

    Since it seems to be such a talk now, here would be my idea on how to buff DS and make it fair. My idea is this: Decisive strike activates once you get unhooked, it stays active until the killer hooks another survivor or they tunnel you. If you get tunneled and hit the skill check or miss it, the perk deactivates for the rest of the match. The stun time could be increased with the level, giving the survivor who hit the skill check a chance to get away. That way killers won't be able to tunnel and slug to wait for ds to end but good killers won't get punished by ds because of its duration right now after they quickly got another survivor.

    What do you think about it?

    I like the idea that it deactivates when hooking the next survivor in most scenarios, but a few issues:

    1. that survivor can now live out the rest of the match in comfort busting out gens if the killer isn't able to down and hook another survivor
    2. if they are the last survivor in the match (e.g. they deliverenced themselves off hook or the guy that unhooked them dcs) then there is no way to deactivate the DS
    3. if any other survivors are just being super immersed and killer can't find them.

    so really I think it should still have the timer, plus deactivating when someone else is hooked

    actually what I think would be really great is if DS were an exhaustion perk. Then it limits what survivors can do while DS is up and gives a lot of killers ways to counter with exhaustion add ons

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