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GentlemanFridge

GentlemanFridge

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  • In customs, spectators can watch the Killer's PoV.

  • @Aven_Fallen said:

    It is a joke that this is a map anyway. I am a huge TWD-Fan and I would have been fine with no map at all. But it is clearly visible that they had to design a Map in the last second for the Chapter and what we got was one unique Tile on one of the most boring (since it is a C&P of Rock Loops) and killer-sided maps in the game, all under an ugly filter.

    My only hope for this map is that the Devs are working on an actual proper map for TWD, there are enough locations which can be featured as a map, with the prison being the most obvious one IMO.

    Didn’t they say the map wasn’t even intended to go live? That it was just to showcase the tile, or something?

  • The first big patch we know of is the release of the community chapter.

    So who knows, really.

  • Sometimes intuition alone will get similar results.

    Some maps have pretty predictable spawns.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100664#Comment_4100664

    Even if they did bring back the BP bonus, I doubt it would deter tunneling in this day and age. People have become way too dependent on it now. DBD just isn't the same as it was back then.

    I’m inclined to agree.

  • @drag27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100648#Comment_4100648

    idk the actual reason except to break the meta since most ppl were using it for the bp gain, survivors had an equivalent with WGLF with gaining up to 4 tokens for protection hits and unhooking safely. If they brought back token BBQ, i guarantee you wont see tunneling at 5 gens very often or at all

    The stated reason was that its pickrate was greatly elevated because of the BP bonus, and they wanted to move away from perks granting BP.

  • I think the bigger issue is backfilling, which tends to take whoever is available, regardless of MMR.

  • @AlwaysInAGoodShape said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100355#Comment_4100355

    I don’t really think this is comparable to Mina.
    Of course it's comparable to Mina. Both are a skin that turn a killer into a completely different character.

    Does he have a dog? Or something akin to it?
    The prison dog with the keys would do 😊

    https://us.v-cdn.net/6030815/uploads/WD5GLCELXBHA/image.png

    Is Jack Sparrow a murderer, though? It just doesn’t fit tonally.

    Davy Jones himself would be a more obvious choice, imo, though even that’s a stretch. Plus, the whole IP is pretty far removed from the more realistic depiction of pirates we have in HM.

    Just cause he’s a pirate, doesn’t mean this’ll work.

  • Does he have a dog? Or something akin to it?

    I don’t really think this is comparable to Mina.

  • 1 already happens.

    2 is very prone to false positives

    3… it’s two clicks. The time save is negligible at best, and very much not worth the sheer amount of false positives it’ll send support.


    not to mention it’s going to be anglocentric.

  • I mean strictly speaking, it is tunnelling. You are tunnel-visioned on the bot.

    The amount of people that care is significantly lower, however.

  • I suspect the modding is similar to how Overwatch does it, with a separate playlist for modded maps, characters and mechanics.

    Of course, they might draw inspiration from it, but I doubt they’ll allow wholesale modding of the normal game.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099098#Comment_4099098

    Fine... ill use a different example.

    Still Eruption, except it activates from a survivor not mending

    Hmm… That’s a good one.

    Quite rare, I suspect, but true.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099090#Comment_4099090

    The carry uncloaks wraith, not the locker check. I doubt they want to deal with invisible carry animations anymore since it just adds to making flashlight saves harder. OG Freddy was the last killer with that specific interaction and they've never done it sense.

    That’s what I said, no?

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099090#Comment_4099090

    Yeah, but thats also a very specific first. You can find first for everything if you wanna be hyper specific about it.

    Yes, but that’s the point, is it not?

    This interaction with the perk and add-on just reveal how it always worked, but we never saw, because these things usually happen at the same time.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099065#Comment_4099065

    Eruption

    Wraith can still pull survivors from lockers, which triggers the perk

    I think the point is more that Turn Back the Clock is the first instance of a perk that Wraith can trigger while cloaked, that wouldn’t uncloak him otherwise.

    With a grab triggering Eruption, you’re immediately put into the carry state, which would uncloak you anyway.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098909#Comment_4098909

    In the fighting game community, you would get laughed at for complaining about that, and rightfully so.

    I suggest reading the free ebook by game designer David Sirlin, Playing to Win. Here is an excerpt from the book:

    https://www.sirlin.net/ptw

    The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.

    Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.

    The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.

    In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.

    You will not see a classic scrub throw his opponent five times in a row. But why not? What if doing so is strategically the sequence of moves that optimizes his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you—that’s cheap. If you throw him repeatedly, that’s cheap, too. We’ve covered that one. If you block for fifty seconds doing no moves, that’s cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap. Street Fighter was just one example; I could have picked any competitive game at all.

    Doing one move or sequence over and over and over is a tactic close to my heart that often elicits the call of the scrub. This goes right to the heart of the matter: why can the scrub not defeat something so obvious and telegraphed as a single move done over and over? Is he such a poor player that he can’t counter that move? And if the move is, for whatever reason, extremely difficult to counter, then wouldn’t I be a fool for not using that move? The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. That is true by definition of playing to win. The game knows no rules of “honor” or of “cheapness.” The game only knows winning and losing.

    A common call of the scrub is to cry that the kind of play in which one tries to win at all costs is “boring” or “not fun.” Who knows what objective the scrub has, but we know his objective is not truly to win. Yours is. Your objective is good and right and true, and let no one tell you otherwise. You have the power to dispatch those who would tell you otherwise, anyway. Simply beat them.

    It’s just a game tho. Your loved ones won’t fall ill if you lose. There’s really no need for a frankly rather strange othering of players who don’t care for optimisation.

    Idk who this guy even is, and just because he’s a dev doesn’t mean he’s the author of the gospel. He comes across to me as rather insecure, and even a smidge delusional. He immediately assumed “we” scrubs have an agenda. It would serve him well to go out in nature and count the amount of ducks on the local pond.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098443#Comment_4098443

    No but gens done in time are deciding game and mainly decide killers decisions, like if someone playing normaly looses 3 gens in first few chases he may start play more "dirty" then if he didnt.

    But that's not what OP is talking about.

  • @coldflame said:

    i keep getting games where survivors hard tunnel by staying on the same gen until it's finished instead of doing a third of the gen and then moving to a different gen

    Gens aren’t playing the game.

  • How are we imagining a Weeping Angel? Their whole thing is that you don’t see them move.

  • @MrBuffalo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098200#Comment_4098200

    So then my questions are why are we entertaining this mindset? If they have an addiction its not the player bases or the devs fault.

    This isnt like a gambling addiction or anything serious like that.

    I’d argue it is the devs’ fault for stuffing the game with all manner of addicting things. The dailies, the weeklies, the log-in rewards, the events, the limited-time skins. Not to mention the very nature of the game seeing players strife for that one good match that almost never happens.

    You name a gambling addiction. Consider it like someone with a gambling addiction constantly getting reminders that they could be winning big, right now, if they just kept trying.

  • I’d argue that original DH, DS and Unbreakable are (or were) considered ‘second chance’ perks.

    Though this is vibes-based, my read on the term was that it refers to perks that can prevent you from taking a hook state and help you back up, without the help of any other survivors. DS and Unbreakable being the most obvious examples.

    DH was what I called a ‘nope-button’. It allowed you to undo a mistake, especially against M1 killers. Got mindgamed? Nuh-uh! Outpositioned?, nah I’m at a pallet now.

    It extended to some M2 killers too. Did a Blight corner you? Nuh-uh, he just swung at nothing, sending him into a cooldown. Slinger zoning you? Nah! So on.

  • @MrBuffalo said:

    As someone who has bad anxiety at times.

    Have people just considered not playing the game that makes you feel bad?

    Thats the joy of video games. No one is forcing you to play.

    And if you want to get the message across that the game is bad. Stop playing. Thats the loudest message you can send the devs.

    See I agree with this, but we also have to contend with the fact that people are addicted to the game.

    So we end up with players that are exhibiting masochistic tendencies, even though they really aren’t that type of person.

    I personally ‘broke the cycle’ by consciously skipping last year’s anniversary, and by extension, the rift of that season.

    I then went half a year without playing…basically at all without much effort, until I met some people I could play with. I used to be a killer main, now I only ever play killer in customs.

  • Ah, a case of the optimisation of this game resulting in people getting flamed when they don't utilise said optimisations.

    In this very thread, there's even talk like 'the correct play'.

  • @Wezqu said:

    There should be about 10 seconds before abandon feature comes available to be used after requirements are met.

    This!

  • @Wyndsor said:

    I don't know why this sentiment only comes up for eastern media.

    Where are all these complaints about Nicolas Cage and Wesker?

    I assure you there was pushback against Cage. It just got drowned out because of the meme-value that came with Nicolas Cage.

    Wesker I think gets a pass 'cause he's from a franchise that definitely has its roots in horror.

  • He came, he saw, he went.

    No idea when he'll come again.

  • Varies wildly, in my experience. I've had responses within the same day, but others took close to a week.

    Do keep in mind that BHVR does not work on weekends, so don't expect any response during weekends.

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096835#Comment_4096835

    I agree but if that's the path they don't want to go (many people seem to not wanna touch Jason) , then changes to game are needed, crows being one.

    Gosh I hope not. I really don’t need Jason to be the standard moving forward.

  • …Wouldn’t it make more sense to adjust Jason, then?

  • That didn't even happen for Springy, even though the man could turn invisible.

  • I mean, I dunno what the counterplay to CE is, other than hoping you don't get an indoor map.

  • @Rokku_Rorru said:

    Now do it again with casual players, I never want to see this game balanced around the comp scene personally.

    I want to see the stats there, also it's not really "lawless" if we are banning killers and preventing repeat killers, is it. Not to mention map rng and the like can vastly impact a match for survivor, it's very different if it is predetermined.

    It's somewhat useless data as it doesn't apply to you average DBD match at all, most of the playerbase is way more casual.

    A few months back, I personally hosted a shitter tournament, which saw 19 players from across all skill levels (and I do mean every skill level). Every player played 2 killer matches (and one player 4 matches because of availability issues). The 'goal' of our tournament was to find out who our worst player was, although with some guidelines to prevent inting.

    I personally drew the map beforehand form a predetermined pool, and players didn't know what map they were playing on. The only things they knew was that there were certain maps banned from appearing, and every map in the pool appeared at least once.

    The killer player was free to pick any killer they wanted. Although not a written rule, it was silently agreed that Ghoul was banned from play. Additionally, Legion was killswitched at the time, and Wesker was buggy.

    The first match was what I dubbed the 'dealer's choice' games, where ALL players were free to pick any loadout. In the second game, ALL players went in 'naked', so no perks, and no add-ons.

    And lastly, since it was a friendly tournament, tunnelling was also banned, as was bodyblocking with Endurance immediately after unhook.

    For the dealer's choice games, we landed on an average killrate of 2.15, or just over 50%. For the naked games, we landed on a killrate of 1.6, or 40%.

  • I am… cautiously optimistic (although that's my general demeanor so idk if that says much)

    But I don't quite know how he intends to capture the game. They used the word 'dread' a lot, which felt a bit… forced.

  • Is it possible you picked up an item that was already lying there?

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096354#Comment_4096354

    I've tried some outlast trials, after completing outlast 1. Certainly one of them "shock factor" games, where it really seems to want to test if you want to see gross stuff all the time. I only played it solo so far as most of the game can be played alone. Its got seasonal fomo rewards that aren't something anyone would go out of their way for lol still unsure if any of it returns.

    Tough game to start learning tho

    The event rewards return after roughly half a year through permanent ‘catalogs’, though they are paid.

    Sometimes they also rerun ‘routine therapies’, meaning you can essentially replay mini-events.

    The shock horror is actually part of its meta narrative. Desensitise, deconstruct taboos, so that the Reagents (the players) do everything Murkoff tells them without question.

  • @QwQw said:

    Am I the only one who really disliked Tryks? Like she was so annoying 😭

    I'm fine with them switching up the theming of the events, but this one was executed horribly.

    She kept inviting me to come ‘roast a crow’

    >:(

  • One thing I’ll add, that bit about tickets being optional has been there for years.

  • Where’d this larp term come from? I know what it means, yet it’s gained popularity out of nowhere.

    Is it another 4chan word?

  • Thank you sir!

    Hope you’re doing okay!

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095427#Comment_4095427

    Do you feel the current system is fair? Because I've never seen another PVP game hold on to a penalty indefinitely so that it can count down in real time (akin to a time out) and tell players to spend over an hour minimum playing through 20 rounds to even see their record go down. Especially for a game that is not ranked and doesn't have very stable solutions to issues like camping/tunneling/slugging. It seems more designed to cultivate frustration and fear, and maybe maintain the aforementioned data, than it is to improve the quality of the game.

    Likewise, why would the heavy penalties toward DCs need to be implemented but the Surrender mechanic is fine? Is that data retained while DCs are not? I don't know if it's ever been specified before.

    I’m not entirely sure if this is what you’re referring to, but it’s false that you have to keep the game running to make the penalty go down.

    You do need to ‘activate’ the penalty by attempting to queue before it starts ticking down, tho.

  • I suspect it was supposed to be nerfed for its release, but they weren’t able to add it to the big patch in time.

  • @Cornil said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095457#Comment_4095457

    I'd just leave too, that's my point. I see the bots either way, I just don't want to play with bots anymore.

    I was using DC penalties as an example for the discussion. The abandon feature exists, why not extend it to those kinds of scenarios? You can keep the penalties, in fact go ahead and triple or quadruple the amount of time the disconnect penalty is for. But allow other survivors to choose whether or not they want to keep playing.

    As for killer, its harder to say what the solution would be. Killers really can just effectively go AFK if they decide the match isn't going their way, as I mentioned in the main post. So the DC penalty kind of just prevents them from getting into another match immediately. Perhaps the killer abandon/disconnect conditions are fine how they are now.

    But for survivor I think the enjoyment is too dependent on your teammates thanks to the asymmetrical nature of the game, and being able to abandon if someone you aren't queued with decides to ruin the fun and leave could alleviate a lot of frustration.

    Thing is, if you're not enjoying the game, the best thing is to simply not play it.

    Players need to realise they're addicted, and that they can break that addiction.

  • @Cornil said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095434#Comment_4095434

    And I prefer to play my team based game with real people and not bots, it goes both ways. Don't know why I should be forced to play a heavily losing match to potentially an excruciating length just because an entitled teammate decided he'd rather go make a sandwich during his disconnect cooldown than to play the rest of the match out. I've had teammates DC numerous of times in a match that we were actually winning in, and manage to escape or get very close to it even with a single bot. Two bots though, the game is just over. There really might as well be an abandon option for that.

    Also if I'm playing killer I'd honestly rather play against bots than players who are just giving up and refusing to play, but maybe that's just me. If you really don't like playing against bots and getting the free BP, then there's an abandon option currently active if the survivors are all bots.

    But you realise that by removing DC penalties, you're going to be seeing even more bot teammates, right? You're just exarcebating the problem.

  • Idk about you, but I prefer playing my PvP game against actual Players, not bots.

  • I mean, it's to be expected.

    Triggering the mori is faster, and once it's started you can sit back and the game will end.

  • 🤷‍♀️

    the forums have been… losing some functionalities… for some time now.

  • Hm…

    Maybe I'm being paranoid, but could this have been written by an AI?

  • @radiantHero23 said:

    I know this sounds crazy to some, but could we get rid of the abandon feature altogether?

    All it does is encourage quitter-mentality.

    If you don't want to play the game, then please just quit before you hit the ready button.

    Been saying this ever since it was introduced.

    People use it as a 'get out early' card, when all it was intended for was combatting hostage situations.

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