Hex_Llama
Hex_Llama
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- Hex_Llama
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One is annoying for about two minutes and one is annoying for the whole match.
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Replace it with something better if you want, but don't go back to the old system. The old system was worse.
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This isn't exactly right, but I think for me it's a combo of sunk costs plus wanting to collect new content / believing that the new content will make the game more fun, even when I have no reason to believe it.
Like, I'm excited for the new rift, but why? Did I enjoy the last rift? No. Did I wear most of the cosmetics? No. Am I still weirdly concinved that a Pig skin will rekindle my desire to play killer? Yes.
I actually think the day the rift comes out and I get to look at all the Free Stuff I Could Have Soon is a happier day for me than when I actually get the stuff.
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I wish I could say "maybe." I don't think it's the worst thing to balance it around. I kind of wish the system could account for team play better.
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I'm motivated by unlocking new cosmetics, and the unlock speed is too slow in this game for me. Pretty much every other multiplayer game I play has a must faster unlock rate on free cosmetics and/or characters, and I play them more because of that.
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I agree. Also, I'm not always attempting to grab. Sometimes, I'm attempting to do a fast swing, and then it turns into a grab because someone starts vaulting or unhooking, and then it turns into despair.
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It's wrong to say that looping doesn't involve skill, but right to say that, if your looping still results in a loss, the MMR should count it as a loss for the purposes of matchmaking.
I think there's also a subtext to this where a lot of people think they play better than they do. They overestimate how long they actually loop for, or how well they loop. If you're good enough at looping that you can reliably do it for five gens, I wouldn't expect you to get killed at the end of that. I'd expect that most of the time, you'd continue looping long enough to escape -- or the killer would abandon you before all five gens have popped. So, if your story is, "Every match, I loop for five gens, and then suddenly my powers go away when the last gen is done and I die on first hook," that story is probably not true.
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I agreed with most of what he said. I'm definitely low MMR and my killer games got a lot easier after the system came in -- I feel like I actually have a chance to play most of the time, now, instead of just getting stomped immediately.
On the survivor side, there are a lot of different playstyles people can have that lead to them losing more than they win, and I think one of the frustrating things about matchmaking is that you might get teammates who die during EGC because they're too altruistic or you might get teammates who die in the first three minutes because they bomb the hook and get themselves and the person they were trying to rescue killed. And that's a very different experience to play with, depending which one you have.
So, I think, at the low end, when people talk about matchmaking not working, it's partly stuff like that -- where you would always prefer to have the teammate who contributes to a team win but dies vs the teammate who creates more deaths than needed.
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I think the main thing to remember -- which I also have trouble remembering -- is that the point of the MMR isn't actually to rank everyone in terms of skill -- it's to predict who's going to win based on past performance. So, I agree that there are things other than kills and escapes that indicate skill, and that there are more and less skillful ways of getting kills and escapes... but if the system's only goal is to predict the winner, then looking at who won last time is probably a good indication, no matter how they did it.
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Thanks for this.
I watched some of the stream as well and I notice that they've started having the Community Manager on duty paraphrase whatever the answer to the questions was after everyone else is done talking. They've done it a few times now and, FWIW, I think that really helps.
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Dead Hard feels worse. There's nothing you can do -- it's looks like you got the timing right from your perspective; it looks like the hit landed, and then it just didn't. To me, that's way more frustrating than knowing you have a chance to get D-strike and then just finding out whether it happens.
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A -- Beeline for the building.
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I see weird stuff sometimes, but IDK if it's cheating. The problem is that this game is so inconsistent that I never know if someone's hacking or if something's just broken.
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People mean different things when they say this. In a context where the survivor player is complaining that they feel like they only have a 20% chance to win, and that isn't enough for them, saying, "Don't expect to win every time!" doesn't make sense, since the complaint wasn't that they wanted to win every time -- just a greater portion than 20%.
If the advice is, "The game isn't balanced right now, so, if you play solo, you just have to accept that you have less chance to win and try to be at peace with it until the balance changes," that makes more sense, though the situation still sucks.
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My favourite was a frumpy-looking Laurie called Hey Kids Its Grandma.
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2735806#Comment_2735806
I only have one question which shouldn't be that hard to answer
Why have fog whispers if you don't listen to their advice?
There's an element of Fog Whisperers where the fog whisperers give feedback, but 99% of it is about marketing. That's not a criticism -- this is an arrangement that lots of game companies make with content creators. The creators get some perks like free game content, giveaway codes, etc as well as increased visibility for their channels (which is a bigger deal when they're just starting out) and, in exchange, the devs get lots of free publicity and engagement around their game.
The content creators who participate aren't, like, a special task force assembled to solve design problems. They're people BHVR can rely on to put eyes on the game and showcase new content.
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It's too sweaty for me, but if you're not being rude about it, then what you describe isn't toxic IMO.
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I mean, personally, I feel a lot better about changes that get made step by step after gathering data than I do about someone who tears up the code based on instinct. Getting the game onto MMR was a big milestone and one that they told us was the foundation for future data analysis around balancing issues. Now they're doing the data analysis around balancing issues.
I'm glad about that. I get that it's slow, but doing something carefully usually takes a long time.
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Even if it were conditional, like, you only go normal speed when you don't have any knives, or you have to use an add-on to go normal speed without knives, I'd appreciate it. At least then I could hit someone with the bat.
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I think most of the stuff the outlined seems good/fine, and I'm interested to see it on the PTB. I understand that people are disappointed because they had changes they would have liked to see more, but that doesn't mean these changes are bad. I am especially excited to not have to mill my joystick around in order to wiggle.
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I'm excited about the wiggle.
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He's made a few videos like this, demonstrating how easy it is to exploit the mechanics if you want to troll the killer. IIRC, his ultimate goal was to use the syringe and then Dead Hard into a hit so that the broken hit validation would make the killer think he somehow got healed from taking a hit.
And, while that's kind of a funny stunt... it's sad that it's possible to do that.
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@ElusivePukka said:
Just give the killer a notification when they get a thumbs up and delete endgame chat for killers.
Makes that option actually do something, and probably half of the toxicity in the game gets much less impactful.
I like this idea, though I would let everyone see if they get a thumbs up from the other side. I think it would be nice if thumbs up did something. It would also be good for situations where maybe two of the survivors are rude to you during the match, but two of them are fine -- you can send the good ones a compliment without having to interact with the other two at all.
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I would be curious to know, honestly. My instincts say it's mostly age 15-25, but whenever I watch streams and such, people skew older than that (which could be because people who got into streaming did it at a certain age, IDK).
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I think everyone should be able to see the hook state indicators. As others have already said, if you're tunneling, you don't need a counter -- you keep chasing the same Meg you already chased. The advantage hook state counters would give killers is that, if they have a bad memory, or they're newer to the game, they'd be able to choose their targets more effectively... which seems fair, since the hook state indicator also lets survivors protect targets more effectively.
Showing it to one group of players and not the other doesn't make sense to me.
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@[Deleted User] said:
I don't mean this in a negative way, but the best way to deal with it is to improve at killer and hit them/down them. You shouldn't dilute your builds with a perk like Lightborn. That won't help you improve in the long run. I get that stuff like being followed is frustrating while you're learning, but it's best to take your lumps and improve bit by bit.
I actually think the opposite. Good builds don't help you when you're learning, because you already need a certain level of skill to take advantage of them. Perks like Lightborn are perfect for newer killers because they shore up weaknesses in your gameplay.
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I also think White Ward is kind of bogus, but I understand why it works the way it does. You don't want to set up a situation where players can just farm top-tier items and add-ons by passing them back and forth with their friends.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2720606#Comment_2720606
3. The reason I kept bringing up facecamping specifically, is because that's what the OP claimed to be testing. That's why the idea of you walking away from a survivor didn't make any sense to me, that would, in my eyes, invalidate the round. To be fair that's because I tend to favor pristine test/data sets for any sort of long term study.
I think definitions are important and I see where you are coming from. Face-camping originally was defined as standing in front of the survivor to prevent other survivors from unhooking them. Now days that doesn't exist, so I've always understood the term Face-camping to have changed to being within close proximity of the hooked survivor.
Proxy-camping, I've always understood to be a Killer that goes in and out of terror radius, or 32 meters of the survivor or stays slightly outside 32 meters until someone comes to unhook them.
Camping to me, is either a general term to describe both proxy-camping and face-camping.
I think maybe we should get some definitions down to understand what we are talking about.
What I'm talking about, would best be described as I had before. If you think about the killer shack basement, then what I'm doing is basically staying within range of the perimeter of the basement walls as compared to the hook in the center. I would say it's about a 6 meter perimeter to the hook. I'm fine with calling that whatever term you want. I wouldn't say it's camping because camping has always been a generalized term for all forms of camping.
This is interesting. Since it became impossible to literally block an unhook, I always thought of face-camping as "standing close enough to look the survivor in the face while you camp them" especially literally standing still and staring at them.
I always thought of proxy camping as camping by proxy -- meaning, you don't stay by the hook, but you leave something else there to camp the hook for you and let you know if someone tries to save. Ex: Hag leaving a trap; Twins leaving a twin.
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I'm not sure that it's helpful to argue about whether this thread is a scientific study. We can all see really easily that camping often leads to kills, just based on having played. The issue is, what does that mean for the health of the game?
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I don't think the OP is talking about smurfing. I think they're talking about figuring out how you want to play the game -- eg, not super sweaty -- and then playing that way, and letting your MMR drop naturally until it settles in a place where you can win half of the time by playing casual. And then you play casual.
The fact that they could do better if they played super sweaty doesn't mean they're obligated to play super sweaty. I think their point is that, if you let go of the idea that you care about getting high MMR, you can also let go of the idea that you need to play as hard as you possibly can. You can figure out an appropriate level of effort to make and settle there.
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It's a little bit awkward, IMO, to introduce yourself in someone's TTV chat and then play super aggressively, but I also can't tell from the description whether they were playing aggressively first.
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Another way of asking this question would be, is camping an effective way to get kills? And the answer is yes. We all know it is. People wouldn't do it otherwise.
Why is it effective? Because survivors go for the save and it snowballs.
Why do they go for the save? Lots of reasons. They don't know the killer's camping, they know but they think it's not fair, they know but they think it's boring, etc.
Do we want to play this game if, every match, the person who gets caught first dies slowly while everyone else does the gens and leaves? I don't.
How do we prevent the game from turning into that? I don't know. And the reason I don't know is because, while doing the gens and leaving is theoretically a deterrent to camping, that only works if the killer is choosing between a 1K and a 2+K. If the killer is choosing between a 0K and a 1K, camping is still going to be the better choice. So, if part of the reason people are camping more is because they get rolled otherwise, that's a bigger problem with the game.
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For the most part, I just focus on whoever has my favourite outfit ATM, but there are a few survivors where I have specific builds saved on them and it's faster/easier/less annoying to just switch to that character when I want Gen Repair build or Super Healer build as opposed to changing all of my perks.
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When you have a three-gen like that, one side basically has to be willing to lose, or else you're all stuck there forever. Either they have to let themselves get hooked or you have to let them do the gens.
No one wants to have to choose between losing or staying in a stalemate forever -- it's a really un-fun scenario in the game.
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I picked her up for free with my extra Holiday shards, and she's more fun than I thought. I think the birds are kind of funny and I like that they can do long-distance recon. I hardly ever go against the Artist, but nothing really awful happens when I do.
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I'll go for it pretty much no matter what, just to see if I can get the hooked survivor out. I feel better dying a hero than running away, even though I know it doesn't matter.
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It matters if you're nice, because the community becomes what we make it. So, if you're not putting toxic energy out there, you're helping.
Is there any reward for being nice? Usually not.
I have a theory that the people who are rude in this game are actually way too stressed about it, and, when they're in chase, they just become that Mr. Crabs meme where everything's blurry and he's scared. And, in that state, they don't really notice things like, "The killer's going out of their way to break all of the pallets, because they're farming points, not trying to catch me." From their POV, it's just a whirlwind of near-death experiences, which they conclude they must have been awesome to survive. And then they're weirdly mad at you because they have so much adrenaline.
If you're nice to people who are being calm, often they do notice and they will cooperate with things like farming the rest of a match where two people DC'd, or just finishing the match normally and behaving in a neutral way. But we don't have enough players like that.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2710814#Comment_2710814
Am I sandbagging you, or are you just running the killer incorrectly? Why run to a vault I am blocking, bro? Not a very good idea...
You're sandbagging me.
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I would have to say, whether it's on purpose or not, the sandbagging teammates are the most annoying. I would rather you hide behind a tree all match than appear just in time to block me from vaulting.
Otherwise, it's the stuff like griefing and teaming with the killer, but that's more than just annoying.
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I think snuffing the totem should do something other than return it to a neutral state. I'm not sure if that means the totem should break, the killer Hex should get rekindled, but something should happen other than temporarily disabling the boon.
Right now, if you're playing survivor, there's no risk or disadvantage to using boons, except the time it takes to light them, which I think is a problem.
Most radical proposal: when EGC starts, all lit boons turn into debuffs.
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+1 to Kindred. Also, I did the co-op challenge recently and I had a really good run of matches when I was using Bond and obsessively doubling up on actions with people. It also allowed me to shame someone out of hiding when they stood behind a rock instead of doing anything.
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I like them when they totally transform the character and turn them into someone else. I don't like them when it looks like a normal outfit that's arbitrarily grouped together.
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It doesn't really benefit me, and it's needlessly mean to people who are trying to do a chest or item-related challenge.
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My strategy at the start of the game is to look for survivors near gens, but when they start with the traps on already, you basically just make it so that they can either be on the gens or the Jigsaw boxes and it's twice as hard to find them.
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Same sound bug for me. It seems to be a global sound, but I'm not sure. Just minding your own business as survivor and it sounds like he's right behind you.
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I don't think it's necessarily practical to ban people for being toxic -- but I don't think it helps the toxicity when the developers treat it like it's normal and not a big deal. I get that, when you've been marinating in it for a long time, it doesn't seem as shocking anymore, but that doesn't make it healthy.
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@JPLongstreet said:
They might mean being yanked left or right into stuff due to aim dressing as killer.
I think this might be what it means. Or having your camera get yanked because the survivor swerves or does a 360 just as you swing.
If it's 360s, the best advice is to angle your camera slightly down and tap M1 when you're right on top of them rather than going for a lunge. It doesn't always work, but it helps.
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RPD might actually be the most balanced map in the game since, when you load in, you've already lost, no matter which side you play.
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Now that I've played for a couple of days, and I see how easy it is to farm the rewards by just destroying snowmen together, it blows my mind how few people are willing to do it. Like, even if you already have your own rewards, why would you not help other people?