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Hex_Llama

Hex_Llama

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Hex_Llama
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  • I've been bullied loads of times, and sometimes it really hurt my feelings. One of the lessons I learned is that, the times it got really upsetting, it was partly because I allowed it to go on for too long instead of walking away. So the main thing I try to do now is listen to myself and, if I feel like I'm starting to feel hurt or angry, maybe take that as a sign to walk to the other side of the map and stop participating.

    The story that people like to tell is that you eventually get so good at the game that no one can bully you, but the truth is that that's not realistic for some of us. There's a ceiling on how good I'm going to get at DBD and it's never going to be good enough that it's impossible to bully me.

  • There are two kinds of people in this community -- the ones who see this as a social interaction between five people, and the ones who see it as five solo interactions with the game. I'm in the first group, so obviously I'm going to try to let people get points if they played a bunch of offerings -- that's what we're all there to do. People in the second group confuse me.

  • I'm also curious about this, but, as far as portable/handheld options, I'm honestly holding out more hope for Steam Deck.

  • The only thing I can think of is maybe to wait for your teammates to die and then camp the door and take a gamble that you can open it after the killer kicks hatch? I do think it's a weakness of the system that you need a gate escape in order to rank up, since being able to open the gates depends on lot on what the other players do.

  • I don't know what should be done with them, but it's really annoying when the survivors find a good spot in a central area of the map and just keep relighting the boon totem over and over again. From the killer side, it feels really frustrating that it can just keep coming back infinite times.

    Maybe it should be like waking people up with Freddy -- each time you do it, it takes longer.

  • PC -- Steam, crossplay enabled. Happened in my first match as solo survivor today (first match of the day). Was stuck on the pumpkin screen for about 10 minutes and then got a message saying the match was cancelled and someone disconnected while loading. Played an event offering, in case that matters.

  • I've watched a few people play for the first time on stream, and a lot of them seem to assume that camping and tunneling is the intended play style. It kind of makes sense -- you have someone hooked, it was hard to hook them -- why would you not just guard that person and make sure it turns into a kill?

    I know the answer is a bunch of stuff about wasting time,etc, etc, but if the question is about brand new players, I think it's natural for them to assume that they should be eliminating the survivors one by one.

  • I remember seeing a few comments about it during the PTB, but I was like, "That's a very minor thing -- how bad can it actually be?" and then I loaded in today to see the Rift and LMAO.

    I've never thought the portraits are a great representation of what the characters actually look like, but these ones are as if you tried to make them look worse.

  • @_NIGHTMARE_ said:

    Ok, so the official DbD Twitter posted this a while ago now:

    https://us.v-cdn.net/6030815/uploads/WAOQAKNYH7A0/screenshot-20211018-134322.png

    And now it has posted this?

    https://us.v-cdn.net/6030815/uploads/XB5XAYEGNA1E/screenshot-20211018-190326.png

    So to clarify; this whole NFT... "thing" is actually something that you have worked on (and it doesn't give additional access to extra content (like voice lines - not that I mind about that bit. I'm just trying to get my head around it.)

    I'm just horribly confused and worried over this NFT "thing" as most of the research I've done into it have all came up with rather negative connotations.

    A quick reminder to please keep the comments civil, I know it's hard; but please try. Also if anything gets out of hand please close this topic.

    Thank you.

    Edit: I originally posted this as a new discussion, is the forum automatically putting these posts together already? I guess they were prepared for the storm at least...

    I hadn't seen those original comments before.

    NFTs are new and companies are greedy, so signing on for this was a mistake, but I'd be willing to believe they maybe didn't understand that they were shaking hands with the devil when they did it. But then they tried to lie about it and throw the other companies they partnered with under the bus, which is worse to me than if they just said, "Yes, we did this and we don't get why you're mad."

    And now other people in this thread are positing screencaps that make it look like the devs who worked on the content didn't know about the deal, either.

    This is pretty grim.

  • Licensing agreements aren't like The Godfather. A company doesn't give you a license for their content and say, "Someday, I may ask you for a favor..." and then, when the day comes, you just have to do it no matter what it is. The terms of the agreement are spelled out exactly before you sign. So, BHVR knew what they were agreeing to, and they chose to sign anyway when they could have refused.

  • I mean, yes. Obviously they controlled the timing of their statement so that it would be overshadowed by the new character and the event. I imagine the fact that everyone was accusing Park Avenue of being a fraud and making this up also put pressure on BHVR to tell the truth.

  • For my own sake, completely selfishly, I hope it doesn't get banned -- but who knows? I have no idea whether letting people redeem NFTs for content goes against the policy.

  • I don't think they should leave you alone when you're holding it, but they should leave you alone when you're solving it.

  • Performance/optimization.

    Grind.

    Issues with particular maps.

  • Anecdotally, it feels like killers drop chase about 30% of the time, but rarely because of something I did. Usually because they saw someone else they wanted more, or their gen patrol perks went off, etc. Sometimes, if I get really lucky in the first chase and it takes a long time, the killer will hesitate to chase me again, even if the reason it took so long had nothing to do with me.

  • The most confusing times are when I know we both played horribly, but somehow David's proud of himself. It's like, did you not see the same chase I just saw? You have nothing to gloat about, sir.

  • Freddy is the killer I use for Obsession challenges. So my build is Nemesis -- Furtive Chase -- Make Your Choice -- Ruin, and I use his power to teleport away from the hook to make sure I'm out of range when the unhook happens (boosted with fast recharge add-ons).

    The build isn't specific to Freddy, but it works really well on him because of his mobility.

  • That Tumblr post is really good.

    Twenty years ago, when I was young and the internet was new, there was a dorky hobby some people had where you could join a mailing list and "claim" things from fandom that you liked. You didn't have to pay money -- you just had to be the first person to say, "I want to claim Xena's war cry," and then the moderator of the list would duly make a note that you had claimed Xena's war cry and it was yours. You didn't actually get anything, and, twenty minutes later, you forgot you ever participated.

    Imagine my surprise that tech bros have now turned this dumb game into a way to swindle people out of millions of dollars.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550919#Comment_2550919

    but both that and EGC deaths seem extremely open to abuse, especially now we've been told exactly how it works. I'm just kinda hoping the devs didn't just hand us a guide on how to lower your MMR and ruin other peoples games at the same time...

    IIRC, their original position was that they weren't going to explain exactly how the MMR gets calculated, so that people couldn't abuse the system, but then data miners told everyone anyway. So, now they're explaining it to us. :(

    No matter what the system is, if you explain exactly how it's calculated, you make it vulnerable to abuse, so it kind of sucks that it's now out in the open.

  • In a scenario where there's a four-stack that comes into the game with an intention to troll people, it doesn't really matter how the MMR decides who ranks up or down -- they will manipulate the system no matter what it is. In the old matchmaking, they had different ways to manipulate it -- like stacking up with someone who had a super low rank to try to skew their matches.

    IMO, the problem isn't really SBMM so much as it's people entering the game with the intention to troll other people and not having any safeguards against that.

  • I have a question for console people. If BHVR were able to get cross-progression working, and you could move to a different platform and keep all of your stuff, would that be an acceptable solution or no?

  • This is the first time I've been able to have matches that feel casual as killer. Ever since I joined the game, it felt like I was always overmatched by super sweaty players. Now I can actually try out killers I don't play that much and experiment with stuff. So, for me, it's greatly improved my ability to play casual matches.

  • @Clowning said:

    https://forum.deadbydaylight.com/en/discussion/comment/2549553#Comment_2549553

    https://us.v-cdn.net/6030815/uploads/UZDSWVI8P7AS/20211007-212811-jpg.jpg

    Look, I get it if you like the current system, that really isn't something we can or should argue about. But don't defend the blatant lies we've been told. SBMMR was made out to be this complex system that would do its best to calculate your skill, it isn't, it never was and we've been fed nonsense for months and months.

    I don't consider this a blatant lie, though (and I don't know why it would matter if it were, but that's a separate issue). They slightly overstated how involved the calculation is, but it's true that they don't just use kills and escapes to determine the rating, and it takes several factors into account (we know death order and hatch are two of those factors), the goal is to have you win half of your matches, and, from some points of view, the calculation is complex (we don't know exactly how it calculates the killer MMR, for example, because it has to factor in four 1v1s).

    If you're disappointed by what the system turned out to be, or if you imagined something different when you read that statement, that's fair. But I don't think it's a lie.

  • @SloppyVoldemort said:

    So in theory... If you make an alt account and play on that, stomp killers with your 5k hour knowledge (so chase for 5 gens) and you let yourself die on purpose during EGC... you can stomp newbs for the eternity?

    And they worked 2 years for that?!

    #########.

    Serious question -- how are you stomping them if you die? Are you describing a situation where you distract them all match so the other three survivors escape, or what happens?

  • Honestly, I think most of the outrage is about ego and people wanting a public leader board that confirms they are the best as opposed to a matchmaking system that gives people a 50/50 shot at winning.

    Your MMR rating is really about how difficult of an opponent you are -- how hard is it to escape from you, if you're playing killer? How hard is it to kill you, if you're playing survivor? If you hook everyone a bunch of times and make really sick plays and then let them go, you are not hard to escape from. If you heal everyone and constantly pick up your team when they go down / do a million gens by yourself, and then you always die at the end of the match, you are not hard to kill.

    If you're not hard to escape from, it makes sense that matchmaking would give you people who are not hard to kill, and vice versa. I don't understand how that match-up would be unfair, even if you do lots of other stuff in the game.

  • @MeltingPenguins said:

    So, yeah... if you play as scummy as possible and slug, tunnel and camp for the 4k the game will consider you more skilled than someone getting in 10-11 hooks without tunneling camping or slugging and lets the last person go.

    Another way to think of it would be that, if you play as scummy as possible, the system will consider you a more difficult opponent, and match you with stronger survivors who might be harder to railroad.

  • The new system seems better than the old system, which is a plus to me. I do remember them saying they wanted it to be more complicated, but, just because the version they ended up with is simple doesn't mean it's wrong. Sometimes you try something complicated and it doesn't work.

    I also think there was an element of struggling to define what would constitute a good match, and it seems like the definition they settled on is that you have roughly a 50/50 change of surviving as survivor and roughly a 50/50 chance to kill each individual survivor as killer. That's a really clear outcome to build a system around, and I bet it took a while to define it and then to run tests to determine, for example, that you had to remove hatch from the calculations and account for changing probabilities as the number of survivors goes down.

    I also remember them doing a survey where they asked people what a win was, and I'm willing to bet that the results validated this system -- I'm pretty sure most people said "win" means you escape or get a certain number of kills.

    TL;DR it's simpler than what they initially proposed, but I still think it's okay.

  • I thought his answer was reasonable, and I didn't find it mocking. He said that the goal of the system is to bring you to a 50% escape rate -- that, even if you're doing lots of great stuff during the match, they would rather you were able to do that stuff and escape at least half the time. To me, that sounds totally fair.

    I also don't think that having your MMR lowered is a punishment, or a judgement against you -- it's literally just an attempt to find a match where you have an equal chance to survive or not. And I don't see how that's a bad thing.

  • I think it would be cool to have a black and white map. Auras would still have to be visible and stuff, but, aesthetically I really like the idea of having everything be high-contrast grayscale with pops of red/yellow.

  • The word "competitive" means different things in different contexts.

    DBD is "competitive" in the sense that it's not a cooperative game -- players are competing against each other to win.

    DBD is not "competitive" in the sense of being balanced like an Esport. It's a game people play for personal enjoyment.

  • IMO, it comes down to showing contempt for the people you're playing with, either while you're in the game, or when you're interacting with the larger community around it. If we want the community to be healthy, then the norm has to be that we treat each other with respect. Toxic people are working against that.

  • I run around crazily looking for the totem and then I get killed.

  • This bothers me, too. What I've seen people say is that the portals spawn before they fire chains, so, when it seems like new chains are spawning to interrupt you, actually there was a portal you didn't see. And then the advice is to dodge all of the chains and somehow make sure there are no portals 360-degrees around you before you start solving.

    IMO, it's too difficult to do that. By the time I dodge the last set of chains and try to turn in a circle, new portals have already spawned.


  • @tennmio said:

    https://forum.deadbydaylight.com/en/discussion/comment/2539864#Comment_2539864

    Sorry english isn't my first language I think I haven't explained good enough.

    The survivor on their first hook just did not get saved. The killer chasing someone else and no one went to get that person. The killer hooks the last downed and goes back to check on the prior hooked that now is nearly dead. All gens done. What would you do?

    Stay by the latest hooked survivor in the basement

    Go to the nearly dead survivor nearby

    Check the exits nearby

    Try to find another survivor

    So the situation is that all of the gens are done, you have two people hooked, and one of them is almost dead. Tactically, I think the best thing to do is go back to the one who's almost dead, because the overwhelming liklihood is that the remaining two survivors will try to save that one first and you can catch them. Ethically, I also don't think you need to feel bad about that -- their teammates decided to force them out of the game by not saving, and getting saved after the gens are already done isn't going to help them much in terms of their score. You don't have to make it a 0K because the survivors were bad teammates to each other.

  • It's frustrating when you try to do an action and the game messes up. It looks like, for some reason, it didn't like the position you were in -- maybe there wasn't room to do the animation or something. I've had that happen with other things like unhooking, healing, setting a survivor down as killer -- you have to stand in a really particular place sometimes.

  • It's not working on Trickster, and I have questions about other killers -- does anyone know how it plays out with Legion? In principle it seems fine, but there are specific situations that could be a problem.

  • I guess it's not fair to speculate about how the map got made (though I have some theories about it). Bottom line, it's too big and too difficult to navigate. If we measured the size based on how many steps you have to take to get from one side of the map to the other, it would actually seem even larger than it does when we measure it in tiles, because the maze structure makes it so that you have to walk a lot farther to get anywhere.

    I'm honestly not sure there's anyone who prefers the indoor maps to outdoor ones, but this one amplifies all of the indoor map problems. You have no visibility. You run into surprise walls. It's hard to find objectives. At least on the other indoor maps there's a hallway you can run around to loop the whole thing, and get to the region you want to be in. In RPD, good luck.

  • I tend to lean toward the solution where you continue trying to kill people but you go for three hooks each so everyone has a chance to get some points. If survivors want to leave the game sooner, they have ways they can communicate that.

    When I'm playing survivor, I'm fine with that solution, and I'm usually also fine with farming if everyone else wants to farm. I just think it's important to let people die if they don't want to farm.

  • I think sometimes people get fixated on what their original task was and they keep trying to finish it even if the situation has changed. So, they ran to the hook with an intention to get the unhook and then, once they start getting chased, they keep thinking they need to find a way to get the unhook and complete the task. It can actually be really hard to let go of doing something when it's half-completed.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2538171#Comment_2538171

    well they aren't directed by the community, they are directed by data supported by feedback. And overall dev team opinion.

    This. They aren't showing the product to us because they need our approval -- they're showing it to us so they can get preliminary data about how it performs when people use it. They've also said clearly that the reason big things can't change between the PTB and launch is because there isn't enough time to analyze the data, identify an issue, workshop a solution to the issue, test the solution, and then implement it before they have to submit the code. I think that's totally fair.

  • I think they said in the patch notes that it wasn't ready in time, so now they're watching the PTB to see if they actually need it.

  • I agree that it's frustrating when people are rude. I don't understand the matchmaking discrepancy, though. If you're getting a bunch of 0Ks, you should drop down in MMR and get matched with survivors who don't know what they're doing, regardless of whether they're in a group. The system shouldn't keep giving you really strong teams.

  • They've committed to charms, so I don't think it makes sense to remove them. I agree that a lot of them seem like random stuff no one would want, but we each have our favourites. I also kind of like trying to figure out which charms suit the personality of each character. I just wish so many of them weren't segregated to either killers or survivors. I know the excuse is that killers wouldn't decorate their hooks with chibi versions of the survivors or whatever, but I think we've already broken our suspension of disbelief when they're decorating their hooks at all.

  • I'm happy it's back and available to everyone. I didn't even try last year because there was so much chaos around it -- and I don't think the system was great for the Fog Whisperers either. It's a nice gesture to bring it back for Halloween.

  • I'm happy they gave it out to everyone this year. The mad scramble for charm codes did more harm than good, IMO. It also squares up with the timeline on a lot of other stuff, like Rift skins -- exclusive for about a year and then released to everyone.

  • Sometimes one of my teammates goes off on me for unspecified reasons, and then it becomes a mystery where I try to replay the game in my mind to figure out if I did something that made me seem like a BAD WORD BAD WORD.

    But the weirdest one I ever got was a Hag who killed my whole team and then carried me for almost 10 minutes looking for the hatch so she could slam it in my face and tell me off for using Borrowed Time. Like, not even body-blocking with it -- just using it. In a game she won.

  • If the SBMM is working correctly, playing normally should get you a 2K most of the time. So, based on what I'm reading here, it seems like going AFK in front of one of the boxes gives you a 75% chance of doing worse than you would do if you just played.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2533062#Comment_2533062

    Series? Thought it was another Death Game movie where everyone plays simple games that end up killing everyone.

    It's a nine-episode TV season (and a really, really good version of the Death Game genre -- well-acted and smart, with sharp social commentary).

    I feel like it's a weird fit for DBD, but I could see them giving Trickster one of the guard outfits or one of the shiny rich person masks, and maybe putting a jumpsuit in for one of the survivors.

  • I'm sure they play the game, but they won't ever see it the same way as a regular player, because they're so involved in building it. You can never see your own work the same way someone else does.

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