Hex_Llama
Hex_Llama
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- Hex_Llama
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I honestly think that, if matchmaking were fixed, this is one of the things that would get a lot less annoying. I am not playing at Tournament Level Efficiency, and I don't want to, and I don't the people I match with to do that, either. It feels really boring and sweaty to me to watch people pop all the gens and scrape their faces against the wall so they can run the Optimal Route to the gate -- but there are some people who want to play that way. So match those people together and give me the people who forget what their controls are and get stuck on the door. That's who I'm meant to play with.
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I ran into what I think was a speed hacker the other day. The match just completely stopped while I followed and videoed them. I sort of understand the hackers who do something crazy, like make themselves fly or whatever, because that's sort of funny, but I don't understand the straight-forward cheating.
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@malatruse said:
Do you have to manually reset the traps or can you use the addon that resets random traps automatically?
I did it with the add-on and it worked. I basically just left the traps in likely locations, absolutely did not touch them again, and prayed that two survivors would step in one of them at some point. It took 2-3 matches, but it eventually happened.
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@CashelP14 said:
This is a lesson to people.
Before buying a game, do some research first. Watch a few Twitch/YouTube videos and see if it is the sort of game you'd like.
I think this is good advice in general, but bad advice for DBD. The gameplay experience is really, really different if you have 5K hours vs 5. If you watch streamers, you come away with the idea that the game is pretty easy and relaxed, but you don't realize that that's because the streamers are among the top 2% of players, and it's virtually impossible to bully them, and they have such an advantage over most people they vs that they can afford to mess around and do silly things. If you're in the bottom 50% of players -- which is half of all players -- it's a totally different thing, especially when the matchmaking feeds you to people in the top 2%.
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Truthfully, I regret how much money I've spent on this game, including the cosmetics. Most of the time, it was because I got frustrated with the grind, and I reasoned to myself that it would be worth it to spend some money and have something cool to play with, but there are only a couple of cosmetics that I'm honesty glad I paid for.
If I had it to do all over again, I would wait until I'd picked my mains, and then maybe get something nice for them instead of just doing it randomly.
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Stop saying stop saying survivors hold w. 😛
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Keys are pretty gross. I don't understand why that isn't seen as a pressing issue when changing moris again, when they currently don't even do anything, is somehow super important.
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Often: DyllonKG, OhTofu, Tru3, HybridPanda (who seems to be back).
Sometimes: Monto, Paulie, FunGoose (who seems to be gone).
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I still think there's room for an actual trickster who has some kind of deceptive power or can sabo interactable items like gens, chest, or lockers. I don't know if they could ever make this work, but I also like the idea of a mimic killer who looks like a survivor -- which I guess is just another kind of deception.
Outside of that, I like the idea of more killers who give the survivors tasks to do, like Pig.
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I'm forcing myself to grind out the rest of the rift, but it definitely feels like video game chores and not fun. I was really excited for All-Kill, but I find the Trickster pretty much impossible to play, so the excitement wore off quickly.
I've been gravitating to games that have a faster reward cycle, where I feel like I'm making progress toward unlocking things every time I play. In DBD, it's possible to play a whole match and feel like it was a waste of time because it barely moves the needle.
My normal process is to drop $10 in the rift, get it back, and then buy a new skin from the store. But, this time, I feel like I'd rather hang onto the auric cells and wait to see what happens because I'm scared to invest more money.
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I'm trying to grind killer challenges so I can limp through the rest of the rift, and today was pretty brutal, I have to say. The experience was:
1) Wait ten minutes for a match.
2) Match with people who are way, way better at chase than I am.
3) Get frustrated because, when I do manage to catch up, a hit that feels like it should land somehow doesn't.
4) Fail to make progress on my challenge.
5) Get teabagged and insulted in the chat.
OhTofu made a video a while ago about how fixing matchmaking would fix most of the experience, and I totally agree. It feels really bad to wait so long for a match that you barely have a chance to play and then have people talk trash.
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I think when you guys say "victimizing yourself" you mean "playing the victim." Victimizing yourself would mean that you attacked yourself somehow.
Anyway -- I agree that there's a subculture in this community that seems to think being toxic survivors is funny, and I think it has to do with SWF and the streaming culture. Having an audience can encourage people to show off and embolden them to do stuff they wouldn't do otherwise. Killers can have a streaming audience, but they don't have friends in the game with them the same way survivors do, so I think that's part of the difference.
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I still like this game, but I'm afraid for it.
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I've seen toxicity on both sides, but I think the survivor toxicity is more memorable, because they're in more of a position to bully the fifth player, where as toxic killers can do things that are annoying and unsportsmanlike, but it's much harder for them to trap you in a situation where they just keep taunting you.
It's also true that killer players are more likely to let survivors escape than survivor players are to let the killers kill them. But I think that's partly game design -- psychologically, it's a lot easier to drop someone on hatch than it is to stand there and let yourself get hooked. Even though it essentially costs you the same thing (ie bloodpoints), there are a lot of elements of the game that make "getting killed" seem like more of a negative outcome than "letting someone escape."
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It depends when for me, too. If it's late in the game, we just finish as normal. If it's early in the game, I'll ease up and try extra hard not to tunnel people -- probably also give the last person hatch, whoever it happens to be. TBH, I'm not that good, so there's still a chance the three-man team would win even if I played normally, but I wouldn't feel good about it if they lost.
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I once had a Hag spend about seven minutes carrying me all around the swamp, looking for hatch. At a certain point, I was like, "I'd actually rather just die, but now it feels rude because she's trying so hard." Then she dropped me by the hatch and closed it in my face. In the chat she said it was because I had Borrowed Time.
I recognized that it was rude when it happened, but also it was kind of funny that someone was petty enough to spend seven minutes hiking all around the map for that.
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I think it's survivor-sided in terms of gameplay, but I also think the survivor experience is centered a lot more. On the anniversary stream, Mathieu Cote told a story about when they were first testing the game and showed the footage to people -- how the killer footage was okay, but then the survivor footage made everyone go crazy, because they wanted to cheer for the little guy and see him beat the killer.
That story really made something click into place for me, in terms of how the devs view the game and what they see the story of DBD as being -- about cheering for the (supposed) underdog to survive. They need people to want to play killer in order to have a game, but I think they see the survivor experience as being the "main" experience that the game is based around.
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It's not even really a sale -- it's just that the way things are priced in the store is that you get a 10% discount if you buy the whole set together instead of mixing and matching. 365 days a year, always. I think the idea is to make you feel like it's a better deal to buy the whole set, even if you only like two of the pieces.
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I have mixed feelings about turning a character into a different character using skins -- just from a conceptual POV. But I get that, at this point, it's pretty hard to come up with perks, and it takes a long time to develop and test them, so they probably don't want to flood the game with characters.
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Different types of gamers are motivated by different things. If you're motivated by wanting to collect things, and that's what makes a game fun for you, then the grind is compulsory in order to have fun -- and probably has the wrong effort/reward ratio to be satisfying.
If you want to experiment and be creative, and that's what makes the game fun for you, then the grind is compulsory in order to get new perks to experiment with -- it's really frustrating for that kind of player to have an idea for a build and not be able to try it unless they grind another 20 hours first.
When people complain about the grind (and I'm one of them), what they're saying is that the amount of grind they have to do in order to engage with the parts of the game they enjoy is too high relative to how much enjoyment they get. But, if we stopped grinding all together, there'd be even less to enjoy. :(
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I also had this as survivor on PC. Several different maps. I think it may have happened with other killers besides Nemesis, but I'm not 100% sure, since almost all the games were vs Nemesis.
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I'm not sure about them yet. In one of my survivor games today, a zombie kept me from doing a gen by chasing me every time I went near it, so that one did something.
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Similar/same? Rank reset put me to rank 5. When I play games today, the tally screen shows me at rank 20, gives me a pip at rank 20, and then abruptly switches to rank 5 with no pips.
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I actually think they're handling the MMR tests well, and that the communication was pretty good. I don't think they need to tell us how the system works -- giving updates about their progress testing it, and what the results of the test show is enough, IMO.
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I'm fine with people being able to pick up their useless item again and escape with it, if it matters so much to them, but, socially, this is such a tone deaf thing to do. Keys are too strong, the community's been asking to change them for years, we're promised that a change is coming in the future... and then, in the meantime, let's revert Franklin's instead so that your key is invincible.
This is also another example of a poor communication strategy -- knowing that something is going to make the community mad, and then deliberately not mentioning it until the patch notes. That's not how you get out in front of an issue.
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The normal outcome of a chase is that you get caught. That's something I didn't really get when I first started the game, either, since the premise makes it seem like you would be trying to lose them and hide.
However, if you burn an exhaustion perk at the start of the chase -- like Sprint Burst or Lithe -- sometimes the killer won't bother following you, because it seems like too much trouble to catch up, especially if there are other people around. So, if you're having an issue where you get chased and go down immediately whereas your teammates can extend the chase longer, Sprint Bursting away can be an okay strategy.
Losing the killer in an active chase is hard without knowing the maps super well and being able to lead them to a place where you can fake them out and double back while walking.
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- When I make meaningful progress toward a reward -- rift challenge, daily, collecting iri shards, etc.
- When everyone is at about the same skill level, and there's a lot of back and forth in the match.
- When something funny and unexpected happens.
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The Dungeon Master comment is interesting. I felt that way when I started, too, and I think a lot of well-meaning killers do. It almost feels like you're part of the environment rather than a fifth player in the game, and you can feel a responsibility to facilitate a pleasant experience for the people there. It helps to remember that the game devs are actually responsible for facilitating a pleasant experience for ALL of us -- it isn't our responsibility to take over hosting duties.
That said, I think you can still try not to be toxic without going out of your way to protect the other players from their mistakes. Don't camp the hook just to ruin the game for the hooked person, but do chase someone who messes up and runs to the hook right in front of you. You don't have to pretend that you can't see them in order to be fair.
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Yeah, I don't like it, either. It goes against the spirit of the perk, IMO -- the point is to protect the person getting unhooked, not to turn them into a shield for the person who did the unhooking.
That said, if someone unhooks me with BT and I notice (which, TBH, I might not), I do feel social pressure to try to take a hit, because that seems to have become the expected behaviour.
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Now that you can't do any other action with DS, I wouldn't have a problem with using it twice.
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Learn from the Enemy: Gain 1/2/3 XP every time a survivor crouches within 10m of you.
Working Sense of Touch: Whenever a survivor makes physical contact with the killer, the survivor is marked by Killer Instinct for 5/10/15 seconds.
Snakes: Gain a token each time you hook a survivor, and then spend a token to put snakes in one of the lockers. Snakes make survivors scream and become incapacitated for 20/30/40 seconds.
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I actually agree that comms should be considered cheating. It's not how the game was balanced and designed, and I'm pretty sure the main reason it's tolerated is marketing. But, because the main reason is marketing, I don't see them getting rid of it. So, we're just kind of stuck in a sub-par situation forever where a lot of the stealth elements don't work.
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I think there should be a way for people to end the match after 20-30 minutes.
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There are a lot of things you can do in this game to deny another player the opportunity to take an action, and that's generally a pretty frustrating way for a game to be designed. The core gameplay loop isn't too bad -- the killer chases and hooks the survivor, the survivor gets rescued and healed; everyone gets to do something; it's fine. But, as soon as you break the loop and stop someone from being able to get a hook ever, or being able to get saved from the hook ever, you're basically making that person miss a turn or sit out the game, and it feels annoying.
If DBD were being designed for the first time today, I think there would be ways of planning the core loop so that everyone has fun/productive actions available to them, even when it gets interrupted -- but, the way it was designed in reality, you can spend the whole match feeling like you're blocked from doing anything.
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Alternative suggestion: EGC starts as soon as the last gen pops instead of when the exit gates open. Now, there's pressure to finish up and leave, plus killer perks/add-ons that affect opening the gate or block the gate after it's open have more effect.
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It occurs to me -- do they have do to a licensing thing in order to update the map? That might be why it's still like this.
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The current matchmaking is the most broken thing in the game, IMO, so a skill-based system would be amazing. I'm not 100% sure if they can build a skill-based system for DBD, because it's hard to imagine what stats they could pull that would reliably predict a winner, and I'm not sure A-beats-B-B-beats-C-A-should-beat-C would work in this game, but, at this point, I'm willing to try a new system.
During this last test, my matches didn't feel worse than usual, and some of them felt better, so... here's hoping.
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I honestly don't know what I think of any of the reworks. My brain can't process what the characters' faces look like once the contouring that was baked into the original textures is removed. Like, are their eyes all getting smaller, or is the shading just gone? I don't know.
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Try checking the lockers in the basement and/or the ones near the hatch, if the hatch is visible.
I always wait them out on principle, because I refuse to be forced to DC by people who just want to hide.
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It depends on the politics of their relationships with the other companies, which we don't know. For Laurie and Quentin, it would be an opportunity to invent completely new faces and give them a makeover, but who knows how hard it was to get the first faces approved?
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I think it's a good question. I've played other games that had ranked and casual modes, and the ranked mode was usually not for me.
However, I also really dislike the current DBD system where you either stomp or get stomped. The most fun matches are the ones where it feels to me like we're evenly skilled -- though maybe my feeling is wrong, and actually the matches I enjoy the most are with people who are just a hair below me on the skill ladder, so I have to work for it, but I still win.
After what the matchmaking has been like so far, though, I'm ready to try MMR.
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@EQWashu said:
I really enjoy playing Pig. I'm not very good at mindgaming with her yet (I'm fairly decent with em I think), but when I can successfully fake a dash direction and land a hit, its a lot of fun...that and just crouching around and being sneaky.
Also to this day, having had the DLC since week 1 of its release, no one has booped the snoot when I'm playing Pig, and I am very sad about that!
I once decided to spare an Ace, and I thought I'd just crouch and let him touch my nose, and then he'd understand that we were friends. But he got scared and ran away, and I chased him around in a crouch trying to get a snoot boop, past the point where it became socially awkward. So, I feel your pain.
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My initial reaction is that I like the old one better. I think there's a cuteness that comes from how angry she looks, with her eyes hidden by her bangs, etc. But, with all of these previews, I think I'm just used to seeing an emotion on the character's face, so the new models that don't have emotions baked in look wrong to me.
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- A lot of the cosmetics are really nice.
- I'm super happy that hook struggle got changed to a skill check.
- I really liked the aesthetic of the All Kill chapter.
- I think it's cool that killer game play can totally change depending which character you pick.
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@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2254424#Comment_2254424
Precisely! The survivor might do this to force killer to make mistakes, or because they think it's better for the team if killer chases you, then you do this to win not to be toxic. It's a strategy. If someone is out to kill you then you have every right to use "dirty" tricks to survive. Same with the player who takes on the role as a killer you have every right to kill survivors in any way possible it's your job. But when your intentions is not winning or losing just messing with the player to ruin their experience then yeah it's toxic no matter if it's camping or teabagging.
People use this argument a lot, but I think it's important to remember that no one is actually getting killed or fighting for their life when they play this game. The murders are pretend. All that's happening is that people are playing a video game. There's no reason why you need to be mean to anyone because of that.
Like, imagine if you played Monopoly, and you spent the whole game taunting and insulting the other person because they played Top Hat instead of Thimble. Yeah, you would probably get inside their head and make them play differently, because they're having such a bad time being near you, but it would be a weird, rude thing to do. And, in my opinion, it would also be morally wrong to prioritize winning a meaningless game to such a degree that you were willing to bully someone to do it.
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I'm the opposite -- I think the random elements of the game are what makes it the most fun. I least enjoy the matches where it feels like people have memorized the tiles and run them perfectly. I think it's better if you kind of don't know where you're going or what you'll find when you get there.
On the other hand, if people want to play tournaments, I think it would be cool if they had a tournament map with guaranteed spawns that they could study and build a strategy around.
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I didn't know that I wanted this until I saw this thread, but, yes -- I want it.
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In order to put characters from other games in DBD, BHVR has to hammer out a licensing agreement with whatever company owns the rights to the character. We don't know what the licensing agreement for Silent Hill is, but, since linked sets were invented at the same time as the Silent Hill chapter came out, it seems likely that it was a way to meet licensing requirements. That doesn't mean that we'll never see individual cosmetics for Cheryl, but it does make me think the Silent Hill people are less laid back about it than, say, the Ghost Face people.
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I agree with the OP -- if you're pressed for time, leaving dull totems in highly visible places it's a good way to split the difference. Cleanse totems you find in weird, hidden places, and leave the super obvious ones. If NOED pops up, you know some places to look, and you have at least a chance that it pops up in one of those places instead of the one you didn't find.
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I like the idea of letting the totems move, or letting the hex move between totems somehow.
I think, rather than having a FOV timer, it would be interesting if the killer could interact with the totem to make either it or the hex move -- maybe a limited number of times. So, if the killer finds their hex totem sitting in the middle of an open field, they can interact to move it and hope it goes somewhere better (or it might end up somewhere worse -- that's the gamble you take). Or if they know the person they just hooked saw their hex and told everyone, they can move it and take the same gamble. Maybe, if all the other dull totems are cleansed, you can't move it anymore.