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Hex_Llama

Hex_Llama

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Hex_Llama
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  • I think they do listen, but I also think a lot of people who are active in the community feel like they're not being heard. So, I'm curious to know what people think: if you don't feel like you're being heard right now, what could the devs do to change that? Like, other than implementing the exact suggestions we make. If they decided not to do your suggestion, is there still something they could do to make you feel like they listened?

  • What you're saying makes sense, but I'm bad at this game. I use my toolbox right away so I don't get killed before I get the opportunity.

  • What an easily avoidable customer relations debacle this is.

    If the point of retroactively deciding to give everyone a free skin is to raise morale and sow good feelings in the community, I think the smart thing to do -- and the kind thing to do -- would be to refund the extra shards.

  • Their website says different dates for different platforms, but October 27th for Steam.

    https://deadbydaylight.com/en/news/halloween-2020

  • I'm not picky about what's included in the sale but, since the website said it was on the 23rd and it didn't happen on the 23rd, I'd like to know when it is. :/

  • We are a community that thinks charms are stupid and also fights over charms.

    But, yes, I think the 10-uses-per-code thing is creating more stress than happiness. It really should have been one use per code, and let the streamers distribute them however.

    At this point, though, I don't think it's realistic to suddenly change the distribution model. Doing it this way was a mistake, IMO, but that's what's happening.

  • I was most interested in the part where they explained that the killer has a different model/pose in their own game so that their hands are in front of their face. Does that mean that, right now, when we load into killer games and see ourselves in a weird, bugged position during the opening animation, we're actually seeing how we look all the time? Is this the DBD killer equivalent of hearing your own voice and being repulsed by it?

  • He's a good egg. It sounded like they didn't recognize his name on the dev stream, but that had to be a joke or something, right?

    This code thing seems weird to me. I get that they want to drive traffic to the streams, and, in order to do that, the code has to be valuable, which means they have to make it so someone can't just post it somewhere, but what was wrong with letting streamers hold a raffle and DM someone? Why did they make it so the viewers have to scramble over each other to try to get a prize?

  • Obviously, I don't work on the dev team, and I don't know how they set the characters up. I also don't know the Oni's animation very well. But, there's nothing about the horns changing size or position that makes me think that translates into an easy way to animate a mask on the Legion.

  • I think the key things are better skins to get -- either by cashing in currency for Halloween skins, or just having better stuff on the free track of the rift -- and more bloodpoints. I missed most of the really cool, interesting events, so I'd be happy if there were some neat gameplay elements like the vials or whatever, but that's not necessary for me.

    The other Halloween thing I was hoping for is a really good sale, so I guess we'll see what happens when the sale finally starts.

    @KingFrost said:

    My suggestion:

    -Every non-dlc character gets a new cosmetic: A Halloween Costume. Maybe a witch outfit, a vampire outfit... whatever.

    -On every map, there will be a number of pumpkins. Survivors and killers must bust the pumpkins to earn pumpkin points. There'll be 10 pumpkins on every map, but you can only get two pumpkin points per match.

    -Each costume costs a total of 10 pumpkin points.

    -Once the event is over, unearned costumes can be bought for Auric cells.

    -A Haunted Mansion Map to be added to the game either as part of what will be Chapter 21 or just a standalone map.

    Haunted Mansion is the map I never knew I wanted, but now I want it desperately.

  • If they truly didn't give it to the artist for free, that's awful. But, as for the design itself, I think it still looks really cool, and I'm willing to believe them if they say they couldn't get the mask to work. To my knowledge, there's no other cosmetic in the game that changes appearance based on events or state changes. The Pig's drill looks the same regardless of what happens -- it just spins. I don't know how the Oni works, but my guess is that the red effect gets applied to the general shape of his character model independent of his cosmetics.

    It's not that it would be 100% impossible to make something like the mask work, but I'm willing to believe that, within the constraints they're working with, it wasn't feasible.

    FWIW, if you designed a character concept for a video game as your job, you would probably get less fidelity in the final output than this.

  • I like that there somewhat is an event, and it gives me something different to do, and challenges to grind for rather than just playing aimlessly. I also like the idea of having challenges that spawn a task in the game (harvesting the blighted plants or whatever). I also somewhat want some of the things in the rift (though I disagree with putting so much of it on the paid track, since it's mostly recolours), and I like the new Halloween skins they released.

    But it is a worse event than last year, and a worse rift than the first one. To be completely honest, seeing this even launch made me nervous about the longevity of the game, because it feels like they can't keep up with their own schedule and they're just sort of scraping by. It also feels like they've become kind of miserly, which makes me wonder what the financial situation is.

  • I don't know what to click, because I feel like it's disappointing, but it's a choice they're allowed to make.

  • I tend to like graphics that have a more stylized look, so I liked having a weird blue realm -- I think it had personality.

  • I realize that they aren't required to give us stuff for free, but considering that the first Halloween rift was full of good stuff, including the chance to get some of the older Halloween skins, this one is pretty disappointing, and the free track is pretty empty.

  • That skirt is everything.

  • Yeah, I also find the new maps dark. Plus there's something about them I can't put my finger on, but they seem... barren somehow? Like there's just a ton of grass with no personality, and then a building with a little personality, and then more grass.

  • I also found it weird that this wasn't mentioned before the patch notes. I wish that the communication around this stuff was more transparent

  • @Eathian said:

    Guys, it's Halloween 1st past 11:00, where is the Halloween event? 😭

    πŸŽƒπŸŽƒπŸŽƒ

    It really captured how I felt.

  • I don't really buy the argument that playing with bullies teaches you how to counter regular survivors. The whole point of the bullying is that you're more or less helpless to do anything -- the only real lesson is to give up sooner and either disconnect or walk away.

  • I'd lose Deathslinger, because I don't like having guns in the game. If you let him huck a spear at me javelin style, instead of firing a gun, he can stay.

  • This match was awful and I'm sorry it happened to you, OP. You're 100% right that, if they weren't in your face the whole time, they could have finished the gens and left after just a few minutes, but instead they chose to bully you rather than play the game. I also agree that this kind of thing shouldn't be tolerated.

    As for whether it's a hostage situation, I think it is, personally, though I admit the definition has always been kind of vague. Everyone who watched the video knows perfectly well that the OP was not capable of killing the survivors and ending the match -- doesn't matter whether it's from lack of skill or something else. The OP didn't have the ability to make the game end, and all five people in the match knew it. The people who did have the ability to end the game refused to do it because they wanted to troll.

  • The impression I get is that whoever pulled the stats together for promotion was trying to promote the idea that there was a lot of activity in the game, and not provide a basis for analyzing what that activity was. (Which is a good example of why you shouldn't post meaningless "count" statistics without a stronger context).

    But Steam achievements have also taught me that the vast majority of people who buy a video game don't bother to finish even half of it, so it could be that there are a bunch of randoms popping in to play two matches and never be seen again, and that could give us statistics where nothing gets done and everyone dies.

  • OR, when someone's touching you, as killer, you should get those little Ghostface alerts to let you know. I mean, if he can sense when people are looking at him, why can no one in this game sense when they're physically being touched?

    For me, this has always been annoying, if only because it breaks my suspension of disbelief. In real life, if you ran up and hugged someone's legs, they would know you were there.

  • I understand the point about playing too nicely and wanting to play to win. I still think that, if I had two people in the basement at the very start of the game (5 gens up), I would leave the basement. I'd feel like those two people should have a chance to do something besides hang on a hook. And, I'd say to myself, "If I lose, this is the moment I lost," and I'd be right, but I don't have it in me to be that ruthless.

  • I wouldn't want it every match, but it doesn't bother me if the killer has can cause exhaustion occasionally. To me, part of the point of the game is that you load into it not knowing what you're going to get, so finding out your perk isn't right for the situation is just part of it. It's not so different from coming in with healer stuff and finding out it's the Plague.

  • I would rather everybody just play normally, but I respect that some people want to farm. The only thing I'd say is that, if the survivors don't want to farm with you and they ask you to kill them, please kill them and let them out of the trial instead of keeping them prisoner. I've had it both ways.

    (Also, after reading your post, I kind of think it would be funny if everyone who plays killer protested against the tyranny of the entity by refusing to sacrifice anyone).

  • It depends when the tunnel opens, but, getting tunneled at the start of the game, before you even get to do anything, is most annoying to me. I don't really care if I get killed in the late game, if I also feel like I had a good chance to play.

  • it seems like the main point is that someone said he tunneled and he didn't agree so he angrily rehashed the whole match on his YouTube channel to prove it?

    Based on what I saw, I guess I agree that it didn't seem like he was tunneling. I don't think it really proves any point one way or the other about tunneling as a strategy.

  • Fellow psych major, that's really interesting! It makes me wonder if the way we conceive of the difference between killer and survivor roles is wrong -- because I also would have predicted that low agreeableness and high neuroticism would map onto killer more readily (I say, as a person who was a killer main for the first year I played), but it seems about even.

    I'd be interested to see some of the other studies you mentioned, looking at personality traits and in-game preferences, if you want to post the refs. Either way, this was a really cool project.

  • I don't mind going against Hag. I usually run Kindred, which means I can watch her trap the hook and know where to crouch. I go in hoping we won't immediately trigger the trap, but accepting that we probably will. The rusty shackles are strong, and I wouldn't want to go against them every game, but, once in a while, it's fine.

  • Pig is my lady. I'm not good at killer, but for some reason (that I am not skilled enough to understand) I do okay with Pig. I think it's a combo of slowing the game down and being able to stealth around a bit.

  • I'm ashamed of how much money I've spent on this game, TBH. It's nobody's fault but my own. I get bored, and I think, "If I buy this other character/outfit, then it will be fun again," and it is, for a while, but then I get bored again. For the amount of money I've spent drip by drip, I could have bought two or three other games.

  • I don't hate this idea. I've always thought it would be cool if the characters had some special relationship to their own perks, and this would be one way to achieve that. It would also create more variety, as you say.

    I'd also be open to some kind of BP bonus for running under-used perks or something.

  • I'm looking forward to the MMR. I know rank supposedly doesn't mean anything, but, when I get destroyed in a killer game and then get to the end screen and see I'm rank 9 and everyone else is rank 2, it feels like the odds were stacked against me.

    I think part of the problem is that red ranks captures such a wide group of players, especially on the survivor side, and the system doesn't differentiate between people like me (so-so at chase, so-so at hiding, but played enough during the rift to rank up anyway) and people who make their living streaming DBD eight hours a day. We are the same in the eyes of the current ranking and matchmaking system.

    So, I'm excited to see what the new system does.

  • My guess would also be 15-25, though I'm surprised to hear of so many people talking to 11-year-olds.

    I'm in the 30+ crowd, and I've definitely had matches where I say to myself, "This person's behaving terribly if they're my age, but kind of average if they're 13, and since I don't know for sure..."

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1360690#Comment_1360690

    Yes, I know it's not fun. I even said so. Losing isn't supposed to be fun.

    I've been tunneled out of trials before. I remember a Hillbilly who would chainsaw away, chase a survivor for a few seconds, then come back just as I was unhooked and chainsaw me again. Was it fun? No. Was it fair? Yes.

    I've also rushed gens when someone else was being camped. It's not fun for anyone involved, but hey, that's how you counter these things.

    If the game had everything that's "not fun" removed from it, we wouldn't have a game at all. We'd have a lobby simulator with reading on the side (lore).

    It's a PvP game. You should expect PvP-style gameplay. And that means people are playing to win, not to amuse you.

    Wait, why isn't losing supposed to be fun? Is the person who wins the only one who's meant to enjoy the game?

  • @Terro said:

    I thought entity displeased was the nicest way they could've put it. What would be better?

    Entity disappointed? You lose? Defeat? Mission failed, you'll get them next time? Mission failed successfully? Entity sad? Entity lonely? Entity happy you tried? Entity not pleased?

    I actually think "Entity Sad" would be really funny. i would like that one.

    I think the message they have is gentler than a lot of things they could have put, though I do agree that it's not on par with the survivor messaging. IIRC, survivors just get told whether their character lived or died, and it's not really related to their overall score, whereas the killers are implicitly being judged.

    Since all of the other killer states are X killer -- like brutal killer, mercilous killer, etc -- maybe the de-pip state should be some kind of killer, too. Apprentice killer, maybe -- one who's still learning and isn't brutal yet.

  • I think DS needs to exist to counter tunneling, but it should deactivate if you do a gen or a totem. If you're doing either of those things, you're either safe, or you feel like the gen or totem is worth more than your life. IMO, the most abusive way of using DS is to use it as a shield to do objectives, which I don't see as being the purpose.

    I don't think it should deactivate when people heal themselves or someone else. There are cases where your entire team can be in a dire situation, and trying to slam a heal out, in whatever order, doesn't mean the danger has passed or you aren't about to get downed again.

    I don't think it should deactivate when people unhook, because of the dire situation thing again. I get the argument that, if someone else is hooked, you aren't being tunneled, but I think that, if there's an intention to protect someone for a certain window of time so they can heal/recover, they might need to fetch their teammate to have a reasonable chance of doing that.

    I also -- reluctantly -- don't think it should deactivate when people go in lockers, because there are legitimate cases where someone could be trying to hide, or where they could be using Inner Strength to heal themselves.

  • I mean, not to be that person, but "I want to have fun" and "You wanted to be powerful" and "Do it because you want to," are all reasons and justifications.

  • I've also had this thought -- that matching people based on skill level and having better distinction in skill level would help, but maybe matching people based on their general attitude to the game and how sweaty they want to be would help even more.

    Unfortunately, I could never come up with an idea for how to do that since, if it's based on self-selection, sweaty people can just lie and pretend to be chill. If the software's supposed to determine who's chill and who's not... I can't think of a way for it to do that.

    But, if someone else can figure out how to separate chill from sweaty, I'd be all for it.

  • @Sasha233 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1676144#Comment_1676144

    You're right, but I just felt utterly helpless against their accusations because there's no way to prove that I just had really ######### internet. And to think that if it weren't for the lag I can easily 4k them yet they're calling me a trash hacker makes me feel extra bad. And this person left a comment on my steam profile too, if I remove it then it'll feel like I really did hack, if I don't then it's definitely not a good look on my profile. Kinda don't know what to do here

    You don't have to prove it to them -- they can just be wrong. It feels bad to be judged unfairly, and they shouldn't verbally abuse you no matter what they think you did, but you can also decide that they got this one wrong without worrying that you have to convince them to agree.

    I also don't think you're obligated to let people trash you on your profile, so don't feel bad about deleting that stuff.

  • I've definitely had those games before -- do three gens by yourself, break the hex totem, heal everyone, and then die on your first hook while everyone crouches by the wall. I actually find it kind of funny. Not in the sense that I think it's a good thing for them to do, just in the sense that it's usually because they're not good at the game. I just hang there going, "Hey, remember when Kate came and unhooked you?" and watch as they scuttle back and forth, thinking about whether to run for me.

    On the reverse side, I always try my hardest to grab people before they get to stage two. Partly as a courtesy to them, and partly because we need people to be able to be hooked as many times as possible so we can stay a four-person team. There are times when the situation makes it impossible to do that, but there are also times where I've messed up. The most common reason (solo queue) is that I think one of my other teammates ran in that direction, and then I don't realize in time that they didn't get there. Another time, the person was hooked in the basement, and I'd never tried to find the basement in that building before, and the building was full of traps, so I had to go slow, and I got lost. It was a Nea and the Nea was mad.

  • I feel like Empathy gets undervalued, but maybe it's more helpful to me because I'm solo queue. Your teammates usually get injured while they're being chased, so it can let you see where the chase is happening, and move around accordingly.

  • @gatsby the process you're describing ends with "eating a pallet and moving on" rather than "getting a down," so that's why. I think most people would rather mess around and see if they can actually get a hit out of it rather than commit to running in a circle with no reward.

  • I don't know why the slugs didn't try to crawl away -- especially if they were down long enough to be recovered. That was a bad play on their part.

    However, the fourth survivor made the same choice I would have. I've had lots of solo games where my three teammates all get downed really close to each other, and I a) feel obligated to at least try to go help, and b) feel like this match is already an L, so it's at least more interesting if I try to go help.

    I'd say that, about 50% of the time, I'm able to get everyone back in action and we play normally for at least a few more minutes. The other 50% of the time, we all die, but that doesn't feel worse to me than skulking around looking for the hatch after everyone bleeds out.

  • I like the team play aspect of survivor. Doing saves is probably my favourite thing, especially if it's a really risky, crazy save to attempt (and we have no better options, obviously). I also like doing dedicated healer builds and just, like, emptying a med kit into someone in three seconds. I don't know why it's so satisfying, but it is.

    I do agree that the gens feel long and tedious. I enjoy the RNG scavenger hunt aspect of playing against Pig, and I'm always perfectly happy to get a hat because it's something different to do. I don't know how much it would mess up the game flow if survivors weren't stationary on gens for so long, but I'd love to have tasks that required moving around more often.

    @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1674016#Comment_1674016

    I don't even see how being chased could even create satisfaction, as you don't do anything worthy of satisfaction: You're found and now you're being chased.

    Things that happen during the chase is a different story, like stunning and losing them, but the chase itself? I don't see it.

    Okay, but things that happen during chase are most of what chase is, aren't they?

  • It's very unlucky if you're the last survivor standing and the gates are close together, but unlucky isn't the same as unfair.

  • I think that, in the late game, tunneling someone to get a kill and reduce the number of survivors still in the match can be totally legit. In the early game, though, if you arbitrarily focus on one person to the exclusion of anyone else, and just railroad them out of the match as fast as possible, it's a rude thing to do, IMO.

  • I think most people see this as a super polite way to play.

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