Hodderfodder
Hodderfodder
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- Hodderfodder
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They seem pretty keen to leave Myers/Freddy alone because "their stats are fine". The attitude is "if it ain't broke don't fix it" and if the performance numbers are fine, then it ain't broke. Boring doesn't matter to them.
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Alright guy. Tell me the time you say no one is playing. I want to activate my base at that time and see for myself.
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@SAWII said:
I’ll throw in my anecdotal evidence. I live in NA and I typically play MYM at night. I’ve had brutal bases recently that I activate at 9 pm that get zero raids. I’ve got one outpost in particular that is stuck at P9 because it is consistently getting one or zero raids, not even enough to prestige. Chew on that. It’s almost impossible NOT to prestige with the way the system works now and this base has been stuck at 9 for close to a week.
People will say “oh it doesn’t matter, they’re all active for the same 12/18/24 hours” but that’s not true. Your base is WAY more likely to see raids in the first two hours of its cycle and the last hour, especially if it hasn’t had enough raiders yet. If I activate the same base at 9 pm and 12 pm noon, the nighttime cycle consistently gets fewer raids. All the time in between is useless essentially, because other people are freshly activating their bases and theirs are rightly boosted while yours languishes. It only get boosted again when too few people are playing.
Yes, your base gets its raid the first 2 hours and the last hour. That's how the MMR works.
When you first activate your base, it goes into raiders' select screens. When you've ben raided a certain number of times, it takes you out of the pool. Then it might put you back in if you haven't gotten enough raids.
That big lull in between? You're not in the MMR pool, no one sees your base.
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The game is played worldwide, so off hours for you might be peak hours for somewhere else.
Also your base is active till it hits x raids, so whether that's when there's a lot of people playing or fewer over the course of the activation doesn't really matter.
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An entirely different trap theme, I was also thinking that we have several traps that go in a straight line, but none that create a reliable wider arc or area.
Look at the self destruct mod on a trap. It hits everything in a 0.5 block radius. This trap would do something similar in a larger radius--let' ssay it's a bomb strapped to the wall that hits a 3x2 area.
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The DBD community considers these forums to be dead, that no one uses them. FORUMS in general are old internet tech and have very little traffic overall.
Like with DBD, MYM's activity is on the Discord and the reddit community. I only see the community manager Brandon posting on the Reddit, not here.
The only advantage this forum has over those is that because it's so inactive, a post in the Bug/Feedback section is likely to actually be seen by the devs, rather than lost among the more active places.
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I imagine that will eventually happen but it's just not a priority.
I mean it took DBD 7 years to get that.
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This new Sector sounds weird.
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I've noticed a trend that if all the tombs are outside with full signage, the outpost is going to be a cruel killbox.
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On the AMA someone asked about an INVASION mode where a builder could drop in and defend their base from a raider in real time.
The devs said they love the idea, but it's a long time in coming because other things need to be added to the game first to support that.
The first step in that direction would be adding the ability for a builder to spectate a raid in progress.
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I think it will come into the game, it's just a matter of when.
During the AMA they listed their current top priorities: Difficulty, Social, Meaning/Depth in Raiding, and Variety.
Step 1 with Difficulty is making the difficulty and outpost challenge visible and accurate to the raider. It's not as easy as adding more difficulty categories because that might negatively impact matchmaking. Step 2 involves making it easier to give players other ways to help them pick outposts based on preference and mood.
So right now they're putting their energy into helping raiders find a base that's the right level of challenge. I doubt they will work on the builder side of things until that's done.
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In my experience, a lot of raiders aren't interested in tombs. Unless they literally trip over the tomb on the way to the genmat they don't even bother, and even then some raiders still ignore then. So trapping seems a waste.
As a raider, I'm not playing for the challenge, I'm raiding to get resources. So I always appreciate signage rather than having to hunt, and I like free over trapped. But either way I don't want to take a long time with them; there have been quite a few times i can't find the tomb, and give up--unsure if it was blocked or hidden in a way that I can't figure out.
What upsets me is the builder who traps the tomb in such a way that the tomb breaks, but I die before getting the resources--so they're lost Bomb traps are especially bad for this. I don't care about dying, but losing the resources is being robbed. Kill me a few steps from the tomb is fair game, but don't trap the square next to the tomb.
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What circumstances do raiders just run into burning pistons?
Double down for bolts. Definitely the "meh" at first. But players have trained themselves to step out, wait for the arrows, then charge down the hallway and then die.
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When Dreadshore came out they said "Weeks", and it's been two weeks since then; I was guessing today, but no dice.
So probably next Tuesday.
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Things like the hound (several attacks to kill the raider) and the behemoth (several hits to kill) is something they won't do becaues they have specified they want everything to be 1 hit kills. It keeps things simple, means you don't have to keep HP in mind.
That said other things aren't bad.
Some ideas:
Assassin. They can stick to walls and ceilings. They don't make noises when inactive, and when they notice the raider, they don't make a noise or trigger that visual cue. They move towards the raider to melee, and when they are about to attack they make a noise and a visual notification.
Acrobat. When they see the raider they start moving around randomly--jumping or grappling around, then when stop and begin an attack sequence, whether that's ranged or melee. The point is that they're harder to hit until they are revving up their attack.
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[quote]if you find 2nd wave to be less desirable, don't use it?[/quote]
That argument can be used against Anything that anyone says is weak or underpowered. The point is to not have things that are weak and not used, you want everything to be balanced.
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I suspect there's not enough names in NE to support all the bases built. Now, what they could've done was use Canadian names.
If/when we inevitably expand to other parts of the world I do hope we see those locations' names. It would be disappointing to expand to Western Europe and not be getting Glasgow or Liverpool or Versailles, etc.
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The game has a barebones story as is, story is not why people play the game, so anchoring content to story is pretty bass ackwards there.
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I think the reason it pulls from the same pool is because the pool is All Names of Towns/Cities in RL right now. So there's...no new place names because all of earth's cities are in there. Or at least, I think it's all North American?
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Probably same as the grapple hook. Which works well, since I see this as the "reverse grapple hook".
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I've only prestiged early once and that was because I needed more capacity to get ready for a contest. I was unaware of the genmat boost, I tohught you lost all the excess genmat you could've gotten from extraction.
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I am very curious about the new weapon. Explosions!
The ravager intrigues me. It looks to be about spreading fire, and I have a theory. The enforcers had a mod in the beta that allowed them to shoot a shotgun like effect of like 4-5 arrows in a little cluster. I wonder if they were testing that, then built a guard around it. Then again it could just be a wider arc attack so we'll find out soon.
Even excited for the new color blocks. Outside of the busted wood DBD block and the base Red blocks, we don't have any dark colors. (Or GREEN, devs, GREEN).
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Normal. Because I can't get in the door of a dangerous outpost. I suck.
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I've also noticed that sometimes the readout will say there are 0 kills, and yet when you go into the replay, there will be kills.
I would like
- Marker to see if raider got a tomb
- Ability to Delete All replays.
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I'm having the reverse experience where my dangerous outposts are getting next to no traffic.
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Yeah don't expect that.
BHVR used to communicate a lot with the DBD community. There were regular streams where they did Q&As, talked about upcoming developments/changes, they would show how the 3D models were made or how the maps changed etc. And no matter what they did the community raked them over the coals for it.
They would give concrete answers like "Are you going to change x?" "X is performing fine, we don't see it as an issue." "WHAT ARE THEY THINKING DO THEY NOT PLAY THEIR OWN GAME?" or "X really isn't a priority, maybe it will get addressed in the future." "WHAT ARE THEY THINKING..."Even now, when they make a change, the two sentences of explanation they give is criticized as "they think that?! Then why does this thing exist, that's not consistent."
A thing you have to understand in development is that not everything works out. You have an idea of how to address x, and that does't work, you have to scrap it. Or it can take you quite a while to actually fix x because your first idea didn't work but you're committed. The poitn here is you can't give a hard date on a thing because you don't know if it'll fail, or hey it works but the solution now causes a conflict with y so you need to iron out that before you can address it. But people not only want hard dates. Furthermore, devs would say "Well here is a POTENTIAL idea we're THINKING about", and the community would either freak otu because "oh god this is coming out next week" or they would hold the devs to that as if it was a promise.
Yet when the devs started giving vague respones like "we're working on that" "it's coming soon", people HATE it because it sounds non-committal. Anything short of "Yes that is a problem, here is the perfect response to address the thing and it will go in next week" wasn't satisfactory.
When they addressed anything that weren't mechanics based--inspiration material and lore--the community frothed because "lore is all the devs care about". I remember a comment along the lines of "they can't tell us when they're going to change x but they can tell you the name of the Trapper's left foot."
If everything you do annoys or upsets the community, radio silence takes the least effort.
Now in DBD all we get is a few sentences in an update explaining the reasoning for a change, and then a lengthy year-encompassing video during the anniversary event.
I mean damn guys, I don't know a single game where the devs communicate openly and frequently with the community.
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Oops, doublepost.
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All the traps/guards/etc have been said that you can unlock through playing. So buying the DLCs gives you access to the thing RIGHT NOW without grind.
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I am excited and have no doubts.
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You can set it as a Social base. There raiders can keep raiding it, but they won't get resources for it. You won't get resources either. On the plus side it will never expire, and raiders can search specifically for your base.
Anyhow I do agree that 22 hours is a bit low for the expiration. I'd prefer something like 3 days.
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I voted "I like the concept", but I just think he should be able to climb up walls/over things. I understand the need to have an accessible genmat, but it doesn't need to be wheelchair accessible, y'know?
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@Redbeard_Steel said:
I had the same issue with parts. Was between 6-7k the last few days, and I just stockpiled grenades/shields because there was nothing else to use them on.
Haha, I hadn't seen that quote about making the levels wheelchair accessible before, cracked me up because, yea, that's absolutely true.
I love the idea of tombs being moveable, though I'd love a negative repercussion if the builder has covered them to be inaccessible (or made it so all the mats from them fall into corrosive blocks). Really irritating.
Regarding signage for pointing out tombs, there seemed to be a community theme of "follow the blue zipper paint to tombs". Granted, this wasn't universal, and it's not set in stone by the system, but I saw this happening quite a bit.
I love both your trap inclusion ideas, non-lethal traps set up to mislead people alone would mess me up as I like to play paranoid usually. Personally, I feel like we shouldn't be able to tell which traps are which until they activate, as quite a few times if a Impaler wasn't directly in my way, I wouldn't even worry about it. I guess if it didn't activate at a distance, it'd still be the same issue though.
Agreed on Pillars too, I'd love to see the artistic maps people could build with more basic building blocks. A lot of maps were really neat looking, but it was clear they would have done more with more options.
Bit confused on what you mean by an arrow shaped light?
The glowy lights you can put on blocks. One is T shaped, one is + shaped. Well, an arrow shape! That's a clearer arrow.
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[quote]When in the Building phase, while the player is in the Fly mode, also allow the player to freely pass through blocks.[/quote]
Yessss.
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I love the Follow a Builder and Threat Level progress bar.
I also kinda expect a raider spray sorta thing eventually.
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A bigger concern is that raiders can unlock gear that makes some traps trivial. The arc shield is apparently really powerful for instance, etc.
Maybe give a trap for free.
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The downside is that higher difficulty bases get fewer raids. This may not be an issue when there's a lot of players.
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Some sort of swinging pendulum trap.
Riffing on the above treasure idea, I'd like the ability to place one or two small rewards. The tomb is nice but it's fixed in place and often deep in the arrangement. I'd like to be able to place little secret rooms and other things to reward exploration.
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Chalk me up to a builder who doesn't know what a tomb is.
I sealed mine tight so that no one can fall into holes they can't get out of, and watched someone go through a corrosive cube and bounce around, I assumed he was stuck but maybe he was looking for this.
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Very useful. Thanks!
Boy I wanna see one of these for the various upgrades. But I know that takes y'know, resources and time.
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I found this on the Steam community, can't figure out how to link to it. ANyways:
I finally found what makes it tick! after hours of testing in a bare outpost and trying different things i stumbled on how it determines normal, dangerous and brutal.
Ever thought why you had a normal outpost and decided to move a spiked trap somewhere else thinking it be better there than here? but to your amazement your base turns dangerous. People thought it was buggy.. so did i... but i found out why it does.
There is some sort of point system before it reaches a threshold turning the difficulty up, depending how far or close the traps are to the main path. It costs the most on the path then reduce by half (almost) 1 block away then reduce again in half 2 blocks away then stays the same no matter how far.
For example: You can put down 8 Boltshots Traps on the main path to active normal then 25 to get dangerous and 50 for brutal. However it takes 15 Boltshot Traps 1 block away for normal and 50 to get dangerous and 100 for brutal. Then finaly 30 Boltshot Traps 2 blocks away and well... you get the gist now.
If confused, here's the short version.
Boltshot traps take (below) in order to reach difficulty:
Normal > Danger > Brutal in that order
On path: 8 > 25 > 50
1 block: 15 > 50 > 100
2 Block: 30 > 100 > 200
Each trap that has the same CAP ( apart from the cube traps ) cost about the same in points
In short for all traps, on main path
Normal > Danger > Brutal in that order.
10 Cap traps:
Corrosive: 69 > triple it? > then double it? (cba testing to the rest of it.. deal wit it! xD)
Holocube: 6 > 18 > 36
30 Cap traps:
Impaler / Iron Claw: 13 > 42 > 84
50 Cap traps:
Boltshot / Death Piston: 8 > 25 > 50
Plasma Sentinal: 9 > 27 > 54
70 Cap traps:
Bomb Ejector / Incinerator: 6 - 18 - 36
Then just double those figures for each block away from path.
Edit: I forgot to put in that Upgrades on traps as well as guards also effect the threshold. Yet to fully test how much they effect it but unsure i'v i want to delve deep into that. Just a heads up.
However Guards work little different, it isn't how close they are, rather how the SEE the path in a cone line of sight. which is 7 blocks range, you need 6 guards to ALL SEE the path to get normal, but if you block there line of sight you need 11 guards to get normal... even turning them to the side, back towards the path or slapping a block right in there face between the path and a guard works.
In short for ALL guards to SEE path:
Normal > Danger (20 is max so can't reach brutal)
Enforcer / Warmongers: 6 > 20 ( when LOS is blocked it's 11 for Normal stays at 20 )
Cannoneers 6 > 18 ( when view blocked it's 8 for Normal and ditto above ^)
If you got guards only just block 1 of the 20 facing away from the path to keep it normal, but the more the line of sight the more traps you can put in.
And yes Holocube blocks their view... so get creative!
Edit: Normal blocks ADD NOTHING, can put as many as you want, it just uses up CAP.
Edit 2: Patrol may look like it works if their view is blocked and making them turn around or move keeping it normal, however once you refresh the tick box it changes it to the next difficulty if it's near to the threshold.
I now understand why i been seeing easy brutal maps because they mostly had all the traps on the main path.
But yea, that's the gist of it, wouldn't say it's fully solved as mixing traps require more depth which am not going to find out, i'll let others do that :D
Spent like 8 hours on this but.. ENJOY! and You're Welcome! .... dammit now i got that song stuck in my head from Moana.
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Invisible traps? No.
Camo traps? Yes.
The traps should change color based on the ground they're set on. The degree that they mimic the ground changes based on the addon. The highest teir wouldn't make the traps Invisible, but make it hard to see unless you were looking for the shape.
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"biggest disappointment"
Release Freddy would like a word.
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The reason is because a failed skillcheck is -10% on progression and pauses any interactions for 3 seconds. Plus if the survivor uses any item (say to heal themselves) then it's going to eat charges. So unless the survivor starts an untouched generator, then something will get a nice regression.
Now, combine that with Overcharge, or the extra -6% Lullaby gives, and it really slaps.
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Bumping this simply because I hope it returns for Chapter 25.
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In that case, ther emay be a time limit to use it.
Let's say, between gens 4 and 3, or 3 and 2, the Altar is available. But when the gens are done, it's gone. This puts pressure on the killer to get his rather than defend gens, or survivors will have to stop doing gens long enough to get their swap in.
It would also prevent using "good perks until endgame and then swapping". Since what I imagined for this is that it's a mid-game change. Those Good perks would only be useful in the first half, as opposed to 'right up to the Endgame'.
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Flip-Flop requires the killer to slug and Power Struggle requires them to be at a pallet--incredibly situational. Boil Over is just flat out useless.
The only other wiggle perk that matters is Breakout, which increases the wiggle progression speed by 20%. Which isn't something to sneeze at, but with this perk, the survivor is deciding to not run two meta perks and instead devote two slots to bodyblock. They're also spending their time bodyblocking rather than doing gens. And this perk requires they lose a health state. Big tradeoffs to be strong at bodyblocking.
But if 25% is too powerful, then reduce the tier 3 bonus to 20% or 15%.
An alternative would be to lengthening the cooldown after a killer hits a protecting survivor. Then it's not necessarily boosting the wiggle progress, just extending the time, sort of an anti-Save the Best for Last, but only for bodyblocks. The extended cooldown could even be made to effect all protection hits (not just while carried), increasing the perk's utility in fact, although how that would interact with M2 attacks I'm not sure.
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A QoL I'd like to see is that his stalk automatically stops at 99% and requires a second tap or the Activation button to trigger.
Due to the servers' rubber banding, it's easy to stalk, only to have it reduced--or the reverse. Similarly it's easy to over-stalk, especially if your eyes are on following the survivor and not your meter. Many Myers will 99% their power and save it for the next survivor. So having that built in would be very nice.
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I think the whisperchant should be removed from the killer side and made part of a unique heartbeat/chase music for plague.
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I don't have numbers on these because I'm not precise on balance. It's more to put the ideas out there. The weakness of some killer perks that make skill checks harder is that this hurts newer players while higher ranked players can often hit checks with any difficulty. These killer perks are focused on getting past that with simple auto-fail mechanics, or using successful checks against the survivors.
KILLER PERKS
Hex: Suffer For Success
While this curse is active, any successful skill check causes the survivor to scream, revealing their location for 3 seconds.
Lingering Agony
For the next X seconds after being hit by a basic attack, the survivor's next skill check to repair, heal or sabotage will automatically fail and cause an additional Y% regression penalty. Lingering Pain has a cooldown of Z seconds.
Sadist's Defense
You become obsessed with one survivor. Hitting the obsession causes any survivor currently repairing, healing or sabotaging to instantly fail a skill check. Sadist's Defense has a cooldown of X seconds.
Balance: Trying to create a Surge-like perk that triggers similar to Dark Devotion. Surge has the benefit of making gens begin to regress, and works when any survivor goes down. This perk has no range and will cause healing failures as well, but can only trigger when hitting the obsession.
SURVIVOR PERKS
False Trail
When crouched and the Active Ability button is pressed, a trail of scratchmarks extends x meters in the direction the survivor is facing. False Trail has a cooldown of Y seconds.
Final Effort
When the survivor is hooked, gain a token. With two tokens, the survivor can use the Active Ability button to receive a X% speed boost to repairing, healing and sabotages for Y seconds.
Balance: A one-time buff isn't a bad thing, especially when it can only trigger when the survivor will die on their next hook. It could be changed so that a survivor who isn't rescued before going into struggle also gets their tokens, but on the other hand that could still be a downside (see: Deliverance as example of perk just not working). PH cages ignore this perk, but that's nothing new.