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JPLongstreet

JPLongstreet

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JPLongstreet
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  • @thrive2survive said:

    I dislike them as well. The problem is..this one minor change that should take about 2 seconds will take about 2 months as they have to scroll through the very poorly thought out game code and find the specific instance where the bubble pops up and then create a function where players can turn it on and off. Then when it gets implemented, the following bugs will happen because of simply messing with said poorly written code:

    • The Trappers traps will float off the ground higher than they ever have AND glow white at all times even for Survivors so they can be easily spotted.
    • Wraith won't be able to uncloak.
    • Hillbillys chainsaw sprint won't end
    • Oni, Blight, Wesker, Nurse, and Nemesis again will get kill switched for one reason or another.
    • Survivors are all bald.
    • The UI colors become inverted everywhere in game.
    • Totems don't spawn.
    • Deathslinger quick ADS will return but nobody can complain due to the endless EAC errors not allowing the majority to launch the game.
    • The RE maps recombine into one giant map again.
    • And moonlight offerings return out of nowhere.

    All because we wanted them to fix Generator bubbles. Quite a hefty price to pay. There's another 6 months of bug fixes right there.

    Plus my beloved Piggly Wiggly won't be able to uncrouch I bet. 🐽🐷

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929236#Comment_3929236

    They're being changed? As in nobody will know who brought which offering until post-game?

    I just want to be sure I'm Interpreting this correctly and did devs confirm it?

    They're changing the % for the map offerings, that's what I'm referring to

  • @Memesis said:

    Lol, you want to bring a map offering to stack the odds in your favor, you can deal with the target on your back for doing it.

    I put up a Coldwind offering once when I got several indoor maps in a row (randomly) to break that bad luck up. The Scratch Mirror Myers did not appreciate it one bit. It goes both ways, and is why they're being changed.

    And yes I'm aware it's much more often survs put up these offerings.

  • One idea I've seen tossed around is in order to play killer in 2v8 you have to play two rounds or so of surv first, say at least 6 minutes or something around that. Rats might be a problem, but always are.

    The bots aren't the answer, the game should be actual players primarily. Imo asking for the bots again is disregarding match quality just to help with queue times.

  • @dwolfbanner55 said:

    Looking for other survivors to game with. I live in Mountain time and work in Central time so it will be random hours when I play. Have to be ok with no party chat most of the time, can only chat sometimes on weekends, let's use our body language lol. Love this game win or lose, looking for other casual players that feel the same. Judgement free zone, horror fan, looking for other survivors that view each match like our own horror movie. Let's have fun.

    https://forums.bhvr.com/dead-by-daylight/categories/looking-for-players

  • Many players wish to 100% their games, and collect achievements as they are added to the game. Plus with the anticipated player count increase with Springtrap's chapter you can bet those players will try for them as well.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928430#Comment_3928430

    Making Cheevos this luck based would make them almost unobtainable.

    Sony and Nintendo and Microsoft all resist any changes to them mightily. They should keep that in mind when designing them

  • The achievements and trophies cannot be changed unless they become physically unattainable.

  • The best solution is more and stronger servers globally. We do not need more lobby dodging messing with the matchmaking even more.

  • @Blueberry said:

    Kind of funny that even the bots understand it’s the right play lol

    Two survs in a known location and at least one of them hurt? Why would a killer return there? 😋

  • Yeah that's bad, especially if you haven't figured out the controls, but Top Gun on the NES prolly has it beat.

  • @YuffieGreatestWaifu said:

    • Untraping self should be a hard skill check or suffer a deep wound

    My only issue with this idea is it being subject to ping and/or lag for many players.

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927469#Comment_3927469

    Sony did change the trophy requirementment for hatch, when hatch was changed for having 3 people escaping to something else which I was believed was change to pen closed hatch with key though I already had the challenge done before they did. Can't speak for the other two companies though.

    It was changed because they altered how many survs could go through the open hatch at one time, I believe it was for all four, which is no longer possible. So that change makes sense.

  • @TotemsCleanser said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927454#Comment_3927454

    But that's not true because they did change the one for getting 30 hits after being blinded, making it so that you only need to do it once now. Not to mention that shaping an entire game over a certain platform refusing to have achievements changed is kinda crazy.

    Dunno what to tell you. Microsoft and Sony and Nintendo all resist changes to the achievements and trophies mightily. If it's still possible to get then nope.

  • @TotemsCleanser said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927393#Comment_3927393

    Agreed but I think that can easily be fixed. To begin with, the RPD one should be reworked so that you only have to do it once to get it done. Kind of like how they recently changed the one where you have to hit a survivor 30 seconds after they blind you, it used to be 30 times but now it's only one time. If they changed that achievement (and tbh idk why they did, it was quite easy), they can change the infamous RPD one.

    The rest of the challenges should make it so that you have to repair one gen, ANY of them, and escape. It might be a while before you get it done once the maps are fully randomized, but it's not the only RNG based achievement, think of the one where you have to escape with Vecna's hand/eye, where you have to face Vecna specifically AND get lucky enough to get his eye/hand from a chest AND manage to escape - and there are many more achievements with RNG elements. Having it be any gen would make it much easier than the current achievements, where you must repair a specific gen and it does not even count if other people finish repairing it before you're able to get to it. So you have to manage to repair THAT one gen and escape. Whereas with it being any gen you could get it done much more easily. Plus, without map offerings, map distribution would be much more balanced, so you wouldn't see many of those maps as rarely as you do right now due to the overabundance of Eyrie/RPD/Azarov/etc.

    The problem with that is none of the achievements or trophies can be changed at all unless they become physically unattainable on the consoles.

  • The issue with completely getting rid of map offerings is the various achievements and trophies associated with a particular map. The notorious one for RPD comes to mind.

  • @Skillfulstone said:

    Hot take, but I kinda get where OP is coming from even if it goes completely against a competitive mindset.

    Let's be honest, for the casual player (most of the playerbase) having to lock in every games (in either role) is just not fun after a while, sure the occasional tough match is nice but no casual player wants to have to play their best at all times.

    For Killer, using hooks as MMR measure would immediately create an intense slugging increase (especially for people on winstreaks or similar stuff) to tank their MMR but still not only get 4ks, but get the most boring way to 4k in existence. Team-slugging/team-bleedouts would literally become an official win condition without increasing MMR to eventually go against Survivors that can handle it!

    For Survivors, sure this would send god loopers in the same batch (although backfilling would still mess it up) but this would also considerably slow (or even stop entirely) gen-jockeys and altruists that just can't loop very well and go down quick but are good otherwise from climbing the ladder. Those people would get stuck getting bled out constantly and would be going against skilled Killers but would never improve.

    This would also send average but friendly Killers (max bp for everyone, memeing, 2 hooks but 0 kills etc. Those are basically just people who wanna chill and relax, casual players by definition) against comp-level players that just won't play along so those Killers will either tank their MMR purposefully (by slugging everyone to death) or will just start to have less fun since they can't really chill anymore.

    I honestly believe that backfilling is the core reason why MMR mismatches are so common.

    So how do we help stabilize the matchmaking and the backfilling? The community won't tolerate longer queues, and seem dead against not being able to dodge either.

  • @ReDough said:

    Quite simply. get rid of it. I do not need the worst auto aim ever invented to swing my mouse around for me. On controller yes. I understand why this is a feature. That is why other games map this type of aim assist to controller input ONLY. 9/10 times the auto aim will track the survivor in the opposite direction and often into terrain mid chase. I think I speak for a majority of players when I say that this feature on M&K is the most annoying thing to swing at nothing when my hand hasn't moved a nanometer

    So the obvious solutions are map it to controler input only or bin tit

    They claim the game has no auto-aim feature, no matter what input device is used.

    I imagine what you're talking about is the Aim Dressing messing with ya. They claim that it doesn't grant or take away hits you wouldn't have gotten anyway, just visually cleans up the animation so it looks more like a hit through the latency and for survs as well. Again, so they claim.

    All I know is my beloved Piggly Wiggly has many a bent blade from survs doing something weird in front of me with short and long lunges seeming to register differently. Happens a lot in tight spaces for me.

    I'll smack the wall, a tree, that chest over there, or even thin air, anything besides the surv when this happens. Imo the Aim Dressing gets confused at those spots.

  • @TwinsMain2004 said:

    Dead Dawg isn't as killer sided as people claim You have a godlike main building and multiple safe gens the killer cant defend

    Azarovs and Macmilian is actually not balanced at all and every variant but 1 on each is a survivor's dream

    That map can feel awfully small depending on the killer. It's main building is strong but useless once that gen is done. If my teammates do all of the perimeter gens first then we're cooked against pretty much anyone.

  • @Rokku_Rorru said:

    I just want the backfill issue fixed.

    This I think is the biggest issue as well. How can we bash their MMR system when it often doesn't get a chance to do its things and even out over time? The backfills are usually the result of lobby dodging or shopping around, and the community's insistence on quick queues. This needs dealing with first imo.

  • @Calebs_tobacco said:

    As the title suggests id like to hear what unpopular opinions you have on maps.

    To start of the discussion I would like to say that I feel that the original realms aren't as balanced as some people try to make out. I feel that whilst the Autohevan/McMillan maps have a good balance on most of their realms A few stick out to me as been subject to rng on whether the map favours one side or the other. To pick an example, the middle segment of Suffocation pit is one of the worst offenders of rng tipping the scales onto one sides favour, as it is common for various tiles such as jungle gyms/ variant gyms & trash pile gyms to spawn in close proximity to each other.

    Another map id like to point out is Azarov's resting place, the I shape of the map hurts both the killers & survivors experience on the map. It hurts killers as the gen spread is present at both ends of the I & it hurts survivors as the wide gen spread encourages the killer to camp one side of the map.

    Id love to hear your unpopular opinions on maps (or maybe I wont who knows).

    I still love playing on the Swamps, and have always done wayyyyyyy better than I should have on them in either role. Always been able to do foolish but effective things around that little boat and the docks, things that shouldn't work.

    I still remember when they were much larger in size too. Hatch spawns have always been nutty there, totems often hidden well, and gen spawns strange. The tapered outside is unique, although it messes with Billy and Blight.

    The realm is the last of the old ones both in tile layouts and graphically, and I'll miss it when it's finally updated.

  • @TheMiranha said:

    All cross-platform games have support for keyboard and mouse excepr for dead by daylight for consoles. Many players, like me, would really like to bem able to play using our keyboard and mouse. This Takes into account that most dead by daylight players até PC players and this gives them many advantages, but anyway... It's not Just about The advantage but also because we would like to have more tô bem able to enjoy this fantástico horror game. I Hope my request ir granted and that support através on consoles.

    They put adding M&K support for the consoles in their roadmap for later this year. Also the vast majority of the playerbase is on the consoles.

  • Without the DC penalties players in either role would just start leaving at the slightest inconvenience. At first it would be whenever they felt the trial was unwinnable, then snowball into leaving for whatever little excuse.

    You're found first, button. Lose two gens first chase, button. Don't like the map, button. Someone running No Mither, button. Don't like the killer, button. See an ally doing a totem, button. Lose that Meg in the center building, button. Corn blindness, button. Azarof's twice in a row, button. Sky is blue, button.

    And the trails get quickly out of control. Nope the penalties should stay. They're a little to lenient imo.

  • It's funny most players globally have like less 500 hrs into this game and maybe one character at P14 or so. Even I have no one at P100 and I've been playing this game for a while. This would be aimed at the extreme veteran players only, who have almost everything unlocked at this point.

    It has been made clear with the recent and proposed changes that they're now focused on getting and keeping new players. It's why so much had been modeled after other popular games as they change things around, looking at those who would also have tons of dlc and cosmetics to still buy.

  • @jackdj said:

    I've recently been getting a black screen on both of my monitors when playing dead by daylight. I can still hear the audio and my pc is still running only that the monitors do not detect anything. I checked task manager to see if anything is wrong and the GPU usage is 0% to 0.1% when running the game. This is only affecting dead by daylight and every other game I play is working fine. I have uninstalled the game and installed it again and still get this issue. Is anyone else getting this issue and is there a fix?

    I remember reading a while back about ultra wide issues with the game on monitors, however it usually caused those annoying black bars above and below. What you describe sounds more like cable issues or an iffy card, but I imagine you've already tested those.

  • @Shinkiro said:

    No, there's legitimate reasons for leaving the lobby. No one should be penalised in any way when no one is being affected by someone leaving a lobby pre-game.

    Dodging lobbies leads to backfilling issues and wreaks matchmaking

  • @OnryosTapeRentals said:

    Really not sure what was changed to cause such a hit, but DbD has been performing horribly for me since the 8.7.0 update.

    Prior to the update I played at a steady 90 FPS but now I sit around 85 and get HUGE framerate drops whenever anything happens. Getting hit by the killer, Dracula shapeshifting, completing a generator, etc. knocks me down to like 40 FPS and the game goes all choppy for a good few seconds.

    I've tried lowering my graphics settings, lowering my FPS cap, using FSR, XESS, etc. but the FPS is still really spiky no matter what I try.

    Pretty baffled considering the game doesn't look any better but somehow runs way worse after Steady Pulse dropped.

    Whatever you do, don't go into the center room of Lery's with a Doc or else ....

    Also, I bet our precious Switch cousins would consider a steady 90 frames absolutely criminal 🤪🤣

  • See? This is why we can't have nice cults.....

  • Focusing down one survivor until they are dead, often ignoring all other survs or gens. Most times it doesn't matter how many gens are done.

    Tunneling off hook is one of the flavors out there.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924455#Comment_3924455

    All it takes is bad queue time and people flee from the pTB.

    Almost as if they could use more participants..... 😜

  • @Emeal said:

    @JPLongstreet got it right.

    No PTB can give BHVR the magnitude of understanding that the Live release gives them.

    How many players that can participate on a PTB on Steam actually do so? 20% of the total? Less? And how many of those play beyond the first day, maybe a little on the second?

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924431#Comment_3924431

    They probably will just remove the feature and call the testing a failure.

    But while it lasts I will be happy to never play with totem builds/chest builds/screaming builds/key builds again.

    I just don't see how showing this in the lobby couldn't lead to anything but their matchmaking being destroyed by all the backfills. Anyone going for any adept, not just David's, will be dodged into oblivion, as will those attempting challenges etc.

    It's like passing along what we think is a problem onto other players while not caring about the consequences to others, and actively wreaking the matchmaking system too.

  • They know they'll have to change perks like No Mither now, or else the lobby shopping and dodging will become insane.

  • That's even worse a problem then. Yikes;

  • @Nazzzak said:

    Now that he's killswitched, can I ask what the bug was? Just out of curiosity lol

    I believe his tentacle attack was registering as a basic attack, not a special one, and perks like PWYF became super abusable.

  • The button smashing was unpleasant and input device destroying at the same time. Plus frame drops could sacrifice you instantly. Better off this way, depending on whatever they plan for yeeting on hook.

  • @DEMONANCE said:

    i don't miss the balance and lack of variety of old dbd but definitely miss it's vibe and how chill it was

    It was a chaotic blend of unbalance and insanity, and felt more fun imo.

  • @OPXtreme_ttv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/444765/ahhhh-the-nostalgia

    I always miss him. Other than Noob3, hes one of the most popular Canadian DBD Content Creators

    I miss Puppers the most.

  • @Nomade said:

    Add in some anti cheat and have the game force close discord when dbd launches.

    How would they even know what else is running outside of DBD?

    And what about the consoles? That chat is built right in, and is entirely separate from whatever game is even being played.

  • @Langweilig said:

    A good nerf for him would have been shorting the time you have between leaping onto something and reducing the hitscan hitbox, which is still too big. Both of these changes would make a little more difficult to play and reward playing good with him rather than playing bad.

    Messing with the hit scan size would likely make the killer unplayable with a controller, which is prolly why it's the size it currently is.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921995#Comment_3921995

    And that's been proved a lie. The engine has an easily implementable Replay API officially supported since version 4.20, and many other games using Unreal Engine did it way after their release (Fortnite, Rocket League, Tekken 7…).

    I'm not saying they don't have their reasons to not do it, but "having to recode the whole game" is not one of them.

    If that's true, then yeah that now looks terrible. Unless their coding is just that bad, I agree they really don't have an excuse

  • @WeaverReaver42 said:

    TLDR: Splitting and lengthening the PTB to 3 parts would help allow behavior and us as players to better address bugs in the upcoming updates, while also allowing for better balancing and observation of quality before it goes live. Kaneki and Hound Master both went to live without proper balancing and it has harmed the game experience, which the PTB could help outright prevent if used differently.

    ___________

    Behavior made an AMAZING step in the right direction with the skull merchant 'preview', and even went back to do it a second time to get our opinion on the changes instead of immediately going through with it! Even if I don't like the changes of the second preview from the first, the fact they did that at all buys A LOT of good will for the devs in charge of balancing and coding (at least for me). However I think that there are more opportunities to streamline the development and feedback from the community to the devs. (because let's be honest, plenty of us in the forums ALONE make me worry for the mental health of the community managers. The ability to soften the blow and get an early read on how people feel about these things could make those people less caustic AND help make balancing/debugging easier and quicker)

    I understand the value in having actual players help find bugs in a match, however I feel there is a missed opportunity on balancing in a reasonable manner in that time. Simply put I think there needs to be a lengthened PTB period, split into three parts. The first stage let's us find the bugs and give you time to solve them before worrying about anything balance related, The second stage we can try them with fewer variables getting in the way of an accurate experience for balance and fun factor. Then a third final stage that allows you to test potential changes or additional bug fixes before it goes live, just for extra time and maybe some idle experimentation (after all, you never know where the next inspiration for a killer might come from).

    Kaneki and Hound Master are two examples of the extremes caused by the current method.

    Kaneki was way stronger than anyone thought in the PTB, and it was only realized when he went to live with all of those bugs holding him back removed. The player base hit an immediate slump and queues became VERY crowded for killers. Survivors HATED going against kaneki, and had to deal with that until today's update released. It was unpleasant for all parties involved.

    Hound Master, though, got the worst of it in my opinion. She was such a buggy mess that it took an entire patch dedicated to bug fixing AND additional fixing in the Mid-chapter update, which I thought was meant to be dedicated for reworking The Nightmare, for her to function as was intended from the start. In that entire time? We couldn't tell how much of her issues were from clumsiness and how much came from the bugs. Now that some people have bought her in an unbugged state, it's very obvious she isn't great. Commanding the dog is unpleasant and clunky as many have said, while the powers are not that notable even after you consider the 'variety' (a glorified hinder that can be stunned and prevents your cool down or apply a status effect after a very minor haste buff, those are your two "powers").

    Both killers were WAY outside of what we had expected of them, all because the PTB gave us a false impression and we never got it corrected until after it was live. Having an opportunity to see what the community likes and doesn't about each iteration, without worry of how bugs interfere, will help provide more insight and ideas on what could be done. This also would be a great excuse to spread out the time between updates slightly to devote more time and quality to each individual update on release, or just give more wiggle room where you can better deal with unexpected issues without sacrificing time or quality towards the update. The time increased doing updates this way will be MORE than made up for when it comes to focusing on mid-chapter updates and fewer bug fixing patches siphoning resources and manpower from everything else.

    Thank you for reading and any potential consideration of my concerns and ideas, I look forward to what you have in store next!

    How about allowing the other 70%+ of the playerbase access to the PTB's? More eyeballs and many more trials to test things through.

  • @Reinami said:

    Literally the quietest survivor in the game. Even more quiet than Ace. Can we equalize the sounds of all survivors please? wasn't that supposed to be done like 3 years ago?

    We talking Ada quiet or almost Ace quiet?

  • @toxik_survivor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923656#Comment_3923656

    Interesting idea, I'm not sure eif you played during OG Freddy times but the problem with him is that u had to bring someone in the dream state, wait seven seconds, and then hit them which was flat out horrible. And then they snap it of the dream state and the whole process has to be repeated. I just don't want any of that type of gameplay to arise, which is why I just flat out said you can't become uncursed.

    However like you said it could take a really long to do the uncursing if that did exist. for example, maybe there's like incovation around the map that you have to spend a 50 seconds at to uncurse idk. All I want to do is make nurses initial map pressure at the start of the game a little less by basically giving all survivors 2 and a half health states at the start.

    Oh I remember going against the 7-9 second sleep Freddy. Wasn't too strong after his initial nurfs, and more than a few resorted to NOED every build for a while. Still more enjoyable than forever Freddy after his first rework.

  • @Choaron said:

    Nurse's skill cap isn't even top 3 in the game.

    Wouldn't that depend on what input device is being used?

  • @toxik_survivor said:

    Nurse has been a killer that's been labeled as OP since she was released, however, Nurse nerfs won't do anything, there needs to be something completely new to balance her. However, I don't see her being changed because of her skill cap being so high, and her kill percentage being the worst in DBD simply because people don't know how to player her and then don't try and learn. So to be honest I'm at a neutral stance at nurse, I really don't mind her right now even though she's definitely still the strongest killer in the game, besides maybe kanekis crazy tentacle hitbox being a guaranteed first hit. The problem with making her worse is that in the future nobody is going to play her because she's too hard to initiate and learn, when you have so many more exciting and powerful options.

    If she was ever to get changed, here's my idea- Add a new attack type to her and call it "Cursing." Kinda like original Freddy, you have to curse a survivor in order to injure them, but its simultaneous. As soon as you blink within distance of a survivor, you actively press a button to curse them, disabling all there perks for 10 seconds and putting them into the cursed domain. Once that is done you can just chase and down them like normal. There is no way to get out of the cursed state, you are in it for the rest of the game.

    It's a good way to reduce the overwhelming map pressure nurse has. Simply just add a little more time that that the nurse has to take to down someone for the first time.

    Could have a Plague-like alter to pray away that Cursed effect, but have it take forever maybe?

    I'm not saying I'm for your suggestion, just an idea how it may work.

  • @radiantHero23 said:

    Still playing pig and do not intend to stop anytime soon. 🐽

    💪🐷🐽

  • @Daniel_Silva04 said:

    I know that, whether we like it or not, every game has some bugs. But I've never played a game with as many bugs as DBD has. Literally every update comes with several bugs in killers that haven't even been touched. And the worst part is that we have to wait several weeks or even months for them to fix it. Just like it was with the Spirit bug and Blight's Double Fatigue bug. I'm really getting tired of this.

    Been like this since 2016 pretty much. Some patches are better than others. The first RE chapter and the Twins release both come to mind for me as the worst.

  • @Coffeecrashing said:

    Oni should have a button combination to 180, so console and PC players can equally do them.

    Then Oni wouldn’t need the turbo boosted turning sensitivity.

    Still wouldn't help with a controller, as the input delay and dead zones in the sticks prevent instantly doing anything. Think of it like a half-second delay on all that you do.

  • Do those laws have anything to do with how the auroc cells are acquired? Maybe it matters in Japan if it's bought through the game's store or not? Or if they come from the rift?

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