JPLongstreet
JPLongstreet
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834353#Comment_3834353
Just plugged an xbox controller into my PC and loaded chucky into customs. No changing of controls either. Was able to preturn dashes just fine and didn't notice any input delay. Is this a console only thing?
It is yes
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@Tamo said:
I'd like to discuss map sizes, I played a couple games recently is all - both of which the terror radius seemed constant despite not being amplified, I also played a game against Doctor which seemed impossible due to the map size & new rate at which he can shock.
I personally think the maps should be bigger, would like it & think it would be cool if the maps were bigger too & not all square shaped either. But what do we all think?
Discuss...XD
They reduced the size of the maps to allow less mobile killers to patrol gens and basically get around more efficiently.
Wesker in particular does seem to have a terror radius the size of France now yes, but Doc can also feel like he's everywhere too.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834309#Comment_3834309
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834244#Comment_3834244
Preturning and timing, he isn't exactly blight regarding to the flicks (if you can call it like this on controller). However I agree that's harder xD
Preturning (like flicks in general) is kinda unheard of on controller even at max sensitivity. The issues are the dead zones in the sticks as well as input delay. Just imagine a third of a second to half a second delay on everything you do. If it needs snappy quick movement to be done it ain't being done basically, you need to sorta break momentum to start moving or turning it needs to ramp up first.
It's why ranged killers are much harder to run, and the reason so many cannot be played anywhere near their full potential with a controller. It's also why perks like Boil Over can crawl into a bush somewhere and die please. 😂🤣
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/431667/not-a-fan-of-chucky
It's near impossible to miss with chucky after some practice, what do you want more?
not only are you able to do 90° flicks behind cover, you can also move backwards on loops and do a 90° flick then, that as combination allows you to almost always hit the survivors xD
How would one do this with a controller?
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@Metagamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827434#Comment_3827434
What stars need to align? You need to unhook someone lmfao it aint that deep, the "Safe unhook" condition doesn't even exist anymore due to basekit BT so you can't even deny the unhook right in front of your face, which is usually what Deli users do and despite me KNOWING they have the perk now, I can't really do anything about it because I know their entire build revolves around it.
And their build falls flatter than a plate full of piss if they're found first and hooked. Then Deliverance never gets activated, highlighting the risk of it being a wasted perk slot most trials.
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Seraphor is quite correct, plus Rancor gives you plenty of indications it's in play anyway if you're the Obsession.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833056#Comment_3833056
no. the whole problem is that to make replay system, it is usually integrated into the game before you make the game. the way replay functions are made is that you have to make bots replay the player action and the actions sequences are stored into file where when you click it, the bot plays the game == to players actions.
here's the problem. DBD for long time didn't have bots and the current bots don't exactly use all the perks. there is also the fact that… there isn't bots for killer to replay their gameplay. I am sure BVHR behind scenes does a little bit of work making bots for each killer they make but…. there is a lot of killer right now in dbd and making a bot for each killer is a lot of work.
after you successfully make a bot to replay the game, you need create interface to replay the game. common feature include a pause button, rewind button(5 seconds), a speed-up button(1x,2x,3x,8x), slowdown button (1/2 speed), forward button to 5 second ahead and restart button.
lots of work, doesn't bring any income. probably why they haven't bother do it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833053#Comment_3833053
replay systems don't have anything to do with servers. most of replay functionalities are almost always done local on computer.
This is the fullest explanation I've seen yet about why it's not in DBD. I knew it needed to be in originally back in 2016 to make it doable really, but I didn't know why. Ty
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@turksmall236 said:
BHVR needs to add more server locations
This is part of the problem, as players in Asia and South America are very far from any DBD servers. And as mentioned above there seems to be lots of placing people in various different servers all the time anyways.
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As far as I know there is nothing checked by the servers as far as impossibilities in DBD, such as flying around or extreme speeds or far too short hook times. Things like that.
When it comes to any kind of match replay option I thought they said it's too late now it would have had needed to been originally coded back in 2016. That its nearly impossible to add it in now.
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@legiondoctor said:
Heres mine
Artist isnt strong. Reason why people and streamers say shes one of the best killers cause nobody plays her. And when they see an artist they dont know what to do or know how to counter her making it seem like shes strong
I've seen Head On plays trigger a killer into hard tunneling, particularly if it makes them drop a surv. Bodyblocking with BT also usually ensures you'll be focused.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832486#Comment_3832486
I have good headphones, it's a pretty quick sound. Sometimes I'm able to look up and react in time, other times not.
So the speakers on my old TV across the room from my couch might miss it entirely? 😋😂
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@[Deleted User] said:
Usually the survivors drops out a good gasping moan of oxygen when they drop one. This is what I listen for.
I've never noticed that gasping sound before. Maybe it's part of the difference between using a headset or not? Plus as others have said the sound occlusion has always been quite wonky in this game.
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These kinds of discussions will always happen when the mechanical disparity between controllers and M&K comes up, whenever something is possible or not just because of input device.
We get to this point because they've repeatedly said they have no plans to add support for M&K, and the last time they upped controller sensitivity they stated it's the at the max they can boost it for DBD. With the vast majority of the playerbase on the consoles, this will always feel like a raw deal when playing killer.
Players shouldn't have to choose between a PC or a console solely because you cannot run many killers (including most of the very strongest ones) anywhere near their full potential for DBD. It's the same for dealing with Boil Over or Trickster's old recoil for instance, mostly negligible on M&K but a nightmare with a controller.
These kinds of disparities should not be as wide as they are for this game. PC shouldn't be penalized either, but I certainly get the frustrations. So long as console is trapped using a controller we are very much stuck at this point in the discussion.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831185#Comment_3831185
it might seem small, but that kind of knowledge can be used by good players to blindly identify tile configurations like they can do with WoO. It would also be pretty over/underwhelming depending on the map. Some you'd see next to none, others you wouldn't be able to look in a direction without seeing a ton of yellow all over the screen.
I think one of both of those are likely contributing to why it hasn't really been floated. You could also make arguments about why it even needs that feature, but I feel thats a bit more subjective in either direction (skill floor vs ceiling, basically.)
Maybe make the locker aura a different color, like bright blue or something?
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@Senaxu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830873#Comment_3830873
Yes, and I agree with that in all points.
Other games have had their problems too in that a good MMR leads to all matches feeling identical and variety being lost.
That's why there should be an extra competitive mode/queue for people who really want that. But I think that the priority for this will not be too high now and I also see that there are much more important topics than that.
We learned from the last 2v8 mode that the game cannot support split queues as the wait times get bad fast. Also what killer would willingly play in a comp-ish queue that would be guaranteed SWF looking to sweat when they could just pillage and steamroll mostly solos in a casual queue?
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@Senaxu said:
Maybe at some point there will be a more accurate MMR(or even a special competitive queue for full swf) that will solve your issue.
But they also would have to address the hacker/cheating topic at the same time.
Like a year and a half ago or so they tested out much stricter matchmaking, and the results were longer queues for everyone plus burnout at the more veteran levels and among the content creators.
It turns out the sweats don't like going up against the sweats game after game after game. Enough players complained about it that they widened the ranges back where they were before.
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@FrostySeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829355#Comment_3829355
Well yeah but DBD wasn't initially released on console, so 99% of tier lists don't factor them in because it'd unnecessarily complicate things.
Yes in 2016 the game was only on Steam. But the following year it was ported onto the consoles, and since then the vast majority of the playerbase is on them. The average player experience for DBD is playing killer with a controller.
Wouldn't it make more sense to include the input device that they necessarily must use to play killer.
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Monto references. Love it! 💗
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Id like to see such info in game maybe in the pause menu.
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Wouldn't many placements differ greatly depending on whether a controller or a mouse is being used?
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@ChipaChip said:
I've leveled two survivors to prestige 3 and haven't gotten a single item map.
I've noticed I don't really see map offerings in the web until at least two perks can spawn. So whatever level that is.
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@Bjorno_0515 said:
Hey,
So I got banned on the DBD Discord quite a while ago(more than half a year). But I don't know who banned me and deleted the message to see which mod banned me(by accident). So is there a way i could get unbanned?
Sorry for the inconvenience…
If you got banned on Discord, then you'd have to reach out to the people there about this.
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Survs can't know if a teammate has thrown a pallet or not without Windows, particularly in solo queue, and memorizing possible spawns can't help with that either. Windows is good for midigating the difference comms can make.
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@Senaxu said:
https://youtu.be/Iy5_efgCk48?si=VUMzdbxRsERWlmDM
I know I'm probably treading on very thin ice again if I report this here, but I took extra care to remove all names from the video.Footage is from October 25th, 2024. So again very current.
I will soon post a collected post with all the recordings from the last 7 years. There are many people who have played for a long time and have never experienced anything like this. always amazing.
Is there already a plan as to whether a server-side validation will be added to the pvp game Dead by daylight in the next few years in order to get the problem under control? Feedback from other players would also be welcome.I think what makes the issue worse to deal with is that the game was originally coded as the killer is the host, very much like KYF is, back before dedicated servers were added. But that underlying code remains at the root of matches.
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@Caiman said:
When was the last time scratchmarks worked properly anyway?
2015 during development maybe?
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@Disco said:
This makes picking up survivors that you down with his power quite frustrating and even allowed a Dwight to escape after I downed him in the exit gate area because I couldn't see where he was to pick him up in time.
You mean a hit during his tantrum? Because that does need to finish before you could hoist up a surv.
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Knockout is very unhealthy I agree. Boil Over is also obnoxious depending on the map, and is still a massive problem if your using a controller.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823423#Comment_3823423
Sounds more like the cheater perk to me. It's not exclusive to PC
Is it even possible to to hack and use those cheats through a console?
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Pyramid Head's cages allow him to hard tunnel if they choose to, as the hook protections don't apply to those cages.
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@AhoyWolf said:
Hey, you can sorta fix this by setting your graphic settings to ULTRA, I was playing on low and the desync was awful, but for some unholy reason, setting your graphics to ultra actually helped!
Those of us on console cannot change the Graphics setting. I think it's locked at High.
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It was the first Resident Evil chapter imo. We had the absolute biggest amount of players in the game, despite it being a nasty performance mess for a couple of patches after.
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@Psychxsuup said:
It might be just me, but I think most people are tired of survive with friends or try hards, if they want to go play their bully squad gen rush, or flashlight thing, then why can't they get a separate lobby all together? For people who just want to rush a game 24/7? They might as well just have their lobby, meanwhile solo queue is just solo queue.
No idea how to frase this but yeah.If they split the queues as you propose, why would any killer ever willingly go into the SWF mode when they could be guaranteed a solo-only mode? Wait times would soar for everyone everywhere with about half of the survs removed like that.
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Most of the playerbase is on the consoles, and wouldn't be able to use that.
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Why don't they just show the offerings burnt during the initial start of the match, when our characters spin around?
The trial is loaded at that point, so no new penalties would need to be added in. I agree that last second survs swapping nonsense should be gone though.
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@Wezqu said:
Or they could make it so that if you only use one Scourge Hook perk you get the normal four and then every other Scourge Hook perk increases the amount of Scourge Hooks by one. This would make it be better to have several of them and not just run Pain Resonance. This would for example make Hangman's Trick useful again as you can have max seven Scourge Hooks on top and the four in the basement if you use Monstrous Shrine too.
I like this suggestion. Rewards running multiple Scourge perks by increasing the odds you can make it to one in time. Might have to cap it at like 6 maybe. Worth testing out.
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@CammyChameleon said:
With current scamper, you can only go left and right after scampering and it is nearly impossible to hit scamper hits because of that now. I mained Chucky on release when he could flick because that was what was fun about him.
However I am still way up on the leaderboard for Chucky scamper hits simply because nobody else can get them anymore despite me not playing him much since release.
I am NOT saying that he should be able to 180 by default dash, that part was OP. I am simply saying let him turn more after a scamper is performed so that it is an actual part of his gameplay.
With this change nerf his cooldown to be a bit longer like 15 seonds.I thought they made that change because it couldn't be done on a controller?
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@shiiroo said:
From my understanding, incentives are showing up whenever there is a shortage of specific role, correct?
If that's the case, can someone please explain why for the past week or more, whenever there's an incentive on survivor, the queue times are abysmal as well?
Something either is broken or incentives are now random
We are in between chapters and events right now, when the player count always dips some. So I imagine that plays a part, as does time of day, region, and MMR.
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820984#Comment_3820984
really? that´s weird
Yeah when it was first rolled out to the consoles us on Xbox had it for like two weeks. Apparently it violated some of Microsoft's policies for Xbox and was quickly removed, and I believe they said it will not be coming back.
This is why saying "then use Anonymous Mode" cannot be the answer either.
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@Dreamnomad said:
Kind of like an Among Us simulator in DBD. SWF would be disabled from this game mode. Each player has the same appearance except different colored shirts. 6 players per lobby. One player is randomly determined to be the killer. Killer moves at same rate as survivors.
Killer has the same abilities as survivors (crouch, work gens, cleanse totems, heal survivors, emote, etc). Killer has 2 powers, change shirt (1 min cooldown) allows killer to change the color of their shirt to a random color (which can be the same as another survivor), and injure/heal self allowing killer to pretend to need healing from another survivor. Killer attack uses Spirit's weapon and can not lunge attack. Killer does not gain bloodlust and being stunned by a pallet will last 5 seconds. Killer needs to get their kills through deception, not chases. Killer has no terror radius and can grab survivors off gens/chest/totems.
User interface doesn't show any survivor information. Survivors die with one hook. Generators take massively longer to complete unless 2 or more survivors are working a gen. The dynamic between allowing another survivor to work the same gen or getting healed will provide all the tension. Survivors can't bring items to the match but they can open chests. No med kits will be in chests though. The only way to heal is to have another survivor heal you.
Something like half of all survs are in some kind of SWF, so this mode would have massive challenges just for queue times.
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@RFSa09 said:
Anon mode, problem solved
Those of us on Xbox cannot even use their Anonymous Mode
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I'd like to see not having a loud noice notification & bubble going off when the save happens tested out. My gut says that change alone would cut down on direct tunneling off the hook. But it needs testing.
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@CrossTheSholf said:
Leave my boy alone
Have you ran your boy on a controller?
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819550#Comment_3819550
They should let console players have the option of using keyboard and mouse.
Yeah been asked for so many times over the years
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@RFSa09 said:
They should add 180 flick to consoles instead of removing it from pc, imo
Flicks are kinda unheard of with a controller
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@WW1PilotAce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817544#Comment_3817544
so the data doesnt account for context, just as i say. or you are telling me that the context for swf doesnt matter but it does for nurse? even a kid could notice that that is a biased take
Context always matters for these kinds of discussions, as does region, time of day, MMR, all of it.
For the vast majority of the trials the survival rates between being in a SWF or not aren't too far apart at all. It's only in that fabled high MMR area that lots of things break, and highly coordinated 4-man SWF are definitely a problem.
However those groups make up a tiny portion of the overall playerbase, and the absolute best of them just mess around in private matches mostly. So the average killer shouldn't ever see them, if the matchmaking is allowed to work properly.
From what I can tell, they balance around the average players primarily, with a thoughtful glance at the newbies, and not a lot at the best players.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818690#Comment_3818690
I'm pretty sure someone would find a way to exploit that.
BHVR only needs to make reporting easier and more accurate (e.g. recording games: it's not that difficult to record the map seed and the movements of everyone for 15 minutes, if even that.)
From what I remember, it's too late to add in a match replay system now, it would have had to been originally coded back in 2016. They'd basically have to recode the game from scratch to add it.
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Freddy needs to be much more dangerous within the dream world imo. Long ago it taking 7-9 seconds to even put survs into there never felt right either.
I can see an ability to transport to darkened shadows around the map. Hopefully not just a Gumby-like claw arm attack, but fluid whole Freddy attacks from such spots.
There's so much that can be drawn from the various movies, depending on how the licenses are worded. Another mentioned messing around with a Boiler Room setting, perhaps like the portal-ish areas some events have used.
My supreme wish is that whatever they do for Freddy, it is something our beloved friend GeneralV can be proud of and enjoy.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818432#Comment_3818432
Cant forget the moonlight and old map offerings
rest in peace my beloveds </3
Have a couple of Splinters still left too?
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@Ziemniaczana said:
In what way does it make sense for a survivor to run at 4.0m/s speed after they freed themselves in one of Trapper's bear trap? They should have a hindered penalty and haemorrhage until fully healed.
How can a Legion or my beloved Piggly Wiggly even lift up Jane or Jeff? Or a meat hook through the upper body not cause a bleed out? How can any surv still move at all after being struck with some pretty wicked blades or axes etc. How can waxing their car animations heal?
Physics in the Entity's playground have never made much sense.
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@WW1PilotAce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816524#Comment_3816524
the data speaks for itself. nurse statiscally has a low killrate so the survivors win more than lose againts her, so she deserves a buff
This is disingenuous,swf doesnt has a bigger survival rate (9% its already massive btw) because the mmr its to flexible and includes in high mmr people that shouldnt be there, or survivors with low skill that are carried by the intrinsic advatages of being in a swf but againts a high mmr killer doesnt stand a chance.
Nurse has a lowish kill rate overall because she is both new player unfriendly and controller unfriendly. Newbies read that the Nurse has always been the best killer in the game and try her, often their next one right after Trapper or Wraith.
Then they get wreaked repeatedly and quickly realize she takes a lot of practice to build up the required muscle memory. Plus she prolly takes three or four times longer than that on the consoles due to frame rates and the controller.
So on the surface the data might say she is not lethal enough, but almost everyone agrees she is the best killer once mastered.