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JPLongstreet

JPLongstreet

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JPLongstreet
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  • Discussing topics I feel passionate about, sharing knowledge and clearing up misunderstandings if I can.

  • @AeroFunk80 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047559#Comment_4047559

    Must be nice 😂 I lost my last email address because of my ISP. I moved to a new city, and when I got another account through my internet, they deactivated my email because I was supposed to inform them I wanted to keep it. Such a dumb policy. I ended up getting an Outlook email in the end.

    I have a really bad habit of creating new accounts because I never know if I already have one since every business and their mother has their own services, accounts, and what-not. EA, Ubisoft, BHVR, Rockstar, Nintendo, Microsoft, Sega, Steam, Epic… at this point I’m pretty sure there are multiple versions of me out there, all with different passwords and slightly different levels of regret.

    The cloning process has begun! 🤣

  • @AeroFunk80 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047541#Comment_4047541

    It's weird though. If unlinking is frowned upon, then maybe the option shouldn't be there. Weird I was able to "unlink" but then can't link to another. Again, my stupidity, but I can't imagine it's uncommon for people to forget that had an account before.

    It just might be that way with DBD.

    Also, am I the only one on the planet that has had the same account for everything for 16+ years? 😂🤣

  • @AeroFunk80 said:

    I was curious if anyone has done this already and had the issue resolved in the past, and possibly how you fixed the issue and re-linked your accounts.

    I took a break from DBD for awhile and came back to hear that cross-progression is available now. I've played on PS5 & PC, so I have cosmetics and progress on both and would like to link them.

    The mistake I made… I wasn't aware I had a Behaviour account prior with my Steam account linked already. I created a new account and linked my PS5 to that new account, then I find out I can't link Steam because I already have it linked elsewhere.

    I'm thinking… easy fix: I'll go unlink Steam from my old account and then link Steam to my new account, which is where I have PS5 already linked. I do this (unlink from old account), but when I attempt to link Steam to my new account (same as PS5)… I get the below error:

    https://us.v-cdn.net/6030815/uploads/ZBTMPH2URPS7/dbd-error.png

    Any ideas? I already opened a ticket with support, and I'm waiting on that reply. I figured I'd come in here, see if anyone knew what I could do, and get this resolved sooner. Maybe even close the ticket so I don't pester them :-)

    Thanks in advance.

    I'm not 100% certain, but I believe we have only one BHVR account that can be linked and Cross Progressed.

  • @Nazzzak said:

    I can't see them putting voice chat in. It'd just be another thing they'd have to sink time and resources into policing. A chat wheel would be a good alternative though.

    I tend to agree, as I doubt they want such a moderation nightmare to deal with.

  • @Janeliet_Romeo said:

    I think all of us know that playing as part of a SWF gives players a major advantage. I think this suggested change would even the balance out for killers playing against SWFs.

    • For every other survivor in a party, players get a 6% repair speed penalty.

    So a SWF with 2 people results in 6% slower repair speed for each, 3 people 12% penalty and a full SWF 18% repair speed penalty for each survivor. If it's 2 pairs of 2 person SWFs, they all get 6%. Opinions on this?

    One issue see with this is proposal is solos depending on an ally who's in a SWF having such a repair debuff taking too long to get a late game gen done, especially with other survs already sacrificed. What happens to such a debuff as members of a SWF are eliminated?

    I do not trust the devs messing around with situational debuffs like this coding wise either. Too easy to view this as opening up a can of code worms.

  • Yeah I was also thinking Wraith. Is there anything messing with Trapper? He might be stable as well.

  • @Yords said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4045439#Comment_4045439

    no, pig is SS tier and im still waiting for her to get another nerf

    😭 Noooooooo she's had enough!

  • The amount of actual cheaters players encounter depends on time of day, MMR, and in particular region. From what I can tell, the EU area has the most active cheaters, and it's less of a problem In Asia or NA regions.

  • @TicTac said:

    The normal 1vs4, 2vs8, another of the time-limited modes or even a special event mode?

    For me it's Chaos Shuffle. It's the closest thing we have to the insanely wild game say more than five years ago. Players don't know all the perks they're running, nor what their opponents are either. Miss those times.

  • @MrMori said:

    At this point, I don't think BHVR can do literally anything about hackers except slap bandaids on the problem and hope that people don't complain enough to make them look bad to investors or get frustrated enough to actually quit the game. Their code has literally zero server side validation, and I have a feeling it would require them to rewrite enormous sections of code to put in place simple basic validation like "Is this player running faster than they should? Does this player actually have the perk that was just used?" I mean for gods sake, the game doesn't even validate your perks, ever. You can literally join a DBD match with 100 perks equipped and the game doesn't even question it. That would seem like the most basic of checks to write into code but no, not even that is validated. From the ground up, the game is built around trusting the client completely because it used to be a peer-to-peer game, which eventually got dedicated servers. But despite this they seemingly didn't improve the server client architecture at all to take advantage of the security improvements that can had with dedicated servers that can validate what's being sent to prevent the most egregious forms of hacking like teleporting around, etc.

    And with free DBD accounts from the brief free-to-keep weekend still being so accessible for hackers who have stockpiled thousands of accounts, plus how cheap the base DBD is in general, plus stolen accounts being sold for cheap, hackers don't even care if they get banned. It's not like it costs them anything, and because there's no replay system or anything, they have to get manually reported to even get banned, which can take weeks even for the most obvious hackers. And don't even get me started on somewhat obvious subtle cheaters that speed up around tiles. They never get banned, ever.

    Literally the only thing preventing the average player from meeting miserable cheaters every single match is the sheer amount of regular players shielding them from being matchmade against the hackers, who are thankfully a tiny minority. But that doesn't excuse the fact that the game practically has zero actual anti cheat, zero server side validation of anything sent by any client, no replay system to catch cheaters and an outdated, old and inefficient reporting system.

    I think what irks me the most about all this is that even things that should in theory be easy to fix are never even fixed. Like players getting perpetually sniped, even off stream, by cheaters scraping their DBD accounts online status and matchmaking data to snipe your lobby. I mean come on, why is that even possible? Just obfuscate and block that information from the client, why is this even a thing? Why should a cheater be able to see any players online status in all of DBD? Why can they see your private BHVR ID in plaintext when playing against you? Or see your Steam/Xbox/Playstation profile even though your Anon mode. Why is this information available to the client at all, the client doesn't need to know this. It's absurd that nothing has been done about this yet, at least what should be rather simple fixes.

    Just to clarify, those on Xbox cannot even use their Anonymous Mode at all.

    Excellent rant though! 👍

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044843#Comment_4044843

    Before I moved to ps5, I had to record with my cell phone and submit the cell phone video. It was painful 😒

    The precious Switch cousins are the real heroes! Even former ones! 💗

  • @kaoraku said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044629#Comment_4044629

    You know the problem is that

    • We have to report them with video evidence, which is for most casual player is not an easy option. Since there is no replay system, and they admited that they have no log about anything what happens in the game.
    • Most of the times it takes a long time (days, weeks) to ban them, and to be honest loosing a free account is not "what they deserve"
    • The free Epic store let them make infinite accounts, so even if they get banned they just use another one
    • On xbox also basicly they can have infinite accounts
    • Since YEARS there is no server side validation on almost anything

    Easy to say "calm down" when not you the one who get holding hostage, and get targeted for every game, or not you get doxed and harrassed by them.

    To this I'd add that our Switch cousins had their ability to record DBD removed several years back " for performance reasons" so I haven't a clue what they should do whenever they encounter a true hacker.

  • @Munky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044758#Comment_4044758

    I'll happily take the outcome of mass dodging (as that would inevitably lead to a proper rebalancing of the game). Cause people should play solo, as the game was intended to be played on its release, and that is also the way it is balanced (blatantly obvious when you check NL stats).

    Î personally get well over 50% survival rate, imagine what I would do in a SWF setting… Not just would I escape for free, but I would also have the time to bully a killer, knowing that my squad is rushing the gens I'll have no stress at all. I could pre drop every pallet knowing that I still will have pallets left by the time all 5 gens pop, go figure.

    So again. At least when I know I got demolished in such a way when it was a SWF, I will personally feel less bad about it. I will move on to the next match, Knowing that it was out of my control. Hopefully I'll get a more balanced match next.

    This is a direct cure to killer anxiety and the bs MMR system that BHVR has implimented.

    They've stated many times SWF was always intended just not ready at the game's launch. They could have KYF mode or SWF mode good to go but not both yet.

    What is NL?

  • @Munky said:

    I know BHVR doesn't like to reveal MMR numbers because of obvious issues. But… How about we show people at least what bracket they are in? You can divide the MMR in IRRI/GOLD/SILVER/BRONZE/ASH. Silver being the average. Most ppl (lets say 80-90%) would therefor be in between gold and bronze. (also look below to point 2 to make this a proper thing)

    Not only would this solve so many problems within the discours of the 'us versus them' rhetoric, but many ppl might actually self reflect in the way of "maybe im not that good, or maybe im top percentile, I cant speak for the average…". Cause quiet frankly It is getting exhausting to keep arguing with brand new players who seem to know it all, but somehow also get to be catered to in terms of balance.

    Right now DBD is obviously heading a certain path, from where I am sitting it is just the beginning of the end. For clarity sake, I dont want it to be the end. I love this game and I want it to thrive. And… I actually WANT to start spending money on DBD again, if BHVR lets me… Right now I can't for a multitude of reasons.

    1. Rampant amount of cheating would probably be a top reason for me right at this moment (january 2026). And I am only talking about blatant rampant cheating (going underground/flying/teleporting), cause god knows how many subtle speedhackers get through the cracks. It is exhausting weeding through these lobbies as a veteran.
    2. Then the next priority should be the MMR rework. Get new players to actually get enjoyable matches instead of my P100 chucky which I have been playing for 100+ hours at this point… and vica versa. Like Im 100% solo but somehow I keep versing the top tier killers like Nurse and Blight.
    3. I know you keep failing at the anti-tunnel/slug stuff… how about you give actual incentives for killers not to use these tactics? Cause both PTB's you attempted were massively punishing killer with (almost) nothing in return. Where the backlash comes from is not rocket science. You cannot completely erradicate these tactics due to the nature of this game, therefor you need attractive incentives.
    4. I dont even know how you would begin go about this, but some sort of perk pruning is necesarry at this point. The fact that both survivors and killers need 200 IQ to figure out what perks are in effect when they observe it is absolutely insane. There are just way too many perks at this moment on both sides. Maybe time to only add ONE perk per new character? That would be a good start. But defo a pruning on top of that.
    5. This is something mostly for survivors enjoyment. Maybe you should give killers some type of indicator that they are versing a 4man squad or solos before they even load in to the match. This would adapt their mindset to a more enjoyable one in most cases (not completely erradicate it). Grouped up players should get some sort of symbol above their character, so the opponent can more easily predict what is to come.

    Whether you want to admit it or not, at this point there has alrdy been done irrepairable damage to the franchise. It is high time for damage control, at least if you want the game to keep going for 10 more years (I think it can if you listen to the people instead of greed).

    -Me, a fan since 2016 with a 200$ account. Aching all over because of what you are doing to the game, which seems more like an EA sports wannabe than the wonderful horror game it used to be.

    Thanks for reading tho <3

    Should they show those survs in a SWF before the trial it would lead to rampant lobby dodging, worsening the matchmaking even further.

    After the trial sure I have no problem with that. This would still have that effect you mentioned of killers reassessing themselves when they realize they lost or draw'd to just a decent duo and two good solos.

  • @axelotl1919 said:

    my games crashed 3-4 times within the past 2 days. After it crashes and I get it back ip and running I have a penalty that stops me from playing the game and it lowers my rank. I understand why there’s a disconnect penalty but I figured it wouldn’t apply to instances where the game crashes.

    For me when I get the error message "Dedicated Server has stopped responding" I normally do not get that penalty. All other causes yeah I do get it.

    Since their system cannot differentiate between server issues and connection problems and our machines crashing it treats them all the same. It would be so open to abuse otherwise, as all players would have to do is pull a cord etc. to get around the penalties.

  • I've always felt many misunderstandings and wildly biased opinions come from not playing both roles at least to a competent level, or worse never touching a side at all. It leads to a complete lack of empathy for what the opposite role finds frustrating.

    Players that heavily "main" a role skews perspectives so much it breaks down useful debates and dialog that does need to happen. Something very similar happens to those super sweaty high hours players too, where they often lose touch with what the average trial is like, let alone the newbie experience.

  • @Chrarcq said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043708#Comment_4043708

    Which multiplayer game has a PTB equivalent for its console versions? I vaguely remember R6 planning to before ending up cancelling it.

    Both DayZ and Minecraft have "experimental" game versions on Xbox for testing things out, and I bet the PlayStations have something similar. It can certainly be done just requires the time and resources. I think they focus on Steam for the PBT because it's easier and familiar.

    I'm reminded of a few PTB's back where they tested out what seemed like a hundred proposed changes, and believing more eyeballs & trials might have helped further point out what players were saying about those changes.

    This 2v8 PTB with its lengthy killer queues again brings up the need for more broader participation. How many on Steam that can do the PTB actually do? A fifth? And how long to they play it? A day and a half? Less even?

  • @BongoBoys said:

    It's already impossible to get a regular game in PTB in 30 mins 2v8 gonna be like 3 hour queue times the changes or Chucky ain't that crazy it should have just come to live.

    Yet another good argument for expanding the PTB beyond just Steam.

  • You can, but with it off you then can only me matched with others on your particular platform who also have it set to off.

    For instance, say your playing on a PS4 and turn off CrossPlay. So now you are isolated from all players on PS5, Epic, Steam, Xbox, Windows, and Switch completely, as well as those on PS4 who still have CrossPlay turned on. Imagine how small that pool would be.

  • Anyone else get two teammates with No Mither during Chaos Shuffle?

    Good times! 😕

  • @SAWII said:

    This suggestion of ranked/unranked play modes gets brought up constantly, but not once have I seen a person suggest HOW that would be enforced. How would you actually get people to ease up and not sweat in the unranked mode? Because until you can do that, all you’re doing is splitting up the player base and making queues longer.

    It would probably end up being a lighter version of the comp rules, restricting load outs and maps and killers even. I bet after a short time such players would tire of it and wish to run what they like again.

    I agree what would really be needed is a different mindset in either mode, and that cannot be regulated.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040307#Comment_4040307

    they would need to be pretty big rewards. a lot of vet players dont want or need BP, they have several characters at p100 and thousands of item/add ons. maybe throw in ranked exclusive skins, possibly shards….maybe, But even then, when they got the rewards they want its straight back to the casual mode to stomp

    This is the main issue, and most of the veteran players would dip right back into the casual area looking to pillage and stream roll. Also it's very unlikely this game has the overall playerbase to permanently support two full time queues.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039764#Comment_4039764

    Here's one quick thing they can do to alleviate it, which is tangentially grazed in the video:

    Bring back the BP bonus stacks on BBQ & Chili. Getting double BP for hooking each survivor once means that the killer has a 'win' condition that's not as hard to attain, doesn't require any sweating, and doesn't even require the opposing team to lose.

    Same with WGLF. Having these alternative ways to feel accomplished and rewarded can take a huge amount of pressure off, and I honestly think that the removal of these BP bonuses have done way more harm to the game than the devs are aware of or willing to admit.

    These are huge for improving the 'feel' of a match and should be explored more to improve player sentiment.

    BBQ is still my most run killer perk even after all these years. Shows how much I went for those stacks back then, sometimes even throwing to get them. Need ma stonks!

  • @Lyvius said:

    ive got a temp ban yet again because the game crashed or ive lost connection, and apparently it isnt just me
    nobody likes getting banned, espescially if its a punishment for something outside of their control
    you want to punish those that purposefully abandon games, not the innocent who get forced out
    but how can BHVR discern whether or not its an altf4 or a simple crash?

    well the program already can, altf4 does not make the crash report tool pop up, only crashes do, it even gets logged, all the tools are there already,



    Their system cannot differentiate between server issues, lagging out, or pulling a cord. So it applies the penalties the same, otherwise it would be very open to abuse .

    I imagine what you mean by that f4 stuff would be similar to dashboarding a console, which again would be a way around their system, and the consoles cannot log anything anyway.

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037664#Comment_4037664

    The game is already "server side", it just lacks server validation for simple player actions. It seems the devs lack the capability to update their server code to include this validation, since it's 10 years of spaghetti code in there. The best they could do now is to revoke all the free EGS accounts, as it's where the majority of cheater accounts come from: this would not solve the problem completely, but at least it would be within the capacity of bhvr.

    I doubt they can do any revoking of those Epic accounts from that disastrous free promotion years back.

    From what I gather, their servers don't do even basic sanity checks, looking for & maybe even recording impossible speeds or jumps etc.

  • @jesterkind said:

    This is something that's been on my mind for a while, but I'm only just now getting around to it.

    So, in short, I think that it would benefit the game to have a separate way of testing certain changes that exists in tandem with the PTB, not replacing it. Utilising the "event queue" system that we have now, I think it would be interesting if we had a permanently-active "Experimental Queue" or some such, one that gets updated once a month with different changes to test.
    Obviously, not everything that would be tested on a PTB even could be tested here, let alone should be, but for certain changes I think there'd be the benefit of easing the strain of each PTB.

    For example, perk changes, map changes, and killer tweaks could all easily be tested in an Experimental Queue, and then when it comes time to load up a PTB with things to test… well, the devs already have valuable feedback and real-match examples for all of those changes, meaning they can be added to the PTB as a formality, only needing to be tested in conjunction with whatever big things are being tested on that PTB- say, a new killer, or a full rework, new system mechanics, that kind of thing.

    Putting changes in this Experimental Queue also has the benefit of allowing console players to pitch in with their feedback, which is nice.

    It also has the benefit of allowing more iterative changes before things get plunged into live servers. In fact, while the focus of an Experimental Queue would largely be less substantial changes, every once in a while something like PTB 9.2.0 could be moved to an EQ where it could be iterated on until it's in a better spot without the restrictive scheduling of PTB updates.

    Broadly it'd also be a nice way of keeping players interested, because they'd have new things to toy around with on a set schedule without the overall balance of the main game being adversely affected by any changes that don't work out as intended.

    Now, I'm not naive, I do recognise this would represent a fair bit of extra work on BHVR's end. I do think it would be worth considering, though, as the benefits stand a very good chance of justifying the extra effort.

    I'd like something like this as well. Both Minecraft and DayZ have "Experimental" modes as a separate game on Xbox, and I imagine the PlayStations have something similar available. Maybe it's possible for DBD to do that too.

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038768#Comment_4038768

    The killer specific MMR is only a minor difference

    Doesn't seem like it, yesterday I had a game against a survivor who had 8 hours in the game. Didn't seem like they were in SWF. So I actually get matched with fresh-new baby survivors, who somehow know how to rush gens and juke Blight (not that one specifically, but others in the same queue, i.e. in the same MMR bracket).

    That sounds more like a backfilling issue I'd say. I imagine that lobby had survs in and out a few times, and after some waiting the system just grabbed someone and threw them in.

  • I'd make No Mither not break the surv until they're hit first. Still needs a full rework imo, but at least this makes it not be announced immediately at the start of the trial.

  • This game simply doesn't have the overall playerbase size to support two permanent queues.

  • Wild that they spent all those resources reworking Myers so recently. That license did indeed save DBD.

  • @saym said:

    Please consider adding a solo queue–only ranked mode.

    Some people enjoy playing casually, while others, like myself, want to play with a sense of purpose.

    At the moment, DBD lacks a clear goal

    As others have mentioned, most likely DBD doesn't have the player size for permanent split queues. Wait times always worsen whenever even temporary modes & events are up.

    Also what would stop the sweats from going into the casual area intent on pillaging and stomping?

  • We all knew Scratch Mirror Myers would take the biggest hit among map-dependant builds. Imo it was worth it to kill off the "you're going to my map because..." stuff though.

    I would rather that step wasn't necessary, that choice of map was purely preference and not to convey any advantages to either role. Overall this was a needed change, worth it in the long run. A casualty of that is one build and an add-on by a particular killer for sure.

  • And yet most of the playerbase is on the consoles, darn near all of which continue to use a controller. And from what I've read, somehow they've still managed a small input delay even with the M&K. So well optimized.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037349#Comment_4037349

    That's kinda nuts, considering how much less Playstioners I see. Maybe like three every five matches. The only time I've seen more is during 2v8, where I ended up in whole lobbies of them, which was kind of startling. Felt like crossplay was broken or something. It was so weird to me to see no globes that I took screenshots.

    Are those numbers available somewhere? I've been curious about player count by platform.

    Unfortunately no game puts out console numbers in the history of forever. 🤣 The various UEA's prevent it. But I can give rough overall estimates.

    For DBD the largest chunk is on the various PlayStations, something like 26% of the whole. Next would be those on an Xbox or on Steam, around 20ish% each. Then would be those on a Switch around 16%, and next those on on Epic and Windows make up the rest. Stadia is long dead and never accounted for many players anyway.

    Since active Steam numbers are known we can roughly extrapolate the global breakdown. I imagine those on Epic could be found as well.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037343#Comment_4037343

    I think there's an even simpler way of getting the job done than that, actually- put it in the Match Details screen, the thing that pops up if you press Tab on keyboard, idk what it is on controller.

    That way you can give players the ability to check their teammates' entire build on the fly for better information, without having to code in a bunch of different notifications, but also in a way that stops lobby dodging based on people's wildly different perceptions of what the throw picks are.

    This probably should have been in the game back when CrossPlay was first introduced imo. One of the ways to lessen the gap between solos and SWF, and most of us would be super used to it by now too.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037265#Comment_4037265

    I'm not on PC either. The globe just means they're not on what you're on, and I mostly have the globe as well. I play with people on PC and they can see most of the other people's profiles. I'd venture or say most of the players I come across are on Steam. I don't know why that is, with the ease of access of both consoles and this game (free on PS Plus and I'm guessing the Xbox equivalent) but it seems to be the case.

    Yeah it's been on Xbox Gamepass for years now. From what I understand, what platforms we're mixed with depends on time of day, our own MMR, and especially region.

    Those in Asia and NA tend to be on a console, while Europe is much more PC heavy and are more often tossed in with those using VPN's from further and/or restricted spots Also those on PC tend to be in the higher MMR areas due to a ton of reasons. But overall, the largest portion is on one of the PlayStations like you are. Globally.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037171#Comment_4037171

    A locked lobby might be the solution, I'm just selfishly biased because I've been enjoying a Franklin's/Weave build and I need at least a few people to have items to get value, and a surprising amount of people don't bring anything. But that's just me. I could always switch builds and be salty about it.

    But you'd still have the issue of other survivors not liking what they see, particularly if the perks become visible. Not much you can do with your own build to counter a rat build. Even beyond perks, I'm sure much dodging occurs from being able to see people's hours. This is, again, the possibility of people being tilted before even going in. I think you'd have to have no visibility at all. The game just loads you in with people and no one sees anything beforehand.

    I cannot see other player's hours unless they're also on Xbox, and I think the couple of times I was curious was after the trial anyway. Sounds like it's much easier to view such things on PC, but globally the vast majority of the playerbase is on the consoles anyway. For me at least I see the CrossPlay globes constantly 🌍 🌎.

    I agree having no lobbies solves all that directly.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037162#Comment_4037162

    I'd rather them not implement this at all if they put forth such a penalty. There are enough penalties making people mad and they already feel like a way to not just avoid a problem but to compound it.

    And I prefer to call it lobby browsing 👀

    Then maybe the solution is no lobby at all? Their MMR system does its thing, the killer sees items and can change their build if they wish, and everyone loads in. No backfilling nightmares for either role.

    I bet over time this would drastically improve their matchmaking. Would certainly lessen those distasterous steamrolls whenever a rookie is placed with the vets.

  • As others have brought up, new players would be dodged into oblivion, and those trying for adepts as well. Especially David.

  • @SoGo said:

    Hello, this is a simple request to change to one of the most annoying achievements in all of DbD - Outbreak Breakout.

    This achievement (if you didn't know) requires you to open one of the Exit Gates and escape from the RCPD Station 20 times.

    With the recent long-awaited nerf to map offerings, this achievement has become almost impossible to complete.

    And because of this, I suggest we change this Achievement to only require 8 escapes (at max, it can be even less, like 5).

    Please consider this, bHVR.

    Achievements and Trophies cannot be changed once introduced as long as it's physically possible to get, no matter how annoying. Sony and Microsoft and Nintendo all mightily resist any changes to them.

  • @ralmilk said:

    Posting this for others in this position - you can use an application called SharpKeys to rebind keys on your keyboard. I have updated my tab key to point to shift, and it is working. I can use Tab again. This is NOT a long term solution, but it at least makes the game playable for me

    I imagine that wouldn't work for those using M&K on the consoles.

  • I believe it's primarily to announce main objectives being performed and to draw attention to them & interrupt the game intentionally to do so. More lore related than meant to be efficient at all maybe?

    At least it does effect both roles.

  • @Dec4y said:

    Can't console players already use a keyboard and mouse?


    Also, I would say you get the best turn rate with a controller or turn bindings (e.g., Q/E) on PC, as that provides a constant input.
    Since the DPI bug is fixed, I don’t think it has any impact at all. I can imagine mouse polling rate having an impact, though, but it shouldn’t exceed the constant turning of a controller or turn bindings.


    The trick to turning further is to pre-turn your camera before you M1; that way, you get roughly a 90°+90° turn. Many console players don’t seem to know that and just think, “Oh, well, it must be an advantage on PC or cheating.”

    While there were certain bugs you could exploit in the past (J-flick, Lag-flick), those were exceptions. PC players are just really invested in learning mechanics without any assistance and become so good that, to people who are not used to it, it looks like they have some form of assistance. The only thing the devs can do to help console players with a controller is to increase the sensitivity slider if that is a serious issue, though it should already be high enough at the maximum setting.

    M&K support was added a few updates ago. There's still a small input lag compared to PC, but much better than with a controller. While not overly significant, that lag is felt with both movement and camera swinging. Looking up for distance with Nurse for instance, and attempting to preturn in general.

    As for the controller itself, many years back they doubled their sensitivity and then pronounced that's it that's the limit they can do for them.

  • @Linkdouken said:

    Unfortunately it's just sods law that if you run No Mither, you'll be paired against an Oni.

    Kinda like trying a healing build or challenge etc. Seem to always get a Plague or Legion every attempt. 🤣

  • I just miss Puppers even more these days. 😕

  • @ReverseVelocity said:

    I hope it'd make it a slightly more even playing field without being a total sweatfest 24/7.

    They messed around with stricter MMR brackets a couple of years ago.

    It resulted in somewhat fairer trails for the newbies, who got thrown in with the veterans way less often. The middle skilled players ended up with slightly better quality allies & opponents too.

    But among the higher brackets it harmed queue times, with the waiting becoming quite bad. And it also turns out the super sweats actually don't like going up against other super sweats every match back to back to back. Since many of these players were also content creators they broadcasted their burnout, so they reverted MMR back.

    I also believe they need to further address lobby dodging and shopping around. Many of the game's evils spring from backfilling lobbies. How could any system have a decent shot when players can yeet themselves repeatedly?

  • @Freudentrauma said:

    My guess it wasn't tested during the PTB, because it wasn't ready. Though adressing pallet densitity was an urgent change, though it was pushed live as quick as possible. I wouldn't be surprised if we see some adjustments within the next hotfix patches.

    Most likely yeah.

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