JPLongstreet
JPLongstreet
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@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/2925884#Comment_2925884
DBD is a PC game first and foremost. Console is an afterthought.
Despite all the consoles together greatly outnumbering those on PC? But yeah it does feel like we are a tad lower in priority sometimes, especially peasants like me still stuck on the older gen machines.
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Should I add it to that tall stack of "means nothing to console" we have growing? ;)
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This a PC thingy?
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@DrVonKrumm said:
Hello all, hope you are well, and thanks in advance for reading.
I’ve seen a few comments recently about killers attacking survivors that have just been unhooked and it got me thinking about ways to combat this and discourage that play style (Although I would like to point out now that I’m not here to debate the validity of the tactic or whether killer players should or should not use it).
When thinking about practical solutions, it is hard not to think of the perk Borrowed Time and how it already attempts to combat these events. However, there is no guarantee that a teammate will have the perk equipped when you are being unhooked and the killer is marching towards you with ill intent. I’ll present my idea for an alternative first, then attempt to answer some questions that I’ve already thought to ask about the change.
When you are unhooked by another player, Borrowed Time activates. For 8/10/12 seconds after you are unhooked, you are protected by the Endurance status effect.
- Any damage you take that would put you into the dying state will instead apply the Deep Wound status effect, after which you will have 20 seconds to mend yourself
- Taking any damage while under the effect of Deep Wound or if its timer runs out will put the Survivor into the Dying State.
Furthermore, if you are within 24 meters of the killer when you are unhooked, the timer for Borrowed Time will not start to decay until you are more than 24 meters away from the killer.
Why change it?
The core idea here is to have a more reliable way of receiving protection when taken off the hook. In its current state, receiving the benefit of Borrowed Time is dependent on another player using the perk. With this version, you can guarantee temporary protection, affording players at least a small chance to escape a killer who is determined to attack them when they are unhooked.
Why have the delay before the timer starts?
Currently, killer players who are determined to hit freshly unhooked survivors will be likely to account for Borrowed Time and just follow the survivor while counting to 12 before hitting them, this way, the perk offers protection to the player from hyper aggressive killer play.
Wouldn’t this be too powerful?
There is a risk of that yes, without playtesting, I could not guarantee that this would be a balanced alternative, for all I know the dev team has already playtested this and found it to be too much for the killer to deal with. On paper it sounds like a no brainer perk to take given how often the situation of a killer attacking a survivor off the hook seems to be occurring, however, if this change achieves the goal of discouraging that playstyle (without banning it completely, like it or not, people are free to play the game how they want, within the defined rules of the game), then the value of the perk should eventually decrease as the situation presents in fewer and fewer cases.
Why only when someone else unhooks you?
I set this restriction in because combining this version of Borrowed Time with Deliverance sounds like an opportunity for ‘troll’ behaviour and this game seems to have enough of that at the moment without my ideas making it worse lol.
Why not just make a new perk instead of changing an existing one?
This is one that feels quite tricky to answer. It is clear that from its introduction to the game, Borrowed Time was designed to encourage teamwork and altruism, two things that my alternative does not do. However, if my idea was introduced as a new perk to exist alongside Borrowed Time then I just don’t see the original being used at all anymore as players will just expect other survivors to have the new one equipped.
I’ll stop waffling on at this point, the post is already long enough, and I don’t want to answer every possible question that there might be because that would just defeat the purpose of a forum. With that in mind, I will be perfectly happy to answer any questions that anyone has about this Borrowed Time alternative, or indeed any other questions at all if you feel so inclined to ask.
Thanks again for reading, and good luck in your future games.
I see problems with this proposed change during EGC, making it pretty much a free escape when unhooking in the killer's face, if the other survs are smart.
I do appreciate any ideas to lessen tunneling off the hook, although that is in itself a valid strat too. But this idea needs tweaking imo.
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Oh how I wish Amanda Panda was OP...
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@VegasRalphie said:
https://forum.deadbydaylight.com/en/discussion/comment/2920309#Comment_2920309
At this point, it's not whether you drive away players, but which ones you drive away. Do we want the game to essentially be a closed community because we are actively hostile to lower skill level players? Or do we want to take the risk of pissing off the folks who insist on having total communication with teammates - something the game isn't pointedly designed for in the first place?
Those folks you would piss off make up far to much of the playerbase. The devs know this, and have decided on a course of slowly raising the solos towards the info and possible coordination that a SWF has already. The end goal apparently is for it not to really mattering whether or not comms are in use.
Based on their past history I believe they have no intention to debuff SWF, warn killers in the lobby, split the playerbase, limit group size or perks or items or offerings, etc. None of it, just adjusting solo gameplay bit by bit.
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@VegasRalphie said:
https://forum.deadbydaylight.com/en/discussion/comment/2919009#Comment_2919009
Maybe. But my point is we won't know if we don't try. And recent MMR changes have been just as disruptive. What is the harm in trying it?
The harm I could see in doing that would be NFT-levels of backlash, further driving away players. No one wants to go through that again.
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I'd love to see the corn maps and the saloon change over to night as survs are killed off.
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Better totem placement on the maps is the best solution imo.
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@VegasRalphie said:
https://forum.deadbydaylight.com/en/discussion/comment/2918916#Comment_2918916
Not so. They can create separate queues. Maybe killers (and other survivors!) would like the option to not play with SWFs. Why not not test the two-queue idea? It can't be worse than the recent MMR tests. We might find that it works swimmingly. (We might also find that no one wants to play against SWF and that queue is dead. Which is not something a lot of people want to hear, but it's an important bit of data nonetheless.)
I meant they cannot interfere with comms being used, which is the real strength of SWF, although splitting the playerbase imo is a bad move.
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@Tiufal said:
I think that bad players are killing the game. I wish there was an option not to play with and against bad players because it puts so much stress on the player with and against these useless players so that less and less ppl will play the game.
A more effective matchmaking system would help with that. The devs say they're working on it, and their recent tests undoubtedly are part of that.
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@MinlerDemon said:
Just buff killer to SWF level.
Doing that would absolutely destroy all solos
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@semm88 said:
I think that SWF is killing the game. I wish there was an option not to play against SWF parties because it puts so much stress on the killer against these tryhards that less and less ppl will play the killer.
If given the option, no killer including me would willingly go against any SWF. I know this, but queue times for more than half of the survs would skyrocket badly, if they ever actually get a match, which I doubt. This is not the way to deal with SWF.
Over the past several months the devs have been bit by bit giving solos more info and coordination options to approach SWF level, being careful to not strengthen SWF at the same time. The intent is to make it eventually not matter if survs are solo or not, and property buff killers around that new reality.
Whether this is possible, and how to get there, we've all been debating for going on 6 years.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2918903#Comment_2918903
The devs are never gonna make that it so it limits your ability to play with people that you want. This game is good as dead if they do that. Even Duos wouldn’t help either. I’d rather remove comms than remove swf
There's absolutely nothing the devs can do a thing about comms, no way to enforce it at all.
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NOED has always been very subjective to me, and do totems is correct, but there's always that feeling of being kinda cheap when it pops. Have always felt that way, for really no great reason.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2917845#Comment_2917845
I mean the first thing you said instant down killers can already kinda do. Trap a survivor with bubba? Instant down.
True, but they can insta down anywhere, it's just easier in a tight spot. They love having counters possible to pretty much all things, for some reason.
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@Widden said:
Not bodyblocking. My issue is when i hit survivor, they can pass through me and i can’t see them. Or when i catch them on wall corner, i deserve to hook them instantly however hitting survivors allow them to escape from me
The exact purpose of losing collision when hit is so a killer cannot block a surv into a corner and get two hits. As far as losing them momentarily as they pass through you, mastering that takes practice.
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Hybrid Panda put out a video of him getting the gremlin and his sis destroyed on that map...
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2917416#Comment_2917416
They've updated the engine between different versions of Unreal 4 (ie. UE 4.2 to UE 4.3), and in the next patch are even making another such engine update. Updating from UE 4 to UE 5 would be the first real "upgrade" though.
The question is, how would such an update if possible run on the last gen consoles and the lower-end PC's??
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@DanielB said:
change the bloodweb to bloodmarket
change everything
This game and its grind is putting me into a coma.
The issue is that the mobile version was apparently coded from the ground up with those changes in mind. The game we play would likely need the same treatment, and I don't believe they'll do that.
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Trickster on console, hands down
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@DanielB said:
What a wasted opportunity to add these iconic monsters to the game. Just imagine the evolution that G-Birkin gets due time, lickers that can walk on surfaces and uses its tongue to infect or damage survivor, or the OG tyrant that chases you and crush your head with his bare hand.
What do we get? Nemesis that doesn't even have his rocket launcher.
Lol.
Have you forgotten the awful launch and the rough few patches right after? Complete shyttshow. No way Capcom wants to collaborate further and repeat that imo.
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@Mooks said:
They know cross Progression for other platforms is wanted by the community but they can’t say when or even if it ever comes. It’s not something they alone can decide as other parties (the platform holders) are involved and both have to negotiate the conditions and find an agreement.
I know this is currently the correct answer, and have posted it myself many times on threads like this. But after fours years I wish we had a bit more info, and thereby hope, to give.
The only flicker of light in that time was those on a Switch, and that pooped out as it neared its rough deadline.
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@Aneurysm said:
PS4 is in an unacceptable state, with you on that.
As for grades it makes having discussions about matchmaking way more difficult because people just don't get it.
DBD player: "This matchmaking makes no sense. I'm in bronze, why am I being matched with golds?"
BHVR or another player: "Grades aren't used for matchmaking. You don't see the number used for matchmaking but it isn't related to grades at all"
DBD player: "Okay but that doesn't explain why I'm being put against gold players when I'm only a bronze"
^^ that is pretty much how these discussions on here go
Just imagine our poor Switch cousins...
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I don't see many playing any mode where any perks are locked, but the largest concern would be sweats from both sides invading the casual area just to steamroll.
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@DyingWish92 said:
Sometimes I want to turn crossplay off so I can avoid PC players as a console killer because a lot of them seem to be above my skill level. Like stomp games.
When you turn crossplay off it takes an indefinite time to find a killer game. Crossplay on and you find a game within seconds and its like always someone with Hex: (insert name) as there name with flashlights who can loop you for the entire game if you chase them.
Before mmr was implemented you could find a game with crossplay off quickly. Are there just no PS players at my mmr it's annoying.
The issue is with Crossplay off you will only get fellow PS5 players who also have Crossplay off. So none who play on PS4, which is still the larger of the PS playerbase.
To get them you'd have to run the PS4 version on your PS5, but performance wise why tf would you do that?
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More like Grind to Win
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@eloise said:
For me swf is a problem when the team can chat together during the game, if they can't chat in game it's ok for me just in the lobby, but when they chat in game they are too advantage of the game, one can said the killer is here or he follow me, do the gen, he left me, chat ok but in match not ok
This has been discussed many many times, with all sorts of potential changes given.
With more than half of all survs in at least a two-man SWF, it is too much of the playerbase to eliminate SWF. The devs have said many times using comms is not cheating, even encouraging it with their own dedicated Discord area. They have also resisted splitting up the queues, and debuffing groups with things like penalties to repair or heal etc, or even warning killers they're about to face a SWF.
What the devs have been doing in recent months is bit by bit giving solo survs access to more information and possible coordination, with the ultimate goal of it not mattering if they're on comms or not. Whether this is the best approach, or even possible at all, is hotly debated.
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Pretty much retired my Amanda Panda these days on my Xbox1. The frame rate and optimization issues squeezed the joy out of the role long ago. MMR and my own iffy skill agrivated everything further.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2910735#Comment_2910735
Even bigger. Now all the dbd players play on the gameboy. That platform has the biggest pool of players
I can't wait for DBD to come out on my vintage Colecovision!
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@Bwsted said:
Don't use the new wiggle with DS, it's buggy.
This.
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@fulltonon said:
We all know god tier survivors can destroy 99% of killers, they needs a nerf.
How do they nerf those 116 god tier survs without nurfing the thousands and thousands of good/fair/bad survs as well? Especially those who play solo queue and already kinda have it rough?
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Aim Dressing isn't a console-thingy or even a controller thingy, although it is more noticeable with a controller true. But PCrs also suffer from this, usually from a basic attack or lunge in a tight spot or from the butt-wiggle and/or attempted 360 of a surv.
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The problem isn't the offerings, it's the balance of a couple of trouble maps that needs changing.
Also several killer builds like Poop Yourself Myers are absolutely map dependent.
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@EvilJoshy said:
As many have stated, grades mean nothing when it comes to MMR. However, MMR also means nothing when survivors are waiting long enough. If a swf is in que for a long time the game will throw the first unfortunate soul their way just so they have a match. Fairness be damned.
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2906132#Comment_2906132
Uh, no it doesn't.
I was a new player under the former matchmaking system which used ranks, and SBMM is much better.
Ranks meant that, especially the first week of the month, I'd be facing people with hundreds or thousands more hours than myself.
https://forum.deadbydaylight.com/en/discussion/comment/2906226#Comment_2906226
Survivor queues are pretty much instant for most of the day unless you are at an absurd MMR, and even then it will gradually expand the parameters to find you the next best match it can.
The weird matchmaking scenarios are mostly caused (from what we know) by lobby dodges, which causes the system to basically grab the next person in line.
https://forum.deadbydaylight.com/en/discussion/comment/2906190#Comment_2906190
Do they? Maybe during the first week of the month. I'm already Gold III on killer, and I haven't been playing all that much.
Both of these two players make excellent points.
A SWF who has been waiting too long will indeed be thrown in with the next available killer, regardless of the skill or MMR of anyone. That waiting SWF was likely dodged a few times as well, increasing their queue time and throwing the MMR out the window.
The matchmaking gets one single shot at a fairish match, then time and dodging come into play. We're actually doing it to ourselves and the newbies with the dodging.
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@Bladeisbest said:
https://forum.deadbydaylight.com/en/discussion/comment/2901981#Comment_2901981
Then lets just do it for PC as well and screw the rest. :D
I play on Xbox, so I'd be in that "screw the rest" category my friend!
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@Peanits said:
To put it simply, framerates are the end result, they don't say a whole lot about what goes on behind the scenes.
Say you want to hit 60 FPS on the last generation of consoles. In order to do this, both the GPU and CPU must be able to render a frame in 16ms (1 second / 60). If either one can't do this, it becomes a bottleneck and starts to lower the framerate. You could have the most badass GPU out there, but if the CPU can't handle it, your framerate isn't going to go any higher.
In DBD's case, we're already below that threshold on the GPU side of things. We could add more details and sparkles and it generally won't lower the framerate for those consoles. On the CPU side of things, however, there's still some work to be done to get the frame times under 16ms.
We're constantly working on improving that by doing things like optimizing off screen objects (so they aren't updating when they don't need to be), and a whole bunch of technical things I can't even begin to explain. This all takes time, however, since doing something as simple as preventing an animation from playing off screen may prevent a sound effect that's tied to that animation from playing.
Every game is different, though. Some will have relatively little going on for the CPU to deal with and be very GPU heavy instead.
https://forum.deadbydaylight.com/en/discussion/comment/2901981#Comment_2901981
This is not the case.
Thank you for clarifying that. I've read it a bunch of times and always thought it was obnoxious if true. :)
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From what I've read over the years, one of the crippling issues is that every asset for each & every Killer is loaded into every trial, no matter which Killer is being played. So when something is needed, it needs to go searching along an ever-growing string of code to find it and fire it up. Each Killer, perk, add-on, charm, etc. Not sure about cosmetics but prolly them as well.
And apparently nothing less than a full recoding from scratch can solve this, which the mobile version did but they can't/won't for all other versions.
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@ViscuosoCrab said:
Has there been any word on us getting cross progression between PC and console? I would like to make the PC switch but I don’t want to lose all of my progress!
Been asked for many many times. They know it's wanted by the community. When and even if it ever happens is not known. Most likely the haven't reached a deal they and Microsoft & Sony & apparently Nintendo again can all live with.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2901526#Comment_2901526
SWF and KYF was intended
SWF with the ability to communicate with each other across the map at all times wasn't
Yes, but even in 2016 they imo should have taken comms into balance consideration, but did not.
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@DragonMasterDarren said:
The only reason SWF is overpowered is 3rd party communication software, i.e., something that BHVR can't do a damned thing about and something that we as a community simply have to accept
SWF without comms is just solo queue but with reliable teammates, SWF with comms is a balancing nightmare due to the fact that it was never intended in the first place
It is a bit misleading to say "never intended" as the devs have said multiple times both KYF and SWF were supposed to be out with the game's launch, however only KYF was ready at the time.
Shortly after release (and lots of lobby dodging to queue with their mates) SWF was added. There is no doubt imo they underestimated big time the scope and easy availability of comms on gameplay.
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@Chaos999 said:
Little trick with nemesis. When you ready the tentacle, the tip of the tentacle is actually aimed to where the whip will hit. Using as a crosshair helped me enormously to aim his power.
Crosshair? Where's that option on my console?
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@Barbarossa2020 said:
Just stick with pc.
I bought a ps4 and Red dead redemption 2, just because it was launched as console only, a year or so later it was ported to pc.
To say games are going to be console only is just a lie. Always go pc.
And those already on console? Would you rebuy the game and dlc's, cosmetics, and regrind from scratch? Thousands of hours reset? We're neatly stuck and boxed in...
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@DrBrain said:
So I have been consistently playing DBD from beta on PC to released PC to PS4 and now Xbox series X. One thing I am struggling to understand why is the lack of Cross-Progression between the three systems which leads to a massive issue in content payment costs.
ignoring the grind for the moment on switching from PC to Console or Console to Console, the amount of money it costs just to get all killers and survivors unlocked can be staggering. Counting up how much ive spent over the last year on PS4 alone for every killer and almost every survivor is about $200 USD+ easily. This does not include costume pieces or sales or random bundle packs but just seperate purchases. Now I am on Xbox Series X and have the wonders of 60fps again with almost all issues from the PS4 gone minus a few glitches here or there. Xbox Aeries X offers half the killers and survivors for about $65 usd as a bundle. Its about $80 dollars for the rest of the survivors and killers which are considered licensed IPs. This does not include the Stranger Things DLC which is now gone and only available if you bought it during its release time til IP ran out.
this being said, I am now forced to make a choice of spending another round of nearly $200 USD on getting all unlocks(minus costumes etc) on another console.
in total between pc and ps4 ive probably spent about $500+ dollars on all content(including cosmetic) and about 300+ USD just on unlocks.
is it reasonable to ask why cross-progression has still not happened to not force your long standing veterans who continue to support your company and game regardless of opinion to have to repeat this spending process? Because as it stands to me, it seems more beneficial to you, the Company, to keep cross-progression locked out for profits rather then not.
this again, does not even include the grinding aspect of farming every killer to 50+ again to unlock every perk and every survivor. Which in itself is considered by many YEARS of work to achieve.(on my ps4 account I have only completed Killer and half of survivor after years of consistent playing).
if any staff read this can you explain or give a clear response to why Cross-Progression has not been fully achieved yet and if it is a priority to BHVR team or not? Thank you.
I hear ya fam. All you mention is valid, and throw in the grind for perks too and oh boy it's a rough deal. Many are unwilling to start over & regrind from scratch, such as me, and either struggle on or have left the game completely.
The devs know it is a badly wanted thing, but I imagine making a deal that Microsoft and Sony and Nintendo all can live with is what is holding things up.
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@Joemoe said:
I just wanted to ask if you guys can make a way to make range killers like Trickster, Huntress, Nemesis, Artist, Pyramid Head, Demogorgon (Shred), Doctor (Shock Therapy), Twins, Clown, Plague, and Deathslinger a bit easier on Switch. It's difficult to land shots no matter how low the sensitivity is. It snaps left and right which makes others and I feel a bit robbed plus that's a huge chunk of the roster that others and I have issues with. I'm not asking for anything crazy but just a little bit of help would work. I just wanna play with some range killers and have fun. Thank you
Having some basic controller settings would help a lot, M&K support even more. 60fps would also go a long way in improving performance as well.
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@Nina_Pants said:
just wondering since ue5 was like just released and that
https://us.v-cdn.net/6030815/uploads/E1U7E7Y1M7OS/mikoogli.jpg
Prolly melt the Switch and all the last gen consoles if they did...
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@CoolConnor96 said:
Sadly I think Pig has the worst designed power in the game. Its completely RNG based
I don't think she's absolutely last, but yeah luck is often not her friend...
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@[Deleted User] said:
What if there was a KOBE for being on the ground..., An incredibly small chance of getting up injured and bleeding. But every failed attempt dropped your bleed out meter by 33%
I like this idea
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When the devs last put out data about such things (maybe over two years ago?) they said about half of all survivors were in at least a two-man SWF. Since solo queue has gotten less and less fun as time passes I have to believe that number has only grown.
So it's very likely the vast majority of survs now are in some form of a SWF, especially with lots of killers now playing survivor due to the recent killer experience worsening as well.
Although we don't know the numbers, you're talking about most of the much larger playerbase being turned off in effect. This is what most here mean when they say it'll kill this game.
I do wish we did get updated player numbers to see for ourselves though...
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@Pumpkinbros said:
https://forum.deadbydaylight.com/en/discussion/comment/2889043#Comment_2889043
I think only allowing it for steam might be a safer option, allowing it for epic games would be a lot more effort. from the feedback I've gotten spending resources on an external website is just not worth it.
so seeing the inclusion of a steam workshop of such is the safest option.
I doubt the devs would not include the biggest chunk of the players, those on the consoles.