JasmineDragon
JasmineDragon
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- JasmineDragon
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Comments
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@tactic said:
So they actually can go back.
why did they ever say they couldn’t?? Do the devs really think only they know how this stuff works?
I can understand not wanting to lose months of work, but really those months were already a waste of time
i mean of course they could. They always could. No Dev team, even one as incompetent as theirs has proven to be, would or reasonably could manage to lose the older files for the game. It is highly likely that there is a collection of each major version for the sake of testing and comparisons. But additionally, there is no logical sense for why the new UI elements are stuck in the new location. There is no way to hard cade UI elements that way. Each icon is a object which needs to be called when the match starts, which surely just selects the location. It would be as simple as calling them to a different location and would take literal seconds to change. Nothing they've said about "not being able to go back" and even the parts about "months of work" make no sense at all if you've even taken a freshman course in computer science as an elective...
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@Mysterynovus said:
The old UI isn't a solution, especially at the loss of hook counters. The current one can be made to work with a few adjustments to position, font readability, and scaling.
The ability to adjust placement of elements would be helpful in providing individuals a layout they can find comfortable. If not that, placing the Survivor HUD elements further down closer to the items and add-ons may also help with keeping information close together while maintaining a sense of space as to not feel clustered.
Greater contrast in the coloration of Survivor nametags and portraits can add to readability at a glance. Individual element scaling can also help along with the positioning mentioned above.
I don't presume that any of this would be easy to implement, but I would say these offer a basis to the staff maintaining their new HUD while increasing accessibility.
as someone who took a basic computer science course in graphic design in my freshman year of college, but is still very much not an expert in any way, I can still very confidently say that there is absolutely no reason that couldn't be implemented in an afternoon, and people have made functional examples to prove this. They have the inputs, there is no coherent way they could have hard coded the locations of the new icons into these new positions, which is even observable by the fact their location changes slightly when you scale them down
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@Frontdoor6 said:
I saw the Devs are gonna do some more changes to the new stuff we got, but i don't understand why some of them are needed.
Hitboxes: I've seen myself that they are weird on the Survivor side, so i won't argue there
Character movement: I don't get whats wrong with the movement, they move way more realistic than they did before
HUD: Another one i don't get. The names and hook timer could be bigger, but whats wrong with seeing the characters faces, i like them way more now that i can identify who is who, the white silhouetted figures were dull, the hook counts are good too.
The hud is in the way of the scanning view. In games especially like these, you scan the environment for movement and colors. As someone whose been Rank 1 since the first few months the game released, I can not begin to explain to you how much of an annoyance this is. It makes genuine differences in chases. To counter this I set it to its smallest size, which doesnt help fully but helps a bit. The issue here is it also makes it difficult to see the icons but thats my problem.
There is also a HUGE issue looking at your information. Before it was like the gauges of your car. A quick glance, you know have all of your info. Your number of hatchets, who is downed, whose hooked, the gens. All of it in one glance. Now you really need to swap your attention. Okay that many hooks, that many gens, this and this, okay got it, now what am I doing?
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mine felt way faster.
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cool theory but ive def seen it on swamp and macmillion
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@DragonMasterDarren said:
look, I get it, New UI isn't great and is scattershot as hell, the new animations are stiff and if I can go one game without some sort of random hitbox tomfoolery whether it be killers with extendo-arms or weapons phasing through survivors I would buy a lottery ticket, but all I've seen on the forums is 2 groups of people angrily yelling at each other like they're planning to go to war.
Just.. take a deep breath and calm down, make a cup of coffee, put on some low-fi jazz, and argue with actual discussion instead on yelling like a group of drunken frat boys arguing over which girl is prettier
I would agree if the feedback wasnt clear. Even when it was just images being promoted, way before the ptb, the feedback was so clear. They have never listened to their audience, they do what they want and push and push until people start leaving, then they throw some bp at us and we come back like the greedy ######### we are. And this is an age gated horror game, why does it say " ######### " when we swear...
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the 70 hours they say would be reasonable if there were reseting challenges. But as someone who usually finishes each challenge in the minimum possible attempts (down 10 unique survivors requiring 3 for example), it is clear that this time period is absurd. You level up so slowly without tome challenges, its not even somewhat reasonable to believe it would be so little
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it sounds like you misunderstand his playstyle on a fundamental level. The purpose of his tier one is to take advantage of early game, but really loses all value once you are performing your job as a patrolling killer. In a rank 1 myers game, I should be able to 99 tier one or action interrupt off the first gen I find. Instant value and board pressure. In the cases two or more people are on the first gen, I usually am able to hit each, and potentially mind game one with my lack of terror radius, equally an early down either way. Once my early game pressure is in play, he does become a bit of an M1 killer, but thats the beauty of myers. He is the only killer in the game whose power rewards you for optimal movement.
When you are chasing a survivor, there is a point where you have caught them. They've used their dead hard, and the next pallet is another 15-20 meters away. You have won this chase. Now that you have won this chase, you can get a very efficient stalk freely, 99 your power, m1 for the down, and now you are ready to take your "winnings" from this chase, and apply it to the next. After the first or second hook you should no longer be trying to be stealthy, its a waste of your time and will result in no map pressure of any kind. You need to be active, stalk when you've earned it or when chasing would only pull you away from your patrol route. Myers isn't a ghostface who needs to out run survs, hes a force of nature who controls the board with a self contained power.
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1931164#Comment_1931164
Yeah it really doesn't. I can show you a game that has a UI that takes up more than 50% of the screen if you like. People seriously need to stop being so dramatic. Yes, it's not a favoured update, but it's not as bad as people keep making it out to be.
your options are to set the HUD size to small, which decreases skill check sizes as well, or deal with, yes 50% of your screen. Draw a box inside the UI elements. This is your effective FOV. Measure the area maintained by only the UI space, now measure the area maintained in your effective FOV. Have for the medium HUD sizes is pretty accurate
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Dead by daylight's UI was elegant, and seemingly well thought out. Like driving a car, your gauges and important information can be glanced at in a low position, which is out of the way, then your eyes can return to your wide view, so you can scan the environment and make decisions. The new UI throws this away. It forces your eyes towards the center of your screen, a tunnel vision which is uncomfortable and less effective in this kind of setting. Crunching your effective field of view isn't just disorienting, it is anti comfort, which is always a negative in game design. Having to look all over my screen is just overall a worse experience, but not as bad as this feelin of tunneled vision I am experiencing.
Playing at release, the old art styles and animations are a bit of a preference, but its one I share with much of the community. We fell in love with a dark but animated theme. It didn't need to be rigid or overly detailed, it thrived from being simplistic. Thats why it succeeded, in the vein of games like borderlands, being a bit unrealistic in design is comfortable, fun, and lets gameplay stand at the forefront of your focus. Seeing someone leap into a hatch is clear and visually appealing, seeing someone slump into one is realistic, but bland and uninspired.
Overall I understand why these changes would be made. A new style and art direction can keep things fresh, but its been five years. The game has grown, and if you feel this drastic of a change was in order, a sequel seemed perfectly fair given how long its been. Working on a new system, new styles, new themes, instead of trying to fit them into DBD classic seems like a much better way to approach such drastic change
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@EvilJoshy said:
They are probably waiting for the update to sink in. Let us make up our minds about it. Then pray we changed our minds.
we made them up during ptb, when no change of any kind was made our opinions didnt magically change
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@OniWantsYourMacaroni said:
Does the team just not care about its players?
I feel like BHVR never really cared about the players but rather how much more money they could make
theyve made that very clear recently
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/1930378#Comment_1930378
You need to come to your senses that with every update and patch there is going to be bugs, some worse than others that can make an impact on gameplay. Yet, the many people that complain the game is unplayable are the ones that still allow themselves to play it. If You find the bugs to make your gameplay unplayable/unjoyable don’t play it at all. The devs are human just like you and I and make mistakes that they’re AWARE of, they don’t need constant reminders.
i mean they said they were aware of the backlash and didnt care. They said they had their reasons and to "trust them", and havent said another word since...
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@Mileena_Kahn said:
Are people really THAT upset that the New UI and character movement went through? I’ve seen threads about people “leaving” the game because of it when we all know they’ll be back in 3 days. Like C’mon how old are we? Yeah, sure it’s not the best and people are allowed to have their personal opinions but to lash out at the devs who nerf the perks and add-ons you cry about and update the maps you want updated (both survivor and killer side), you sure are ungrateful. I don’t mind the HUD while others do mind it but be happy they’re willing to try new things.
"Ungrateful is thrown around a lot. People say the player base is full of whiny children. But that implies we are never satisfied, and that we ask too much. No one asked for the map changes. No one asked for animations. No one asked for wave after wave of Cosmetic. People are even tired of the new chapter spam. People want what they have wanted since 2016, bug fixes, and perk balancing. People loved the style of the game, the dark aesthetics, the not so realistic styles. The UI shows they don't understand game design, but thats not the only reason its hated. Its hated not because it was so negative to the gameplay, but because no one even wanted it in the first place.
DS was comfort nerfed. It doesnt change how it will be used aggressively. The problem with it is survs can body block and run into lockers to force the use. All DS needs to do is reset when someone else is hooked and the problem is solved.
Object was annoying but certainly no priority.
They spread themselves so thin, they are trying to do too much and it shows. Ungrateful implies we are not grateful for how much they are doing for us. We dont want all of this. We want them to take their time, and to do each thing well before moving to the next. They are letting the game die because they can't listen to the community's needs and actually, carefully, address the issues
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lore wise that is why the entity is always looking for new killers and survivors. Feeding on their hope until there is none left. The souls of those chosen are determined or fixated, meant to be hard to break. With every match the entity feeds on their hope, so selecting survs who can't afford to stop is their goal. The killers get tortured horribly when they fail so it makes a bit of sense. You could also argue that the option for survs is horrible pain, or try to escape. If you physically can't die, you are still going to try to escape to avoid horrible pain
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I've only seen people dislike the new animations. The old style was what we loved, dbd isn't serious enough for this kind of realism attempt, it needs to be a bit goofier
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@Yatol said:
The Devs have finally started to be more open to listening to the community insulting them/ asking someone to lose their job is just going to make things worse.
what are you basing this on? What have they listened to recently? The DS was a comfort fix, not a balance fix. Object was annoying, not game changing. Literally no one ever asked for animation changes of any kind. Such a small part of the community wanted new map textures. What are you actually talking about when you say they listen?
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@FlameGNG said:
well hear me out... Leatherface is one of the weakest killers in the game without doubt but i just find it so hard to play against him... Im currently running ironwill, sprintburst, DS and borrowed time. My only problem with him is that if he chainsaws after me and i 360 juke him like i can do on most leatherfaces but in the mid charge of his chainsaw he can just do a 180 and insta down me. + he has the ability to outrun a sprintburst with his charge i think the should make his turning maybe a little slower and maybe slow him down while charging the chainsaw so the M1 leatherfaces can shine
Any tips while playing against him? since most loops arent safe (because once again he suffers almost no cooldown from braking a pallet with his chainsaw) it doesnt really mater if i pallet stun them they still chase me down anyways and looping him without some filler pallets or jungel gyms is EXTREMELY HARD!!!!!!!!
well you dont have to worry about 360ing anymore. BHVR happily patched that out. What a wonderful patch! :D
/s
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@xenofon13 said:
They said can't revert the old UI.
I don't know for the atrocious animations tho.
They literally destroyed this game.
I still don't understand how. They wouldn't dump the old files, that makes no sense from any kind of design point of view. They still have saves of old builds, and any programmer with a freshman's course under their belt knows how to not hardcode a UI into a specific location. They should EASILY be able to move their UI elements to any part of the screen. From a design standpoint Im not even certain how you'd go about hardcoding it to a single location, that doesn't make sense to me. The fact we can change HUD size shows it isn't just painted over the screen, it doesn't make any sense
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@OniWantsUrLocation said:
They simply have their own plans. In a few weeks, everyone will have gotten used to the changes and will no longer talk about them.
i do not believe you, I think this really soured a lot of the community
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@DerZuntor said:
They already said they can't, they made a completely new HUD System. There is no going back anymore.
from a design standpoint that just doesn't make sense.
How would there
1. not be a system backup?
2. be a way to just move the icons through their elements?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1929610#Comment_1929610
Don’t be a jerk. If someone likes something, they like something.
and what if I like bots?
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@blue4zion said:
Yep, loving Clown, new maps, and new UI! Survivor animations are pretty neat but I still find they have too much of a cocky emotion. Should be a bit more afraid ya think?
Speaking on the new UI, I don't understand why people say it exhausts them. I play on a 60in tv, and have the hud at the lowest and I still don't feel that.
I love the fresh feeling in this update!
Hey look a bot
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@Taiga said:
Same the animations are way more realistic than before.
so is the new grass, but it looks terrible. Why? because it wasnt designed for this game. It looks like PS2 grass because the rest of the ground is so empty. Theres no clutter, it just likes 10 or so strands of ######### grass on flat ground, instead of looking like a thick bush of grass. Same with the new walls, the styles just dont match.
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@Hannon said:
Everything’s is so smooth the game looks so much better and the new animations are amazing!
i’m also loving the new hud
nice job bhvr ^^
you are a crazy person
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I knew the UI looked like it would obstruct FOV, but its actually a bit straining to have my eyes darting to the corners as often as they do while still trying to scan. Im sure you guys have heard enough about UI at this point, but it doesn't change the fact that this is not a playable system
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I've been here since day one. I played ptb. Played a few games. I've been vocal but have been trying to manage. I genuinely can't. They care so little about the community and health of the game, that they are willing to destroy the original style that we loved. They clearly fell into success. They don't know what they are doing, and after years of us waiting for them to put in actual effort, all they have learned is to put a coat of paint over the game and ignore us. Great job taking my money from every dlc, great job taking my money from cosmetics, I'll miss the game, but its not worth enabling a ######### company at this point. 5000 hours wasted :/
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@blue4zion said:
If people get exhausted looking around a screen in a game where they should be looking around anyways (if you don't scan the screen as killer then you're prob missing a lot of survivors)
I find that complaint completely ignorant.
They should move a few things closer but I like the new UI.
you cant scan effectively. You either set your hud to tiny and seeing you icons is a strain or you set it to an average size and your FOV is cluttered with Icons that were once comfortably place in the bottom of the screen
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@GloryHunter said:
You guys are impossible to please
its almost like people are pleased when they address gameplay and bugs like we've been asking for four ######### years, when they are instead focused on making cometic change after cosmetic change that literally 0% of the community asked for
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@Clevite said:
What are all these post begging for more nerfs?
How easy do you want playing killer to be?
I mean if you have played for a bit, are you losing often? I feel I can 4k quite often, and now DS is almost a hindrance to survivors for killers that rarely tunnel.
No, I suggest you start working on keeping the gates from getting powered. Stop looking for even easier games.
I do agree a lot of these people make us killer mains look whiney. But I will say, egc is a joke. It was a bandaid on a bullet hole, and over a year later no actual fix has been proposed. If egc is meant to prevent games from being held hostage, then the hatch in general needed to be addressed. The killer and survivor should HAVE to interact in some way for the last person to get out. Having two gates spawn a mile from hatch, making it impossible for the survivor to escape is kinda ridiculous. Equally so, a killer shouldnt be able to reach either gen from one another and make escape literally impossible. The solution seems to be a multi stage system. "hit a button on the door, it starts a timer. When the timer is up, you can hit another". The killer could hit the button to regress to the most recent stage, but no more. So now a survivor needs to loop the killer around that area so they can hit this button 3 or 4 times, giving the opportunity to protect themselves, while allowing the the timer to be long enough that the killer will always be physically capable of reaching it.
Also face camping is so ######### easy to fix. Just make hook progression take 300% the normal time if the killer is within 15 meters. There would be no reason all 5 gens couldnt be done in that time, easy fix. BHVR just sucks at understanding their own game
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not even mildly. There were two issues with DS. One was balance related, one was comfort related. They addressed only the comfort issue.
The balance issue : a player is hooked, just before hitting second stage they are unhooked with bt. As a killer you shouldnt be tunneling or camping, so DS is meant to protect the survivor. However, often a survivor goes for an unsafe unhook, or brings you to hook and then unhooks. Now armed with bt and their dead hard, the person who was just unhooked body blocks, allowing the person you were chasing to escape. Using their bt and dead hard, the person who was unhooked forces you to chase them, until they enter a locker. At this point you are now stuck, because this person has reset this chase, and is now safely in a locker waiting to stun you with d strike. This was a serious issue and was implemented in a very high number of the higher mmr games, created long, unearned chases or chase escapes.
Comfort : When a Killer does not camp or tunnel, but downs a player, hooks them, and then finds someone who was recently unhooked, managing an incredibly quick down on them, they would occasionally still have their d strike, resulting in d strike being misused, not as a counter to tunneling, but a perk that rewards brain dead hyper aggressive play.
They fixed the comfort issue, the one that really doesnt affect balance, but that people didn't like. In all honesty, this really solves nothing.
Let me propose a wild fix from the perspective of a high rank killer main.
No timer, of any kind on DS, it lasts as long as you want. All DS perks are reset when another survivor is hooked. An individual's timer is reset when they enter a locker.
DS has a wide presence, as it can be saved for later, like deliverance or mom or whatever perk that you want that requires preparation. It requires you to play around it, however. It functions like a healthier version of it's original purpose, it WOULD discourage any kind of tunneling, and since it resets when someone else is hooked, there could only physically ever be one DS in play at a time.
It is by far the cleanest version of the perk I've seen, and I feel solves literally every issue people could have with it from either side.
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okay you have either never touched him yourself, or are at very very low ranks... Assume you are getting shot. Play around that. Keep him in positions where line of site is hard or will give you a guaranteed break. Run around round objects, break line of site. Hes not like huntress, hes one and done. You literally need him to miss once and you are so insanely good.
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@Hopesfall said:
it's a downgrade for killers, you got ######### all over the screen, reducing FOV
naturally
i played both on ptb and it sucked. We need to be able to scan our environment. It was worse for killer but still.
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@QwQw said:
If the last survivor wants to escape, they should have to earn it.
I'm so sick of this stupid dice roll to see who finds that hatch, and then you get another dice roll to see how fair or unfair the gates are. The devs should make a system that at least takes some a semblance of skill for the survivor to escape. I'm pretty sure TrueTalent came up with an idea to replace the hatch that I really liked. Basically the killer and survivor have a OoO like effect, and after enough time has passed the gates open by themselves.
i mean it really shouldnt be instant. Like if the survivor had to prime it or something, or hit a button and it creates a global alert that all survs and killers can see, that the killer can then go to start regressing. Honestly same with doors. Just give the killer the ability to regress the opening of doors and hatches and it becomes a lot more skill based
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@TragicSolitude said:
The hatch exists so that the final remaining survivor cannot hold the killer hostage by hiding around the map. The survivor bothers to continue playing because they actually have a chance to escape, and the killer bothers to keep playing because they have a chance to stop that survivor. The game continues.
Back before the EGC, the hatch didn't spawn for the last survivor unless at least two generators were done. Let me tell you, as killer, those days sucked.
i always felt the solution was make the birds more aggressive with revealing location if they were the last one alive
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1912094#Comment_1912094
That’s always been strange to me. During evolves life span you never heard anyone say”the devs only listen to hunters” or vice versa. They made the game so why would they want one side to be much better?
to be fair, they've made it very clear they just have a poor grasp of balance in general. The game being sided one way or the other has little to do with the Devs if they dont know what they are doing
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Keys were always less earned than moris, as they do not have any form of being countered. Old moris were incredibly unfair and needed to be fixed, but at the end of the day, winning chases against a killer is still possible, it involved at least 2 interactions being won by a killer, per specific survivor. In this setting, potentially 4 survivors can escape, often while having lost to the killer already in any and every interaction. In other situations when a door is already open, a killer stopping to perform a mori gives plenty of time for everyone else to get past them and escape. In the instance of a key, it is instant, and create a third avenue for escape that the killer needs to be aware of, once again, with no interaction from the killer even possible.
There will be times where you are outlooped, or a survivor will pull off an incredible play using a key, but in most situations it is just granting them to be incredibly wreckless and resulting in a cheap and often unnecessary escape.
A great example was literally yesterday for me. A nancy, Nea and Bill were left when the gens powered. I hooked nancy at the far end of the map, as I did I saw bill trying to open a door, he got it 99ed before I hit him. He tried getting out, starting egc, but I downed and then hooked him. He was then dead, I went to patrol the hook and saw Nea's scratchmarks headed towards Nancy on hook, I head over to her and manage a hit on nea, pushing her into a central building. I happened to have BW, and knew hooking nea would lock nancy in. I keep the nea away from the door, she loses the chase badly, but this central building just happened to have hatch. She pops her key, nancy runs out and I couldnt do anything about it. I outplayed every person in this interaction, nea couldnt out loop me, Bill couldnt get out in time, Nancy was no where near the door and I could have chosen to just confirm the kill on the injured instead of going for the healthy Nea, but this key handed these two an escape, even during egc, with no setup or planning, it just sorta fell into their lap. It was an inconsistency that I as a killer had no counter to
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@scenekiller said:
I'll always be here for Sidney. Gale, as well. I know they're unlikely this long after the GF chapter, but I can dream lol
ghost face from the movie wasn't licensed, ghost face the mask was licensed. Ghost face was a generic halloween costume/character before the movies, so dbd purchased the license from the owners of the og licensing, which is why they were able to very easily make a lot of GF skins. Its also why the person wearing the GF outfit in dbd is a brand new character. Because of this, they are nowhere near even making an attempt at getting the movie licenses for any ghost face survs or alternate killers for that matter
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it makes you temporarily invulnerable, its not like bt or metal of man which lets you "tank a hit", it makes the killer miss you
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@AChaoticKiller said:
call me paranoid but doesn't this allow swf's to just say screw this and take turns dc'ing to keep the penalty short?
like sure i get why this is more fair but you can also always die on the hook to avoid the penalty anyway.
other games with dc or teamkilling penalties like R6 consider anyone in a squad as the same person for these actions. It works pretty well
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hes an undead gun slinger. He's the Death Slinger
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@Ghouled_Mojo said:
The ‘get used to it’ quote put me off. I will be out if the new UI goes through. Not because of how bad it is, but because of the noncommunication and committing to what a majority don’t want/didn’t ask for. It will show me what I need to see if they push it on us.
They could’ve waited to force it on us until one of those ‘future additions’ were added so we could see why we are forced to deal with impeded vision and scattered information. Feels like they’re losing touch with the fan base and how much information we have to take in and process to function well at this game.
its just so anti comfort as well. All of our icons and information has always been out of the way at the bottom of the screen, this is like trying to give us tunnel vision. Scanning on the PTB felt so difficult. This isnt a minor change and the fact they cant see that is ridiculous
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10 or more hook states, regardless of kills
or
4k with BW with even only one hook
or 9 Hooks with 4 moris.
Anything else is a loss
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@Anniehere said:
There is concern that the new UI will confuse players during the game. For example to check how many generators are left, we need to look up. to check our teammates, we need to look far left.
There may be a situation where we may miss something in the background while we are checking what is happening and planing what to do.
Also, some players may not really notice that someone is injured. Because the mark is redish color around the portrait of the survivor.
It is not clear why the icons are far from each other.
There is controversy over the issue of the hook numbers as well.
Some say it's not a good feature for killers who likes tunneling.
This can be an advantage to the killer and a disadvantage to the survivors.
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I am very curious to try the new UI and see the new animations.
Maybe it's not really as horrible as players think.
I'm an older player, play at some of the higher ranks, and I like the additional difficulty. I like having to remember each surv's states and values, it makes me keep myself focused to do well. But unlike the placements and less clear icons, I can actually understand the comfort argument for the hook numbers.
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@Grimmy_Bluues said:
The HUD we have now isn't perfect and definitely needed some new additions, but the new one has no charm like the current one, looks reminiscent of a crappy mobile game and has all the info too spread apart.
It did add a hook counter which is great and the character icons made it easier to know who's who, but they could have simply replaced the current in-game portraits with the adept ones and added notches to represent hooks
https://us.v-cdn.net/6030815/uploads/U8ER9JOTVB6Q/image.png
Like this ^ (Credit to Mister_Holdout for the picture)
this is so much better. Like what else do they possibly intend on adding?? At what point do they just make a sequel?
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/1915196#Comment_1915196
I mean who knows what we're getting, it's all subject to change.
I feel like this is part of a larger thing they're trying to do for DBD, with them revamping all the old maps with new graphics - is basically trying to give the whole game a facelift.
yet the new animations are more broken than the old ones, the grass and ground textures now look unfinished, and they are doing this instead of addressing the same gameplay issues that have been in place since day one... It just seems like they are doing this revamp as a coat of paint over rotted wood that needs to be gutted anyway... to the detriment of literally everyone
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@Lexilogo said:
I've heard adding new features to the HUD as a reason, and I can see why. The original HUD's boxes would make it a bit iffy to add new UI elements without cluttering the whole thing. Flashing Survivor icons to indicate injury is also overly distracting IMO especially when many Survivors spend a lot of time remaining injured to focus on other stuff.
Still no excuse why all the info is so spread out, though. IMO the most underrated part of the original HUD is how it leaves so much of the top half of the screen completely blank to give you an unimpeded view of the screen. I don't hate the design of the elements, I just want them packed in the bottom of the screen.
Again, the answers are neutral at best, with some drawbacks. I still haven't seen one person or a dev who can justify why this is a better HUD or why they seem its necessary to make this spread and the distracting icons
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@ASpazNamedSteve said:
Legitimately the best reason to change the HUD that I can think of is just for a refreshing change, or I guess a new look the devs want to go for.
DBD's had the same HUD for its entire existence.
I've been playing dbd since release, so its not like I dont understand wanting to mix things up, but if its clearly hated this much why not make it optional? This is kinda my point exactly, the only reason anyone seems to have is "eh, why not I guess?". And thats like it
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@megswifey said:
The new HUD is really spread out and I get distracted so easily already lol! It might get tweaked and look nice upon release, I trust the devs to listen to a majority of the fanbase and at least work with us on a key element in the game. I do like the 1st/2nd hook counter they have, but as someone who gets tunneled a lot for some reason I am nervous it will just show that I'm the easiest kill!! All we can do is wait and see tho, so let's hope for the best :)!
One of the only responses we've seen from it was essentially "if we are doing something you guys hate this bad, its for the health of the game". Idk, "trust us" being their only response, while being aware we hate this, given their track record, scares me heavily
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they put the dead in dead by daylight. Really poor management of the game over the past few years and its hard to watch the game deteriorate like this...