Junylar
Junylar
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- Junylar
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@danielmaster87 said:
I'll tell you what I like about the new maps: EZ survivor games! They are so unbalanced! Thank you BHVR!
You are talking about those vast dead zones with nothing but trees in them?
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@Hyd said:
https://forum.deadbydaylight.com/en/discussion/217064/how-to-hit-pallet-campers
Hmm, I am pretty consistent about getting hits on people vaulting pallets and windows, but getting hits just before a pallet drop is probably 50/50 success rate. It's much more frequent that I get a hit and they don't even get the pallet to drop at all (which honestly I feel bad about some times hehe). I imagine it's purely to do with connection in the same way hit detection favors whoever has the better connection.
In your post you say the Killer still hits you through a pallet drop - this indicates the hit detection favored the Killer (meaning they have the better connection) - and you also say that as Killer, you get stunned and can't land the hits yourself - this is indicative that again, your connection was not the better one and the game favored the Survivor in this case. So, the only thing to conclude I think is that perhaps your connection just isn't as good as the people you're being matched up against. Keep in mind too that this doesn't necessarily mean your connection is bad, just that someone else's is better, even by just a little bit.
As far as I know, it's the opposite in DbD, just like IronWill said: the higher the ping, the better. It can be easily explained by comparing DbD to shooters with classic lag compensation (since that's probably where they have taken their lag validation from): if the one who made a shot sees the hit on their screen, that his is registered by the server, even if he didn't actually hit on the server side. That's how lag compensation works in most multiplayer games, and it's what allows enemies hit you when you have already gone behind a corner (the one who shot you was seeing you some time earlier than that due to latency).
In case of DbD it works like this: because of the latency, the killer always sees the older positions of the survivors. The latency is half of the killer's ping + half of the survivor's ping + some constant factor due to data processing and computations both on the server and on PCs. And when he lunges, he hits survivors as where they were standing this time interval earlier. So when the survivor vaults a window, the killer sees them before that happens at the survivor's PC. He lunges, hits this "ghost of the past", and the hit validation taken from CS or CoD accepts the hit, even though at the survivor's PC he could already be several meters away. And the higher the killer's ping is, the longer that distance can be.
In shooters such a system is fair, since every player can use it equally: everyone can shoot. However, as a well known fact, this system gives an advantage to the one who is chasing someone over the one who is running away. In DbD, however, only one side can shoot and strike, and only one side is always chasing. Therefore the killers become god-like with crappy connection and 300+ ms ping.
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It's sad that a lot of people are mad at those one-hookers, wrongly thinking they ruin the game for everyone else. Most of the times, if someone lets go, the game is already ruined beforehand, and this was the reason why that player decided to die. What do you propose to do if the game is literally hopeless? If you see two Claudettes hiding in the corner of the map right from the start and doing nothing? If a Meg blows every skillcheck? If a Dwight unhooks you right at the killer's face without BT? If you are being camped with no hope of getting rescued? If you play against the iri head huntress? The game is lost already, nothing changes if you die on hook. In sport-like games like chess there is always the option to surrender. Moreover, in Chess etiquette prolonging an obviously lost game is considered bad manners. So how do you give up in DbD? There is literally no rational reason to remain in the trial: you won't stop the killer from snowballing your potato team. Prolonging the game in this case is just making the suffering longer.
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@IronWill said:
You need to start the lunge before the pallet drop animation starts - but that depends heavily on your own ping. In DBD that means the worse your ping as killer is, the higher the chance you will hit while also getting stunned.
It works best when you LOS around a wall and just lunge around the wall to where the pallet and survivor are.
Yeah, I tried lunging before they do anything - at best I just hit the wood, otherwise I just get the stun without a hit. I always play with green ping though. It's strange considering that every killer I play against almost always hits me successfully when I try to camp a pallet, without breaking LoS. Could it be that HEX:WiFi + HEX:VPN killers just got used to always lunging (and always hit) while those without these two meta perks just adapted to never test their luck and just respect all the camped pallets?
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It would be better to see these stats separated for solo survivors and for SWFs. That would be really interesting.
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Having ways of being selfish is part of the game design. If you look more closely, you will see that this competitive aspect between the survivors is everywhere. Survivors have to compete for unhooks, for chests, for totems. They actually can compete for their time being alive in the trial: they may intentionally lead the killer to the gens so that the killer gets off them. I myself did this when I didn't feel like being chased at the moment. The hatch is yet another limited resource they have to compete for.
It's not a purely cooperative game if you play with random people, and it's like this by design. The hatch gives an additional dilemma to the last survivor: "will I be an ######### and camp the hatch or do I go for a risky save?" It's not only a moral choice, but also a gamble: safe unhooking gives you additional points and emblems, but you risk losing that escape. The same happens with the gates too: sometimes survivors will just rush out not wishing to risk going for the save, especially if they are not sure about NOED. it's part of what makes this game unique and far more interesting and adds more depth to it. The common goal is to fix 5 gens, and if you come to think of it - it's THE ONLY common goal the survivors have: everything else is a resource they have to compete for against each other. Once the gens are done or if it's not possible anymore - the common goal is gone, and everyone is for himself, unless they decide to be heroes (and risk for some extra points).
Also, if you are looking at it from a purely cooperative point of view, it's a common practice to give the hatch to the last survivor by dying on hook, if there are still gens to do. It's virtually impossible for 2 survivors to do a gen and then for both of them escape, and prolonging the game by struggling just gives the killer more chances to get 4k instead of 3k. Going for the unhook in such a situation is also risky and most of the times it just ends with 4k since now the killer knows where both of you are. If you are working for the common goal to stop the killer getting his 4k and additional points, you should let go and give the other survivor the hatch. That's exactly what I and most other good survivors do. Yes, it sucks to be the one on the hook, but in the next game you can be the one at the hatch and your teammate will give it to you, that's how karma is supposed to work.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1850518#Comment_1850518
Blight, Nurse, Deathslinger and Pyramid Head all couldn't care less about DS and they'll usually just eat it and down the survivor in the next 10 seconds. Or in PH's case, send them to a cage.
And you still can't rescue a survivor from a facecamping Leatherface unless the killer messes up really hard.
You just rush the hook with your mates on comms, and approach from both directions. Since he can't 99 his chainsaw, he will have to fill the bar first. While he is revving his saw, you can complete the animation of the unhook, even if you get hit while at it. And if he is revving, you just wait for his tantrum bar to fill, and then he will be unable to do anything for the next several seconds. At worst he will somehow down both the unhooked and the saver, but the unhooked one has his 60 seconds of immortality with him, so it's the usual trade you can do with every other camping killer. You can actually do the same without comms, it just takes two survivors to approach the hook, so that if he starts chasing you, the other one can do the unhook.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1850856#Comment_1850856
Thats actually pretty easy to explain. Most people work/study during office hours and only start to play after they get home.
It doesn't explain why there is shortage of killers in the night while during the daytime there is shortage of survivors. It's like most killers don't have to work and are free to play during the daytime, but then survivors return from work while the killers go to bed, so that the surplus of killers suddenly turns into the surplus of survivors for the night. Also the fact the the period of instant survivor lobbies is much longer than the period of instant killer lobbies (which starts at ~9pm end ends at ~5am) shows that there is a huge surplus of killers in general.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1850856#Comment_1850856
I'm on NA Xbox and I always get instant Killer queue's but Survivor queue's that take 15+ minutes.
Lucky you then. I'm on PC in Eastern Europe. I have to play solo queue survivors most of the times because I hate waiting for a match. Otherwise I would be mainly playing killer. Could you please ship some of those survivors here? Or take some of our killers with you? (preferably me)
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Actually, if 80% of players played survivors and only 20% played killers, that would give a perfect equilibrium for the lobby queues, since one game takes 4 survivors and 1 killer.
Right now the killer lobby queue can take from 2 to 15 minutes in the afternoon with instant survivor queues, so that means there are not enough survivors for all the killers in the daytime. In the evening and night the situation changes to the opposite. I have no idea why it's like this, but it's annoying sometimes that I have to wait for ~21 pm to play the Killer with short queue times.
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@SaintDorks said:
https://forum.deadbydaylight.com/en/discussion/comment/1850835#Comment_1850835
Then, I want extra blood points.
Because,that is bullshit
Also, they are PC..and they seem to know what Killer I am using..every ######### time
Extra BPs for unfair matchmaking would be a good idea, but it would be even better if they rewarded the killer with bonus BP for playing against SWFs. Like so:
One 2-man party = +25% bp
Two 2-man parties = +50% bp
3-man party = +75% bp
4-man party = +100% bp
Then people would be less mad about playing an unfair game and would rarely dodge a lobby with SWFs. SWFs are far more game-breaking than playing against red ranks for new players.
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@MadLordJack said:
Hook suicides are the reason the DC penalty makes no sense. Seriously, its like a DC but they ge tto keep their BP. And the excuse is that it's thematic because the survivor is giving up, but... Isn't that what DCing is?
So... Can we have a suicide penalty?
This all does not address the problem, it addresses the consequences of the problem. People used to DC because the game was broken sometimes, not because they just wanted to screw their teammates. They implemented the DC penalty without doing anything with the actual reasons why people DC'd in the first place, so unfortunate solo survivors started to just let go on hook instead, because the reasons why there is sometimes no point in continuing the trial are still there. So what do you think is gonna happen if you somehow implement a "suicide penatly"? People will suddenly start to play a trial they see no actual reason to play? They will just run at the killer after every unhook or go AFK if the killer respects DS. Then what? A "penalty for being AFK"?
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@[Deleted User] said:
Noed being not a hex perk anymore....yeah right lol. Yeah this is just someone's joke/guesstimations I imagine.
Can you imagine dear god......
Then again, I wouldn't put it past BHVR to be like "WELL NO ONE USES IT SO IT MUST BE TOO WEAK" no we don't use it cause we don't want it bogging us down and we feel gross for using it. HAha.
But yeah, this is just someone having some fun.
NOED is actually used a lot at lower rank, especially by killers who intend to play toxic and camp the whole game, so that it gives them a chance to get more than 1 kill in the end. If BHVR used reasoning like this, the Monstrous Shrine would be the first to receive a buff (and BBQ to receive a nerf, since it's literally 2 god-tier perks in one).
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It looks like a meme. Too many of sweet killer dreams coming true, it's just too good to be true.
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@Steel_Eyed said:
I guess this is hit validation screwing killers out of hits, but my internet is good. I just checked fast.com and its over 180 Mbs. What is going on today?
As the popular experience tells, the worse a connection you have as the killer - the better. If you turn on VPN, connect via Wi-Fi and somehow overload your bandwidth to increase your ping, you will land hits from several meters away, especially after vaulting animations. That's just how the netcode and specifically hit validation of DbD currently works. So no surprise here that a good connection makes it harder to hit in this game.
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@HollowsGrief said:
[Insert Name Here] - On a CD (80s) when you would medium vault, quick vault instead (works from any angle.)
Better yet: whenever you complete a fast vault and the killer lunges at you, you are immune to his Wi-Fi hit for a brief second.
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So what is your point then? Nobody argues with the fact that solo survivor experience is a hellish punishment for sinners. As you said yourself, killers complain about SWF, not about solos. The game against solo survivors and the game against SWFs are two completely different games indeed.
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They actually nerfed him last year. Now it's much harder to facecamp with him since you can't 99% your chainsaw permanently anymore. So now his facecamping can be countered the same way as facecamping from any other killer. And he has nothing to help him tunneling, because nobody can counter DS in this game.
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The core of the problem is not the gens, it's the SWF. You can nerf survivors as much as you wish, but that will only make the game miserable for solo survivors, which is miserable enough already. SWFs with comms will always find mindblowing ways to exploit and abuse the game, you can't balance the game solely around them.
The main reason why SWFs fix gens so quickly is efficient time spending, which they have because they always know what the killer and every one of them is doing each moment. They don't have to hesitate while in the terror radius, they don't waste time rushing the hook when only one player can go for the save, they always know what progress each gen on the map has.The ability to coordinate their actions makes them unstoppable in chases too, so it's even harder to apply pressure when it takes longer than a minute to catch a SWF looper.
You can try playing solo survivor and you will never see a genrush, if the killer is not rank 20, of course. It literally takes two times longer to do gens for 4 solo survivors than for a 4-man sweat squad. So if you want to fix gens properly - make SWF a separate game mode with specific rules.