Kaelum
Kaelum
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- Kaelum
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@Gardenia ALWAYS buy one of the perks on every Bloodweb, whether you want one of them, or not. If you fail to buy a perk, you just wasted all of the BP that you spent on that web, as the perk(s) WILL show up again. If you want to spend the least amount of BP per Bloodweb, then you should also be taking the shortest/cheapest route to the perk that you intend to purchase, before going in any other direction. Then, learn how the Entity moves, and you can let the Entity take out entire chunks of the Bloodweb.
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@Yohan said:
https://forum.deadbydaylight.com/en/discussion/comment/524290#Comment_524290
Well for a long time I never found any Survivor Rituals, so I thought it's only for killers; since then I stopped taking a look at the rituals, but instead close the tab.
Maybe I should start looking at them again.
If you don’t complete the daily and don’t close it, it will stay on your list forever. Nothing will replace it, as long as it is on the list.
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For those spouting out BHVR provided statistics, you are forgetting that they exclude all games that have any DCs, thus the statistics are useless. They are also faulty, as there is overlap. For example, 2 singles and 1 duo are in those statistics, boosting both the solo and duo stats. The person who collected those numbers is definitely not a statistician.
The DCs alone cause the 4 man SWF matches to be underrepresented. 3 and 4 man SWF groups are much more likely to DC in order to give a remaining survivor the hatch, and those matches are excluded from the provided statistics.
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It is actually broken on the PTB as well. In fact, it’s worse on the PTB than it was ever in the past, and it doesn’t only affect diagonals. Just moving forward is slow too. There is also a weird delay in movement now. I was getting stuck on things and had trouble moving, as the delay was really making things difficult.
I bought the PC version when it was only a few bucks 2 months ago, just so that I could play the PTB. I normally play on the PS4. If what is on the PTB makes it to the next release, it’s going to be hell playing with a controller.
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Could you add an after game bonus BP & XP balance modifier, to the side (killer or survivor) that is deficient in players? For example, when there aren’t enough killers, give killers a bonus modifier in proportion to the disparity between the number of killers playing and the number of survivors playing. The same for when there aren’t enough survivors. This might help balance out the sides.
P.S. Adding a meter bar to the main screen showing the current status (too many killers-balanced-too many survivors), would be nice as well.
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Can you elaborate more on the Matchmaking changes? Like will there be an option to match based on latency, or rank? While both matter, latency is by far more important to me, but should not be exclusive. Anything over 140ms, and I leave, no matter what.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/504032#Comment_504032
You can't derank past 15.
That was recently changed to 16 in the last emblem system change, excluding rank reset of course, which can take you back to 20.
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@AshleyWB the only down side is that it requires a cable to be run, which no one should consider bad. WiFi on the other hand is ALWAYS unstable, no matter how good your connection is. I’ve run tests on some of the best Cisco Air Ports, and even they will lose packets, that need to be retried. It’s the retry that causes the severe latency, which can be as bad as a satellite connection (~1,000ms). A single retry will add a minimum of 100ms to your latency, and multiples easily jumps to over 300ms.
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@BoredByDaylight before picking up the survivor, make sure that there aren’t other survivors nearby, and check for additional nearby hooks. If there are nearby survivors, give ‘em a smack, and they will most likely run away. If see more than 1 survivor near a hook after you’ve picked up the survivor, go to another hook. Very rarely will you have a survivor take 2 hits to body block a hook if they don’t have MoM up, as they’ll be swapping themselves for the survivor that you are carrying. And, don’t get greedy trying to down more of them. Leaving the survivor on the ground for too long, never ends in your favor.
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I believe that the devs have stated that they can’t tell the difference, which would be accurate in the majority of cases, so it is considered a disconnect. However, the threshold is high enough to prevent legitimate crashes from triggering a ban.
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@Peanits is his chainsaw sound (from the POV as the killer) ever going to be fixed? It was broken in the first release of Legion, and has been broken ever since.
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@Ihatelife that would be my guess to, and survivors experience the same downsides that they currently do while in the Dream State. However, I have a feeling that the tracking might have be taken away, as it could make him too powerful when combined with hitting those who are not in the Dream State. They would also have go take into account the EGC changes, which is where Freddy was both the weakest, and most powerful (perks). The perks were nerfed, but what about the Dream State itself?
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There is one thing that we can almost be 100% certain about, Freddy is no longer invisible. They stated that his invisibility was one of the most complained about issues. As for the rest, it looks very interesting. Sort of a hybrid of what he currently is, and a Daylighter.
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@goodjobsofar no, you would need at least 1 person to help you. However, the maps are randomly generated through a procedural generation system. They all have certain basic features, but it’s highly unlikely that you’ll ever be on the same generated map more than once. The tiles even rotate, not to mention the windows and doors changing.
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@legion_main said:
I like how the doctor is sticking his finger in the outlet
...to pop a pig. :)
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@SmokePotion I think that you are reading a little to much into that quote. In the dev stream they did talk about the sound issues, and the dev post discussed how complicated their management of sounds has become. With all of that being said, it is going to take a minimum of 1 month to fix the issues, and that’s after they fix their management of the processes. To be perfectly honest, I wouldn’t expect any significant fixes until the dedicated servers go live.
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@SlinkyJinky said:
All I can say is [ Borrowed Time ] better bloody trigger MoM pip progression post nerf otherwise what's the point of taking it if your supposed to put yourself in front of the Killer to protect your allies while rescuing.
And before this nerf goes live fix Killers being able to abuse Sneak Attacks to bypass triggering MoM pip progression. In fact make it so EVERY type of M1 hit triggers it or the perk just becomes so situational it's not worth taking.
As a 'nice to have' if you've progressed MoM to rank 3 the next M2 (or one shot M1 hit) that would have downed you gets absorbed.
Truly think about what you are asking. You are given BT by another player to safely get away, and you are asking that if you do get hit, to have it give you a MoM token? Can’t you see how imbalanced that would be? I’m sorry, but even a beginner can see that that would be ridiculously OP. You taking a free hit should not contribute to allowing you to take another free hit.
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@Ghostul is correct. Killers were using the timers to help them tunnel survivors. If you see a timer is low, you can use that information to your advantage. If you see a timer stop, you might be near that survivor (like Whispers). They want Frenzy to get you that first hit, and to create some kind of map pressure.
However, smart survivors who spread out and run in a straight line away from Legion while he’s in Frenzy, eliminate the multi-hit ability of Frenzy, weakening it to a speed limiter chainsaw that can only put 1 survivor into the injured state. Legion isn’t bad, he’s just a basic M1 killer now, that can’t truly compete at the higher ranks.
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@Peanits or, once the EGC has been triggered, all survivors are given a Special Unlimited Unbreakable. Once a survivor recovers from the dying state to the injured state, and the killer is within 48m of the survivor, the killer is teleported to a point on the map that is more than 48m from the survivor and a new chase begins. You could even have the EGC trigger if all survivors are either hooked, or in the dying state, triggering this Special Unlimited Unbreakable. This could end all full out slugfests. For the sadistic killers who want a real challenge, this would give them one.
EDIT: Once everyone is hooked or dying, a 30 second timer begins. When it reaches 0, the EGC is triggered. Hooking a survivor resets the timer to 30 seconds. If anyone Kobes, uses Deliverance, No Mither, or Unbreakable, the timer resets and stops. Once the EGC begins due to these conditions, the killer is immediately given credit for the 4K, and the map becomes a play land for 2-4 minutes. The extra time could allow the killer to at least safety pip, as well as the survivors, and allow everyone to gain more BP.
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With Ghostface here I think its time the devs start thinkong about getting Jason in the game.
I don’t think that you’ve been following the legal case. The appeal was refiled, and it will be 2-4 years before it goes to court. Nothing will change before the case goes to trial, and additional filings after that could go on for years. For now, Friday the 13th is not a viable franchise.
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@SnakeSound222 I wish that I was, but there aren’t any survivor footstep sounds at all. There might be echos of footsteps on the metal grids, but not the footsteps themselves. I was playing on PC today and had 3 killer dailies. Not once did I hear a footstep in any of those matches. I normally play on PS4 and only got the PC version for PTB access. Plus, Monitor & Abuse is on the shrine, so I’m getting it for my Hag. :)
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@NuclearBurrito that’s possible. I haven’t played killer since patch day because of this, and I didn’t have anyone running up there when I had that map once. Not even The Game had and footstep sounds, and I had my volume up as loud as I could tollerate.
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If there is an Obsession perk in play, any survivor can now be the Obsession. It doesn’t matter if you are running an Obsession perk or not, you can be the Obsession. If you are running an Obsession perk, your chance of being the Obsession is increased, but not guaranteed, even if you are the only player running one. This was done to prevent the killer from knowing who is running and Obsession perk.
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Seriously, I was playing a few Spirit games with my normal settings, and everything was a lot quieter than usual. The injured sounds, footsteps.
There are actually no footstep sounds at all now, other than your own.
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@bendermac said:
Aari_Piggy66 got it 👍
seams these days making a joke it's really hard for people to understand 🤷♂️
If you honestly think that that was even close to being a joke, don’t quit your day job. You won’t last in the business. Your supposed play on words was piss poor at best.
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Ghost Face was 2 different high school kids. 1 tall and thin (Matthew Lillard), the other shorter and more stocky (Skeet Ulrich). So this design is somewhat a combination of the 2. I seriously doubt that Dimension Films would license anything to BHVR, which is why Pin Head, and several others, will never be in the game. As others have stated, it also explains why only the name and mask are similar, not the actual cloak. The ONLY reason that we have Halloween, is because Dimension Films sold the Halloween franchise back in 2015.
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Hell no. I’m not going to spend even a penny on this crappy game, until they fix the bugs. No footstep sounds at all? Are you freakin’ kidding? Both the devs and QA must be absolutely deaf in order for this to have gone out. Pitiful
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The PS4 and Xbox have voice comms built into them. Steam, has voice & text built into it as well. It may be slightly more difficult on Steam than it is on console, but voice comms on PC already exist. I play on PS4, and we always use party chat when I play with friends, usually a duo.
A friend and I also bought the game on PC last month, solely for PTB access, and we used the built-in Steam comms while be played on both the live servers, and the PTB. I don’t understand why PC survivors don’t use the Steam comms. They are there, and they work very well. Plus, you have a text chat backup, should something go wrong with the voice chat.
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@jackkn12 get, and use, Monitor & Abuse on your Hag ASAP. You’ll thank me once you do. ;)
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It used to either cause the game to crash, or you to DC, but that was fixed a long time ago. As the others have said, they may he trying to get your attention to waste your time. Don’t play their game, play your own. If there is more than one nearby, hit them both, and then go after the weaker one.
I just had such a game, where they also liked to body block me, thinking that I didn’t know what they were doing. I’d just hit them until they were all wounded, and pick one to down. They got 2 gens done, but I got 31,900 points with the 4K. Just missed the perfect game by one hook. :(
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I have a feeling that BHVR was initially trying to fix the Legion chase scenarios by somehow reworking chase, as the chase mechanic did change in a patch after Legion was released, and this bug started happening at the same time. As others have stated, you can sometimes hear the chase drop for just a moment and resume, while you are in an active chase.
However, there are matches where the entity blockers always work, and matches where they stop working at some point, and don’t work for the rest of the match. The bug also affects Bamboozle, which is not based on the chase mechanic, and should block all survivors regardless of being in a chase. The best thing to do in most cases, is to just move on to another survivor, and get the entity block looper later.
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DCing is only a temporary ban. On your 3rd temporary ban, it becomes a permanent ban. I actually prefer the Salt Mines approach, along with those in the Salt Mines not being able to participate in public events.
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When DCing is as bad as it currently is, banning does absolutely nothing to end the intentional DCing, but it does very quickly lead to the collapse of the game. The Salt Mines curbs DCing in its tracks. People who don’t DC get to play with others who don’t DC, or only DC due to hardware/software issues that fall below the threshold. Those that exceed the DC threshold are forced to play amongst each other, until they are able to prove that they can behave properly, or have fixed their hardware issue(s).
BHVR knows the numbers. How many of the players that leave the game received any ban, or were about to receive a ban?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/447904#Comment_447904
Do you have any proof of this, like a developer statement, or just a gut feeling?
Back when the devs were doing live streams every week, they mentioned it a few times, as a way to help with queue times. However, it barely makes a dent in the issue.
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For those who have exceeded the threshold for a DC ban, BHVR should ban then for the entire double BP event. If that doesn't dissuade them from DCing, nothing will.
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They are partially random. The factor that isn't random is whether it is for killer, or survivor. When there are not enough killers playing, the algorithm is biased towards killer rituals, and when there are too many killers, they are biased towards survivor rituals. Other than that, they are completely random.
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For one, the devs and the QA team have no idea how to play the game, so they don’t know how to test it. When playing LF, you don’t hear the chainsaw at all, after it initially revs. On top of that, the rev bar is not accurate, so even when it shows full, it actually isn’t. This has been in the game for 6 months, with no acknowledgement from anyone at BHVR.
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@DirtWeasel said:
Simple, put a second entrance in. Slap a pallet or two up. Problem solved.
You obviously know nothing about the game, if you think that is even a consideration.
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One thing that I’ve noticed is that everyone is referring to all employees at BHVR as devs. That obviously is not the case. For the most part, the people that we see, fall into the following 4 categories:
- Developers
- Game Designers
- UI Designers (i.e. graphics and assets)
- Community Support
While watching game play from people in each of the above groups, it is rather apparent that only the Community Support team has members who are in any way good at playing the game. not_QUEEN is probably the best overall, with those in the Developer group being the worst. The Game Designers have the most influence in direction, out of all 4 groups, and the developers would be second. Community Support has virtually no influence at all, and can only bring up issues presented by us, the players.
This is ass-backwards when compared to other game development companies. Typically it is the development team that has the best players, as this team also includes the QA Testers, who would normally compete against the developers. Since the development team is so bad at playing the game, they can only make decisions based on calculations and empirical fact. Actual game play is rarely considered, as they don’t have any idea of how their own game can be played.
As long as people who have no idea of how to play the game are making the decisions, nothing is going to change. Their bean counters will crunch the numbers, and they will milk every last penny out of the game, until it runs dry. They won’t fix anything that doesn’t cut into the bottom line. If you pay money for any DLC or cosmetics, you are telling BHVR that you agree with every decision that they make.
Something to ponder....
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According to the devs, holding the game hostage requires that the player is unable to do anything for 10 minutes. The devs have also stated that the basement is a dangerous place, and that body blocking the stairs is intended game play, as long as they don’t break the 10 minute hostage rule. Therefore; if you are not intelligent enough to not get caught in the basement once the End Game Collapse has engaged, then is it entirely your fault and props to the killer for being able to watch the Entity spike your hearts out.
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@Sythalin said:
Um, I stopped reading at "survivors were hosting" on a thread with "dedicated servers" in the title.
Player hosting = P2P networking
Dedicated servers =/= P2P networking
So which are you actually bitching about again, because you clearly have no idea what you're actually talking about.
FYI, you have absolutely no idea how dedicated servers work, nor do you have any idea of how KYF currently works. Dedicated servers will work almost exactly like KYF does, when the Spectator is hosting the match. The Spectator is performing the exact same function that a dedicated server will. The experience of both the killer and survivors in this example, will be the same as on dedicated servers.
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The persisting sound issues (we are on our 6 month straight w/o fixes), MoM, and the severely broken hit-boxes, have forced most of my friends who play DbD to move on. I picked up the PC version (which is a train wreck) when it was on sale a couple weeks ago, just for the PTB, but the PTB is using a snapshot from before I started playing, so I won’t be playing on it. With Days Gone being released this Friday, I won’t be playing DbD on the PS4 very much either.
This game relies on sound and visual effects to be played. If any of them are broken, the game is broken. I have been a software engineer for over 40 years, and this prototype (it is not a finished product) is a sad excuse for a product. They keep adding killers, survivors, perks, and cosmetics, w/o fixing the core issues of the game. In doing so, they lose as many players as they gain, which inevitably leads to a player base collapse (PBC (TM)).
When the dedicated servers become a part of the PTB tomorrow, 99% of those who thought that they would be a godsend, will be crying their eyes out. Unless you have played a MMORPG in the past, or F13, you have no idea how dedicated servers are going to impact the game. Rubber banding, phantom hits, and a new perception of lagg, will change everything. At least I’ll be having fun with Days Gone during the Fall-Out (R).
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@Arroz read the Dedicated Servers section:
https://forum.deadbydaylight.com/en/discussion/57097/developer-update-april-2019
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@Arroz they already announced that the PTB will be testing the new dedicated servers.
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The Salt Mines!
Friday The 13th The Game is terrible, but they did get one thing right, The Salt Mines. Players who DC (more than ~4 times in ~3 hours) are put into the Salt Mines, and can only play with others in the Salt Mines. To get out of the Salt Mines, you can’t DC at all for a certain period of time (~2 weeks), or a certain number of games in a row (~50 games). These are sliding windows, so if you DC once, you have to start all over again.
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If the purpose of the “Deep Wound” effect is solely to slow the game down, it fails when survivors don’t feel that there is a need to fully heal themselves. There needs to be a reason that forces survivors to heal themselves to full, after being put into the mend state.
Once a survivor has fully mended, why not make them “Exposed”, until they are fully healed or downed? While “Exposed”, any hit, including a “Frenzy” attack, should down the survivor. This would force survivors to heal to full, and not overpower “Frenzy”, as the survivor must be able to fully mend before a second “Frenzy” attack can do damage.
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I think there is one QOL over-site in regards to the Collapse Timer slowing when a survivor is hooked or in the dying state. If there aren’t any standing survivors, shouldn’t the timer proceed at normal speed?
if it doesn’t, then The Collapse will be agonizingly slow, and the bleedout timers will most likely end before The Collapse does. If someone Kobes, has Unbreakable up, or is running No Mither, once they are up and in control of their character, then the timer should slow if there are others that are still hooked or in the dying state.
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@MasonMyers69 when are they DCing? Is it prior to the match starting? Or after the match has started?
Prior to the match starting, there are 2 valid reasons for disconnects: 1) The game crashed. 2) They actually left before the offerings page due to an extremely high latency, which you won’t see until the match starts. If you are consistently seeing this, it may be your Internet connection.
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There is now an in-game notice telling you exactly what not to do.
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To those saying otherwise, there is absolutely nothing in the video stating that the exits are powered once the hatch is closed. It may be true, but it is not stated in the video. You can watch it as many times as you like, specifically the 0:30 through 0:40 segment, but it doesn’t say what many of you are assuming.