Kamikazi
Kamikazi
About
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- Kamikazi
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Comments
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Looks like you intentionally glitched into the chest's mesh, which allowed you to climb above the chest, and then you could fall behind the chest.
I accidentally ran in through the mesh on the temple and had to back out of it to get out of being stuck inside it's mesh. Like seemlessly attempting to pull a knife out of a cake after slicing that first slice. It took me a few seconds to get out of being trapped.
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If its tied to your account, perhaps contacting customer service and they could fix the problem?
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If you are running into puddles or something else, this would be normal game play. Its hard to determine when there is no video replay.
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It seems to me that when the killer uses an exhaustion perk, such as the Demogorgon's perk when you are working on a generator of less than 50% completion, that then you suffer from exhaustion for 1-3 seconds, which seems to be intended to stop someone from sprinting away instantly as soon as the Demogorgon arrives. If in this state of exhaustion, and having pressed the button to crouch before being in this strange state of exhaustion, you then are forced to crouch until you hit crouch again (possibly rapidly).
I dont like it, and it doesnt seem to be how the perk is supposed to work.
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You need to be hooked at least once, and go through 2x hook stages. Due to the game changing back around January from having 3 escape attempts to 2 escape attempts, it may be hard to word if its 2x or 3x hook stages. Its easier and lazier to not clarify which hook state is actually required, but instead to mention the next hook state would complete the sacrifice.
I carefully read the wording and understood exactly what was required and completed this within a few trials by not playing so hard when I could see we were about to win. My team mates rescued me off the hook and I got the achievement fine. If they rescue you within 1 second each time, you will require 3 hooks. If they let you sit for 5-10 seconds on the hook each time, you will need to be hooked 2x. If they wait till you enter the struggle phase, you are done and just need to survive by exiting the match safely.
Easiest way to state this is that you must enter the struggle phase and escape.
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I'm thinking its a hack salty players are using to spoil a match they didnt like. I get disconnected from steam after I beat some survivors up too hard, right before I end of the last survivor.
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Someone else reported this here:
https://forum.deadbydaylight.com/en/discussion/157710/survivor-injured-sounds#latest
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Someone else reported this here:
https://forum.deadbydaylight.com/en/discussion/157616/iron-will-bug#latest
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If you report the exploiter during the after game lobby, the devs have enough info to process it. (I'm pretty sure.)
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Perhaps you need to be on the same level of the map?
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I had this same issue. I decided to change the order of my perks, and move a couple characters/survivors to the right, then left back to the character I wanted to play, and I finally got it during the next round, after 2 failed matches previously. When I finally got it, I only fell down a little hill mound which normally has a hook on it.
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100% more means that it doubles the chances, not that it pushes something over 100% total. Its a weird one to explain, but here goes.
If the chances of being obsession was 80 points for each survivor, then it would add 100% of 80 more than it was. 80+80=160. Essentially doubling it. (I chose 80 due to it being a easily divided number, but also to match the same charges as a generator.) (A Generator requires 80 Charges to be completed.)
This would mean that Survivor A would have 160 chances, and the other 3 survivors would have 80 chances still. For a total of 400. Another way of stating it would be 160/400 chances total, or 2/5, or 40%.
In scenario 2 it could mean the survivors with reduced chances could have 0 chances. Lets say 3 survivors have 0, and one has 160. But... before we go any further, op states that survivor A is less likely to be the obsession, so we'll just stop cause he states thats not what happens. Also, if all survivors had a ring it would be 0,0,0,0 chances for a total of 0/0 chances for anyone to be the obsession, which might be trumped by the killer's obsession perk and activated anyway. But op already states its not working like that.
Lets try something SIMILAR to what Kind_Lemon mentioned.
@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1240539#Comment_1240539
wut? Efficiency doesn't equal chance. Obsession perks shouldn't have anything to do with charge efficiency. Chance and efficiency are completely different stats...
What I'm assuming the wedding ring actually does is increase every other survivor's chance to be an Obsession rather than decreasing the survivor's own chances (leaving the survivor using the ring at 0% chance).
P.S. Regarding your comment about maps, the map modifier for green offerings is 9999. (yellow is 2, and brown is 1).
In his idea, Kind_Lemon states that perhaps the ring doesn't reduce the survivor's chance, but raises other survivor's chances of becoming the obsession. This could mean that Survivor A gets 160+80 [the 80 comes from Surv D's Ring], Survivor B gets 80+80, Surv C gets 80+80, and Surivor D gets just 80. 340, 160, 160, 80 = 740 totaled. This certainly throws a wrench in against 'wanting' to be the obsession with Object of Obsession. It could give chances as follows: Surv A 3/8 chances, Surv B 2/8 chances, Surv C 2/8 chances, Surv D 1/8 chance.
If we take op's scenario 2, where survivor B,C,D each have rings, this works out correctly as well.
Survivor A equips Object of Obsession: (80 base chance +80 obsession chance) +80 from ring 1, +80 ring 2, +80 ring 3 = 80x5=400. (45%)
Survivors B: (80 base chance, -80 from ring1) +80 from ring 2, +80 from ring 3 = 80x2=160. (18%)
Survivors C: (80 base chance, -80 from ring2) +80 from ring 1, +80 from ring 3 = 80x2=160. (18%)
Survivors D: (80 base chance, -80 from ring3) +80 from ring 1, +80 from ring 2 = 80x2=160. (18%)
880 Total Chances. (Total of 99%s, which is why percentages cant be used in these calculations.)
(Interesting to note that if I had chosen 5% each in my original calculation in post 3, this would have been the same numbers! I was thinking 3-5 due to that being normal for most other perks and tools which I had been looking at, but thought 5% was too much.)
Here's more specific info on why this has got to be correct:
https://deadbydaylight.gamepedia.com/ObsessionOn the above link, it states: "Currently, any Unlockable stating that it either increases or decreases one's chance to become the Obsession will do so by a modifier value of 100 %."
Note that it doesnt state 100% and -100%. And we already proved it can't and doesn't zero out the ring holder's obsession chances, agreeing with ops remarks.
https://deadbydaylight.gamepedia.com/Sole_SurvivorIn the above link, it states: "If you're the only Survivor with an Obsession Perk, then become the Obsession." This is a true or false statement, either they are the Obsession, or more code runs.
The same link also states: "If multiple Survivors have an Obsession Perk, then the Obsession will be chosen randomly among the Perk holders." Which would mean that Kind_Lemon could be correct that the Ring gives everyone else 100% 'more'.
https://deadbydaylight.gamepedia.com/For_the_PeopleThis perk seems to provide more answers: "You become the Obsession." Just like the other Obsession 'Perks', its a true/false statement. If there are no other Obsession Perked survivors, you are the obsession. But if there are more obsession perk survivors, then run more code to choose the obsession.
The link also states: "Decreases your chances of being the Obsession." Which would mean that if there are other survivors with Obsession chances (From perks or rings), then give those other survivors more chances at becoming the obsession, thereby reducing this survivor's chances. Got to wonder how this one stacks when paired with other Obsession Perks.
Now I want to throw another wrench into the works, that calculations could also come from how they add together add ons... or stacks. A flashlight uses its add ons in order from left to right, making the first add on affect the flashlight, and the second add on affect the first add on. It stacks. Therefore, IF IT STACKS, Survivor A's obsession chances could be messed up [reduced/raised] depending on if they were First or After the Survivor D whom had the Ring. (I know, stacking is a really messy thought.) (Stacking seems to imply multiplication.)
If the Perk "For the People" was first, 2nd, 3rd, or 4th in the survivor's perk list, and then stack that on top of if they were first in the lobby/load order, versus 2nd, 3rd, 4th. (From the wording on the wiki, it doesn't seem to matter of the killer's perks if a survivor is using any Obsession Perks at all.) (Obsession seems to imply true/false, or additive. I'm not sure which, or both.)
In conclusion, if my summary of all our guess work is correct, this would not be a bug.
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Omg... I posted this huge explanation and all the notes to come to the conclusion... and it got wiped out after posting it somehow.
An ultra quick summary is that, if only one surv has an obsession perk, then its a true/false statement that they are true to be the Obsession. If there are multiple survs with obsession perks, one is chosen randomly between those obsession survs.
It would seem that Kind_Lemon is correct, that the Ring gives other survivors more chances and might not remove chances from the ring bearer.
If each survivor with an obsession perk gets 1 chance plus a chance from the obsession perk, and the ring bearers give each of the other survivors an additional chance, it works out mathematically to be in accordance with op's observations.
Scenario F: Everyone gets 1 chance, plus 1 chance for having an obsession perk, plus 1 chance per ring from other survivors, for a total of 5 chances. In op's scenario 2 this works out to 45% for Surv A, and 18% for each of the 3 ring bearers.
Surv A= (1+1)+1+1+1=5 (or 45%)
Surv B,C,D=(1-1)+1+1=2 (or 18%)
Totaling 11 chances.
Scenario G [Give]: If it were a binary situation, it doesn't work out mathematically. For instance, If there are two ring bearers, and everyone has 1 chance to be the obsession. (This Scenario G doesnt work out if we take into account that For the People both becomes the obsession, but also reduces chances if there are multiple obsession perk survivors.) Due to "For the People" perk reducing your chances, it can't be binary, but additive.
Scenario H: If each ring gave each other survivor 1 more chance to become the obsession, but survivor D was running For the People to reduce a chance.
I'm gonna guess that my Scenario F is the case here, and if so, then this is not a bug.
BUT its still a bug since the perk "For the People" is supposed to reduce its own chances of obsession. Its a bug because if OP is correct, that its just random in an on off system, then For the People doesn't actually reduce its chances, cause its fully random. Although I think OP is questioning the ring's ability to reduce chances of obsession.
(If my other post comes back, I'm deleting my post. This one right here.)
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It might only reduce obsession by 3%, and gain by 3%. Without numbers of percent, we really can't calculate it.
Lets make a guess that its 3% difference for both, and create a scenario:
Survivor A equips Object of Obsession (+ obsession chance) 37%. (25% +3+3+3+3)
Survivors B, C and D equip the wedding ring addon. (- obsession chance) 21%, 21%, 21%. (25% -3 -1)
Its still a great chance difference.
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You've got two sides of the coin.
- The streamer buys the game again, on a new steam account, cause its their target audience.
- The streamer continues to buy stuff on their old account, which the company enjoys.
The important step might seem to block them due to inappropriate behavior. But this doesn't solve the issue of them continuing to do it to others.
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I thought her Lullaby was directly linked to her Lullaby perk.
But she still sings when she is not using that perk.
The song has a greater distance than her heartbeats, which is strange to me.
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If its an intentional design to be allowed to disconnect during match and still retain attendance in game, please tell me how. Also devs should make it more apparent how to do disconnect while remaining in game's chat and spectate abilities. And then of course... why did they implement a disconnect penalty if it is a good thing by designed implementation?
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I've been seeing a lot of lag glitches this weekend.
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Could you post screen shots or a video demonstrating it?
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It would seem to me that the point of the Rift utilization of the DLC was to promote sales of those characters. I was glad to have earned my characters in Rift 2. Although I had intended to use my earned points to purchase other characters, I was slightly upset in having to be forced to use those points on Rift 2 DLC.
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As a killer, I record my matches for personal growth to review afterwards to understand how I can improve and how I failed. Killers are not shown player costumes after the match. I have to look at the lobby screen to visualize the survivor costumes with their names to then correlate the end screen perks, addons, and offerings with their costumes, by using the name to match them up.
As a survivor I was shown how to find the killer's identity anyway. I hadnt used this information, cause I just play for fun in the moment. If I die, I die.
Survivor's still use this information to equip flashlights when they see I am spirit, nurse, wraith, etc. Once they even changed their character at the literal last second to a character which was preloaded with 3 sets of flashlights and party streamers, which I found interesting cause I gained a mass load of blood points when I won!
If you are streaming, that is your own fault. No one forced you to stream. Make your profile private. Make your steam name different than your stream channel. You are protesting that you want to publicize your stream, without publicizing your stream. *Shake my head*
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I almost forgot: If any player disconnects (before or during the match) the killer's add-ons and offerings should be refunded to the killer.
Example 3: If a killer has used a 4 kill mori (or even a 75% bonus to sacrifices), but any one survivor disconnects the match, the killer is cheated out of using their paid for gear! The killer should get both their add-ons back and their offerings. This might detour survivors from disconnecting during the match in mid-game, also. But most importantly, this would not cheat the killer out of their hard earned offerings and add-ons!
Example 4: If a killer uses their purple/green/yellow/brown add-ons, they should not be cheated out of the capability to use them for a full map duration on all 4 survivors.
Example 5: The Killer decides to use add-ons and offerings to heighten their ability to progress through an archive or daily quest. If even one survivor disconnects during the match, this could spell disaster for the killer's achievement.
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My suggestion is that the killer's offerings be REFUNDED to them if ANY SURVIVOR DISCONNECTS. This would keep the killer's reward intact for getting a full 4 survivor mori if the players played dirty. This would also help players decide to play fair, instead of disconnecting to gift the killer all their add-ons and offerings back to them!