Locker_Monster
Locker_Monster
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/636005#Comment_636005
if you don't understand that a survivor stopping for any amount of milliseconds during a chase is beneficial to a killer then I suggest you play more of the game.
Like I said, if you kick a gen and are in a chase, you are bad anyway, unless running PGTW.
if you're in a chase, and a survivor tap a gen and you don't capitalise on that then you're bad.
If you kick a gen, and get big sad because a survivor hid from you and touched it then they're only being rewarded for being stealthy.
The time to kick means nothing, a hit on a survivor is far more valuable than them stopping the regression on a gen, it's not as simple as "he took 3 seconds to kick the gen, but he took 1 less than a second to stop it". If you get a hit because dumb survivors stop mid chase to stop regression than it was more than worth the 3 seconds.
How can you capitalize on an action that's 2-3 times faster than the blink of an eye?
Just stop. The fact that Survivors can gen tap quite literally faster than the blink of an eye by a factor of 2 or 3 is BS and needs to be addressed.
There's no way to 'capitalize' on an event taking place 0.20ths of a second faster than the average human's reaction time.
(The average human's reaction time to visual stimuli is 0.25 seconds, whereas a Survivor can gen tap in 0.05 seconds. This is not factoring in latency)
So again; how do you react to something faster than you can react to it? Because, by this definition, that seems pretty impossible.
But sure, I need to 'play more' to 'capitalize' on an event literally faster than human reaction times. 🤔
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/635994#Comment_635994
If a survivor hides, and you kick a gen but don't find them and you move on, you're never going to know when they got back on that gen.
If you're chasing a survivor, and you kick a gen in their face, and they tap it, it absolutely gives you precious time to catch up.
They stop the Regression IN UNDER A SECOND.
So where's the 'precious time' to catch up on a tap, when said tap takes less than a frame of animation?
That's my whole argument here; Tapping. Takes. No. Time. Almost literally!
It takes 0.05 seconds to tap a generator. That's NO TIME LOST in a chase.
I mean, it is literally time lost, but it's, again, less than a frame of animation. Less than 1/60th of a second.
So, I ask you again; What time is lost in a chase when they can run by a generator and stop a regression without interrupting their sprint animation?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/635988#Comment_635988
It's not an issue though, certainly not something that should be "fixed" by giving all killers overcharge by default.
If you're chasing someone and they tap a gen, they'll stop for a moment, it'll give you more time to gain ground, if you kick the gen several times when the survivor is there, then unfortunately you're a terrible killer and need to learn what to prioritise.
To often I see killers break chase to kick a 10% gen, some people are just bad, this is not a change that is needed at all.
While I don't think overcharge should be base, the problem is that no, it's NOT giving you time to gain ground when a Survivor stops Regression.
It's taking 1/60th of a second to stop a Regressing generator. That in no way makes the Survivor lose ground.
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@Galklife said:
@Locker_Monster well you ignored my arguments about not allowing surv to touch gen but ofc arguments arent for you, you just want "devs i dont like this, change this" even if you will need 0,5 sec you will still cry about that, even if it will take 1sec it will still be less than your precious 3 sec, so maybe after killer kick gen surv cant stop pressing M1 untill its finished? then you will be happy?
it can take 1 second. That's still ONE full second in a chase. It would stop frame-perfect gen taps to prevent regression.
Tapping a chase would fall off as insta-taps could no longer be done, because the Survivor would have to decide if they want to lose time out of a chase.
With it as it is, the Survivor loses NOTHING to tap a gen mid-chase because they can frame-cancel.
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@Galklife said:
well i guess its typical killer main post when youre licking your wounds and im not part of "youre right dirty survs should just stand still and not interact with killers"
because you all talking about what i typed as bait or BS youre telling me you hate to think when to use ability to kick gens xd, bet thinking is hard for some ppl
Dude. You're not going to convince me that a Survivor stopping a Regression with ONE FRAME OF ANIMATION is at all fair, balanced, or NOT an oversight.
Keep in mind, in a 60FPS game, you get 60 frames of animation per second. They are literally tapping a gen in 1 out of 60 frames in a second.
This is an oversight, so go cry your 'Killer main bias' BS elsewhere. The adults are talking real problems.
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@Galklife said:
at 1st who cares about difference between 3 sec and 0,1 sec, if you kicked gen next to surv, its your fault xd, if you kick gen its regresing (its not like in those 0,1 sec its back to where it was before you kicking, unless youre kicking it next to surv which is your fault not game xd) and if you kicked gen, and it regressed for 12sec you got profit out of it xd and its hard for surv to touch gen in 12 sec unless killer will kick it without paying attention to surrounding area, use pop, overcharge (for more value), or brutal for faster kick, or whispers (to know if there is surv nearby)
devs gave killers possibility of kicking gens, killers: "why i have to think when to kick gen"
You completely missed the point.
A survivor should not be able to stop a Regression in the middle of a chase, regardless of how long ago I regressed it or how close a Survivor was.
It's silly that they can basically flick their hip at the Generator and it stops regressing. It's a time investment; what's the point of Regressing if a Survivor can stop that in 1/60th of a second?
What the point in chasing Survivors off a nearly-done Generator when they can tap it in 1/60th of a second in the middle of a fight?
It means the Killer has NO REASON to Regress generators, because they lose 3 seconds and Survivors can stop it in..less than a second.
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@BlueFang said:
Yeah the only way to stop it is to either run overcharge or use Pop Goes The Weasel to punish it, and that's a whole perk slot dedicated to stopping something every survivor can do
Quite frustrating but what can you do. In the case of Weasel it's actually quite beneficial
What we can do is make sure the devs know it's a problem. :)
Seriously, why does it take me 3 seconds to Regress but Survivors 1/60th of a second to stop it?
That's 0.05 seconds.
It takes me SIXTY TIMES LONGER to Regress then generator than it takes a Survivor to undo that work.
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@MrsPiggyIsSoSneaky said:
omg wow it has the words dead............by...........daylight, wow so much confirmation
I could make a book and each chapter would each have those words randomly placed and you would still be "OMG LOOK THIS CONFIRMS IT DNEOINBFIUB"
I think it's more that those three screenshots specifically had those words. Out of every line said in Stranger Things, it's more of a stretch for those lines to randomly have the right words after Netflix announced a partnership with...someone.
Also, no need to crap in peoples cheerio's, mate. Let them have their fun and go be a grump somewhere else. If you don't like it; don't read threads about it.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/635712#Comment_635712
"Automatically recover by 1% once every 5/4/3 seconds up to a total maximum of 20% per time you are downed."
Fixed the original post..Slightly. I won't edit it again so soon, lest I make work for the mods :)
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@NuclearBurrito said:
"you fill 1 HP on the 'Recover' Bar, up to a maximum of 20% of the bar. (Which, I think, is 20HP? I think the bar is basically 100 HP?)"
it's not. Survivors have 2 HP and if you are in the dying state you've lost both of them.
recovering from the dying state requires 32 charges. Normally you recover 1 charge per second and other survivors heal you at 2 charges per second.
I had no real idea how to describe what I meant in the Recovery bar. Whatever it is, you get roughly 10-20% of that. Something not broken.
Also fair enough on your other point.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/635675#Comment_635675
You don't have to be very alert to realize when a Survivor is randomly instant downed from healthy without you having done any setup first.
I get what you're saying but I've seen a number of matches where someone goes 'Why did I down that person in one hit? Were they injured?' or 'Did I down that guy before?' etc.
Add to that that 2 Dwights could be in your match and 1 has No Mither but they LOOK the same..
I do think it's possible to get confused, is all I'm saying. No Mither needs something to make it worth taking.
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@TheGameZpro3 said:
https://forum.deadbydaylight.com/en/discussion/comment/635663#Comment_635663
So, if I remember right the person still looks injured. So either he's not leaving blood trails (an Injured Person not leaving blood trails = No Mither). Or the killer never saw him ever and is just ok with seeing someone he hasn't hit injured for no reason.
Or if I read wrong, and he looks healthy before being hit. then for this... "I bet a ton of Killers will just assume he's not getting healed up instead of assuming it's No Mither." then the killer would just go after him and find out he has no mither. He may not even know it, but if he sees a survivor he'll KILL em.
Basically, they ARE injured, but the HUD does not reflect this injured state until they get hit once.
The Killer also never sees the Broken status effect.
It would take an alert Killer (or be the unlucky first find of the match), to realize the person is injured while the HUD says 'healthy'.
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@HatCreature said:
I know the idea of hiding the No Mither status until the first hit but what if...
You didn't become Broken until the first DOWN? So at the start of the match you can 2 hits and then you go down but from then on you're Broken revealing you're a No Mither.
Hmm..hard to say..Seems good, so long as you still get the 'Injured' stats for other Perks (Like This Is Not Happening), even before you get hit..
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@TheGameZpro3 said:
good idea. I still feel like it'll be useless though since Killers
NEVERleave the No Mither survivor on the floor, since they can always recover. I know they appear healthy at first, but when they discover you, they know just who you really are. Still has tunneling. Also relies on having friends... :,cPersonally, my idea on doing it is where it's a high risk, high reward (like how it kinda is now, with low breathing and no blood, but the trade of being one shot). My idea is where you can remove exhaustion while running but at a slower pace (not working with Vigil). That way it could make is so maybe Killers won't want to tunnel the No Mither Guy just cause he's one shot, but leave because of his looping abilities and potential for multiple sprint bursts
I get what you're saying but I removed the 'Tells' of No Mither. No Broken icon for Killers, and his character icon looks normal for his state (after the first hit).
I bet a ton of Killers will just assume he's not getting healed up instead of assuming it's No Mither.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/635584#Comment_635584
Well I guess I was wrong. Good to know - you learn something new every day.
For future reference; if someone makes a claim, the Burden Of Proof is on the claim-maker.
I could say 'If you down 500 Claudetts, you get a code hidden in the game files for a nude model' and it would be on ME to prove it's real, not on others to disprove my claim by filming 500 Claudett downs and then filming clicking on every game folder.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/635574#Comment_635574
https://forum.deadbydaylight.com/en/discussion/comment/635570#Comment_635570
Okay then I will mark these comments and if you ever make any sort of complaints about anything else in the game I'll just point to this and say "well this is how it does work but you want it to work another way so you are biased".
That's not how a discussion works. You don't shut down the other side by saying "that's how it is deal with it". If someone brings up valid points for why it should be changed address those points. Otherwise no one has the right to ask for anything to be changed. MOM and DS should have been left as they are because that's what the perks say they do, so deal with it. I'm sure you both can see why that's an unhealthy way of discuss the game.
Oh, I believe in discussing changes.
Except tons of people have told you it's a selfish, unbalanced idea, and they have shot down every reason you had to wanting this.
And yet you come around, ignore every sound reasoning as to why White Wars is what it is and should STAY what it is, and claim 'No one has given us any REAL reasons!'
At that point, it stops being a discussion, since you refuse to admit any opposing viewpoints, and just stomp around ignoring everyone who disagrees and claiming 'you're biased' like the OP did.
A discussion goes both ways, but the MOMENT people disagree, you shove them off to the side and pretend they did not say anything, or claim their viewpoints are invalid.
So this stopped being a discussion about 2 pages ago.
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@thesuicidefox said:
Also I want to make a point that, if they don't change it I don't really care. I'm just giving my opinion on the matter and defending my position, which just so happens to fall in line with the OP because it's just dumb that a perk overrides an offerings. You guys keep wanting to compare killer add-ons to this and it's not the same thing. It's PERK < OFFERING. Which is why I bring up a point about DS making you immune to mori. You can be damn sure killer mains would complain about DS if it did that. Offerings should be the penultimate thing in the game, nothing should be able to override them. As of now, Frankie's overrides WW.
The perk is not OVERRIDING the offering.
it's not turning the offering off. It's not PREVENTING the offering from working if you TRIGGER THE OFFERING BY HAVING AN ITEM IN YOUR HAND WHEN YOU FREAKING DIE.
It just so happens the offering only works IF YOU HAVE AN ITEM IN YOUR HAND WHEN YOU FREAKING DIE.
IN YOUR HAND WHEN YOU DIE.
HAND. WHEN. DEAD.
IN YOUR HAND. WHEN DEAD.
NOT ON THE GROUND. IN YOUR HAND.
WHEN YOU DIE, THE ITEM HAS TO BE IN YOUR HAND. THIS IS HOW THE OFFERING WORKS.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/635530#Comment_635530
You are missing the point.
The OP asks for WW to protect from losing your item against Frankie's. You guys are arguing that the offering doesn't say that, which is correct, but that's not what the OP is saying. He is asking for it to be changed.
None of you have given a valid reason why an item should be removed from inventory if the survivor uses a WW against Frankie's. There is no reason. Make the item drop and prevent them from using it? Yes. Remove it from inventory? No.
Also both I and the OP have made some valid points, where you guys just want to shout us down because you outnumber us. That's literally been every post here. Maybe if some of you would acknowledge our position we would stop posting, but you just insist on repeating yourselves as if that's conducive to the discussion.
No, you've made selfish points and ignored every scrap of logic sent your way with unassailible egos that tell you you're right all the time.
And I've not missed the point; the point is White Ward does ONE thing, and you want to change it to cater to you.
I'm sick of the argument and it's clear you and the OP won't listen to anyone but yourselves. Maybe if the people who made the game chime in, you'll finally shut up about a change literally only 2 of you want for no reason than you need something to cater to you.
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@Peanits Can you or another dev come in and end this inane argument, please?
It's getting nowhere and it needs to be ended, and only a dev can put right the opposing views, regardless of which is right or wrong.
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@MegMain98 said:
The only reason people complain about “no counterplay” is they can’t loop her. How do you counterplay a Leatherface? Loop him. Ghostface? Loop him. Myers? Loop him. Doctor? Loop him. Billy? Loop him. Plague? Don’t cleanse and loop her.
Nurse, Spirit, and to an extent Hag aren’t able to be looped which is why you get so many complaints. Spirit and Nurse have the power role in a chase like no other killers do.
By the way, Iron Will isn’t ONLY a counter to Spirit. It is effective against every killer, try it and you’ll never wanna get rid of it.
Also how come all of a sudden Spirit gets complaints? Last year she didn’t get NEARLY as many complaints. It’s almost like people have realized how good is so now I guess we need nerfs.
Spirit is suddenly getting complaints because devs said they will look at Nurse, so now every Survivor looking to easy mode the game is moving to Spirit. After her; Billy. Then Bubba. Then probably Trapper. People will want his traps to glow neon so they don't step in them.
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Just let it die. It's obviously 2 people who just want the game to skew towards Survivors in this aspect and can't admit that their only arguments for it as coming from a Survivor bias.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/635390#Comment_635390
Yea and it shouldn't be that way. If you bring a WW you are doing it to protect your item. That's what it's meant to do. Give me a reason why you need to outright remove the item from a survivors inventory if they use an offering specifically to protect their item.
https://forum.deadbydaylight.com/en/discussion/comment/635398#Comment_635398
Okay then DS should make you immune to moris. I'm sure you would think that's fair since perks should override offerings. If you don't agree that should be a thing then you are a hypocrite.
Perks can be reused. Offering cannot.
WW should protect your item no matter what. It's bad design that it doesn't because not only would you lose an item you waste an offering too.
No, it's not bad design.
It's you being selfish. You decided 'I want to keep my item no matter what' and expect the Devs to agree.
It's selfish & biased in the extreme to claim 'It does not favor me more, so it's bad design'.
White Ward is fine. Stop asking for a heavy buff/a nerf to Franklin's just because you don't want to spend your BP on more items.
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@iBetClaudette said:
Remove the killer's ability to see the lobby players. What's the point of bringing survivor items if a killer will know ahead of time what we are carrying? What a waste
Because the Killer, being the POWER ROLE gets to see what Survivors bring in.
That's kind of how the game works; Killers know, generally who/what they are facing. it worked better before 'teachables', because character = perks, but it still works for items.
Lordy, the buffs some Survivors want.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/634225#Comment_634225
Then it's bad design.
A perk should not override an offering. If someone uses a WW it should protect the item they bring no matter what.
Imagine if DS made you immune to mori. Killers would have an absolute fit.
White Ward ONLY saves your item if you have it IN YOUR HAND while you die.
And even then, it protects whatever item you're holding, NOT exactly what you came in with.
Came with with White Ward & no item, died carrying a toolbox? You keep the toolbox.
Came in with a brown medkit, died carrying a green flashlight you found? You keep the Flashlight.
This is not bad design. This is literally what the offering was made to do. You only think it's bad design because you want to keep your item no matter what.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/635269#Comment_635269
There is - you can crawl. Crawling will make the bleed out timer go faster.
...It does?
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Calm down. So far as I'm aware, a Killer release is slated for September. You'll get your Happy-Stabby-Fun-Murder-Death-Time, as will I. :)
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I'm calling it:
Next chapter is really a Resident Evil crossover. We get Mr X & get to kill Leon. 😀 ..I'd play as no one but that fedora-wearing monster. *CLOMP-CLOMP-CLOMP!*
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/635241#Comment_635241
She doesn't even get blood without an ultra rare add-on.
And people say this makes her a BETTER tracker!? 😂🤣😂
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@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/635218#Comment_635218
That would look really bad, saying "oh yeah, next chapter is a actual chapter like everyone wants but actually no, we played you".
Next chapter is really a Resident Evil crossover. We get Mr X & get to kill Leon. 😀
..I'd play as no one but that fedora-wearing monster. *CLOMP-CLOMP-CLOMP!*
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@noneofyourbusiness said:
if this killer was about skill and prediction not about easy tracking she would be fine
Easy tracking.
She literally cannot see Survivors when she's ghosting. She gets the same scratchmarks/moving plants/blood as EVERY OTHER KILLER.
But somehow, NOT seeing Survivors makes her track people EASIER.
...WHAT!?
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@Kasaki said:
https://forum.deadbydaylight.com/en/discussion/comment/635203#Comment_635203
The nurse is the last person that should be eating pallets of any killer on this game, if you eat pallets as the nurse something is wrong with the way you're playing her
TRUE!
But this still is not a great idea, sorry. I mean, it'd be like me saying 'Survivors should lose lose 1% movement speed whenever they get injured, and gain back 0.5% every time they are healed (for a net loss of 0.5%). It would encourage better playing to not get hit.'
Getting hit/eating pallets is part of the game. Neither side should get punished with a movement speed debuff. I mean, killers movespeeds are VERY CAREFULLY determined based on their skill's ability to pressure.
Nurse moves slower because she can blink.
Huntress moves slower because she has a ranged attack.
Melee oriented killers move FASTER because their weapon is how they down people.
Etc etc.
Messing with that breaks the game and can cripple some Killers to the point that 2-3 pallets and they may as well AFK.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/634953#Comment_634953
It CAN BE that quick. Look st WoW as an example, I’ve seen bugs caught and fixed literally within hours if they created issues for multiple players and unfair balance
Again: Different crew, different engine, different code.
Just because one company can do it in a game not at all like DBD fixes a glitch in fast speed does not mean DBD can/has too/should/can even be POSSIBLE too match it.
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@Theluckyboi said:
If it is a paragarph with only a survivor we riot
There IS a Killer slated to come out next month, so whatever it is, it's a Killer at the least.
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...No?
Imagine this on slower Killers like Nurse.
Sometime eating a pallet is not a 'bad play' but a gamble; you assume you can lunge and hit the Survivor.
Sometime you down them. Sometime you down them AND eat a pallet. Sometime you just eat pallet.
Lowering the Killer's move speed FOR THE MATCH is bad. No.
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@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/635150#Comment_635150
What was supposed to be shown at EVO to generate hype but didn't? Or is this just simply a joke and I just got whooshed?
It gets better:
They neither asked Konami to use sound clips owned by the company, nor David Hayter to use his voice.
They were basically promoting Tekkin DLC (as a joke or not) using assets stolen from 2 people!
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@Rydog said:
@Locker_Monster Right, I get that. I'm sure the solution is almost NEVER something simple, otherwise it probably wouldn't be an issue in the first place.
But there should be measures in place to disable a messed up perk, or killer, or item while they figure out what exactly is going on.
That, I do agree with. Better to disable it instead of let people abuse it.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/634825#Comment_634825
It is used in game, you can see it when waking up another survivor by clapping at them when they have already been woken up that way before at least once.
Ah yeah. I rarely play against Freddy, so I never noticed. Thanks! :)
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@Rydog said:
@Locker_Monster I promise I'm not trying to sound like some entitled asshat when I say this stuff. And I know the LoL comparison is not 1:1, it's just what leaped to my mind as an example.
At the same time, I AM looking at it from the customer's point of view, and pointing to other reasonable standards and best practices that exist. The main point I'm trying to make is that it makes no sense for Behavior to have no strong plan to address serious emergent issues with their game (like the recent Sprint Burst exploit), because those kinds of unforeseen scenarios WILL continue to pop up at some point.
They will pup up; agreed.
The problem is..I may not say it right but..
If a hero in LoL bugs, you know it's in that hero's code. You've already narrowed the problem down immensely then and there.
If Sprint Burst breaks in DBD; is it Sprint Burst itself? Is it interacting wrong with a second perk? Is it breaking because of an addon? Is it the character it's on? Is it a bug in the cooldown? The exhaustion effect? The animation (this could be filed under 'Character', too)?
It's just not possible to say 'Well, <x> game jumps on bugs faster, why not BHVR?' Just be assured that they are trying their best, and it must be a stubborn bug if it's taking so long.
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@ImKateDenson said:
Ahah you guys are soo funny, first you are nothing here so Im, Sooo don’t act like god cuz you are not xD second don’t speak for me cuz you don’t know me, keep your conclusion for u , tird the problem is not how they dc the problem is dc ? Funny let me explain you something, ppl who unplug should be bannable but when the dedicated server wll come the devs wll see who unplug and ban them witch is good but they just going to suicide them self instead ??? And what that’s going to change than before ?? Turn the question other ways, why ppl dc? Tunneling Facecamp cuz you loop too Mutch cuz you did the ruin totem cuz have a key Or cuz you get loop in killer case ( not only survivor dc ). The problem of dc is simple if ppl who play this game could remember that this is a game and not there life’s the dc could reduce a lot
Sure, blame everyone but the DCer for the DC.
You know why people disconnect in rage?
Because they're immature children who get upset if they won't win and so run away.
DCing is DCing, regardless of HOW or WHY. You're only trying to make excuses for childish behavior so you can say 'I don't really DC because I don't pull the plug!'
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@ImKateDenson said:
soo why the devs didn’t remove the quit menu in the game if it’s bannable to use it ??? The devs need to clarified what dc ban is, not the killer to decide :) And in this case the one who dc screwed only is bp soo if he decide to lose all it’s his own problem ^^ btw I’m not a fan of dc but lets be honest everyone have dc at least 1, the problem is how he dc, unplug should be ban but for me quit menu shouldn’t that’s my point .
fair counter did I say that it’s not fair ? I don’t think so, but if he slug for 4k that can happent, deal with it ?
The devs DID decide what is a DC ban; if you DC repeatedly, you get banned.
It does not matter if you pull the plug, force-close the program, or use the ESC menu. 'How' you DC is NOT the problem. DCing is the problem. Don't do it, regardless of how.
So you sitting here saying 'Using the menu is fine!' is salve for your own conscience. It's still bannable.
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@Rydog said:
@Locker_Monster Sure, any of those reasons you listed may in fact be the case.
But I can look at stuff like, for example, League of Legends. When there's a game-breaking exploit involving a champion, that champion is quickly disabled until the issue is corrected, and the issue usually does not last long.
I don't know if there are issues preventing this kind of action in the DBD client, but, you know, they need to fix it. I have no sympathy for excuses around this type of thing, because the game has existed for three full years, so it needs to be fixed yesterday.
The next time a similar issue occurs, I will just be repeating this, because they should know better by now. Behaviour is not some tiny fly-by-night developer; the employ more than 550 people. I know not all of them work on DBD, but they really should have an emergency plan when things go unexpectedly wrong, because it's always a question of "when" and not "if."
Sigh.
And LoL is in a completely different engine, and possibly has a different language. And has a different interface, and a different back-end.
I'm learning Python 3, and while that gives me a starting-off-point for other languages, there's no way I could just sit down and fix broken code in Unity, or Java, or Javascript, or C++, or C#.
'Need to fix it yesterday' and 'I have no sympathy' are things said by a customer who does not, and does not WANT TOO, know what goes into the product they are demanding. They want results without reality.
If any of these bugs took half a day to fix, they'd be fixed in half a day. Do you think the devs don't have professional pride? Do you think they're sitting around saying 'Let's see how many people we can piss off by not working today!'
The devs are not sitting around doing nothing. The COMPANY would not pay them to do nothing.
Think about that before you make these 'demands' for bug fixes next time and start having 'no sympathy' again. Just because you want it does not mean it's even possible to do, and only children stomp their feet and say 'Give it to me now!' while ignoring the realities of the situation.
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@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/634465#Comment_634465
(expectations)
You said so yourself, there is an exodus going on. 2018 was a better year overall so far. And my theory is noed is to blame.
You can think this.
I mean, there's 0 proof, but people also think the Earth is flat, so there ya go.
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@ImKateDenson said:
Maybe cuz you slug for the 4k ? Hook him and he wll not dc ? Crying of ppl dc when slugging is funny, and I think dcing need to be clarified, cuz unplugging internet for me is dc but if I press esc quit the game why should it be reportable if I just use something that it’s in the game ?
Because, even using the in game menu, you're screwing over the Killer & 3 players.
'But it's in the menu!' is no excuse to bail. And I'm talking about repeated bailings that would show that the DCer is a poor sport & troll.
Menu or forced shutdown; both are childish & reportable.
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@Rydog said:
I understand the fact that there are different teams that focus on content and balance.
I just question what the balance people are even doing when, say, it takes literal weeks to patch a known Sprint Burst exploit instead of disabling the perk and/or deploying a fix inside of 24 hours. Stuff like that needs to stop.
Deploying a fix inside 24 hours?
Bug fixing is not that easy, man. Not by a long shot. It's not as easy as ctrl-f to find the offending code.
Hell, the code for Sprint Burst may be fine. It may be an error in the code for cooldowns. Or in the tomer. Or in the Exhaustion status effect.
And even then, I'd bet there's, at least, 15+ lines of code just for the Exhaustion effect itself.
Bug fixing is like knowing there a needle in a haystack, but all you've been given is the right country for the haystack. You still need to find the right state, then if it's a town or city, then which farm, then which barn, then which haystack on your own. THEN you can start looking for the needle (bugged code) itself.
As for disabling the perk? I dunno; maybe the engine prevents that? I don't know what's going on on the development end to tell you.
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Why does that art style look familiar?
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@DingDongs said:
Personally i'd perfer fix the game first (Such as "Survivor can't escape exit gate" bug, "No healing/wiggle" bug, "Clown bottle" bug, etc) before add more killer/survivor/costumes
They are two separate teams!
Putting out a new DLC next month is not slowing down bug fixing
Even if the next DLC was not slated until next YEAR, it wold not speed up bug fixing.
@LazyGhost25 I see where you're coming from with that, yeah, but it still two different groups. Once the bugs in the new DLC are smoothed out for release (I'd assume they are given priority, since the DLC has a release date...ish), they go back to working on the ever present general bugs.
Hell, I'd even guess that only SOME bug fixers work on the DLC and some work on the general troubles. But that's up to management there.
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@LazyGhost25 said:
@mutabletiger4 you act like idk what coding is bro i know its hard believe me i make my own little mini games ik there hard i work with computers but they need to focus on straightening the coding out and fix it. but they had years to fix things but it dose take time i get that but i think they need to stop pushing out to many dlc's soon there going to run out of idea's because theirs so much you can only do.
You say you get it and then you say something that shows you don't.
They don't need to 'focus' on fixing bus because the bug fixing guys are not the DLC guys.
They don't need to slow down on DLC because the DLC guys ARE NOT the bug fixing guys.
Also, when games like this go with roadmaps; they already HAVE content planned, at least in a general sense. So they are not going to run out of ideas if they crank it out, since they already have ideas for the next year, two years, etc.
They're not making it up as they go.
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@LazyGhost25 said:
@Locker_Monster im just saying they need to worry more about the game bugs instead of add ons thats all
Doing one is not slowing the progress of the other. That's what I'm trying to tell you.
You're saying, or implying, that them putting out DLC is taking focus away from, or slowing, bug fixing. This is incorrect.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/634891#Comment_634891
I haven't say that you are biased, I said that to the one who said that items are free
You just told me to move my bias elsewhere.
Either you're a troll, and this thread should be deleted, or...I dunno what else.
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@minful said:
https://forum.deadbydaylight.com/en/discussion/comment/634895#Comment_634895
Yeah, I mean, it was just annoying. This happens more often than I'd like, just think survivors should EARN the escape, y'know? Not just get it for free like that.
Yeah but it's hard to balance around arse-heads.
If the hatch is so hard to get that DCing can't help, it may be TOO hard for legit players.
As it is, the hatch is balanced, and DCers will stop, or be banned. It's all they can do.