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Lycidas

Lycidas

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Lycidas
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  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1334115#Comment_1334115

    Your response basically fell in line with my pre-written response of what I thought you might say and you still said it so I'm just going to re-copy and paste that here:

    "'Yeah, but you're choosing to spend time on the game. Nobody is forcing you to, stop being so entitled'

    Yeah sure, I spend my time willingly how I want to and as I see fit but that doesn't change the fact that my logic still stands. Devoted players who put that much time into the game should be rewarded in some capacity." Otherwise, don't call it "devotion".

    And to restate it's a simple concept in game design, you give something for players to work toward, an incentive to continue to play (especially for a multiplayer), an end goal for them to reach. You'd think that end goal in DBD would be Devotion since it is what takes the longest to earn a single of, longer than getting a million BP, longer than prestiging, longer than saving up shards for a new character or even a premium cosmetic, etc.

    You twisting my words and tapping that caps lock on your keyboard is intended to make me sound unreasonable but this is nothing but a reasonable request. Especially since the example I gave is such a low bar to clear I'm not asking for the world on my plate here, are you telling me that asking for a simple achievement on Steam is too difficult to make?

    Or maybe putting a quick number value upon reaching level 100 you get 1000 iridescent shards (you get 300 for every level before then) is that too difficult to program? Or are you saying that 1000 iridescent shards would completely upend the in-game economy and be too much to ask for, even though good cosmetics cost 13500 and premium cosmetics cost 21600? 1000 iridescent shards would hardly put a dent in those prices so it wouldn't deter people who would have bought it without the 1000 shards you would hypothetically get every 100 levels.

    Or hell 750,000 BP, that's too difficult to code? Too much to ask for? Even though Bloodpoints have nothing to do with monetization in any shape or form in Dead By Daylight? That's unreasonable to ask for, every 100 levels, according to you. Even though the grind in the game is a huge issue that has repeatedly been discussed within the community even for veterans, and far worse for new players who join and see a massive wall of characters to grind for, teachables to eventually unlock, prestige to earn, perks to level up, etc.

    No, all of this is completely unreasonable on my part right? It's my fault for even bringing the idea up??

    https://forum.deadbydaylight.com/en/discussion/comment/1333772#Comment_1333772

    Because it is meaningless that is the problem. Because nothing is done about it that is the problem, in much the same way that if you were hit by a car and nobody did anything about it to take you to the hospital that would also be a problem.

    Obviously a big jump there from "devotion level" to "car crash" but the underlying point being made there still shines through: a problem doesn't have to be an issue that is actually happening like a bug causing something not to work, it can also be an issue because of a lack of something happening, a lack of action, like introducing Freddy Krueger as an extremely poor killer and not balancing him for basically 2 years until he finally got his huge rework. That was a problem.

    Eating unhealthy and putting strain on your heart leading to a heart attack is a problem, but also not taking heart medication if you're predisposed to have heart issues can also lead to equivalent consequences.

    Oh man, you clearly didn't understand what I've been telling you all this time.

    I'm in favor of having something in return for my Devotion level as well, I simply don't get why you seem so "angry" about the fact that it still does nothing.

    The only "unreasonable" part I see in your responses is you being SO upset about it.

    in Devotion Comment by Lycidas
  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1333695#Comment_1333695

    Basically, yeah.

    That or exactly what I said tie some reward to it.

    Two different approaches - fix the problem, or get rid of the problem completely. Either way, something should be done about it.

    Aaand what's the difference between them hiding the number, and it being a simple "Hey, you played this much" number?

    Would you prefer seeing that your player level is 476 instead of Devotion 4 Level 76?

    Again, all your reasonig is based on "I WORKED FOR THIS, I WANT SOMETHING" but I fail to see where playing the game as you would do without the Devotion level is "working for it", seriously, you really care THIS much about that small number that you MUST HAVE a reward for it? If they think about something great, if they don't, meh, ok, not a problem at all.

    Heck following your reasoning Steam should remove the Hours Played from the platform because it is a "completely pointless and meaningless feature", does it make sense? Nah.

    in Devotion Comment by Lycidas
  • @Seiko300 said:

    Devotion is so useless it's actually frustrating.

    You think that the players who are the most devoted would actually be rewarded somehow but they're not. It's mind boggling to me why they included this feature at all when it literally has no meaning whatsoever aside from bragging rights (positive view) / how much time I've wasted playing this game (negative view).

    Honestly I would take devotion rewards coming to DBD first than whatever they have cooked up for prestige. Because prestige actually has a somewhat practical purpose you get an increased chance of rarer drops in bloodwebs and some bloody clothes, Devotion. Does. Nothing.

    Devotion does nothing but you do nothing except playing to earn it..I mean..there is 0 extra effort, and you already collect shards while you go towards the next devotion level, so not the end of the world and personally nothing to complain about.

    It would be nice for it to add some bonuses, yes, but if it doesn't, why being mad?

    in Devotion Comment by Lycidas
  • @kermit_snacc_choke said:

    https://forum.deadbydaylight.com/en/discussion/comment/1330865#Comment_1330865

    Man I was hoping my devotion 6 would've done something by now 😅, eh at least I'll get something for my shmexy used tampon looking prestige 3 David LOL

    I hope they'll do something with devotion as well, I'd be happy even with just a bunch of bonus shards for each time you get a new devotion level.

    Now, how do I get that image of David King off my mind? 😂

    in Devotion Comment by Lycidas
  • "There are no current plans to implement Devotion rewards, but they do have some plans for “Prestige rewards”. However, it’s still too early for them to really be able to talk about in any detail. Suffice to say that they are working on a design of some kind."

    I took this bit from the Q&A summary that @Fibijean did last time.

    So yeah, no plans for devotion rewards yet, but at least we'll get something more for prestiging a character 😉

    in Devotion Comment by Lycidas
  • It is not holding the game hostage since you both bled out at some point.

    Probably a dick move, yes, but not bannable.

  • @PyroGL said:

    Ok, but... isn't that a bad thing? Isn't hand-waving away something as critical as people throwing the match basically invalidating the data they gather? The non-nonchalant responses to this seem like it's business as usual, and makes no difference for balancing decisions.

    I'm pretty sure that BHVR takes into consideration the fact that the rift has an impact on the average game, and they don't take balancing decision based on that timeframe specifically, unless is something strictly related to the archive challenges.

    No one in their right mind would say "Oh hey we've seen a spike in Huntress and Legion players lately, maybe we should look into it and see if we need to rework something about them." after their relative rift are released.

  • You won't get hard banned if you DC, you'll only receive a time penalty which will increase further if you keep DCing, whether it's intentional or not.

    Sorry if I ask, but how can you be sure that the problem is not on your end?

    My advice is to avoid playing for a day or two if it keeps happening. I know it sucks but I've been there as well, I had a couple of days in which my connection was not really in the mood of letting me play online for some reason.

  • @cheetocultleader said:

    I'd be alright with that, but I'd prefer basements to match their maps more so. Default basement at Hawkins is just out of place.

    I agree with you, even if the basement is a common structure in all the maps they could do what they did to the killer shack in dead dawg saloon.

    I mean, the first time I played there I couldn't recognize it at first and it was amazing seeing what they did.

  • Check your emblem scores at the end of the match, they are pretty detailed.

    It may be that your chases were too long or that you let survivors heal too many times.

  • If it happens more often there is most probably a problem on the player's side, and they should try to understand what's wrong before jumping in another match.

    It happens even to the best connection to temporarily drop without an apparent reason, so if it happened to you only once I would not worry for now.

    Maybe you could use the 5 minutes penalty to reboot the router, or take a small break and have a snack, idk, when it happened to me by the time I closed and restarted the game I only had 2 minutes or so of penalty left, so really no big deal.

  • matchmaking.jpg

    They know, they are working on it, repeating "Matchmaking is broken" over and over again won't change anything.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1318619#Comment_1318619

    Yes I know. My original post was simply that I would be opting out of console-PC, and since posting that have gotten nothing but people being negative, much like this post. At no point did I say that anyone was saying I needed to opt in.

    Literally go back and read the original post I made and see where all this random negativity came from. Its baffling yet somehow not.

    I don't see the "negativity" honestly.

    You said you were going to opt out for crossplay with PC, someone made a remark about the fact that your queue times will be longer because of that. The remark could be seen as "aggressive", yes, but the concept stays the same, it's not negativity.

    As I said to someone else, my suggestion is that before opting out because of some kind "prejudice", you could try it for some time and see how it goes for you.

  • Nemesis and Spirit Fury on Trapper were enough for me, I had to play a little "dumb" to get pallets in the face, maybe you could throw Brutal Strenght in just to break pallets faster after the stun.

    I got the challenge in 2 games, 8 hooks in the first one and the rest in the second one.

    If you are gonna play as Deathslinger avoid Nemesis, survivor will drop pallets early without stunning you.

  • No one is telling you to opt in.

    Just be aware that you will experience longer queue times if you do, and no one but you will be accountable for that.

    Simple as that.

  • @ronobbly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1315332#Comment_1315332

    This is true but in my opinion cross play across PS4 and Xbox shouldn't be an opt out opt in situation because it's essentially the same game, however the option should be to opt out of playing with PC players. Console cross play should be default

    Maybe they could do something like that, I don't think they will because you have to decide how you want to include the Switch in the "Console" group.

    Switch players could not be comfortable playing with PS4 and XBOX players because of the same reasons PS4 and XBOX players are not comfortable playing with PC players, so it's better if they leave an ALL ON / ALL OFF option.

    Before saying that playing against PC players is going to be hell, please wait until you have tried it for some time, I think you won't feel much difference.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1315332#Comment_1315332

    People who want this level of granularity seem to think there's some kind of magic bullet solution that will make all these different fantasyland queues OK for everyone. If it were that easy, we wouldn't be talking about this in the first place.

    I know, not everyone has sufficient knowledge on the topic to understand these kind of issues, and it's fine, not everyone is tech-savvy

  • @0mikeya0 said:

    Im not a tech person so idk how bad the difference is, but I don't see no harm in being able to opt out of cross play with a specific platform. Judging by a lot of things I've read on here, it seems console gets s**t on a lot, like why are we just making sure one platform is good (PC). Opting out of cross play all together leads to long queue times and opting out of specific platform will be longer too, but obviously its worse opting out of all of them. Y'know?

    Opting out only for specific consoles won't be possible, I'm ready to bet real money on that.

    The difficulties and technical costrains that would derive from that option are NOT solvable without creating massive inconsistencies.

    Picture this:

    You are a PS4 player, and you want to play only with PS4 and XBOX players for whatever reason

    I am also a PS4 player, but I'm fine with playing with everyone because I want to have shorter queue times

    Jake is a PS4 player that wants to play only with PS4 players

    Since we are all on PS4, we get matched all in the same lobby, but we are missing 2 other players to start the match, and those players could only be from PS4, since Jake doesn't want to play with anyone else.

    Result: Jake (who is fine with longer queue time) gets what he wants, me and you have to wait more to start a match because of him.

    Inb4: ceating different pools of players for each combination of the matchmaking would split even more the playerbase, creating longer queue times for everyone.


    It is easier (for the devs) and better (for the community) to have only a YES/NO option for crossplay altogether, like what we have now for Steam / Windows store

  • @snick said:

    Compare the killer and survivor challenges. Killer is expected to play way too many games to complete the challenges. Things like hook 15 obsessions, 4 hooks during end game collapse, 2 gen grabs in 1 game(you guys know how buggy they've been for a while now) and many more. Can we be a little more realistic with these please?

    They are made that way so that ideally if you complete ALL the challenges you are very close to completing the rift also and people will be less inclined to farm XP just to complete it.

    Last rifts when I completed all the challenges I had like 10/15 levels to finish it and that's A LOT of games to play.

  • @dancingdbd22 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1313173#Comment_1313173

    Console don’t have them achievements at all, maybe it’s because they have a smaller audience on console to PC and never thought to incorporate it

    Oh ok, I didn't knew that

    Maybe they could add a charm or something like that then, it could be nice to have

  • @dancingdbd22 said:

    Anyone else think that you should get a reward when you reach rank one in either killer or survivor, I feel it’s so pointless trying to get to rank one when all you get is ######### games of either 30 minute wait for a survivor game to either get camped or tunnelled or finishing the game in 2 minutes because of gen rushing or a game that lasts 2 minutes as a killer because of gen rushing and getting hate messages when you don’t even play toxic. It doesn’t feel rewarding to get to rank one, as most games aren’t skill based at all it’s so toxic, I just think that you should get a trophy (I play on console) or unlock a special outfit or something just so it actually feels rewarding to get to rank one.

    Screenshot_20200529-140851__01.jpg

    On PC we have these, are you sure they are not there on console?

  • @Saranghei said:

    I'm kind of surprised people are actually defending a memory for a character requiring you to spend 100 hours or so to accumulate the shards to unlock a different character. Or however long it takes to get 9000 shards. The pathetic thing is this is literally fixed by just CHANGING THE ORDER of rift challenges. Then literally nothing changes except making some people happy. That actually makes sense. You then have basically a Dwight questline and a Kate one separately.

    That's my opinion anyways and I got all the characters so its not like I benefit.

    How can it be fixed by simply changing the order of challenges?

    I'm asking because the only way I see of "fixing it" would have required more challenges with Dwight (linked to Dwight's lore) and less with Kate (linked to Observation or general stuff).

  • While I don't like that a character's lore is unlocked by a challenge of another character, saying that it is locked behind a paywall is more than a stretch since you can buy her with iridescent shards.

    Plus, it is not mandatory to do the challenges NOW to unlock the lore, you could easily wait until you make up your mind and complete it even during the next rift.

    Challenges don't disappear when a rift is closed, I myself still have to unlock Jane's lore because I didn't have enough shards at the time.

  • Great, thanks!

    Sorry that thread was buried by all the "PH OP plz nerf"

    I didn't see the Claudette one coming but it's nice, GG.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1303312#Comment_1303312

    the most common games have 16-20ms ping, in case you care to remove your head from your ass. I will admit that my math was wrong, but that doesn't change the fact that DbD's ping is triple that of other competitive online games

    DBD is not competitive, and is still playable if you have a ping of 120ms.

    Can it be improved? Probably.

    Is it worth to do it now? Probably not.

    Does it makes sense to keep arguing with you about how a game works? Not really, so I'll stop here, bye.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1301729#Comment_1301729

    "Yeah man we totally did work beforehand" sweating

    They STILL haven't fixed the following bugs that only showed up when dedicated servers came out:

    1. Grabs work maybe 5% of the time
    2. Lunges randomly lock you in place instead of lunging, wasting a swing and giving the survivor distance
    3. Sometimes when you "grab" a survivor, the game catastrophically shits itself and locks you into the carry position, rendering the survivor in question invisible and preventing you from catching anybody else. Even if you DO down somebody, the game wont let you pick them up, and you can't drop or hook the ghost

    And that's ignoring the fact that I have yet to see a game with under 60ms ping. That's nearly a full second of latency, it's no wonder bullshit hits are so prevalent

    LOL 60ms is WHAT? 😂😂

    None of the issues you mentioned mean that they didn't work on the code before implementing dedicated servers, but at this point I think is clear you have absolutely not even the most remote idea about how the most common game works.

  • @Peanits said:

    For what it's worth, they aren't going anywhere. All of the entries will be moved to the archived section of the forums like the previous contests. You'll still be able to see all of them, you just won't be able to post on them.

    I would definitely second that, though. There's some really great stuff in there. If you haven't already, I'd highly recommend checking them out.

    Is there, by any chance, the possibility of seeing some of the "discarded" entries in future contests?

    Seeing the quality of some of those I bet that even you (intended as BHVR) had a very hard time picking only 2 of them.

    Maybe you could give the most voted a second chance? ♥️

  • @IFeelFantastic said:

    Freddy's claw through the chest is getting old, isn't it. Doc's electroshock death therapy has gotten commonplace. Myers MUST have some other moves... right?

    Casually implemented here and there, would you like to see different mori's on the same killer?

    I say they should do either something like For Honor, in which you can buy/earn the animation you like most and use that one, or something like Last Year, in which the mori animation changes everytime.

    The key point is having all moris last more or less the same, for obvious reasons.

  • @MonsterInMyMind said:

    So not to long ago i posted a posted a possible fix to tactical dc's and i did some thinking on how to make the mechanic not favor one side more then the other so lets see what people think.

    So my idea is when a survivor is on the ground the survivor must gain 2 crows in order to gain the option to die on the ground but the last survivor will have to wait the normal sacrifice time for hatch to spawn/open however the survivor selecting this option will result in the killer getting 50% kill credit similar to the EGC.

    What are the benefits to this? well the biggest benefit is the survivor will have a option other then disconnecting to allow the last survivor a chance to escape making slugging for the 4k to the point of a survivor bleeding out less of a option while also allowing the survivor the ability to move onto the next game if they choose too this also will eliminate tactical dc's if they also add this in for someone dcing as well so someone dc's the last survivor would have to wait the normal sacrifice time for the attempt to escape which is based on a timer that already exists in the normal game.

    Tell me your thoughts on this and what you think could make this better in all honesty i feel this is solid it solves the complaints that survivors have about just wanting to move on while also solving the core issue of slugging for the 4k while also addressing tactical dc's while also giving the killer sacrifice credit.

    Link to the original idea that i based this newer one off https://forum.deadbydaylight.com/en/discussion/153700/hatch-needs-a-5-7-second-delay/p1

    I think that adding a ######### button when you are slugged and have 2 crows could work, this way the killer has still 15 seconds to find you and hook you when you gain the first crow.

    To "fix" the original idea, I'd make a general fix to survivors DCs in general: for whatever reason someone DCs, you could have the ECG sacrifice animation play instead of having their character fall flat on the ground (and if the surv was being carried when he DCed, the killer can drop it automatically as in the EGC)

  • @Peanits said:

    https://us.v-cdn.net/6030815/uploads/927/HH691ZWG6DKH.png

    We’ve observed a growing Community concern about matchmaking in recent months. Matchmaking wait times have exceeded our targeted limits and we’ve seen rank disparities fluctuate. In this Status Update, we will go in details on factors impacting the matchmaking, our current matchmaking system and our future solutions.  

    https://us.v-cdn.net/6030815/uploads/793/ZSC8B6CPRDCP.png

    Above are the three variable factors in matchmaking, with a fourth being the number of players on each role, with an ideal ratio of 4 survivors for 1 killer at all times. When dealing with matchmaking, we need to decide how much to focus on each of the factors. If we focus on one point, the other points will see some sort of impact. For example, if we focus on time, your matches will likely end up being less fair, and you might get paired with people further away. Dedicated servers have helped us ensure a stable connection, with over 90% of players being put into matches with 150 ping and under. Our goal is to get you into a match as quickly as possible with a good connection, without compromising too much on fairness.  

    This is a difficult task in a game like Dead by Daylight, where both sides have different objectives and cannot be directly compared to one another. We’ve attempted to address this in the past with the Emblem system, but upon further review, we’ve concluded that rank does not directly correlate to skill. While a player who plays a lot will tend to be better than someone who plays very little, there are also players who are good at the game but don’t play enough to reach the upper ranks. 

    To help improve with the fairness factor without sacrificing wait times or pings, we will be making two changes. The first is a new system to better reflect a player’s skill level, and the second is a change to the matchmaking system to create fairer matches. 

     

    Going forward, we will use a hidden skill rating for matchmaking purposes. Your skill rating will increase when you do well and decrease when you do poorly. To keep this as fair as possible, the system will predict the outcome of the match based on the difference in your opponent(s) rating and adjust the amount your rating changes: 

    • If your rating is higher than your opponent(s), your rating will increase less if you win and drop more if you lose. 
    • If your rating is lower than your opponent(s), your rating will increase more if you win and drop less if you lose. 

    This way, even if you aren’t perfectly matched with people of the exact same skill level, your rating will not change unfairly. 

    In the future, we would like to extend this system to support different ratings for each killer, allowing you to practice a new killer without being immediately matched against high skilled players. This may not be included in the initial launch of the feature. 

     

    Additionally, to make sure that your matches are as fair as possible, we will be switching over to “batch matchmaking”. 

    Currently, our matchmaking system takes the player in queue and looks for a match close to their rank. If it is unable to find an appropriate match, it will gradually expand the search range until it is able to give you a match. This can lead to both unfair matches and long queue times. 

    The new batch matchmaking will instead pool a larger number of players together, compare their skill levels, and then create the fairest matches possible simultaneously. With a larger pool to pick from, we hope to improve the fairness factor of matchmaking while also keeping pings and wait times low.  

     

    The release of these changes will be gradual. With the release of the mid-chapter update, we are able to start tracking skill levels. For the time being, this is only a test and is not being used for matchmaking purposes. Once we are confident that the skill rating is working as intended, we will be running tests on live servers. 

    When this happens, you may notice some disparity in ranks during your matches. This is to be expected as rank will no longer be used for matchmaking purposes at this time. To avoid confusion, we are considering removing ranks from the post-match scoreboard once testing is complete, as they will no longer be relevant to matchmaking. Ranks will remain visible only to you for bragging rights and a goal to work towards, but will be a reflection of your dedication to the game rather than skill for the time being. 

    We are confident that these changes will allow us to create fairer matches without losing sight of our goals; to get you into a match as soon as possible with a solid connection. We’ll be sure to keep you posted on our progress as we move forward. 

    Just reminding you.

    How do you expect something to be fixed if they didn't release an update?

  • So everyone knows this picture, right? It's one of the pics BHVR posted while everyone is WFH

    srobinson_wfh1.jpg

    Look at the books under the monitor on the left: Chemistry books.

    On the screen we can see some perk/addons/power icons: the Teacher files.

    If you combine the things you obtain a Chemistry teacher, and you know who I'm talking about

    54d1b00bc1e45_-_esq-heisenberg-xlg.jpg

    Walter White.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299082#Comment_1299082

    That doesn't make it any better. Why would they implement Dedicated Servers without redesigning the game to, you know, work with dedicated servers?

    Man, you clearly don't know what you are talking about, please stop.

  • @finitethrills said:

    Or, ya know, mobile was designed from the ground up to use servers, whereas the main game was designed for a p2p system that later had a server-client system grafted and shoehorned on. Further, the movement and control system is far less nuanced, meaning bots don't need nearly the same amount of "skill" in order to run around a killer vs pc.

    I've never been a cheerleader for BHVR, but trying to argue a 4 year old pc game with spaghetti code should easily replicate anything a purpose built, streamlined mobile game can do is delusional.

    Sometimes I'm baffled by how oblivious people are about how code and games work, if I'm talking to a somewhat gamer I usually expect them to understand at least a bit what happens when they load into an online match..but nothing, it seems like the game is all in their pc/console, there is nothing else involved.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1298066#Comment_1298066

    If BHVR has better servers for an experimental beta platform than the platform that they've been using since LAUNCH, they basically don't deserve to have careers in game design

    Are you sure that the mobile version and the desktop one run on different servers?

    If they are on different servers, do the servers of the mobile version have to manage the same number of matches of the ones managed by the desktop version? I seriously doubt that the mobile version has to manage 30K+ players at the same time.

    You can keep thinking whatever you want but developing, mantaining and implementing new features on a game is not something so simple like you seem to assume, and there are A TON of things to consider before even starting to code.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1296888#Comment_1296888

    We know it works because they literally have it on the mobile port. Phones run at a fraction of the power of the average gaming PC, so there's literally no excuse

    "Phones run at a fraction of the average PC"

    So you are telling me that the behaviour of the bots is decided by the client (the phone), and not by BHVR's servers, great.

    Again, impact on the gameplay is a thing, performance impact on a backend system is a completely different one.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1293850#Comment_1293850

    It doesn't take a genius to figure out whether replacing disconnecting players with AI bots would be a good or a bad thing. Even if the bots were absolute garbage, it would still be better.

    Sure, because implementing potentially multiple AIs managed by an already not-always-perfect Dedicated Server system without knowing how its performances will be impacted by it has absolutely no risk at all.

    Of course replacing a player with a bot if they disconnect is a good thing to do, but do they work? Do BHVR's servers can manage them? Is it worth it to have an half assled bot for the sake of having it immediately, or is it better to wait a bit, test and have a better performing bot system that has a lot less chances of breaking (more) the (already not perfect and constantly criticized by the community) game?

    Seriously, if they were to implement the most stupid bot in the game right now, people were going to complain that "Bots stoopid, bhvr cant code, call of duty bots are perfect".

  • @USELESS said:

    https://forum.deadbydaylight.com/en/discussion/comment/1294695#Comment_1294695

    How many worlds do we have on dbd? Its the ethereal plane, the Spirit world and the upside down, how many that we don't know?

    According to the wiki there are 6 Sub-Realms in DBD:

    - Campfire (what we puny human call the Lobby or the Main Menu)

    - Dream World (used by Freddy)

    - Ethereal Plane (used by the Spirit)

    - Spirit World (used by Wraith and Nurse, probably that's why they are a canon couple in the game although I have my other theory)

    - Void (basically the dumpster for the old toys of the Entity)

    - Upside Down (used by the Demogorgon)

  • @brokedownpalace said:

    Yeah it's frustrating that mobile gets exclusives at all tbh. Seems like a way to get pre existing console/PC players to start spending money on mobile, too.

    Also, I'm not a fan of how dismissive the devs and mods can be when people bring their dissatisfaction about this up.

    The mobile game is a vastly inferior way to play DBD so the fact that they get some improved features is pretty insulting.

    Let's see, so far...

    - Exclusive skins

    - Bonus XP offerings

    - AI for DCing players

    - A reworked lobby screen that shows you all of your survivor teammates' items, add ons and perks

    - A character set up screen that lets you equip your perks in fixed slots rather than appearing randomly in the trial

    - All survivors share items, add ons, and offerings

    - Advanced graphics settings like quality of graphics and whether you want 30 FPS or 60 FPS (idk if this is possible on PC but it's obviously not on console)

    - More detailed loading screen tips that do things like DISCOURAGE face camping

    - A much, much better daily AND weekly ritual system (yes, we get the archive but this is free for all and daily/weekly, not every 2-3 weeks)

    Sad :(

    Maybe devs are trying to test things in a less challenging, free game to see how they work, and then port them on the PC/Console version of it, maybe the ones we see as exclusives for the mobile are nothing but things the devs want to implement in the main game but they are not sure how they could work out

    Or maybe they are really different teams with different visions for each game, but I believe in the "testing" thing

  • @Angelicus23 said:

    https://us.v-cdn.net/6030815/uploads/W77MA0AJIBBY/image.png

    If for some reason you don't noice, I'm talking about the ultrarare offering from the Dwight, my friend shared this screenshot and says it gives you double XP.

    Again dbd mobile and their free exclusivities because behaviour noticed how much we liked them.

    Yeah they keep on not explaining why they don't release all this content to pc/consoles.

    What you mean by double xp?

    On PC and Console we already have Escape! Cake that gives you double bloodpoints so I guess you are not referring to that, right?

    Is it doubling the xp you get for your devotion level?

  • @shalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1290888#Comment_1290888

    Apart from these people telling him this isn't a problem, suck it up.

    Mdawgu - "Why dont they instead look at themselves and how they played"

    Lycidas - "complaining about it when you get a somewhat fair match is just stupid."

    Taiga - "you really can’t complain about this."

    Doodle28 - "the matchmaking worked exactly as planned."

    Killerpunch- "Ppl like this just want ez games n no challenge"

    Dreamsmasher23 - "And honestly playing against ppl ranked higher than u will make u get better."

    Never said the MM is not broken, it is absolutely broken, and the devs are working on it.

    I only said that even if it WAS working, a game like the one that the OP found would have been fine, so there is really no point in complaining in THEIR SPECIFIC case.

    Again, the MM was supposed to pick players in a range of 6 ranks between survivors and killers, and in this specific match this seems to be the case (keep in mind that the rank 1 survivor could have started the match as a rank 2, as the killer could have started it as a rank 7)

  • Yes, it has been brought up, devs know it and are working on a new system.

    https://forum.deadbydaylight.com/en/discussion/124795/status-update-matchmaking-changes#latest

  • @Fibijean said:

    If you know that there have been hundreds of matchmaking posts already made, surely you know the answer to your question already from looking at those. It's not acceptable or enjoyable, and that's why they're working on it.

    Will people learn that opening threads over threads on a well known and already in the devs pipeline issue is completely useless and does nothing except creating entropy in the forum?

    Nah, Imma create a new one because hey, this will surely solve the problem, right? Right?

  • @Han said:

    It will be a licensed killer, so any clue would immediately give away what killer is Coming.

    In b4, they'll release a teaser that will feature a honeybee crawling on top on a xenomorph egg, with a red balloon attached to its leg, and a hockey mask.

    There you go, good luck finding out who the new killer is gonna be

  • @TheMajor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1291142#Comment_1291142

    You absolutely can and should complain. What you're saying here is that we should all just ignore and "deal with" something that is obviously broken. That would be like not complaining about being in a race where you have to run and everyone else gets a car.

    What I think @Taiga was saying is that the OP's match in particular is not something to complain about. The ranks in that game are not unbalanced, if you are a rank 8 killer there is a big chance of going against red or green rank survivors. And anyway all this discussion is pointless since they are aware of the fact that the MM is NOT working as they wanted and thay are implementing a different way of matching players.

  • @thai_libra said:

    https://us.v-cdn.net/6030815/uploads/8DME5O5I6S20/screenshot-196-li.jpg

    Once upon a time MM never changed. I am still matched with red ranks all the time. People may say ha, ranks has nothing to do with it well I think it does. With maintaining your red rank, you must win countless games. If you look carefully at their perks you can see the difference. Now look at my perks.

    You can't just blame me for having a low level killer, I have lvl 40 killers too, I just don't want to play the same killers repetitively, I want to vary my choices. However when I vary my choices its more like I'm taking a risk going against red ranked survivors, the game wasn't fun and ended quickly, is this the outcome that you want for your players?

    You are a rank 8.

    Even if the MM was working properly it would have matched you with people who had a difference of 6 ranks with you, which it seems the case based on you screenshot, the only exception would be the rank 1 but it could even be that the survivor was rank 2 at the start of the match, so still in the 6 ranks range. I'm not saying that the MM is working rn, because it is not, but complaining about it when you get a somewhat fair match is just stupid.

    I'm not saying anything about your loadout and the fact you are using a lvl 16 killer because you should be able to understand that yes, if you pick a killer/survivor which doesn't have good perks and then lose it's on you, not on the MM.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1285054#Comment_1285054

    That’s a good suggestion! Or use Feral Frenzy after Discordance lights up and hit 2 survivors.

    Just stuff that’s more unique and is aimed towards performing well in a match, not wasting time like a lot of people do for the crows challenge.

    Something like that could work as well, yes, and I believe there will be something similar in the third or fourth part of this tome (maybe it will be just Hit 2 survivors while using Discordance but yeah, they could work on them)

    I still think that the challenges which are not strictly tied to the "regular" gameplay are fun (as long as you don't screw your team over them) so having one or two every Tome is still nice imho

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1284894#Comment_1284894

    Yeah, it’d be unfortunate for those cases... but many of the challenges are already tied to paid DLC (play as Legion, Jane, etc) so the devs obviously want you buying these characters and expect you to have the teachable perks.

    True, but I think they are trying to mix "free" and "premium" characters to balance things out

    Maybe they could do challenges with a combination of perk from the same character (like Vault using Dance with Me AND Windows of Opportunity) so the challenge is still tied to the Rift character and you could use the opportunity to get the Adept achievement as well

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1283236#Comment_1283236

    If it’s just for variety’s sake, so be it. Perk combo challenges would be my PERSONAL preference, but if people actually enjoy the crow challenge that’s completely fine too.

    Oh ok so you were talking about strictly perk combination challenges

    Those could be fun as well I believe, personally I treat the perk challenges as they were perk combo as you said, because if I have to vault 3 windows while using Dance with Me you can bet your ass I'll slap Lithe or Windows of Opportunity in the build

    I'd be a bit upset tho if they end up making a combo challenge with a perk that I have and one that I don't have

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281662#Comment_1281662

    I agree...

    But perk challenges would be more fun and engaging. For example, run For the People + Empathy and heal a survivor with the perk. There’s so much the devs could do (easily) to make the challenges more interesting.

    In Tome 3 we have 7 challenges tied to specific perks, while only 1 which asks you to scare 50 crows, so they are kinda doing what you said?

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