Madjura
Madjura
About
- Username
- Madjura
- Joined
- Visits
- 15,299
- Last Active
Comments
-
@DwightFairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/1851681#Comment_1851681
the battlepass is awful by design, not just the free track
Absolutely correct. I want to emphasize that it's intentionally awful. You're not supposed to like it. You're supposed to be frustrated when you open it and see that you got nothing from the free reward again. You're supposed to cave in and spend money on the premium track.
Pretty much all of the issues with the battlepass could be fixed if it didn't expire. Once bought you finish it whenever you want. If you can't finish them on time with the current system then you will still fall behind if they don't expire, but you can get the items you want at your own pace.
I also like how the developers have acknowledged that the grind is awful, and have done nothing to fix it. My guess is that they will add experience boosters, but you only get them if you buy the battlepass early instead of waiting to see if you can finish it and then buying it.
-
The free track of the battlepass is awful by design to make you spend money. It will never happen.
-
@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1849625#Comment_1849625
Can't wait for the epic energy system!
"There is too much grind. To stop you from grinding you can now only play 5 games per day, unless you spend $3.99 on Entity Boosters™!"
-
@Mandy said:
Just to clarify something, if it's put in the store there'll most likely be at least 6 months before that happens - probably longer.
And emphasis on the "if". It's entirely possible that this skin will never be released outside of the battlepass and become unavailable like legacy.
-
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/216865/dbd-feels-like-a-free-to-play-game
Gonna be honest,those daily login "rewards" from the advent calendar really felt like your typical gacha mobile game
Coming soon: Perk system rework!
Now with 100% more Gacha! What exciting perks will you get? Tier 1 Deja Vu, Tier 1 No One Left Behind, Tier 1 Calm Spirit (but only if you bought the Doctor, until then it remains locked) - BUT WAIT! Every Entity Orb™ guarantees one perk of Tier 2 or higher! You also get a TIER 2 Thrill Of The Hunt! Amazing!
Entity Orb™ now available for only $1.99!
-
@stargazer9 said:
FOMO? Check.
Battle pass? Check.
Too many paid DLCs? Check.
Ridiculous amount of grind? Check.
Expensive microtransactions and currency? Check.
Why make people pay to play when this game’s business model is like every other f2p game? Make the base game free and reduce the awful grind if you want to keep selling expensive microtransactions and pumping out buggy incomplete DLCs. Improve the game, attract more players.
It's just a matter of time before we get lootboxes.
-
@Almo said:
Please rate your matches. I've already done a few studies that included these data.
As far as I recall the "fun rating" has never been included in any public statistics (such as kill rate, survival rate, ... statistics). Could you please include the "fun rating" the next time stats are released?
For example:
- highest / lowest fun rating per map
- highest / lowest fun rating per killer
- highest / lowest fun rating per perk (based on matches where that perk was used)
@Sonzaishinai said:
I use it if i remember it but i usually don't. It is kinda hidden away if you don't pay attention
It might be more well known if it gets included in the stats posts, but I don't think that has ever happened. I wonder how many people who play regularly have never even used it.
I use it every game (unless I forget). The default rating I use is 3, for games that weren't particularly noteworthy. If there is any toxic bullshit in postgame chat (in case I make the mistake of opening it) then that's an immediate 1. Same for Object Of Obsession - never fun, immediate 1. Midwich: horrible, unfun, awful FPS, gets a 1.
For games that are actually more fun than an average game I go above 3. I very rarely vote higher than 3.
-
@[Deleted User] said:
Yeah, that is hackers alright.
We had a freddy flying around and throwing hatchets at everyone from the sky earlier today.
Yesterday I had a match where everyone was deliverancing off hook- but no one had deliverance. They would go broken for like 2 seconds as well and then IMMEDIATELY go to full health as well.
They have to do something about it; it's getting out of bloody control.
They have to do something about it; it's getting out of bloody control.
"They" being EAC (Easy Anti-Cheat), as that's what is used to detect this. They might be out of office because of the holidays which is why newer tools used for cheating aren't being detected very quickly right now.
You can always make a video (if you are on Windows you can press Windows key + G to open the game tray, it lets you record) and make a support ticket to get them banned manually though, but also make an in-game report as that is required.
For more details refer to the game rules: https://forum.deadbydaylight.com/en/kb/articles/139-game-rules
-
@lagosta said:
They needed to stop showing ranks in the after match screen and display actual relevant info as to why we were matched together.
Hoarder had the effect where it decreases the rarity of chest items removed because the chest code was too spaghetti to make it work.
Calling it now: Matchmaking has the same problem and the developers have no idea why it is doing what it is doing. Even if they wanted to show this information they couldn't.
-
The only thing from the rules that matches is this:
Using 3rd party software or other tools to gain any kind of unfair advantage that wasn’t intended by the game, except if they have been whitelisted by us. We are not banning for the use of communication apps.
Source: https://forum.deadbydaylight.com/en/kb/articles/139-game-rules
A teleport macro does not give you an advantage. You can accomplish the same by spamming the button manually. Further confirmation that macros are allowed* here:
@Peanits said:
We do not actively ban for macros (i.e. hunt people down for using them), except for bots. However, any third party software risks triggering the anti-cheat. If that happens, we cannot help you.
A list of whitelisted software can be found here: https://www.easy.ac/en-us/support/dbd/guides/whitelist/
*With the exception of them possibly being picked up by EAC, in which case you won't be unbanned.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/216484/playing-hag-with-macro-is-cheating
Wouldn't Discord be considered a cheat then?
I think your logic is flawed.
The game rules state that any kind of outside communication is considered to be cheating, refer to the quote above. That means for example that any SWF group that is using communication outside of the game is cheating as defined in the game rules. No bans are being issued for this kind of cheating though. The whitelist mentioned in the game rules likely refers to the EAC whitelist, which is longer published. Nevertheless, because communications apps are mentioned separately it is implied that they are not whitelisted, which means using them is cheating, but no one is being banned for it.
In summary:
- using macros is not cheating, but if you get banned by EAC you won't be unbanned
- using communication apps like Discord is cheating, but you won't be banned for it
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/216487/was-mmr-ever-really-ready
Considering the rainbow of colors you'd get, it was pretty bad.
With Legion, who I do exceedingly well with, I was versing Rank 20 players who had CLEARLY just started.
With PH, whom I had just purchased and had maybe 12ish matches with, I was matched against all Rank 1 Survivors with pretty meta perks, who obviously knew how to play very well.
TL;DR
It was very bad.
"Actually the MMR was collecting data in the background. It's already working!"
A bit later:
"MMR works, you just need to play a few games before it starts working properly!"
A bit later:
"MMR works, you just need to play more games before it starts working properly! And no we won't tell you how it works."
And then it was disabled.
There are so many factors that affect the game that it's likely impossible to make it work properly. For example, how should the system treat a 4 man SWF who bring OoO and keys every game but then decide to play solo on a new survivor that they don't have perks on, maybe even going for an Adept achievement? Sure you can put them in a group with other high MMR survivors who run meta perks, but then those other survivors are disadvantaged because they have someone with few perks on their team, which is completely out of their control. The killer will be more likely to win against that group too, which would likely boost their own MMR, but then when they play against a group of equivalent MMR with four survivors running meta perks instead of three they are much more likely to lose.
Same with moris, what if a survivor player gets unlucky because they encountered a lot of moris? Or if someone suicides on the first hook because they don't like the map, the killer or they were found first? Or suiciding because they are farming a battlepass challenge to not miss out on items that might never, ever return and it's more efficient to suicide and farm?
And all that is ignoring the effect that an MMR system will have on the matchmaking times. At certain times survivor queues are already very long. What do you do when there is a large amount of low MMR survivor players in the queue but a high amount of high MMR killers? Sure you can put match low MMR survivors with high MMR killers so they don't need to wait for half an hour to find a game and give them a big boost when they win and a low / no MMR penalty when they inevitably all die. But then what is the point of the MMR if you just end up matching players randomly anyway to avoid super long queues?
-
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/215869/endgame-chat-death-wishes
I'd send a screenshot of the convo to Support as well https://support.deadbydaylight.com/hc/en-us
I'm sorry you had to deal with that, sadly though these things do happen but our team does deal with these pretty harshly.
Can you please explain why you suggest making an additional support ticket in this case?
I would expect that an in-game report contains the chat messages. Making a ticket with a screenshot of the conversation seems redundant and would only create more work.
If the conversation happened outside of the game (it's not clear to me whether this is the case here, but most likely it was in the endscreen chat) then as far as I am aware you should not make a support ticket and use the report system of the corresponding platform instead. Has this changed?
-
@burt0r said:
League of legends has over 800 skins for their 150+ champs. Yeah they make some event skins timed exclusives but bring most of them back every event.
Rainbow six sieges shop is completely a pain to find stuff in but I think, outside of twitch exclusives and seasonal stuff, that they don't remove any cosmetics.
Anything else in monetary loss for them.
According to the League of Legends wiki skins were first removed in 2011: https://leagueoflegends.fandom.com/wiki/Legacy_Vault#Retired_skins
I don't think that it will necessarily lead to a monetary loss. See my post above, about the Plague robe skins. Anyone who bought Plague but has not bought the skin is unlikely to do so in the future. Most sales of this skin likely are from new players who buy Plague and like the skins and buy one of them. By announcing a future (temporary) removal some players may buy it who otherwise never would.
@Boss said:
I don't think removing cosmetics for the sake of making some room in the Store even crossed their minds.
A visual re-design of the Store would happen way before that.
That would be the explanation in the news / blog post announcing because straight up saying it's done to boost sales for unpopular skins that are not going to make any money going forward would look bad.
@BasementDweller said:
https://forum.deadbydaylight.com/en/discussion/comment/1840499#Comment_1840499
If people aren't going to buy "unpopular" skins now, I doubt pulling a "buy it now or you won't see it again" will get people to buy those skins.
Based on legacy skins and people still asking for them to come back, players disliking the event charm system because it's annoying to get an item that will never come back and also others complaining about the return of the battlepass items (such as the elephant outfit for Clown recently) suggests that exclusivity of items is something that at least some players care about. By turning unpopular skins into (temporary) exclusives at least those players will likely buy them.
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1840499#Comment_1840499
By removing items from the store, but announcing that move first, you can also get players to buy items they would never buy otherwise. Reason being that they don't want to miss out. The same principle applies when they (temporarily) return: "Buy it NOW because who knows when you will have the chance to do so again."
Please don't encourage that. That is an extremely anti-consumer practice.
I am not encouraging that. I am very much against it. I can however see the developers doing it if it means boosting sales. I am interested in whether or not there has been a clear statement from the developers about whether or not this is something they are going to do.
@Mandy said:
There are no plans to remove cosmetics from the store. And I really don't see a need to do this, if the set up of the Store does become an issue in the future, I'm pretty sure there'd be a design change instead of removing items.
Thank you, but that does not mean that it won't happen. It may not be planned now but that could change very easily.
The way the battlepass items are handled is already very similar - items are available for a limited time and then any way to get them is removed for a limited period of time. Based on how the battlepass function it seems safe to say that the developers are okay with items not being available temporarily to either boost sales or to make items exclusive for some time because some players like the exclusivity. Whatever the reason for the design of the battlepass item availability is, the same would apply to removing items from the store, permanently or temporarily.
It's also not necessarily about a need, but a possible excuse for why it is being done. The main reason the developers would remove items from the store is to boost sales. Saying that the cause is a restructuring of the store would be the explanation given because outright saying that it's because of money would make a lot of people very angry.
-
@MrGrizzly said:
Why remove cosmetics, from the store, like ever?
"Critical Mass" "Make space for new items" How can there be ever be enough/too many cosmetics, if people like it, they like it, if they don't, they can always make more.
From a company side: this is a super dumb thing to do, basically making less income by removing cosmetics, or just interest in some characters.
From a player side: this would be very annoying, and perhaps some people get angry for deleting their favorite cosmetic.
I just don't see what the point of it is, if you'd say this about perks, I fully agree that there are too many (but deleting them would be just wasted potential).
But cosmetics, really? Afaik, there's no cap on cosmetics, the more the merrier, how terrible they might be, it does not harm the game in any way.
Having too many items makes individual items stand out less. A new player who opens the store and sees old / low quality items may not notice the one thing they like and spend no money as a result.
By removing items from the store, but announcing that move first, you can also get players to buy items they would never buy otherwise. Reason being that they don't want to miss out. The same principle applies when they (temporarily) return: "Buy it NOW because who knows when you will have the chance to do so again."
Especially for unpopular cosmetics this could boost sales significantly. For example the Plague (picking Plague because she is the least popular killer) "robe" outfits (picking them because they are probably the least popular cosmetics). Anyone who hasn't bought them yet is unlikely to buy them ever. But by announcing that they are being removed from the store some players may buy it because they might never return.
Essentially removed cosmetics would be "legacy-lite". We know that legacy is popular because people still ask about it to return often. By turning unpopular cosmetics into something akin to legacy (= you can potentially never get it again) the popularity is increased and in turn, the number of sales.
-
@XayahXRakanFTW said:
https://forum.deadbydaylight.com/en/discussion/215536/the-rift-is-unbalanced
It is not even grindy you just have to play the game it is not mandatory to complete the rift or every single rift or even buy tiers in the rift you can just simply ignore it and you don't have to waste any money to get rewards besides dead by daylight is going to be releasing the outfits from the rift to the in-game store now so you really aren't missing out on much.
It is not even grindy you just have to play the game
The manner of how you gain progress is irrelevant to whether or not it is grindy. The time you have to spend to finish the battlepass is absurd and not something you can do casually.
it is not mandatory to complete the rift or every single rift or even buy tiers in the rift
"The developers don't literally force you to grind or steal your money" is not an excuse.
you can just simply ignore it
The developers don't want players to ignore it though. They post about it on Twitter. The in-game news pops up when a new battlepass releases. After every game you play the "progress circle" opens on the right of the screen. If you want to get the stuff from the free battlepass track you are forced to open the battlepass and look at what you could have if you had spent money. It's designed to get as many people as possible to spend money on it.
Yes you can ignore it but the developers are doing everything they can do to ensure that you don't do that.
and you don't have to waste any money to get rewards
Unless you want items that may never, ever come back again ever. If you want one item / set from the battlepass you still have to buy the entire thing for that one item you want.
Example: "Dreaded Husks" on Hag. Head piece that clearly belongs to the green "Chemosynthesis" set (green glowy veins; there is a set in the store with red glowy veins if you don't know what I am talking about). Only problem: The body and weapon were in one battlepass, the head piece in another.
The body and weapon look awful without the correct head piece. The head piece looks awful without the body and weapon. If you got the weapon and body from one battlepass and all you want is the matching head piece so you can actually use them without being arrested by the fashion police you need to grind up the second battlepass, and buy it.
besides dead by daylight is going to be releasing the outfits from the rift to the in-game store now
It was never confirmed that all of the items would come to the store.
"If you missed some rewards in The Rift, most of them will eventually be available in our in-game store after a minimum period of 6 months.", Source: https://deadbydaylight.com/en/archives , from the FAQ under "What happens when The Rift closes?", emphasis mine.
"Most of them" != all of them
There may very well be items that never return. Even if they return, who knows when that will be. The minimum is 6 months but it could be multiple years even and that statement would still be correct.
so you really aren't missing out on much.
The entire system is set up in such a way that players fear they are missing out, which makes them spend money. It may not matter to everyone but it matters to some people for sure. And those players are being preyed upon with the predatory battlepass system. Options to make it less awful have been suggested even before the first battlepass release but were ignored by the developers (example: making it not expire so everyone can do it at their own pace).
-
@Hex_UrbanEvasion said:
I actually did complete the rift, like, the whole thing, and I probably took longer to do my challenges or something, but it only got me to tier 65. Getting to 70 was just me playing normally and earning fragments one at a time. That's definitely not right. I get that they probably thought between the challenge fragments and the ones earned just by playing, you'd get to 70 no problem, but I think it's not metered out correctly if the experience of hitting 60-65 with the challenges alone is common.
And even though I play often and I completed the whole thing, I feel it's too grindy for the average person to be expected to do. Even if you're not a person that has a lot of regular life responsibilities, if you just have other things you like spending time on, the rift is excessive as it's currently structured.
Also, if you're ever waffling on whether to unlock the premium rift tier, I personally will only do it if I get all the way to 70. I won't if I don't complete the whole thing. That basically gives you back all the cells you used unlocking, plus all the weird items. If this one hadn't had stuff for Nea, and an amusing, if disturbing Billy skin, I probably wouldn't have bothered at all, though.
I get that they probably thought between the challenge fragments and the ones earned just by playing, you'd get to 70 no problem, but I think it's not metered out correctly if the experience of hitting 60-65 with the challenges alone is common.
No, it's definitely intentional. They intentionally created a problem so they can sell the solution (buying tiers). The entire thing is set up in such a way that it baits people who do not buy the battlepass to buy it and for everyone else to buy tiers to finish it.
Also, if you're ever waffling on whether to unlock the premium rift tier, I personally will only do it if I get all the way to 70. I won't if I don't complete the whole thing. That basically gives you back all the cells you used unlocking, plus all the weird items.
Which is why in the future there will be progress boosters in the paid battlepass track to make people commit early. (Unconfirmed, speculation on my part)
-
See: https://forum.deadbydaylight.com/en/kb/articles/139-game-rules
If you did not make an in-game report then nothing will be done and your clip is useless.
If you did make an in-game report your next step is to make a support ticket: https://support.deadbydaylight.com/hc/en-us/requests/new
-
On indoor maps:
- lights off = no generator
- flickering lights = unrepaired generator
- lights on = repaired generator
Additionally:
- Lery's: The rules for lights apply to the signs that are above doors. Flickering sign = unrepaired generator in this room
- Gideon's Meat Plant: Closed door = generator in an adjacent room
- Hawkin's: Moving door = unrepaired generator in this room
Plus the "static" generator spawns, such as Hawkin's upstairs in the small room, Lery's always has a generator in the middle room, Meat Plant always has one in the bathroom.
-
@VikingWilson said:
The DC penalty is ridiculous. People are going to DC or kill on hook (survivor) or stand in a corner (killer) with or without it. All it accomplishes is penalizing people that lost internet connection.
It really has to go.
If your internet dies rarely then you need to deal with a 5 minute ban rarely.
If your internet dies often enough to the point the disconnect ban becomes significantly longer then you should not be playing online games. You are ruining the game for four other people when you disconnect, doesn't matter why. Fix your connection. A stable internet connection is required. Just like you can't play with a 20 years old PC you can't play with garbage internet.
-
If you are on Steam try closing the game and restarting it and then checking your progress. The counter doesn't immediately increase usually, restarting the game seems to kind of force it to update immediately however. It might not be a Dead By Daylight bug but rather a Steam bug due it not updating immediately.
-
@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1833556#Comment_1833556
Fair enough, then. This OP seemed like this was just the start of them intentionally not unhooking and griefing the person, going by the way they reacted.
Honestly, though, game rules are dodgy as hell. You can do all manner of awful things to make it unfun for everyone, which is horrific for game health, but god forbid someone DC's.
Honestly, though, game rules are dodgy as hell. You can do all manner of awful things to make it unfun for everyone, which is horrific for game health, but god forbid someone DC's.
Yes. There are a lot of dumb things that you are allowed to do that only make the game unfun for other players and that serve no practical purpose other than that.
I think the primary reason this isn't included in the rules is because it would create even more support tickets, and there's already too many for them to be handled quickly enough.
One of the reasons there are so many tickets is that the in-game report menu is bad, see also : https://forum.deadbydaylight.com/en/discussion/196283/the-in-game-report-menu-should-say-when-you-need-to-create-a-support-ticket#latest
Since it was created it has been unchanged (as far as I recall), from a player perspective. Most likely some processes in the backend side of things have been streamlined to make it more efficient, but the process of creating a report / ticket is slow and feels bad.
Another example of where the game rules don't make sense is targeting specific players to ruin their experience - so technically doing certain things is not allowed, but only if you do it often and to a specific player multiple times, but then again streamsniping which I think would also fall under that is not covered by this and is actually allowed.
An interesting case would be someone who fakes unhooks always. If you have this person often enough on your team and they do it to you it would seem like they violate the "targeting specific players" rule, but then they actually have the defense where that player can say that they do this to every survivor player, and not just to a specific player, and then it would be allowed by the rules. This would probably still lead to a ban if someone makes a support ticket though - if the rules are read literally however then it is allowed.
The rules are weird and inconsistent and both the rules and the report process (report menu and ticket creation) need to be streamlined.
-
@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1833549#Comment_1833549
Meanwhile in the past, they've state on the forums it is.
They chop and change as they want with what they state is reportable lmao
Uh, you know that trolling/bad sportsmanship/throwing is literally one of the bannable offenses, right? If someone is teabagging you on the hook or repeatedly forcing unhook animation so nobody else can get you, that is all of the above @Madjura
What matters is what's written in the game rules, even if this was said in the past (please post a source if you can) then that would be "overwritten" by the current version of the game rules.
-
@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1833517#Comment_1833517
This actually is reportable. Intentionally leaving you on the hook and teabagging is.
Also, OP, I had this yesterday. This Nea duo repeatedly sandbagged me from the start of the game, and then when I was finally on the hook, they were crouching in the corner of the map and one came to me and teabagged while also starting and stopping the unhook animation until I died. Pieces of ######### got reported, but nothing will happen, even with evidence, despite it being something the devs themselves say is reportable.
This actually is reportable. Intentionally leaving you on the hook and teabagging is.
Please point out where it says this in the game rules: https://forum.deadbydaylight.com/en/kb/articles/139-game-rules
-
@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/1830892#Comment_1830892
I don't see why that should matter they're still getting the money for the 1000 auric cells it costs to unlock the paid rift, it shouldn't matter when it's done.
Because that way they can scam people who buy it early, thinking they can finish it, but then don't complete it because they don't have enough time / don't want to play.
-
@SpookyPumpkinPiez said:
Around 195 hours for me and I still need 2 more tiers. And yeah I finished every challenge for both killer and survivor. They REALLY need to change this
The only change you should expect is that stuff from the paid track is removed and replaced with experience boosters, to make people buy the battlepass early instead of waiting to finish it and then buying it.
-
@RandomKid said:
Already 16 hours ago... but thank you for trying to help me. <3
No one on the forums can help you with your ban, all that has to go through support as already mentioned.
But this is relevant: https://blog.malwarebytes.com/101/2015/06/10-easy-steps-to-clean-your-infected-computer/
There is a high chance that your PC might still be infected, and changing passwords will not do anything as your machine is still compromised. Safest option is to nuke everything (format all drives, reinstall operating system) and then change all passwords.
-
@Aztreonam78 said:
Decisive Strike seems to have reduced stun duration.
Just had a match againnst Nurse, she grabbed me, got stunned, and after like 3 seconds she started charging her Blink.
Is this bug with DS here again or it is just me?
Did you get grabbed after a blink? As in, after the blink but before the "stun" / fatigue that happens after a blink.
-
@Mandy said:
There is already a bug report listed on this issue.
Link to bug report / related issue:
@lagosta said:
PC
Fat-shaming spot in the swamp got several ppl caught in it during the match.
Encountered once, last week.
Video evidence: https://youtu.be/jV27pzc_Wxc
-
@vacaman said:
Sry i just realized i should have posted this on Q&A
It might fit better here: https://forum.deadbydaylight.com/en/categories/technical-issues
But Q&A is probably not the correct subforum.
-
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1822549#Comment_1822549
As others have mentioned we do have the EULA.
The fact that there's no way to ever tell if someone intentionally shuts down their device or pulls the plug (nor can there be), is why the penalty applies across the board - it's still ruining the game for the 4 other players in the match.
The EULA says that anyone can be banned at any time for any reason. And that pay2win items can be sold in the game at will. Are you sure you want to bring up the EULA to shut down an argument on the forums, especially when the second half of your post accomplishes that already in a much cleaner way?
-
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1823890#Comment_1823890
I'm in red ranks, there's plenty of time to cleanse totems unless the killer is applying a ton of pressure but those killers don't need NOED anyway - they'll have a 4k long before last gen is completed. Considering totems a waste of time and not including cleansing them in survivor strategy is what makes NOED more powerful than it should be.
Alternative to cleansing: don't finish the last generator when the killer is coming, don't stay on the exit gate in attempt to finish opening it after being hit.
NOED can be played around but barely anyone does so.
-
@Mandy said:
Personally, I've enjoyed cross play and keep it on - I've not noticed a big difference in standard of matches but I have noticed faster queue times which are important to me. I don't have spare hours to play so queuing for ages for a match isn't something I can do, but with cross play on it's much faster. As I said, the quality of the matches didn't change for me, whilst playing killer or survivor, I don't see any difference in players on any platform tbh, there's good and not so good players on all platforms.
If you are using an identifiable username in-game or the moderator exclusive charm then there is a high chance people are being less nasty in order to not get banned.
Console has the advantage of not having chat or Steam profile pages with a comment section (as far as I know) so playing only with other console players by disabling crossplay leaves less options for people to be toxic.
-
@Wiliam_Bill_Overbeck said:
And they wonder why play numbers are going down, if they would stop trying to count the people who would just join and collect their daily then dc.
I can't play because every 3-4 hours my router decides to stop working for 30 seconds, (Usually, 3-4, it can be longer or shorter, some days it does it more then others.) but the penalties are going to stack to the point I won't ever touch this game again unless they add like a basic "one free dc a day" or something. so I can atleast get ONE game in.
Good. You are ruining the game for four other players. You should not play until you fix your router issues.
-
@NomiNomad said:
Nah. I had a question about it for the QnA, and I believe it was number two in all of the questions in terms of upvotes.
They didn't answer it, which leads me to believe it's nowhere near ready yet.
Or, just like Elden Ring, it doesn't exist.
They didn't answer it, which leads me to believe it's nowhere near ready yet.
It's cancelled. They couldn't say it's cancelled during the Q&A, because that would have caused a large number of complaints. "It's still being worked on." takes no time at all to say, so if it was actually still in development they would have said that, but they didn't.
-
@Mandy said:
Or if you look at it the other way, the Developers are neither survivor or killer sided and make the changes purely based on game health - same when putting in mechanics that affected survivors, like the toolbox changes, adding in exhaustion, healing changes. With keys being infinitely more complicated to change, rather than the simple condition change for Mori, and it improving the health of the game it does seem completely logical to put that change into place as quickly as possible rather than wait until the key change was ready to be released.
it does seem completely logical to put that change into place as quickly as possible rather than wait until the key change was ready to be released.
The change was added to a hotfix for a patch that was so broken that the developer's have publicly acknowledged that fact:
@Peanits said:
https://us.v-cdn.net/6030815/uploads/UP0P3JY8W80Z/440statement.png
We are a week out from the release of the 4.4.0 update, and we wanted to take a minute to acknowledge: This release brought more known issues and bugs than usual, and for that we would like to apologize. We’d like to pull back the curtain and offer some insight into our decision to release the update in its current state, as well as what our next steps are moving forward.
Why?
To start, this past Chapter has been one of the most ambitious ones yet. The Twins are a very complex Killer to create , essentially working as two separate Killers. While we like to push the limits on what we can do with our new characters, that unfortunately brings with it more issues to be ironed out before their release.
In order to push an update, we need to create a version of the game and submit it for approval on each platform in advance. This process can take longer depending on how large the update is, with Chapter releases taking the longest to be approved. Unfortunately, this leaves us with less time than it seems to identify and resolve issues.
Between the Player Test Build (PTB) and live releases, we typically have about five days for identifying issues, making changes and, finally, finding and implementing fixes before we need to submit a version. Starting the PTB earlier is not ideal since the weeks leading up to the PTB are spent fine tuning and fixing bugs, so an earlier version would not be suitable for testing. In this window, we focus on the most pressing issues that were identified on the PTB. Once the update is submitted, we immediately start working on the first bugfix patch, which usually needs to be submitted a day or two after the update hits the live version of the game (this is why you may notice that the first bugfix patch focuses mostly on lingering issues from the PTB).
To address the elephant in the room: Why wasn’t the update delayed in that case? This is always a very difficult decision to make, delaying an update would give us some much-needed time to fix more issues that were reported during the PTB, but on the other hand, the feedback we receive from the live release is invaluable. The live release gives us visibility on other platforms, and the amount of feedback and reports we receive from the live update makes identifying, reproducing and fixing certain bugs much quicker. With the holidays quickly approaching, we want to make sure that we have room to release bugfix patches—the last thing we want is to release a big update at the last second and potentially leave the game in rough shape over the holidays.
There’s bound to be discussion about whether or not this was the right decision, and understandably so. We are taking feedback on this into consideration very seriously for the future.
So what’s next?
The first bugfix patch is releasing today: This patch bundles twice as many bug fixes as a typical release, prioritizing the most critical and visible issues from the 4.4.0 update. Here’s a short list of some of the most noteworthy changes and fixes coming in today’s update:
- Victor can now hold a Survivor in a locker
- Reverted changes to Flashlight accuracy
- Fixed missing visual feedback when blinding a Killer with a Flashlight
- Fixed an issue that could cause Victor to get stuck in the ground when released
- Fixed an issue that allowed Survivors to crawl out the exit gates when downed while Victor was on their back
- Fixed an issue that caused Survivors to briefly see their own scratchmarks
We aim to release a second bugfix patch next week that will contain more fixes (perk issues, level design issues, and various improvements). As for the remaining major issues, we have been able to reproduce them internally and are working on fixes for each of them. We are aiming to fix as many of these issues as possible with the second bugfix patch, with any leftovers slotting into a future update.
Finally, we want to take a moment to say thank you for understanding and for reporting the issues you’ve come across. If you haven’t already, please remember to log into the game before December 10th 2PM Eastern to claim 300,000 free Bloodpoints. We know this doesn’t change any issues you have been facing, this is a token of appreciation for sticking with us as our team works on resolving any remaining known issues.
It seems very unlikely that a developer would prioritize moris over the numerous issues that were introduced in patch 4.4.0. Instead what most likely happened is that this change has been ready for a while, but it was held back due to the outrage it would cause. As there were / are a large number of complaints about the 4.4.0 patch the change was pushed in so it can be included in this "period" of outrage. If it had been released before or after then there would be two "periods" of outrage - one for the moris, and one for the patch. By bundling the mori change with the 4.4.0 patch you can reduce the number of "outrage periods" from two to one.
So no, I don't believe this change was added for game health reasons, at least not solely, but rather because that way another outrage on the forums can be prevented in the future or was prevented in the past.
-
This change was literally just shoved in because people are already mad and this stops another shitstorm during a later patch. There is no way this change was actually planned to be in this patch. It could have been done months or years earlier, or later. But then people would have been mad, and that's bad, but now everyone is already mad so it doesn't really change much.
-
You should edit out the name or the thread is going to get closed.
Did you include the SteamID64 in the ticket? Did they say exactly what info is missing?
-
@hinoutoumei said:
https://forum.deadbydaylight.com/en/discussion/comment/1794920#Comment_1794920
I'm not checking the twitter for anything, nor shoudl i be expected to. Having your game news restricted to one news platform that most people avoid due to toxicity , nonsense and falsehood is a problem on your part not mine. The devs should put the news for the game on the platform that game is on, ie steam, xbox, switch, ps4/ps5. I am not going out of my way to log onto a garbage third party site for nothing.
Thank you for answering my question though.
Some people might be confused why they are getting free stuff without any information about this in-game, but I don't think that really matters. You are not missing out on anything by not knowing why you are getting free currency.
-
@Bwsted said:
This is a terribly designed achievement and neither survivors nor killers should have to endure something like that.
I'd say it's par for the course with the quality of the entire update it came with.
For Killer I think it would be fine because you are not screwing over your teammates if you are going for it.
-
@AChaoticKiller said:
shut up i did this as a solo in rank 2 in console
there is a reason it's called power move and why it is a achievement.
See:
@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/1794546#Comment_1794546
https://forum.deadbydaylight.com/en/discussion/comment/1794547#Comment_1794547
https://forum.deadbydaylight.com/en/discussion/comment/1794569#Comment_1794569
My post is not about the difficulty for the player doing the achievement, it's about other Survivors being screwed over because someone is severely limiting themselves by attempting the achievement. That player is less useful to the team than someone using a full perk loadout.
-
@Crowman said:
The achievement isn't that bad. Perks aren't even that important for survivor gameplay. I've had worse teammates running all 2nd chance perks than I have with a few teammates I ran into running no perks.
@Unseen_Force said:
https://forum.deadbydaylight.com/en/discussion/210972/power-moves-is-a-badly-designed-achievement
When something is hard for survivors you feel it should be reworked to killers having to deal with it instead?
All of the Adept killer achievements are very difficult at high ranks.
@HealsBadMan said:
Killer Adepts are insanely hard at high ranks, besides you can't really apply this to Killer seeing as their powers are vastly different. It'd be waaaay easier to do this on Spirit or Hag compared to Clown or Trapper.
I think this is actually one of the most interesting and fun achievements, its a test of individual skill (no 2nd chance perks, no info perks, nothing to help you except what every Survivor has in a match).
My post is not about the difficulty for the player doing the achievement, it's about other Survivors being screwed over because someone is severely limiting themselves by attempting the achievement. That player is less useful to the team than someone using a full perk loadout.
-
@Gay Myers (Luzi) said:
https://forum.deadbydaylight.com/en/discussion/comment/1793897#Comment_1793897
They do ban cheaters. Please keep in mind there are many many daily reports and there is a possibility it may have looked like something in the game or was possibly a bug, but not a cheat. If they are recent reports, then please give it some time.
Last I checked the in-game report menu listed disconnects as a valid report reason - the game rules state that you should not report for that, is that is automatically handled. I assume that inconsistencies in the descriptions of the report options leads to a lot of unnecessary reports, which waste time of the team handling the tickets.
Do you know if there are plans to overhaul the in-game report menu, for example by including a notice about when you need to create a support ticket with additional (video) evidence? See: https://forum.deadbydaylight.com/en/discussion/196283/the-in-game-report-menu-should-say-when-you-need-to-create-a-support-ticket#latest This seems like it would cut down on the overall response time to tickets - less invalid tickets means less workload which means the actually valid tickets can get handled faster.
The report system does not feel efficient at all from a player perspective. Emphasis on the "feels" - even if it is actually very efficient it's still a frustrating experience for players making the reports, as supported by relatively common threads such as this complaining about reports not being handled properly and/or quickly. Adding some kind of feedback about reports being handled can go a long way, similar to what Steam does for example: When a report you made is closed you get notified, but without the name of the user you reported or what, if any, the consequences of your report were. That improves the "experience" of using the report system significantly.
-
@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/1790456#Comment_1790456
oh no it looks horrible in the trailer, but I tried to think about how it'd look in game.
Hopefully, I'm right.
To be fair everyone in the trailer looks like Barbie or Lego Friends figures. The models looks very strange and "plasticy" compared to how the characters look in-game.
-
The Christmas charm ("fruitcake") still has this issue. Console players being disadvantaged was fixed - for the Halloween event the codes were shared across platforms, now the codes are separate for each platform.
A fair solution for every player would be to unlock the event charms for everyone when the event ends, but to allow players to unlock it early with a code from a stream. That way the charms are still special but everyone can get them eventually.
-
@Lycidas said:
For those who don't know, the Fruitcake charm is going to be distributed by fog whisperers during streams and videos with in game codes which have a limited number of uses.
why? WHY?
This is the Dwightcrow charm all over again, and I get it, it's a way of supporting less-known fog whisperers, but I think that many people are going to be upset about it, because honestly, it's bullshit.
Yes, there are different codes for PC and Console, but that doesn't solve the issue: people are going to stress themselves to get a code, and even if you watch every stream and every video it's not guaranteed that you'll get one since each code can be used only by 10 people.
I know it sounds petty ("It's a charm, who cares?") but I remember how I felt while tryng to get the Dwightcrow charm, and no, it wasn't a nice "treasure hunt" feeling. It was stressful, I was jumping between streams and youtube videos with the game open in the background trying to catch a code, and I clearly remember the "Oh jesus, NEVER AGAIN" feeling when I finally got one from a stream.
So please, PLEASE find another way of distributing these kind of codes in the future, like a treasure hunt of some sort, or giving each code a time limit instead of limited uses, or even simply giving the codes a higher number of uses (I'm thinking hundreds instead of 10)
I know it sounds petty ("It's a charm, who cares?")
These charms are basically legacy all over again. People still ask for legacy to come back, years later. Legacy skins are technically just recolors. While charms aren't the same as equippable outfit pieces they are not recolors at the very least - they are inferior in some aspects (being a charm vs. being outfit piece) but superior in others (new model vs. recolor).
I don't think the current system to distribute them is a good idea for that reason.
A better option would be to unlock the event charms for everyone after the event ends, with the option of unlocking them early if you get a code from a streamer. For the cake charm that means you could get it up to a month before everyone else, when it unlocks for everyone in January. That way it's still special but no one has to feel pressured to watch streams just to get it.
-
@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/1790956#Comment_1790956
I want to clarify something: criticism is not only welcome, but it's definitely needed, being it negative or positive, we do need criticism to improve.
However the way we express our criticism has a lot of importance too, some people tend to forget this and fall into insults and personal attacks directed to the developers, the moderators or other users. We do not silence people for their opinion, we are simply removing posts that break the rules, rules that are clearly stated and pinned on top of the forum's home page: https://forum.deadbydaylight.com/en/kb/articles/137-forum-rules
There's also a misconception that people bring out every now and then regarding the Feedback section of the forums, saying it's where we "hide" the threads we do not like. Just to be clear, we do not have some sort of list of topics we don't like and/or "hidden sections" of the forums where we move these fabled threads, we move threads to the correct sections, if it's a feedback thread we move it to the Feedback section, if it's a lore thread then we move it to the Lore section.
There's a lot of wrong assumptions and it saddens me to see people bashing on me and my colleagues, forgetting we are players too, we understand and share the frustration with the community.
There's a lot of wrong assumptions and it saddens me to see people bashing on me and my colleagues, forgetting we are players too, we understand and share the frustration with the community.
Why are you not posting feedback? The forum rules say that having multiple accounts is not allowed under any circumstances, but I don't think I have ever seen a moderator post feedback in any thread on their account.
-
@ImpressionableTeen said:
Read through the whole thread. The thing is, the other killer bugs were NOT in the known issues section. That means they didn't play legion, hillbilly, huntress or looked through their add-ons (just read them) to make sure they were working ONCE. It literally takes how many killer games? 22? to make sure every single one works. They didn't even do that. It baffles me. HOW CAN YOU NOT PLAY EVERY KILLER AT LEAST ONCE WHEN YOU KNOW AT LEAST ONE OF THEM IS GONNA BE UNPLAYABLE EVERY PATCH
My guess is that "power validation" was moved to the dedicated servers doing that, and these issues are caused by the servers for the live game being different than the ones for testing.
The Hillbilly power for example looks to me like the "signal" that you stopped using the chainsaw isn't being sent or handled properly, so the heat bar keeps filling.
It would be nice to have an explanation though, if that really is the case or if there was just not enough testing like you suggest.
-
@Exor said:
Black Wards (at least with the Twins) get used up but don't protect your Add-Ons, learned that the hard way.
Victor is probably considered an item but when you remove him your active item isn't being reset correctly, and then Black Ward gets confused about what item you have and doesn't work.
-
@Jesya said:
https://forum.deadbydaylight.com/en/discussion/comment/1789390#Comment_1789390
So what you are saying is that PC players had no problems with these codes?
The entering speed was an issue for console players - but it def. wasn't THE main issue.
BHVR is literally saying is if you want this rare, limited edition item you MUST watch one of a handful of content creators that are handing our codes which have limited uses so be prepared to watch for awhile. We don't care you have to be sitting in the store, not playing our game waiting to enter codes. Watch our ambassadors!!
No... that's not the problem at all. 😑
Some people are definitely going to keep the stream running in the background while playing, and as soon as the streamer announces that codes are coming they will disconnect to be able to enter the code. It might not happen a lot, it almost certainly won't be a large number of players that does this, but some will, and then four other people will have their match ruined.
A much better and more sensible system would be to unlock the charm for everyone after the event. Want it early? Watch a stream. Or just wait until the event is over.
-
Streamers:
https://twitter.com/ScottJund/status/1333932573333000192Devs:
"Here have some charms you can give to people who watch you stream lol"