Mandy
Mandy
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- Mandy
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@HipnoE said:
https://forum.deadbydaylight.com/en/discussion/comment/2408046#Comment_2408046
Devs hate when people try and understand how their game works, I believe that you can get a 30 min penalty then an hour penalty for around 4-6 DC's but this is basically just random information ive heard. Not sure how it continues but I imagine you will get up to a 24 hour penalty pretty quickly then likely banned after that.
You do not get a permanent ban from the disconnection penalties
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The only cross progression that's in the game is between Steam & Stadia, with Switch joining at a future date. We do not have further information if/when there will be cross progression for other platforms.
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We've said the penalties decay over time, but we do not release the information about what that decay rate is.
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@[Deleted User] said:
DbD has neither changed enough to provide a significant new experience for long-time players nor retained the essence of original DbD. I think that's the issue I have with the game. DbD has both played it too safe and not safe enough, changed in ways that don't really matter.
I understand where you're coming from there, I think it'll be interesting to see where things go from here.
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I think a lot of us look back with nostalgia, I was actually having this discussion with friends last night and we were going through our old screenshots etc of when we first started playing 5 years ago. A lot has changed, but I'm the type that loves change and appreciate that a live game can change regularly and I am sure it will change again in the future.
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Some codes are time limited so they won't work after that time has expired. Is the current BOOP code working for you?
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Flashbang only works on the Killer itself not their belongings or their power - so no it doesn't work on Hags traps.
Same for Lightborn - it will prevent the Hag from being blinded, but it won't protect her traps from a flashlight. She won't however be blinded from flashlights, Flashbang or Blast Mine.
Lightborn also doesn't prevent Wraith and Nurse being burned (they can be lightburned by flashlights & flashbangs)
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I replied on your original thread giving you this information, please refer to that, thank you.
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I don't really have a massive issue with Dead Hard when playing killer, I find SB to be a stronger perk in general tbh as it has a lot less downsides than Dead Hard - you can use it whenever for example and don't need to be injured. Dead Hard when not injured against an insta down killer (or NOED) is effectively useless.
I also don't hold the argument that it rewards survivors for messing up, because most survivors who use Dead Hard for the distance don't actually mess up but know they're running Dead Hard so know they can get an extra speed boost to the pallet/window etc and to me, if they'd had another exhaustion perk (not including Head On in that) they'd have already made that distance anyway because they would have been ahead at the start of the chase.
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Whilst this would be cool to see, I'd be concerned on time constraints - the extra time needed to do all this, is time I could be spending chasing other survivors.
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@Nos37 said:
I thought the devs have said that the skill-based rating is still running in the background, but it's not affecting the matchamking. Though I think they reset everyone's rating at some point a few days/weeks prior to the most recent test to test how the system handles new players (players with little-to-no recorded matches).
Pretty much, it just gets data of matches in the background but doesn't affect matchmaking in the slightest.
@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2404831#Comment_2404831
Why did they turn it off ? It was good, isn't it ?
It wasn't fully ready to be implemented, there were still some issues with it.
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Skill based matchmaking (MMR) is always advertised prior to it being turned on and it hasn't been tested since the last advertised test a couple of months ago. It's not "being turned on" and what you're experiencing is regular matchmaking.
When the system is ready to go live, we will announce it, as usual.
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At this time, it was likely Steam Maintenance which happens at around the same time every Tuesday.
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It has ended, from what I'm seeing there's a visual bug where the BP symbol still has the "glow" but the extra points are not actually added to the account. I believe a restart does fix this.
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When MMR is implemented, Rank Rewards will also be implemented so you will gain BP etc at rank reset depending on your highest rank reached. However, you will not be facing against Rank 20's as that would be incredibly unfair and the system will match you against players of your own skill level.
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@pizzavessel15 said:
The pallet buff is horrible. It doesn't matter how close the killer is or if they swing. As long as the survivor presses the pallet button they will not take damage by m1 even if it shows them getting hit. This encourages pallet camping and the survivor has no fear at all if they time it right or not. This encourages pallet camping, makes pallet cities even more in the survivors favor and more aggravating for m1 killers and hits that should hit at pallets doesn't work anymore. Either revert the change or work on it some more to give the killer at least some chance with pallets or expect to see more ranged killers being played. Especially trickster.
Right now the system is designed to prioritise the player who's action the server recognises first - which is a fair system. It doesn't prioritise survivors and it doesn't prioritise killers. It prioritises the person who's action was done first.
The issue arises, in that the killer gets the feedback that they've completed a successful hit prior to the server rejecting that hit (this is done like this to avoid any delays in waiting for every action to be validated by the server). The server rejects the hit because the survivor had completed their action prior to the killers.
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Hi, sorry this has happened but we're unable to assist on the forums about this issue. Support will respond to you though, but this may take a few days as naturally they get a large amount of tickets in a day for various things. Please be patient and wait for them to respond, if you've not heard within 14 days of sending your original ticket, then reply on the ticket to them.
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I don't think I've ever paid attention to any of these numbers. It's not something that appeals to me, plus I'd forget to keep count :)
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Or maybe you should be tunneled away five matches in a row in your game... and then tell us again: „hey, it’s the game rule“
I get tunnelled a lot, mori'd too. :)
And I never said that it might not be a problem, I think you'll find I said that this is within the game rules and I also don't believe that punishing a player for employing this tactic is the way to resolve what some perceive as an issue.
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DC penalties stack - it's not about the first DC of the day. The timer decays over time, so yes it's possible that you might have not dc'd today but you stacked up penalties from previously.
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@jbunch said:
https://forum.deadbydaylight.com/en/discussion/comment/2402689#Comment_2402689
There is an issue with this however. It does more to punish those who have internet struggles outside of their control, than it does to punish those that intentionally DC. So unfortunately, when Events happen or people would like to participate in the Tome stuff, they are unable to play due to the timer constantly stacking if loss of internet disconnects them from the game. I understand the intentions of the DC penalty, but all it truly does is cause more trouble for people that actually want to play, as at least people who intentionally DC can control when they do it.
however, even if you are having internet issues you are still spoiling the game for the 4 other players. Unfortunately, as heartless as this might sound (not intended to), it is your responsibility to ensure that you have reliable internet to play online games.
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Hiya, thanks for that. Yes I've messaged you so you can respond to that with the link - completely understandable!
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This isn't about whether or not it's fairer to the survivors or the killer - it's about making the system fair for all players.
The player whose action is sent to the server first gets the priority, that could be the killer or the survivor - which is now the case (previously it was the killer who had priority). That's a pretty fair system.
The issue is only the information that the killer receives, where they see the hit, then it gets rejected - and as previously explained it's currently like this because otherwise every action would be delayed whilst the server receives, processes, then sends information back to the players.
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DC penalties are in the game to stop players from ruining the game for the four other players that wish to play the game. The penalty is initially kept to a low number as sometimes leaving the game has to happen (stuck with a bug, irl emergency etc), however continued DC'ing will increase this time penalty.
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https://forum.deadbydaylight.com/en/kb/articles/140-ban-appeals you can find information here on how to appeal a Discord ban and as you rightly said, bans are not to be discussed here.
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This could be abused - and it's not fair if the survivor runs in front of the killer to take a hit for another player and the killer is denied of BP if it's the person that just got hooked for example (happens a lot with BT).
I don't think punishing a player for playing within the confines of the game is a good thing either - tunneling is not against the game rules don't forget. I'd rather encourage players to chase someone else, rather than punish those that do choose to tunnel.
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I think everyone has their own opinions on what counts as a win to them. For me, it's 4 stacks of BBQ and 28k plus BP when playing killer. 20k plus when I'm playing Survivor because normally if I've scored well in a match, I've played fairly well in it. I care more about BP than kills or escapes and I'm not bothered by pips in the slightest, I don't even pay attention to the score screen to see whether I've pipped or not.
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Thank you @CashelP14
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I don't believe there were any changes to flashbangs and/or lockers in the last patch. If you think something has changed, if you can get some video that shows what's changed, then please let me know.
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Same, it worked for me when I tested it earlier, have also played against it and can confirm that window was blocked.
Can you please get some video of this not working for you you @Lostmaniac ? I think that would be the best so we can see exactly what is happening.
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EAC have removed their whitelist from their website, so these things are always going to be use at your own risk.
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I believe there's already a bug report in on this...so I think there might be an issue with the challenge.
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I want to make this clear that this is not a bug. The game is designed to give instant feedback to the killer so that there's no delay, otherwise there'd be long pauses after each action.
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Do you have any video of bamboozle not working for you? As this is the first post that I've seen of it not working and after quickly testing it myself I've not been able to reproduce this. Can you explain what exactly isn't working about it?
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There is no "i frames" for survivors at pallets. What's happening is that the server is recognising who did what action first - so whether the survivor had actually dropped the pallet or whether the killer had got the hit.
It automatically shows the killer that they got the hit, purely for the reasoning that the game is designed to give instant feedback - not wait after every action to see whether the hit was an actual hit. This is the issue that most people are having with this, there's nothing to say that the hit then got rejected after the initial feedback.
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This is the only map that this will occur on and it's by design, this is not a bug.
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Iridescent Head addon for the Huntress is now capped at 1 hatchet, it no longer stacks with the Infantry Belt so this is not a bug, but a change in design.
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As we advised we will be issuing compensation for this, there will be BP & Rift Fragments made available to our Switch players - I can't say for sure about the charms but i don't think Switch players will be left out of these.
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@Power_Guy said:
It's literally not possible to code something that can read INTENT.
The game sees 'This connection disappeared'. It can't tell if it's from a power outage, you leaving because a family member fell, or someone rage-quitting 'because Spirit'. It's, literally, impossible to tell them apart. It's all just 'Connection went away' to the game.
Exactly this, there is no way for that to be added into the system especially as it could be easily abused by "pulling the plug" - so unfortunately, all DC's are treated in the same manner.
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Hi, you are getting the reward but I've been notified that there's no "in-game pop up" for the Rift Fragment rewards (it's not like the ones for BP)...so as @fogdonkey said, the reward is there, just no special message.
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As this forum is for the Core game, all things related to DbD Mobile are directed to their official channels, which is their Discord Server - https://discord.gg/dbdmobile
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2394132#Comment_2394132
A specific and distinct sound that plays only for the Killer if the hit is rejected would be nice.
Agreed, I will make suggestions on this, because I do think some feedback is needed.
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The rewards are given between the timeframe of 11am EST to 11am EST the following day. If you did indeed login during that time and didn't get the rewards please contact our Support agents, who can check if you logged in during the correct times: https://support.deadbydaylight.com/hc/en-us/requests/new
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Hi, this forum is for the Core game only, for things related to DbD Mobile you should check out their discord to find friends to play with etc.
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I'm thinking this could be to do with the stun validation that's on pallets, prioritising those with the best connection to the server.
It would be interesting to see a video (and see the ping in the video), so that we can see exactly what's going on.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2394118#Comment_2394118
I would call this a big middle finger for killer (if I would go for pallet hits). They get the visual conformation and for example decide to take their time to break an easy pallet but after the animation notice that they lost the chase completely.
In my eyes the previous system didn't have such a hefty flaw. Survivor either got hit through a pallet and continued to run any way (except for tbagging or partial self heals) or the went down and couldn't do anything any way.
It didn't really have a impactful influence on their decision making like this visual conformation problem might have.
I'm not saying that this is not an issue, I do think that there should be some notification that the hit was rejected even though the killer had the visual notification of a hit connecting.
The system is designed to be fairer than the previous one, where the person with the highest ping used to get the hit and survivors used to get hit through pallets constantly as on their screen the pallet was completely dropped for example. Now the player with the best connection to the server is prioritised and that could be either survivor or killer, which I do think is a much fairer system.
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As far as I'm aware this isn't actually a bug but intended behaviour - basically, both sides get instant feedback to the action, so the killer gets the hit but then if the server rejects the hit the survivor remains in the previous health state. The problem seems to be that there's no further notification to the killer to advise that their hit was rejected.
If every action had to go via the server first prior to giving the notifications, then there'd be massive delays in the game. As it would be "killer swings, server checks whether the hit is valid or not as it connected for one side, then gives the hit notification or denies it".
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@Booba said:
https://forum.deadbydaylight.com/en/discussion/comment/2394097#Comment_2394097
First time that happened to us lol
My teammate stunned the killer with Head On off screen. And when I died and came back to spectate after my other teammate in the same room - this was the result 👌
Interestingly enough - my teammates said that the locker was fine on their screen. So it only bugged out on mine for some reason.
I'm playing on PC, with medium settings and unlocked fps (121), hope this info helps idk.
This bug is ok though lol. Because the killer seemed to also see lockers just fine and my friend was able to hide in this flipped down locker from him.
That's so bizare! Thank you for the information though, I will pass it on to the team - I really want to have a game now when the locker falls on the floor :)