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Mandy

Mandy

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Mandy
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  • No, there's currently no way to tell if someone disconnects on purpose, which is why the matchmaking penalty penalises all disconnects.

  • @Chinanumawaaan said:

    If changing bloodlust is supposed to be healthy for the game I can assure you that doubling BP is even healthier.

    No grind = less sweat.

    E=MC2

    and how is giving double BP on the weekend that it's being tested going to help decide whether BL works or not? When players are not playing properly? That's why this is a test for data, and that's why not more than one change can be made at once for testing things.

  • Changing things like adding in BP is going to affect the data because people play differently and the data needs to be collected when people are playing regular matches. When double BP events are on for example, people farm more etc etc

  • Basically what Mooks has said, if you want to bring something to our attention just report a post they have made and give the reasoning in there.

  • Sorry that you no longer enjoy the game, hope you find something else that you enjoy playing.

  • I'm so sorry to hear this! I sincerely wish you all the best in your fight against this, I am sure I speak for the whole team when I say that.

    Anything I type just seems like the wrong thing to say, so I just want to wish you well, and hope that you can beat this <3

  • @Magnafiend said:

    While I agree that it needs to be tested, especially considering all the map overhauls that went towards fixing the issues bloodlust was a bandaid fix for when introduced, there's a glaring flaw with how it's being tested...

    You announced that you'd be testing and removing it...

    This is something that should be silently tested in the background, just disable the feature, look at the numbers, and slip it back in. If anyone notices just chalk it up to a bug in the most recent 'patch' and call it a hot fix when it ends.

    Letting players know its being tested will lead to a few potential situations:

    1- Killers not playing because they feel slighted. It's a mechanic that might not be needed for the high level players, or outside of a few specific cases like certain loops as huntress on an indoor map, but just knowing there might be another killer nerf is giong to cause some killers to just not play during the test.

    2-Knowing it's being disabled, you'll likely see a rise in play for killers like Nurse who just aren't affected by bloodlust as much in order to play around its removal.

    This knowledge bias about the study severely hinders its effectiveness, basically skewing the numbers because they don't simulate normal gameplay as people are using their knowledge that the mechanic will be gone to adjust how they normally play the game. Yes, the one perk involving bloodlust might have been a problem but it could have easily been disabled and covered up with 'the perk is not working as intended and has been disabled until the issue is resolved'.

    Sometimes we just can't win - if we did it this way, we'd be called unethical for making that change without first giving context to it. People would be furious that we'd done this without informing them first.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760910#Comment_1760910

    Then why isn't the testing done on the ptb? you know, Public TEST branch.... What is the PTB for if it isn't used for testing? Where is the QA team?

    It needs Live testing because people play so differently on the PTB - plus there's also other things that can mess up the data on the PTB (for example any map changes that are also on the PTB). And to get the required data, regular matches need to be played with previous data to compare to. And also, this isn't just a PC/Steam only test, it's across all platforms.

  • @Harlekin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760589#Comment_1760589

    yes, we all know how good BHVR is at creating stats (we remember the great stats used for the great mmr system kappa)  

    Stats were nothing to do with MMR though, the system doesn't measure statistics in the slightest - it's way more complex than that, as is any MMR that's in a game. And MMR in a game like DbD is always going to be difficult to implement.

    (and I also never mentioned stats, but data - the two things are not necessarily the same).

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760185#Comment_1760185

    @Peanits Why not do this on the PTB? This discourages me from playing killer even more so, how many crutches to survivors need? Now they seeing if they can take it out or not? It DID help in some scenarios where you'd get looped to death on 2 story maps

    Testing it on Live will give more accurate feedback than on the PTB, where people tend to play differently in general. The data etc will be more reliable on the live build.

  • @NeverBuyingTomes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760589#Comment_1760589

    I wish you would go away and the actual developer who's teleprompter you're reading from would get on here and try and explain themselves.

    Not going to happen I'm afraid, being here is my job - carrying this information is part of that job as is explaining why we're doing this experiment.

  • This is a TEST!

    The maps have been changed a lot over the past few years a lot of pallets now are unsafe compared to how they were when bloodlust was needed in the game, so to see the effect on the game that bloodlust has right now, it needs to be disabled so the data can be analysed.

    But as I said, this is just a test.

  • There needs to be a way for people to legitimately leave the match due to either an in game issue (stuck bug for example) or an IRL emergency.

    Also to this, there's other ways to close the game. And that would still happen if the Leave Match button were removed.

  • First one is not a bug, this is intended by design.

    Second one, could be connected to latency - possibly.

  • I don't have a big problem with Adrenline because it means the survivors are down a perk throughout the whole match really - which is the same as I think of NOED.

    The only change I would make, because it's the thing that doesn't make sense to me - if you're being carried to the hook and Adrenaline pops, then unless you wiggle/are dropped, once you're hooked you lose the healing aspect of the perk, so when you get unhooked you'd still be injured - the speed boost I have no issue with then. That would mean survivors would need to be more careful when they pop that last gen as well.

  • @Clevite said:

    This kind of logic drives me crazy. This is poor survivor gameplay capitalized on by the killer.

    At some point if ######### is going down hill fast, you all need to get away and regroup. Cross the map and heal up. Then split up , someone goes for the save, others do the gens.

    If you all are going group up and keep kamikazing in for saves, well 4k ez , thanks for the double pip.

    pretty much this!

  • Perks, it depends on when I'm playing and with who. This morning I played and after having a few games I switched out my perks to DS, BT, Unbreakable and Lithe due to the matches that proceeded it. My normal build is Head On & Q&Q with a mix of two other perks.

    Generally BP wise I tend to get an average of 25k in a match as a Survivor and as a Killer between 25k-30k.

    Killer perks I tend to stick to a bit more, and pretty much BBQ, Enduring, BS on my killers and then a choice of one other depending on which killer I play.

    I also only ever use points offerings in game, I really do like collecting BP more than anything else!

  • I really don't think a perk like this would be conducive to the health of the game. Corrupt Intervention is particularly useful for slower killers or killers who need time to set up their power ie Trapper. Having something to counter that, and to make gens go so much faster completely negates the perk and the game balance - whilst I appreciate you said that the killer can patrol these 3 gens relatively easily (of course not all can patrol that easily due to varying killer speeds) but if the survivors are split up, then realistically the killer is going to automatically lose all 3 gens in probably less than a minute. That's hardly going to be a fair and balanced perk.

  • If an extra perk slot would be introduced, it would undoubtedly have to be done for both sides, and the whole balance of the game would have to be reworked around that change. I don't think it would solve anything, just cause more issues.

    Hex totems are always going to be a risk vs reward thing, nothing would change that.

  • Quite a few of the Developers stream the game and they play a mix of roles, some survivor some killer - most (if not all) play both sides of the game.

  • As you've tried to verify and ensured that you've opted out of the Beta - please can you contact Support about this issue, they will be able to help you further. https://support.deadbydaylight.com/hc/en-us

  • I think it depends on the movie personally...I think some of the movies we have now have pretty awful dialogue etc same as with older movies - some great, some pretty poor.

  • The killer probably had Mad Grit perk.

    Reports if made correctly are taken very seriously - in game reports must be made and further evidence ie Video must be sent to Support.

    Also @Foohy the forums operate a no Naming & Shaming policy, so I've removed the link and request you put, please be aware we do not tolerate people attempting to start witch hunts against other players here.

  • Must admit, I still get completely lost on Midwich trying to find a generator...so I wouldn't be against this being added.

  • Can you try to verify the game files and double check that you have the Beta options tab set at "opt out"?

  • I just appreciate the very technical diagrams and the use of the word "skideet" :)

  • I have a question concerning this, what GPU's are you all using?

  • Pallets are a limited resource to survivors so good survivors will avoid dropping certain pallets - if I'm not already injured for example and it's early in the match I won't drop shack pallet for example.

    @StardustSpeedway said:

    If I'm healthy, why would I waste a pallet? The only time I'm dropping a pallet when I'm healthy is if I'm facing an insta down killer. That's it. Otherwise I'll loop and won't drop any until I'm injured.

    yes, I'm the same way...I'd rather take the hit from the killer, use the speed boost to get me to another loop/window rather than wasting a really good pallet.

  • As this is a next generation console, it's automatically registering it as different architecture than the xbox one - as the series x is not currently widespread this is why crossplay is highly recommended to be switched on right now, as the amount of players on this platform naturally increases with sales, then it won't become so important in the future.

  • I change perks around a lot at the moment but my staple two are always Head On and Quick & Quiet, the other 2 in my loadout varies, it tends to go with my mood.

  • It's usually down to the animation, Trapper always has the illusion that he's faster than other killers due to his walking animation.

  • As both a killer and survivor I enjoy playing on Father Campbells Chapel - I tend to find that map is the most fun for both sides.

  • As a survivor I play regularly on ping that's around 150 whilst playing with friends in USA/Canada and that's not too bad because I've got used to it, so I can judge the hit length a bit better now. Normally playing solo my ping to the server is around 30 and that's of course much better as it's more "in real time". I'm just very aware when playing survivor with a higher ping that when in chases etc, the killer is usually at least a step closer to me than is showing on my screen - so drop a pallet slightly earlier than I normally would or not chance a risky window vault etc.

    When playing killer, as the server currently goes from your own ping then you are not at a disadvantage when playing killer if your ping to the server is high.

  • As this is going the way these type of threads usually go, I will lock it here.

    To the OP, I hope you find something else you enjoy playing.

  • Glad that you are still working on this, of course school takes preference - education is important! Plus Holiday season will soon be here so hopefully you will have more time to write.

  • It seems to be steam specific for right now @Exerath1992 I've not got any reports of it affecting other platforms at least.

  • Distraction points is a good idea with that tbh, it would fit with the design of the perk as well.

  • @Exerlin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1756307#Comment_1756307

    Forum mods do not work at BHVR and have nothing to do with the development of the game. They are simply players and forum moderators.

    btw, if you level the characters up and get their teachables unlocked, you will keep them even if you lose them in the future. Also, if you are using family sharing via Steam, you automatically get all of the DLC your family member bought. That might be the cause of this

    not exactly true. I'm a full time Community Co-ordinator for bhvr :)

    And we are aware of this issue, and it's being looked into. There's a team on it.

  • Mine is a simple one, it's the HillBillys - and it's purely for the sneer when he wipes his hand across his face when he's done.

  • There's been nothing publicly announced yet @Ihatelife

  • Problem with this, is the amount of different languages people speak in. EU Servers for example cover a multitude of languages and not everyone speaks English.

  • No the PTB has closed.

  • Currently Server Sided Hit registration is not switched on, it was previously in Beta testing only.

  • And thank you to all those on this thread who helped, you really helped us to narrow down the problem. It's much appreciated.

  • IMG_20201116_223845[1].png

    in case you've not seen this, it's a small thank you for the inconvenience you were caused.

  • If you think someone is cheating please report in game and send the videos to Support to be checked - not much can be done on the forums about it....and I would rather any possible cheat information isn't shared.

    To the comment that I just deleted - that's not going to happen!

  • @Exerlin I'm glad you did the maths not me! :)

  • Just a reminder with one stack of Desparate Measures (1 injured) it's 10% not 14%

  • Hi, I'm going to need Cloud ID's from you - so I'm going to message you all privately to get the information from you if you don't mind.

  • We don't have any confirmation of whether or not there will be cross progression with other platforms, other than what we have now....so it might be worth starting to level up now.

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