Marc_go_solo
Marc_go_solo
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This is an extremely well-written piece of valid criticism, with plenty of examples, research and time put into it. Moreso, it's how it's addressed: I was half-expecting this to be another "Devs don't care! They burn babies" type of post, but am really pleased to be proven wrong and that this comes across as a passionate fan, who is desperate for a good product but has been disappointed too many times.
I've normally tried to straddle both sides of defending/ challenging BHVR, but recently they have created a scenario which requires an awful lot of work to recover. From a PR point of view in the long-term, this chapter could be disastrous. Maybe it needs to be in order for things to finally turn it around.
This is an amazingly impressive post, which I'd say needs to be less a post and more an academic paper - and I mean that sincerely. Not sure if they're done for such subjects though.
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99% of the time I'd wholly agree with you. However, this chapter has caused a lot of instability, which either freezes or crashes the game.
As a result, people would be penalised unjustly - I fell foul to this once when my killer froze breaking an unbreakable wall, then crashed, resulting in a penalty. The chapter needs to be stabilised before the penalties come back (personally, I never even knew the penalties had been temporarily stopped!).
When the problems are fixed though, I hope the penalties are brought back to get rid of the whiners.
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@ItzZane_ said:
https://forum.deadbydaylight.com/en/discussion/256477/survivor-lore-but-google-helped-complete-it
I legit thought you were explaining the lore For each survivor Just by reading the title Lmao
Oh, were it that simple! 😁
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Map: Rotten Fields. It's like the Sheltered Woods, only less inspired and is basically just a field of corn. It's dull to play on.
Perk: Slippery Meat. It is the most ineffective and pointless perk made, which barely makes any difference to the odds of escaping the hook. It has never once worked for me.
Mechanic: How easily keys can open a hatch. I'm fine with keys, but currently too powerful. I'm happy they nerfed Mori's, but keys need a change. A noise notification and a set time to turn and open the hatch may work, whether it be like a totem (short, but abandoning the action sets progress to 0), or like gates (takes longer, but progression is never lost).
Chapter: Ghost Face and Ash. Ghost Face is just an annoying character and runs like a complete idiot, with ridiculous masks and really he feels more fake than Legion. Ash - I really like the guy, but his perks aren't much cop.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2287878#Comment_2287878
Tell me how do I identify a survivor that is trying to play nice? Because frankly I have only seen it once! In a game in which I was being clapped so hard it was embarrassing.
I am not acting as those that acted that way against me though, I am not bad mouthing in the end-game chat to the next group of survivors that I meet telling them that they are filthy gen-rushers or anything. I just stop caring about giving them any slack and just play to win my own game. I stop caring about the game of others and purely focus on my own. The point I am making is about the words people use at the end of the match, those that like to complain about the playstyle of others afterwards or here on the forums about the tactic used by killers. The conversation rarely has any nuance to it, it is all thrown into one pile.
Those survivors that are awesome and wholesome are that to me regardless of how I play, but they are few and far between sadly enough.
Then that is how you should play, as everyone else. Identifying who the nice survivors are is impossible, although the childish ones are easier to spot, but that wasn't the point I was making.
At least you clarified you don't act deliberately childish to your opponents - you simply play the gqme as is. My concern was that you were deliberately acting childish in game, as those who did that to you. Since that's been cleared, then play as you wish. Just remember thqt the side someone plays on makes little difference as to how they act.
Personally, more people should play both sides. People may understand more of what the opponents see by doing so.
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It is extremely frustrating when people act childish or complain about the silliest things, certainly. Indeed, it can make the recipiant to wonder what the point is in being nice for future matches.
You do have the choice of how to respond, though. Whether it's to act the same way as those who have done this to you, or to treat each round as a separate experience. The issue is: by acting out against opponents you've not played before, those people could well have been trying to play nice like you. In fact, they are you in terms of behaviour, and you become the role of those who were dicks to you. Therefore, you become just like those you didn't appreciate before, which in turn makes you the problem for those, who feel then they have to act nasty to other nice people.
It's a constant cycle, but the more people give in to annoyances the more they pass on destructive behaviours. It's not survivors who are the key reason. Neither is it the killers. It's the individual's reaction which is the key reason. Ergo, anyone who decides to act a certain negative way because of how people act are the key reason.
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My Xbox One had one instance of crashing at Badham. I used the tried and tested method of unplugging the Xbox for a bit, then reconnecting and it's not crashed since.
Although it's not resolved the fps and various bugs that have come with the new chapter, there haven't been any further crashes.
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I've got the traditional part of myself thinking the current system works well as it is, and really just needs better totem placement.
However, there's another part of me that really likes your idea and can see it working! It's a good idea; it's just I'm wondering if your idea could be used for future perks, as opposed to replacing existing perks.
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It does give the option of becoming a new perk, in some sort of nerfed form.
The thinking behind this is having both old and new Ruin together would be too much. Maybe as a perk where the killer can set it up on specific generators, or it activates on all gens for a limited time (a perk with a cool down, or a perk which activates as a Hex when 4 gens are left, maybe?).
I'd be happy having both around, were the above to be the case.
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It's entertaining, mainly. And good to keep up on news and views, as well as some of the funnier or more creative posts.
Plus, I can get very focused on things I like, especially with lore or fun games. Not quite obsessed, but very much into it.
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What they could do to both buff Nemesis, and bring him closer to a Bubba-lite charqcter is give Nemesis the power of directing the zombies. Don't change their intellect, but either place a marker or direct it along a line to where he wants it to go.
Of course, if a zombie comes across a survivor along the way this might distract it and remove the pathing, but it could add a more strategic game for Nemesis and maybe make zombies a little more useful on open maps.
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I've had 6 matches today, and they were Pig, Trickster, Nemesis, Blight, Bubba, Nemesis.
So, he's being played. I'm kinda surprised by the drop in Jill players from my end. Today, I've seen 2 Leon's and that's it.
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As The Offspring sing in "Come Out And Play":
"Take him out! You gotta keep 'em separated"
If a survivor attempts a save, or runs in for a save, and you see it, it would make no sense to walk away. You defend the hook, or use that survivor as the bait to take out more survivors.
Likewise, if you hook someone and there's nobody else around it makes no sense to camp if you believe there's nobody nearby.
And kudos to you for thinking about others, whilst also looking for the best play for yourself! There aren't as many people who think that way.
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Either the Sheltered Woods of the Rotten Fields, because they're both so bland and uninspired. It's not exciting to play either as killer or survivor.
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I wholly empathise with your frustrations.
It's strange to consider that those individuals always pick on perks, and yet never is it mentioned that they were beaten by skill. Them saying you were "carried" by Surge and PGTW seems to completely circumnavigate the fact that anyone can have all the slowdown perks they want, but unless the killer has the ability to out play survivors and hunt them down, those perks would be worthless anyway.
A lot more emphasis needs to be put on the skill of the player, rather than the brief bonus a perk gives.
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There are a few of us about. I play 50/50 with survivor, so if you spot a killer with a oddest of perk combinations, that's probably me.
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@TheOwl said:
I know this thread has been around for a while, but I hope the renewed conversation gets some attention from the developers.
Honestly, I feel bad for everything console players' experience regarding optimization. Still, I hope you know you aren't alone in suffering from poor performance (although I'm sure you experience it worse). I play on PC and have an RTX 2070. I constantly deal with freezes in DbD, similar to what Scott showcased in his video, and they frequently cause me to be at a disadvantage on both sides. As others have mentioned, these issues seem to have ties to the game's status effects (such as blood lust, exposed, blindness, etc.), and usually when one of these effects activate, I'll experience a performance drop. DbD is the only game I play that I experience these kinds of issues with performance, and it would benefit from a health patch to improve optimization for all players, as it is frustrating to suffer in a match due to issues that are out of your control.
Thanks, from a console player. The issue I've experienced is mainly when players are too close. A survivor dead harding through me always causes frame drops, and likewise so do some attacks like the Demo lunge. It's a bit likethere's too much hqppening on screen.
Optimization should be a big issue for BHVR, because if they're going to bring in a hoard of new players with RE, and all the new guys experience it, the influx they experience may be far less than estimated - especially if they're looking for long-term players. This needs to be their priority over all else currently. People aren't going to worry about Spirit, when optimization means they could just as easily fall to the hands of Trapper!
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I'm closest to the Wraith. Makes sense.
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Mine are based on set pieces, or trials with a lot of drama. If everyone is on a similar skill level, there are many exciting, tense and unintentionally funny moments that can come about. When I start getting a feel of the players, the frustration can actually give way to amusement! 2 days ago I fought 4 great survivors as Trapper. There was this pink shirt-wearing Ace with a torch who was absolutely everywhere! At first it was irritating, then I actually found it funny and dodged as many blinds as they hit.
Negative is just the sore losers (or winners) I come across, although thankfully that's quite rare. But when they do occur, it's just sad to consider their lives mean so little to them thatthis game is such a big deal to then.
Fortunately, the positives vastly outway the negatives.
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It may be more a reference to a werewolf or vampire chapter in the offering. There's a clip revealing a vampire/ bat-related individual in a castle, so I'm not sure whether that's the plan or not. I'm willing to guess the next chqpter after RE may be a more traditional affair - looking back at some classic killers for influence, like the aforementioned creatures.
I'd be all for a Dead Space chapter though! Although, now you've suggested something I've not thought of until now: Is the final charm a hint towards the next chapter in previous tomes?
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I like NOED at the end of a game as survivor, as it feels like the end level boss fight.
Also, Deja Vu is a vastly underrated perk.
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I think it'll be put back in on the next update, which as @Mooks said will be next chapter when Resident Evil comes out.
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#1. Hyperfocus: Your weakness is also your strength.
When doing any interraction, press the action button to enter into hyperfocus. During this time, any action will have skill checks and have a 20% increased chance of occuring (for totems, chests and gates, the rate will be the same as if it were healing or gens). A great skill check now gives a 5% bonus.
However, your FOV is reduced by 11% and your audio perception is reduced by 20%.
This perk lasts for 15 seconds, and can be used once every 60/50/40 seconds. Cannot work whilst in the process of doing an action.
"Sorry, I too busy to hear you". - Me
#2. Rationalist: Every problem should first be confronted by a logical approach.
When coming across the first treasure chest, you will have a choice between 2/3/4 items. The item list for all tiers is as follows: First Aid Kit, Toolbox, Map, Torch, Firecracker, Broken Key with Unique Wedding Ring, Broken Key with Blood Amber, Broken Key with Gold Token. At Tier 3, there is a 1 in 6 chance a Purple Key might be available as a choice. The tier of the items is completely random.
"I'm gonna call you the rationalist, because you always look at every angle before jumping in" - Jamie
#3. Sacrifice: You spent too much time on others; neglecting yourself. However, a sacrifice isn't always in vain.
When in the struggle phase, the perk becomes active and your first skill check becomes golden and requires a successful skill check. At Tier 1, all slugged survivors will automatically recover to injured. At Tier 2, any slugged survivor will recover to injured and if there are 1/2/3 survivors injured, then 1/1/2 survivors will become healthy. At Tier 3, it has all the benefits of Tier 2, plus the survivor nearest to you will be guaranteed into full health, regardless of status, and gains the Endurance effect for 20 seconds. They will count as one of the survivors to recover to full health.
"Karma isn't always a #########" - Me.
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For survivor, I would choose Dwight because of the intel Bond can give me, the passive bonuses I can easily buff my other survivors and the healthy BP from Prove Thyself is a nice bonus. I'd be happy with that. And I would actually choose Lightweight, as that seems to work pretty well for me in losing killers and keeping distance.
For killer I like the idea of Bubba, as all three of his perks are both aggressive and good for surveillance, with again the BP from BBQ as a nice addition. I'd add Sloppy Butcher for extra pain with Franklin's Demise.
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The walls are fun, but the execution was poorly implemented across the maps.
They first came about during the Dead Dawg Saloon, and those are the standard as they ought to have been. The breakable walls were placed in various areas to cut loops down, yet also be tactical as to which walls to smash and which to leave. The shack had breakable walls which made sense and stopped long loops, but also was fair on the survivor to still use the shack, but not continuously loop around it. On Dead Dawg Saloon, it works well.
However, on most other maps ot was very poorly implemented. Badham is a prime example with the school. They didn't create any new areas for breakables walls; instead just slapping them on existing doorways, which ironically was better to keep as is for the killer. This also happened on various other maps such as MacMillan.
The Game was remade and the walls in that work fine. There are some clever areas to use as an encatchment. Midwich some so-so placement.
So, for me it's not that they're unfun or useless. It's because it feels like there was so much potential, but it was poorly done on existing maps, a little like a rush job with no meaningful placement. With exception to Dead Dawg Saloon and The Game, I rarely smash them up as it doesn't give me much in return on other maps.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2256446#Comment_2256446
Silent Hill 2 is a legitimate masterpiece. Its story is emotionally and psychologically complex, loaded with metaphors and symbolism, and presented with a grim aesthetic both visually as well as thematically. I also agree that, while people complain about the voice acting of Guy Cihi (who I felt was just fine), the acting by Monica Horgan - ALL of it (no spoilers here), but in particular Mary's letter - was outstanding. The reading of the letter was so realistic that my girlfriend at the time was crying just hearing it, despite not knowing anything about the game at all. Hell, it was impossible for ME not to get misty. Easily one of the most overlooked performances in gaming.
People who only know Pyramid Head through this game (not Cheryl, the games that she and PH are in aren't narratively linked) should really check out SH2 and see what he, and that game, are all about. Play the game, watch a walkthrough, and if absolutely nothing else read an in-depth story summary (though know that the first two options will be FAR more rewarding). Silent Hill 2 is one of the greatest games ever made.
What was really great was that everything was a narrative. Most games carry their story through interractions, big moments or some symbolism. Silent Hill 2 carried the story through its music, the art design and the areas you went through. Everything was so well executed, that even now the protagonist James is still ambiguous as to what kind of person he really is, which is still debated and I think that that's the long-standing power this game holds. It's not good vs evil - it's a journey. I can't accurately describe it any other way.
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To me, 'entitled' usually goes hand-in-hand with a bad loser/ winner. It's about as basic as I can make it.
It also links to a lack of self-awareness; often due to not having to face the fact that they feel inferior somehow, even if they win. They push people down to make themselves bigger, as they don't feel they can be better.
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Congratulations! Here's to 1,000 more!
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@Baby_Victor said:
Wish a Randomizer was placed as a true in-game option. I wouldn’t mind going in with no idea of my Killer or Killer load out. I might accidentally discover something unique and fun or fall in love with a perk or killer I usually avoid for better more meta options.
Hard for me to go and purposely choose to be weak though, then it’s like asking to be bullied…but if it was random and out of my control, it’s just having fun trying to make good on a potentially messed up set of circumstances~
There are a few randomizers out there. I use DBD randomizer from the playstore for mine, but have a look round!
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I think the Entity has an instantaneous pet, effectively like Demogorgon. Nemesis is just doing his mission, and having Jill there is enough for Nemesis to continue. Even if not, Nemesis doesn't have the overwhelming ability to take on the Entity; he's not as potentially problematic as Myers, Spirit or Pyramid Head (especially him!).
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Maybe not NOED, but some sort of extra step before escaping via the exit gates could be beneficial, or even adapted to fixing the gens.
I admire your cajones for bringing up the idea though!
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@_VTK_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2262250#Comment_2262250
It's not that all solo survivors hate playing solo, I prefer solo over SWF too, it's about solo survivors being treated like second class citizens, solo survivors should have realistic chances to escape, 50% ideally, which is not the case right now. Another point is that SWF have a huge advantage, which DEVs should address too.
True, the devs could look into addressing it, but it would need to be from a perspective of buffing solo and not weakening swf. Weakening swf may result in a lot of people leaving the game, whilst buffing the existing may encourage more to start playing it - knowing it's not as daunting as it once was.
But it's not a simple fix, unfortunately. There will be balancing in stages, and at each stage the people who favour one side will get upset and then this weird see-saw effect will come in, which I'm not sure how it will end up. If people are patient, then it may work. Regrettably, some aren't.
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I much prefer solo to team, because it's way more immersive and I just didn't like people barking orders and still messing up, as well as it just breaks any intimacy.
If I want to play a game involving team work and peoplw playing specific roles; running specific builds, then I'll just play League of Legends.
Obviously, there are games where team mates are bad, but in my experience it's not common. Also, it is odd that you always hear people upset by fellow players being n00bs, and yet nobody admits that they themselves also have games like that. Because I guarantee everyone has (at the very least) been that team member who ballsed up.
Solo survivor could do with a buff, but it's not as simple as BHVR hopes, because by bringing swf into the game, it's caused an imbalance that's quite drastic and would involve a lot of tweaking. And swf cannot be removed, because a lot of people would leave. It's catch-22.
Also, as someone mentioned earlier above, some swf use 3rd party comms. So, if solo is buffed, then there's the added problem of these comms being used whilst the party is separated, so they too get the benefit as well as comms. On the other hand, swf who don't use comms would then be the weaker, penalised groupings. And then killer would need a buff, until the cycle becomes never-ending.
Honestly, I don't think it's a simple fix... But, yeah anyway, I enjoy solo!
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I'd love an alternativeversion of DBD where everything is randomised out of the pool of items and perks you have, with even the option of having a slot blank! It makes the game infinitely more entertaining.
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I liked these, although Pyramid Head may come to stalk you for refering to him as a 2D object :p.
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They might as well make the Thompson House map an iridescent offering, because it's so rare!
I've come across it once. Then again, how does the randomizer work with maps? That's rhetorical; I don't expect anyone would know. But I have had sessions where Midwich or Dead Dawg Saloon have appeared up to 4times in a row! I might as well set up camp.
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For me, MMR has been fine! Been put against a lot of red ranks and been doing pretty well. Sure, I displeased the Entity a couple of times, but also had Merciless Killer a few, so all in all I say it's doing a decent job from my perspective. Certainly better than the existing rank one.
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I'm very glad for the exposure MMR is giving to out the derankers. One great thing about this system is, because it's not known how to works exactly, people cannot exploit any weaknesses.
Also, MMR isn't perfect, but it is working well to balance players out. Personally, I'm rank 10 and have been facing mainly red ranks since the MMR started, and have been having decent results (which considering I always randomize my builds, I consider this a great compliment!).
People who derank and have been caught out may well complain because they can't get their easy victories. It's down to perception whether the individual thinks it's working or not, even if it's working perfectly.
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It certainly doesn't mean you suck! A lot of people may need to adjust, depending on how rank reflects pipping vs skill.
SWF will always have the advantage, but the way to see it is as a learning experience. No matter how good someone is, there's always room to learn more.
Take it as a learning curve, and with time you'll learn to give them a run for their money. Keep at it!
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Well if the MMR works perfectly, I'd make the assumption that casual players would be put against casual players, and the competitive people will take on the same ilk. There may be some brief cross-overs, but the system would shortly correct this. So, working optimally, it would be better than currently for me.
The trouble would be perception. If someone has a few bad games, they will complain about the MMR not being right, regardless of whether it's perfect or not. Whilst the system would take data from everywhere, the individual always sees it through their perspective. Not many like to admit they're not as good as they think they are.
For me, it wouldn't matter whether it was perfect or not, purely because the individual would use their own experience to judge how good it is, so for some of them it may never be perfect. If that's the case, would a perfect system ever be perfect for everyone?
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Forgetting the rank-side of things, the devs said they collected data prior to this being active. Is that data being used for the purpose of this test, or is it just starting everyone out from scratch?
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Jacob's Ladder. That is such an emotive movie within the horror genre, and it's connections to the realities of war is really gritty.
Also, Deathwatch, for similar reasons to above.
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Coming from my own experience of the game only.
For Killer:-
Most over-rated: "Make Your Choice". It's run a fair bit in my matches, but as survivor I've never known it to actually get pulled off. Maybe I'll be proved wrong in future, but for now it just has not made an impact in my matches.
Most under-rated: "Spies from the Shadows". That perk is an excellent observational perk. Yes, you can see crows fly off, but your FOV isn't great, so the sound prompts have been fab for a number of reasons.
For Survivor:-
Most over-rated: "Dead Hard". You can get a feel for who runs it. It can be baited out, which then leaves them open to an easy down. They can run into walls. Really, other than doing a Superman through the killer at the exit gate, it's useful but equally as problematic.
Most under-rated: "Deja Vu". By a country mile. Often seen as one of the weakest, the fact it shows the three closest gens together pretty much gives you a plan and prevents 3 gens. As killer, I'll aim to control maps so the end is a 3 gen (if it gets that far), and survivors can be wrecked. With Deja Vu, it has prevented that and made it so hard for killers.
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God damn Myers! The moment I see that Captain Kirk mask I crap a brick and run for the hills.
Second goes to Pyramid Head. I'm a huge Silent Hill fan and know what this bastard has done and can do. Plus, he looks terrifying.
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I've been hit by far more Wraith sneak attacks, compared to the Pig's
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The Trickster has been very easy to face and beat, compared to other killers. So it's on him.
Trapper is outdated, but in the right hands he can be an absolute monster.
Myers - I don't know why he's considered one of the worst. He's the one I have the most trouble with. The Shape is heavily under-estimated.
Legion's frenzy can quickly turn the tide in a match.
Pig, when played correctly, can stretch out games and probably is amongst the strongest map managers, when she gets her traps underway.
Clown is a clever blocker.
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It's a toss up between Silent Hill 2 and Silwnt Hill 4: The Room.
Silent Hill 2 left a strong, emotion impression on me. That reading at the end by Mary still is the most emotive pieces of voice acting, because of how real it felt. Especially considering what hellish journey I had to take to get there. The whole game was a journey, where every subtle nuance had meaning.
Silent Hill 4: The Room was a horror that I've never experienced before or since. Outlast came close, but from my experience that sheer terror, disorientation and dream-like state was an amazing piece of art that was heavily under-rated. Even the apparent 'blandness' of Henry was actually a creative design so that the player could integrate more into the world.
Silent Hill 2 might edge Silent Hill 4: The Room, but it's damn close.
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Physically, I'm definitely more Dwight than anything else.
Personality is probably a mix between Bill and Cheryl.
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Bombadier: We have all this high-tech weaponry, but you know what is a real problem? Looping. And teabagging. If only there was a way to research how to beat those 2 insane weakspots in our power.
BHVR: Hold my beer ... "creates Spirit"
Bombadier: Hot damn! Time to develop invisibility and dabble in Japanese curses! Stupid scientists! To think we wasted all that money on them, when we should have been doing real work like "Fortnite"!
This is probably a joke thread, but if not there's no evidence to back up those theories, besides a loose association in partnership. Also, if they were to do those things, they wouldn't leave clues in plain site.
So, it's a no from me.
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Some non-horror licences or ideas which could work:
• Gotham (tv series)
• Buffy the Vampire Slayer (tv series)
• Supernatural (tv series)
• The Dead Zone (book)
• Danganronpa (video game)
• The Stand (book)
• Scott Pilgrim vs The World (cartoon/movie)
• The Real Ghostbusters (cartoon)
• Cowboy Bebop (Anime)
• Ghost In The Shell (Anime)
• Quantum Leap (tv series)
• Tru Calling (tv series)
• Sanctuary (tv series)
• Haven (tv series)
• Kim Possible (cartoon)
• Tomb Raider (video game)
• Unchartered (video game)
• Dreamfall Chapters (video game)
• The Adventures of Monkey Island (video game)
I could go on, but it's only limited by the imagination.