Marc_go_solo
Marc_go_solo
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- Marc_go_solo
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A randomizer is something I already use and it is far more fun than going into a round with the same perks, using the same items. It's just amazingly dull for me to have all this perks and characters, only to stick to a handful. Having a separate game mode which randomizes all perks (including an option for those who really want a test by being able to choose how many perks they use) would suit me. Maybe have higher incentives for doing this mode over the traditional mode.
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Any form of matchmaking can be abused. It's just that with this it'll become harder because you won't know if you are amongst those who you want to bully, which can only be a good thing.
If the wrong person becomes aware of how the system works, then that'll be abused again. Best the developers don't state how the MMR is measured to make it trickier for those wwanting to take advantage of it.
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1. Yun-Jin Lee: Her general attitude and self-centeredness grates me.
2. Freddy Krueger: Out of all of them, child killers are at the top of the list to be banished.
3. Pyramid Head: Big "Silent Hill" fan here!
4. Cheryl Mason: Same as 3.
5. No. The Entity seems to take a passive role during the trials. Essentially, it would be like watching a YouTuber playing killer.
6. Ghost Face: This extract from a failed episode of Scooby Doo is just an annoyance. The fact he sounds less pained when a pallet hits him than Myers is just plain wrong.
7. Adam Francis: For someone representing a teacher, how come he always seems the most annoying and cocky survivor to face?
8. Deathslinger: Yes, it's the wrong answer. However, I do like me a steampunk-ish villain!
9. Devour Hope: The game becomes more intense the longer it exists. Exciting from both sides from my perspective.
10. Survivor = Kindred: The ultimate team perk for solo players. Killer = Sloppy Butcher: Not the strongest, but causes players to spend longer healing and can slow down a match without hexes.
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It depends. Sometimes it's about completing a challenge, or getting the pip. Escaping is an obvious one, but normally it's about how I have challenged myself. I don't measure it in terms of getting one over my opponent.
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Pretty certain that's a hack. If you see it, report it. BHVR can then decide what to do.
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@Red_Beard said:
https://forum.deadbydaylight.com/en/discussion/comment/2032140#Comment_2032140
It seems to me you are saying if you get immersed in the game during the trial, you had fun. Do you feel those games that happened for you the other side had fun?
I'd hope so! I certainly don't play in a style to mock or taunt the other side. Basically, you're right about immersion in terms of getting involved in the story of the trial. Every trial has a narrative, but some are moreso toxic than others unfortunately.
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Nothing instills more fear and despair than a drop of genuine hope, for if one cannot achieve it they were never good enough; nobody wants to realise they aren't good enough.
Yet if the escape is possible (even if it is 0.00000001%), there is hope no matter how unlikely. If escape were impossible The Entity would not have enough sustinance. It must expend a lot of energy snatching people, so those it picks must be full of hope.
Basically, even if BHVR hadn't have said, I would say that there is an escape, but I wonder if The Entity knows about it and allows it because it wouldn't survive otherwise. After all, the tag line says: "Death is not an escape", not "There is no escape".
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Positive in terms of both my opponent(s) and fellow survivors. The standard has improved, the challenge is greater but fairer and it's just been far more enjoyable!
The main thing for me is no matter the result, a good match involves feeling it was both competitive and fair. If I lose badly, then it's down to my own errors as much as the skill of the others, and vice versa. I want to know I've earnt a win, rather than basically won from the start. I've not had that feeling under the new MMR.
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In fairness, a red rank would be right to assume their opponent ought to be a red rank too, since they won't know what rank they're facing until the end.
I mean, sure - if it's obvious a killer is punching above their weight, they could either just get the gates open and get out quickly or maybe give the killer a couple of hits throughout the trial to boost their confidence. Yet ultimately they just won't know for certain until that result page comes up.
The real problem with bullies are the derankers - those who quite clearly have all the best tier 3 perks and devotion levels who deliberately derank to make themselves feel good. They're the ones which really need blasting, so hopefully this new MMR will put a stop to that.
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Fun for me is a trial which is engaging and you can build a story or tension within it. Having dramatic set-pieces. Basically, when a trial forms a narrative and gets me drawn in.
It's a bit vague, I know. Only, it's the best way I can word it.
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I'll prioritise then over other survivors, because I see them as the biggest threat to a potential early end to the trial. I don't mean I tunnel, but if I see a keyholder with another survivor, it'll be the keyholder I aim for first. Makes sense.
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@Botiz said:
https://forum.deadbydaylight.com/en/discussion/comment/2031349#Comment_2031349
I think I prefer the current ranking system that's in-game at the moment. Sure, you can get red ranks who are boosted and play terribly, but I feel the current system is more consistent with similarly skilled teammates and killers. With this MMR system currently active, as you can probably tell from the extra notes I left, I experienced a bunch more tunnelling and camping than I do with the current system and I believe if this was a consistent occurrence it wouldn't be too enjoyable from the survivor side. The skill level of other players in my games seemed to be constantly up and down with not much consistency.
I need to play some killer games too, i'm planning on playing 10 games with Blight (my main) to see how the survivors play, and another 10 games of killers who I don't play too often to see if there's any notable differences but i'll probably do that in the morning.
That's nice to know, and also again I appreciate the evidence-based approach you're taking. Best of luck out there! :)
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I played some rounds as killer, and they feel well-matched. I've 4k matches which still felt balanced and not a walkover. Likewise, I had one 0k match, which was as much because of mistakes I made as it was the competency of my opponents.
The survivors I've faced have been well-organised and efficient, leading me to think I'm being put up against 2/3/4-swf teams, or very competent solo survivors. Eitherway, I'm quite flattered MMR deems me of that same skill level!
Also, in a post on General Discussions, the new MMR also is starting to weed out those players who derank purposefully to bully newcomers. This is great, since people can no longer dominate those who are trying to learn the game. This may lead to those toxic types of players leaving, but bring in more players who feel the game is a nit more balanced and overall benefit the community.
If that's a side effect to this, slap this MMR on right away! :D. My only gripe is that the test could have been for more than 24 hours. Maybe it'll work for you as you have all those match data to hand, but for me personally it would've been nice to see how it evolved over a longer period of time.
In conclusion, it's looking good devs! It's looking good.
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I like how you kept this very factual and didn't show bias to your thoughts on MMR; just showing the data.
On balance, it appears like overall it's okay. Do you feel it's balanced better than the current ranking system?
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@cheetocultleader said:
https://forum.deadbydaylight.com/en/discussion/comment/2031075#Comment_2031075
Yup, kinda wanna play now. I was just dropping by the forums because I'm bored and destressing. Time to get stressed back out, lol.
And how did the new MMR help with your stress levels? :D.
I had a few rounds and actually was very pleasantly surprised! My matches felt way more balanced, even when I got 4k! Even the one game when I got 0k I blame more on me having a bad trial than a mismatch of skill.
My opponents have all appeared well co-ordinated, so are either 2/3/4-man swf, or very skilled solo players. Whichever way, I'm actually feeling a little bit of pride that the MMR thinks I'm at that level of skill!
So, for me, it is working well.
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Whilst it makes the most logical sense that (if you want to win) you'll use the best perks at your disposal to gain the best possible advantage.
However, it also depends on the person. For example, I play 50/50 and want to just mess about with perks, so I use an app called DBD Randomizer. Now, every game feels interesting. If I just used the same few perks I'd be bored witless. Same goes for add-ons, items and offerings.
So it depends on what people want to gain out of it.
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It's doing okay from my experience. Been put in with very well co-ordinated teams but the matches feel balanced even if I 4k. If anything, it's a compliment my skill is being ranked to higher-ranked players!
Although there have been a fair few mixed reactions. I wonder if a 24 hour period is a long enough testing time for it to settle in.
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Bizaarly, this could be proof that the new system is working! If it's picking skills which aren't based on rank but on actual play, a tier 3 perk-wielding, level 3 devotion player vs red rank tier 3 players ... as someone here said earlier, this will flush out the derankers. In which case, kudos BHVR!
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Out of interest, when it says the matchmaking is skill-based, is this based on data which we can see (such as emblems), or is this data we can't see?
Also, will a 24hr period be long enough for an accurate trial: I mean will it take a while for the skill system to give accurate results (as it's just been started), or is it using existing data to portray accurate results already?
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I actually appreciate an opportunity to test out these changes to see if this makes a difference. DBD offer a 24hr test period so we can give feedback sounds like a very inclusive act.
This is either bait (in which case, bravo! It was pretty decent!), or ... well, there aren't any kind words I could use.
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I'm hoping I can mention players if it's positive?
I had one of the worst rounds I've ever had as killer, by the fact I was not only outplayed - I was demolished! High-quality survivors. Anyway, there was this Dwight with elf ears who tried to get my attention, so I thought "Heck, why not". He clearly played to get downed, with a couple of dodges just to prove he could.
Anyway, I downed him, but felt it was such a round I'd take him to the exit. He struggled out just before I could, ran up to a hook and pointed at it - basically saying: "Have a sacrifice on me". I took it and bowed my head in respect. He wasn't Xbox, so couldn't message him, so thought to give him a shout-out:
His name is glawks and is a Twitch streamer. For those of you interested he also has lgbtqi+ attached, so if you're interested in streamers who are/support lgbtqi+, give him a watch. He's pretty good!
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It could be Lady Dimitrescu, especially if Resident Evil wanted to heavily promote their game, but there are a fair few other characters who could be thrown in: Mr. X, Nemesis, Tyrant, the Baker family... I would probably consider Mr. X as the main one, but heck we don't even know if this is going to be Resident Evil at all!
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To celebrate 5 years they'll need to put out a big franchise. "Resident Evil" would be a good bet,although since "Fortnight" got an "Alien" addition recently, it shows that the "Alien" franchise is still happy to appear in other games. Maybe "Friday 13th", but I am less certain on that.
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Definitely a survivor-sided map, although I've found with Hag and Trapper it can actually be manipulated to become more balancee, depending on trap placement and setting corridors of death by breaking certain walls.
Ironic that a map based on the "Saw" franchise gives killers who specialise in traps a certain edge.
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The healing rate could incur a smaller penalty, and the gen repairer could also have a small penalty to their repair, and that would feel better for me.
However, it's a great idea and I'd have no issue with a perk like this coming into play. Neat idea! :)
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I wouldn't be against it! The question would be which psychopath do you choose as the best killer? There are so many!
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Some maps are survivor-sided. Some maps are killer-sided. No maps are impossible to win for either side.
Winning on a map that doesn't suit the side you're playing on should be taken as a testament to the skill of the player. It should be an aim to feel good about, rather than blaming everything but themselves for not doing as well as they hoped.
This is perhaps one of the most embarrassing arguments I've heard on this forum. Please can people just learn how to improve their playstyle or focus on actual changes needing attention, rather than getting upset about survuvors running away.
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It's a valid strategy. Take various horror movies (or a lot of genres for that matter!), where someone will try to distract the killer, or lure them into traps by shouting abuse or creating noises - this is basically the same thing. Likewise, teabagging at the exit: many a time in movies the hero will say a one-liner before ending the killer.
I don't do the teabagging at the end, but I've tried to distract killers away from tunnelled unfortunates (which is likewise a tactic used by killers - take out the weak to lure the others).
However, I guess what I'm saying is it's only toxic in-game if you allow it to be. View it as part of the scenario and it becomes very palatable. Really, the only behaviours I can think of which are genuinely toxic are abuse in post-game chat; cheating; working with the killer; exploiting bugs at the detriment of your opponent. Those actions need to be dealt with heavily, but if it's in game and within rules it's part of the story.
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I may be a bit behind here, but when did this whole idea of "running" become as big a concern as this?
It hasn't stopped me getting 4ks. Certainly didn't stop the 3 man torch brigade I had yesterday! The survivor has to survive somehow. Even if they run away from a gen as some of the above samples are stating in those situations, either guard the gen until it reduces enough so you can leave it, force a mistake, or just hit them once ... really, it's what people do to survive! If a killer is in that situation, then they may need to consider that they either made mistakes of their own, or they've been simply outplayed. It happens! Everyone gets outplayed! Often, I can look back on those matches and figure out how I can improve my game. Certainly, I won't start looking for excuses as odd as this.
I'm really confused as to why this is a thing.
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I use a DBD randomizer app for each round I play and the game is infinitely more fun for it!
It's also true what you say about playing smarter: I'll perform better with a lesser perk like "Monstrous Shrine", rather than something like "BBQ..".
I get the most out of the game, learn new ways of playing and using perks, and also focus a lot more on skill than just looking to my perks for saving me.
It feels by far the best way to play the game for me.
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I think one of the very few toxic moments (or at least what I define as toxic) was actually experienced today. I was sacrificed in a pretty tight game with Fred, and went to observe afterwards to see how the final 2 survivors were gonna get that final gen.
Instead, what I witnessed was Feng working with Fred to hunt down Elodie. Feng would point her out and lead Fred to her. She also attempted to body-block and hinder Elodie. Needless to say, even after quite a strong fight, Elodie was beaten. I recorded some of it and offered the recording to the Elodie-player, but they said they already had done the reporting.
When it's ganging up on a fellow survivor, that is extremely toxic.
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I've not dc'd myself, but beyond entitlement I reckon that it's fear.
I don't mean fear as in they're scared of flashlight-wielding survivors or a specific killer. It's the fear of not being good enough; to face the fact that they "failed". Best dc to avoid that.
There's also genuinely connection issues or an emergency at home. Those are acceptable. Annoying, but that's real life for you. However, salt, anger, annoyance .. it all comes down to the fear that those people are shown they aren't as good as they hoped, so they would rather not face what happens - remain closed-minded.
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@Bootlegmoth said:
I’ve had the sound of survivors on hooks keep playing after they’ve been sacrificed
Same here. One guy called them "ghost echoes", which in some way could be cool, were it not for the fact it can drown out the soundsbof other survivors nearby.
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I wish I remember the guy who was playing on a swamp map earlier today, but he hooked me, then an injured Nea ran and unhooked me right in front of him. He shot me and reeled me in, but instead of taking a swipe he just waited until the chain broke, then pursued the Nea. It was as if he saw the stupidity of that save and didn't want to punish me for another survivor's bad save.
So to that guy, thank you!
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I tend not to watch streams anyway, but I have no issue with it and play the same in a match where I was streamed as I would in a non-streamed match.
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Some red ranks have attitude issues, but try to keep in context that it is just SOME of red ranks. The brain tends to remember negative happenings better than good ones. That's why you may play, say, 6 matches; 5 had lovely people who gave you compliments, advice or even a simple "gg", but it will always be that one match where one person dubs you a "n00b" that sticks out the most.
There's not much you can do, but it's best to depersonalise the experience. Think of your opponents as npc's, with the colours representative of Beginner, Easy, Medium, Hard, Nightmare Mode. That way, you can even think of their psychology as ways to throw you off your game. However, everyone has patterns in their play, whether they're conscious of it or not. Use that to depersonalise.
Finally, ecen if you are triggered, don't let them know. I empathise it's tricky sometimes, but it's the best way to empower yourself.
Best of luck!
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Demi is certainly the guy all other killers go to for advice, counsel and worship inbetween trials, so yeah this is sound.
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All killers combined, Pyramid Head is the best designed for me, albeit I'm sloghtly bias, having grown up with the Silent Hill series and remember the impact when he first appeared.
If I discount all the licenced killers, I would go with the Oni for his sheer intimidation factor. Honorable mentions go to Adiris, Trapper and Blight.
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Michael Myers is the villain above all. The fact you have no idea if he is packing Tombstone or even just his Tier 3 terror. Tier 2 is the tier I feel least anxious by, and by "least anxious" I mean holding back the tears for him to suddenly go into psycho mode.
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Bubba is taylor-made to patrol hooked survivors. They increased the strength of his chainsaw to combat this, but it just means he can patrol a bit further away.
Unless Bubba is actively looking for new prey, the hooked individual has minimal chance of escape if Bubba plays to his strengths. His weakness comes if survivors understand this tactic and the other is willing to spend time on the hook to distract him until he becomes paranoid of the flailing gens around him.
It does suck big time, but Bubba is one of the very few killers where patrolling a hooked survivor is the best way to utilise him.
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Yup, I have my own version of the lore. I know it's obviously wrong, but it's fun to make regardless.
For example, it's not a series of trials but a maze consisting of changing realms, whereby survivors who are sacrificed and randomly thrust further and further away from the escape, all the while suffering a continuous set of nightmares. The bonfires are merely a brief respite to guide them to the next section of the maze.
Also, I have linked it to The Magnus Archive podcast as a realm in the post-change world, whereby people are trapped in neverending hellscapes.
There's so much you can create with it, which is what I really like about it! On the positive side, whilst there are thousands and thousands trapped here, the characters we play are retelling their accounts - meaning that they do get out. How or why, or for how long they were trapped is unknown though.
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@[Deleted User] said:
I had a nice fun break earlier. I ran into a SWF that invited me into the gas station on Autohaven, and pretended to be shop keepers and they had me shop at their store haha.
I dunno what the exchange rate is on Demo Dollars though.
You wait until they start serving drinks at Ormond or Dead Dawg Saloon! It'll be amusing if DBD created a marketplace map whereby you could trade items with others and share a cyber drink!
Seriously, this is the good humour we need more of!
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I'm not sure how it would work. If survivor is peeved, and the fact BP is handed out like candy through offerings and such, they'll suicide regardless.
An easier option would just be to remove the struggle button-bashing from the second phase, so a player knows this is how it is, so may as well play on anyway. Also, other survivors know they'll have at least some time before the death comes.
I'm not a complete fan of also rewarding a player for doing nothing much. Yet I do understand your thinking and think it's good you're trying to encourage better teamwork. Suiciding on the hook definitely needs looking into.
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Whatever the rating or the various pros and cons, the fact the game keeps bringing people back despite heated opinions shows it has something about it. It may be the unexpectedness of the upcoming trial, or the story or feelings it brings, but it has that draw to it.
If I've not enjoyed a game, it ends up being dropped and forgotten. I couldn't ever imagine playing a game I could not enjoy. I can see why IGN gave it a 9/10.
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/2017433#Comment_2017433
This is just an idea, one I might do. But I need to finish one other project first beforehand. I am in the early phases, and I don't have a team as of yet, but it still is a thought I'm more than happy to undergo. I will need to learn more in coding, and I might play as the main character. so I do need a group of people to help me and a good portion of the money.
Well, I certainly wish you well with it! Hope to perhaps hear more about it in future on these forums :)
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My Current Top Ten:
1. Jacob's Ladder
2. Schindler's List
3. Jack
4. Magnolia
5. To Catch A Mockingbird
5. Aliens
6. 13 Going On 30
7. The Navigator
8. Platoon
9. What A Wonderful Life
10. The Ring
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Well, you're in extremely good company here :D
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That sounds good. That way, the characters and story can build up, allowing the player to develop attachments and empathise with the characters. I find the most likeable characters are those who have flaws, which people can relate to.
It does sound like something to be excited about! Do you have a time frame for development?
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It would add variety, and I'm all for variety!
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Not for a killer, but I had thought of a dummy hex like Hex: Undying, which keeps hexes up for longer.