MeltingPenguins
MeltingPenguins
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/comment/2486823#Comment_2486823
We also get the reward currently associated with devotion levels. The one we spend in the shrine of secrets (I don't remember what it's called).
Unfortunately, I don't think there's a real solution. Are there games that give an absolute level playing field? I'm thinking maybe fighting games? Where the players have all the same in-game resources? Even then, and this is coming from a patently UNskilled player who is pretty bad at almost everything, there are still so many variables. Connection speed, server location, etc. Is anything ever really equal? How many people think they're much better when with their particular game, it's just that they have a better connection.
I recently have read this bit on the internet where there's some people who are mildly allergic to bananas and they consider them 'spicy' or some related variant. They're surprised to find that other people don't have the same taste-experience. I think sometimes of online gaming the same way (perhaps wrongly), where we think we're great at a game but it's just that.. we live near the game servers or happen to have the exact same setup as the devs or something that just works better. Then again, what do I know :D
Personally I think the tome rewards and free rifts should wield shards (and cells for tricky challenges) as long as they are active. Dailies that have to be done within a timeframe could wield better rewards too (e.g. heal X healthstates in X or fewer matches)
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/comment/2486768#Comment_2486768
T2P - time to play CONFIRMED!
In all seriousness, I hear where you're coming from and this is an issue with any multiplayer game.
I like to play games with my son but he has WAY more time to play than I do. The result is, he always has more experience and more rewards from the game we're playing.
This used to really frustrate me with MMOs. I got into this playing Black Desert ONline some years ago. Some things were so grindy and related to RNG (upgrading gear), and related to PvP, that if one didn't play pretty much constantly, it was a waste of time - no room to be competitive. Any hint that the developer would put anything in that maybe would let someone level the playing field by supporting the game and buying things that would help people not playing insane amounts of hours got ######### on as pay to win.
So that's all there is to it. It's ingrained into all online games that time played = reward. If you use your time elsewhere, you will always have less of whatever that online game is shoveling at you to keep you on the hook and playing. Nature of the beast. So yeah, I don't worry about how much ######### players with devotion ten times higher than mine can do. I do with what I have and try to have fun. Sure, I'd love to try some builds across killers but I just don't have the time to unlock everything with millions and millions of blood points.
At the same time, though, throughout MMOs with quests the quests deemed best designed are following a formula of not just
time:reward
but
Incentive to spent the time on a quest : reward.
For example:
We all know the dreaded fetch quests that has us encounter myriads of liverless pigs and toothless wolves. These quests are a timesink, nothing else, made to have players be unable to spent their time effectively. They take long, unless you're lucky, but don't pay off.
Or escort quests.
Now, with the latter it can be done well if the developers know what they are doing, and you have a competent NPC (in the sense that they don't pull enemies etc). But even then, it's long with little worthwhile payoff.
But usually the best designed quests are those that make you want to play them. The ones that let you uncover lore and challenge your skill etc.
To have it in DbD that BP are quite literally the only reward for anything is falling into the first category.
There should, as said, be no rewards tied to the ranks/grades. Rewards should be something you can't earn through 'just playing', or at least can't earn in that amount.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/2486768#Comment_2486768
I don't decide this kind of things, but to be fair it's always been like that, if you play more you have more chances to get bloodpoints, rewards or not.
Would you prefer to have a system that rewards not playing the game?
strawmanning hyperbole, but i'll ignore that.
As for a not logical fallacy answer:
For the game health it'd be better if there'd be no rewards 'just for playing' outside of the BP you earn in matches.
Bloodhunts and holiday/anniversary events are nice to boost BP, but rewards should be stuff granted for doing something out of the ordinary. Like limited time challenges that grant shard or even cells. More community challenges that grant nice stuff for everyone, be it directly or through codes.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/2486642#Comment_2486642
Grades grant rewards, yes, the higher you get the more bloodpoints you receive at the reset, it has nothing to do with reducing the grind.
But it's still what baffles me:
When one plays a lot, which is needed to get to iri I, they will already have a lot of BP. Meanwhile never players that need BP but can't rise fast due to lack of experience and players that can't play often don't get that much BP.
It's... not a good reward.
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@Rizzo said:
Pretty much, consider grades an indication of your playtime, not a ranking system.
wait, weren't grade the things people get rewards for? so, all you need to do is play a lot to get more, which means the people that very likely already got all the BP they need will get more while those that can't play that often...
This is not the dev's response to the grind, is it?
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@Dustin said:
He should have been able to toggle between different throwing styles to be honest but that's just me. His current throw, an arc where he can volley a bunch of knives and then while they're still free falling from the sky run at the survivor and maybe some shotgun spread type throw. Each with an upside and downside.
Either way I don't really care anymore I lost interest in him a bit ago. Not like I see him in matchmaking anyways.
On paper this might seem a good idea, but in practice that would have made him even worse, as that would have taken away counterplay as you can't react that quickly.
With deathslinger you can make out the whirring when he aims (takes practice, but it's usually enough time to strife to dodge), with huntress you catch on quickly when she's brought iri head etc.
But being able to toggle between various styles in the same match? that's too much.
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Usually the most toxic players you can encounter have FPS games, Hentai stuff and the russian flag on their profile. if it's even public
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@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2486282#Comment_2486282
Yeah, you have practically no downside if you have mastered the recoil, you will kill the survivor no matter what he's doing.
as said: new players, no addons. And it wasn't even map related luck. we had haddonfield, corn, and autohaven. so, very different map types.
And, heck, even recoil is a strength in a sense now, as it can make you hit survivors trying to run away strifing.
Add to that his bladed being faster then hatchet and spear and are far more than 1-5...
who thought this designchange was a good idea, and who thought the design over all was good?
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@DoomedMind said:
He has to be entirely reworked, his power is uninspired, and hell is unfun to go against.
And you said everything : with his current power, there is no in between; or he's too strong, or he's weak as hell.
He started out as all the other ranged killers' weaknesses with no strength and now he's all their strengths with no weaknesses.
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you can't derank anymore. and if people can't decide what's a win for themselves, then... well, you know how to uninstall the game. We've had it for long enough that people do everything to stomp weaker players, and right now, they can't do that.
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then it likely is a 10+ devotion thing, which is, franky, nonsense to do.
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@Bumbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2480934#Comment_2480934
But how is it about the difference between killers? People are complaining about the power level.
no, people are complaining about the mechanics. E.g. some say Pinhead's chains MUST work the same as deathslingers, just without being breakable by the environment, and he needs to be faster.
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@Bumbus said:
Wut?
People are once again going on about how the new killer MUST be changed to be either unbestable OR be easily looped and juked.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2480406#Comment_2480406
That doesn't make sense and seems rather contrived, but yes, you would admit that. The only logical explanation for them not explaining is that they are being prevented from explaining the reason. And the only logical reason for that is a legal reason.
Naw. my scenario is more likely.
Because here's the thing: It CAN'T be legal stuff cause, NO you can't have cherrypicking parts of a contract. meaning the voicelines are tied to the whole thing. it's either the whole thing or none. and as everything else is still there it's very likely a coding issue.
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I think sbmm goes live only today, so there might be more changes going active then.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2479132#Comment_2479132
Wouldn't that be listed under "Known Issues" in the patch notes, then? Also, that doesn't sound like a reason for the devs to suddenly be all "We can't tell you any more than what we have already said."
Imagine you are a dev. You got these voicelines that people are hyped for. you prepare the next patch, run everything through internal testing... and realize you accidentally overwrote the voicelines file with that of a different character, with no backup. Would you really admit that? Not saying this DID happen, but I could absolutely understand it if that is the case.
If it is: Please send that person my regards, we've all been there, and it suuuuuuuuuucks Dx
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It's more likely a coding/filenaming thing, to be honest. They added voicelines for jonathan, and judging by how common this mistake it is in coding, it might be they accidentally overwrote pinhead's voicefiles with it and had to disable it last second.
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@Milo said:
that Freddy can get stunned by his fake palletsJeez, don't scare me like that.
For a second I thought this is a new feature
well, it's a feature till they fix it
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@SirGando said:
what does it mean? You can still depip though, right?
the way i understand it you can't artificially lower your rank/grad anymore to be matched with weaker players
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@some_guy1 said:
https://us.v-cdn.net/6030815/uploads/Y9CO9YFTQA0W/bb94d9e346a2ebec69cad8dc8b5cfda1.png
the sound effect was changed
yeah, but watching on stream again right now, there's no sound at all at times. it's weird
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All jokes aside, I think due to them adding voicelines for Jonathan the code went to being at its spaghettiest again and just messed up those voicelines.
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You are asking as if he wouldn't build them stabby guns and they'd leave him in peace for that
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@Mandy said:
It can be discussed for sure - all I can say though is that they're intended to be support orientated and will help the whole team survive. I can't give further information out, but please feel free to speculate!
What I personally hope won't happen is that survivors can reapply a blessing once the killer snuffed a totem, otherwise we'll get a looney tunes like situation.
Also I hope that snuffing a boon totem won't destroy it, otherwise this would end in being quite a bit of an advantage to survivors.
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If they'd finetune things to NOT give palletts priority no matter what and fix the killer-sided validation not just still being active but calling various functions, maybe then it'd be good
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Look, judging by the test phase we KNOW what a win is:
It's showing actual skill. Meaning: no camping, no slugging and tunneling, no tricking people into thinking you are bad when you have noed waiting, no BM squads that do nothing other than trying to get the killer to DC etc.
We CAN tell from the testphase and a bit of logic.
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Nothing specific, but I honestly never really see people combine mixable outfits to look decent. It's always ever to either show the glitch is still there or to make the character look as ridiculous as possible
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People STILL don't understand that Nemesis is NOT SUPPOSED to be S+ rank? Really?
He's meant to be a killer that makes getting into the game easier for people coming into dbd from RE, just like Jill and Leon. Their perks etc are meant to show new players to ropes, and that's a real good thing.
Maybe one day the RE license is expanded and other RE characters come into the game that will be S tier, but Nemesis is good for what he's meant to be (albeit they ought to tweak the facecamping zombies)
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/2472365#Comment_2472365
Its obvious you didnt read ######### i wrote then. This isnt complaining about "waaah its too hard". Youre generalizing the people who are against this way too much. "I" alone am not part of "the problem". Neither are the people who agree with me. The problem is that no matter what you do as an experienced player you are going to go against significantly less skilled players and lose just because theyre bringing the most unfair add-ons and perk combos to guarantee their win. Now, there's nothing wrong with this in general. Some people want to win the game more than others. That's fine. But there's a point to where what you bring is playing on ez mode. And anyone can bring it whenever they want. And the concern is that eventually people are going to just hit a plateau of people just playing ez mode against each other. And it isn't "oh just dont play that way and you wont get there" because you have to go out of your way to lose an uncertain amount of matches to get out of that mmr. You have to essentially shoot yourself in the foot to dodge another bullet. You are literally being punished just for playing the game and being good at it.
Nice try. But look at the forum. YOU are the one who didn't read anything. Lots of people had good to decent experience with the system, citing a variety of reasons why. Only thing they all say about WHY it was better was that there were fewer tryhards.
And it's quite literally only the tryhards that are crying bloody murder right now, because they KNOW that if things go even decently right (and the game is actually good at doing things 'Decently right') they'll have to actually play and stray from their crutch-meta and BMs, or leave the game altogether.
So, if you are this upset, then, by evidence you are upset about the game not being ezpz for you anymore.
Been nice knowing ya.
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Ya know, seeing how many people that leave BMs at the door when playing say they had a good experience during the last test, while only those people throwing a tantrum over how unfair it is that bhvr won't just give them an iWin button... you might wanna rethink how you're playing this game when you are convinced it will be bad for everyone.
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Lotsa people insist a 'win' is stomping your opponent into the ground. I won't go into the sociopsychological reasons and dark implications of that line of thought, but... DbD does not actually have a 'win' condition. So, the closest thing would be to challenge yourself on how well you can play a character (like, do you need crutchperks, do you need to BM, etc. or can you actually show skill?)
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2471803#Comment_2471803
If only. This game doesn't need the system they're trying to implement. At least not in it's current state
I would say that.
If sbmm works even remotely as intended (which it sorta did in the last test) it would be beneficial to how further tweaks would be done.
After all: If you look at the threads about which perks/killer are 'unfun', OP, 'boring' it usually boils down the person saying 'I don't know how to handle this, and I don't want to learn, I want to have just one or two buttons I need to press to win' (exaggerated, but that is what is boils down to)
For example: Right now DH is getting so much 'hate' because... why exactly? The reasoning of those complaining is 'it's so overpowered and unfair' when... it's really not. It's just a factor during a match you need to pay attention to. If you can wait out DS and BT when tunneling, you can estimate about when DH will be ready again. If you can't... that doesn't make DH overpowered or broken.
If SBMM works remotely as intended the devs can get much clearer data on whether things like DH are actually overpowered or if people are just refusing to adjust to situations.
Another example are killers like Deathslinger, where people are still demanding for him to be removed entirely cause he's too overpowered etc. When in reality he's a killer you're not meant to face with the standard 'engage in chase and loop while gens get done', but people complaining refuse to change their MO.
If SBMM works remotely as intended the most likely change we'll see to Deathslinger will be a change to M&A (having it bring the TR down to 20m, instead of reducing it by 16) and maybe a clearer aiming sound. But not the broken changes those complaining demand.
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Alright, let's look at the scenarios:
Good scenario: SBMM works pretty well, people can relax a bit more and devs can focus on performance etc
Bad scenario: SBMM doesn't work, but devs go on to working on a complete different feature ignoring the existing issues.
Best scenario: SBMM works and puts all the people prone to BMing together, freeing the community from them, and allowing the devs to get some actual worthwhile statistics in to do some proper tweaking, buffing and nerfing, while they fix the performance etc.
Secret scenario: As best scenario, but with a lingerie edition
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@MigrantTheGreat said:
Reason why I don't want SBMM:
As a bias killer main: In tired of sweating and having to deal with and running the same perks over and over again. I want to have fun and not be stressed out and run different builds instead of the meta.
As a solo survivor, I wanna try and use use different perks instead of being glued to a gen.
Overall
The game is too unbalanced for SBMM
taking into account that there's a chance that sweat squads will go against sweaty killers (let them eat each other), i'd say just try what you'll face with different builds.
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@Elcopollo said:
https://forum.deadbydaylight.com/en/discussion/comment/2469995#Comment_2469995
It's pretty much the same thing as facecamping, though. Killer wastes time doing nothing and pressuring noone else. So, while, sure, one guy might die, other 3 get a free escape if they aren't dumb and play efficiently, blasting gens with killer being completely passive.
It depends: How many have a trap on in this case?
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@TripleSteal said:
Definetely not, it's part of natural game mechanics.
Not in this specific case I'd say.
As access to the boxes is part of gameplay against pig, this could be counted as barring survivors from participating in regular gameplay. Like, with camping there is a chance you can unhook someone still and you are not barred from doing gens. But if Pig blocks you from the boxes she bars you from regular gameplay if you haven't been able to get rid of the trap yet.
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It depends from what perspective you judge 'weak/strong'.
Take for example Nemesis:
He (as well and leon and jill) are very, very likely intended and designed as 'starter' characters. They all have perks to make learning the basic gameplay elements easier, which is great seeing a lot of RE fans that never played dbd before got into the game due to them.
But as a killer Nemesis is decried as 'weak' by people longer in the game. But for what he's there for, he's great. (even though they oughta stop the zombies from facecamping)
Nurse is a strong killer who could even do with a slight buff, as she's only really 'strong' once you learned how to play here. Similar with Oni.
Lotsa of people declare Deathslinger to be either too weak or too strong, but similar to Nemesis he (and some others) fill a specific spot: He's one of the killers for people that aren't good at chases, on either side, and take no real fun out of it. He's for the people who want to show their skill at a game of cat and mice, and at that he's good. His perks and addons need an overhaul, however, and he oughta be barred from M&A, but aside from that, he's fine.
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@Peanits said:
Nope: The first version of SBMM only used kills and escapes to calculate your rating, but it did not work out so it was quickly scrapped. The current system takes a number of different factors into account when deciding when your rating should go up or down (and by extension, by how much).
Basically, the way it's calculated is complex, and the goal is to have you "win" in about half your matches.
Does it take into account if someone's camping, tunneling and/or slugging, respectively farming teammates off hooks, sandbagging etc... and if yes, will these people have to play together?
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@Dito175 said:
Pretty much the title, my top pics would be:
1- the memory wipe
2- the multiverse
3- Nurse's tome
4- Legion's tome.
^^^ this.
Oh, and Hag's entry. Think of hag what you want, but her tome was utterly lackluster and felt disconnected from her lore.
Like, why not have her be similar to claudette, just that she's arrogant towards everything not science, until she needs that 'obnoxious humbug' to save her life?
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@GoodBoyKaru said:
https://media3.giphy.com/media/6uGhT1O4sxpi8/giphy.gif
Sorry I'm trying to figure out who asked.
I mean, go ahead and play like 99% of red ranks do. You're not exactly doing something novel here
I'm taking bets on how long to the next
'that's it, I tried to play nice but the constant tunneling, camping etc etc'
thread pops up.
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@Adeloo said:
https://forum.deadbydaylight.com/en/discussion/comment/2465883#Comment_2465883
yeah it might be a little bit too complicated you are right ahah but i always thought why are they broken if there is no way to fix them ? :D
yeah. i mean, you 'technically' fix them with the addons, but.... does anyone actually use the keys for anything but opening hatches?
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@Adeloo said:
It just should be like this :
- if a broken key is found in a chest, the chance of an other broken key spawning in an other chest is 50%
- While holding a broken key, see the aura of any other broken key in the map and unlock the "Repair Key" action if you stand in a 2m radius from an other broken key. Not all "Repair Key" actions are 100% successfull. If you are healthy you have a 75% chance of success, injured you only have 50%. Luck perks and offerings affect the "Repair Key" action.
- Any addons attached on one of the Broken key will stay attached to the Repaired Key. If both Broken keys had 2 addons then the 2 addons of the Repaired Key are chosen randomly between the 4.
That's absurdly complicated, I like it. Not on a practical level though. x3
On a practical level it'd make more sense to have one 1 kind of key that can only be found in chests. it can't be brought into the match
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said it before, the issue is that there seems to be double hit-validation somehow.
The killer-sided one that calls for the effects (for both sides), and the new server sided one that calls for status and health stuff.
I'd love to code dive to see how the heck that happened, because by all means only the server sided validation should call all these functions
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Don't underestimate people who cleanse. They've learned that haunted rarely comes on its own unless it's on a spirit, and even then.
ESPECIALLY if you run it with thrill and retri. That's quite literally screaming 'hey, I got noed or devour!'
You wanna run a devour build?
- don't use ANY other totem perks, or only some that are deemed 'harmless' (like blight's pallett hex)
- fill the other spots with either perks meant for basement builds or aura-reading
- Play fair: no camping, no tunneling, no slugging. gets you your 3-5 tokens in much faster.
- don't be upset if a match doesn't pan out with a 4k. you lose some, you win some, but you won't lose a vital organ if you don't 'win'
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@danielmaster87 said:
The issue is that the devs keep releasing killers with easy counters or downsides to using their power, and it's been this way since the beginning basically. Here's all the ones I can come up with:
Trapper: disarmable traps.
Wraith: lightburn.
Hillbilly: overheat.
Nurse: blink charge cooldown, fatigue after using power.
Hag: flashlights destroy traps, traps don't activate for crouched survivors.
Leatherface: overheat.
Freddy: clocks, missing skill checks, waking up normally, slows down when placing snares.
Pig: headtrap RNG.
Clown: yellow bottles can speed up THE SURVIVORS.
Spirit: can't see survivors in her ability.
Legion: fatigue after using power, power goes away after 1 miss.
Plague: cleansing fountains.
Ghost Face: can be revealed.
Demogorgon: portals can be destroyed.
Deathslinger: chain can be broken.
Pyramid Head: torment cured by uncaging someone, trail doesn't affect crouched survivors.
Blight: fatigue after using power.
Twins: Victor can be kicked or taken hostage.
Trickster: knives DECAY automatically.
Nemesis: T-virus cures, killable zombies, sprint burst just from infection.
(I'm gonna cheat here) Pinhead: chains can be broken instantly by the environment and HIMSELF, cooldown on power, puzzle box cures everyone, teleport only available AFTER puzzle box has already been solved.
Like, am I missing something here? Why are the devs playing so safe with the killers' designs? Why do most of these weaknesses and downsides even exist? You might be able to justify some of them MAYBE, but you can't justify the majority.
this is called balance, but go off.
People, stop asking for iWin buttons.
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@EntitySpawn said:
Honestly the green key should always spawn with addons.
However the other keys should never spawn in chests. Especially until they're rebalanced (or nerfed if you prefer)
I'd say one way of balancing the other keys migth be to have them ONLY spawn in chests once the hatch has spawned. if all chests are open at the time, tough luck.
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They might do this once all the maps have been graphically updated (and had breakable walls added. On that note: Please, devs, make those mechanical gates on swamp breakable walls)
edit: also: breakable hedges
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@ThiccBudhha said:
I kind of like getting surprised. But, well, given I will never buy any of it, I guess it shouldn't matter. I would be down.
That being said, developers HATE committing to dates. So I doubt it will ever happen.
I reckon a 'yeah, we plan on bringing this stuff this year' instead of concrete dates would be enough. (i mean, okay, with some stuff one could easily be able to guess when they are intended to hit the game, like summer or xmas stuff...)
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@Rougual said:
There is actually much more than two, they may look like they were made in unity by a single person in 15 minutes but at the end of the day you can't really tell the difference.
they ones that seem official got some cool skins, though...
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@fcb said:
randomly? that's bad. thanks.
semi randomly. usually you'll get two perks needed for a tome if one's active
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There's no killer perks that should be basekit.
As for survivors, kindred should be, but BT and DS only in an altered form to ACTUALLY prevent tunneling