Avatar

MeltingPenguins

MeltingPenguins

About

Username
MeltingPenguins
Joined
Visits
5,923
Last Active

Comments

  • third seal is a beast on maps like RCPD, but worthless on the macmillan maps, so, yeah, it's the totems, or rather their placement

  • oh I know those. And honestly, that's why I'm asking, in a way. If the devs would give us glimpses at new stuff, things could be discussed beforehand.

    Like, for example: Which Mobile cosmetics are going to come to the main game and when? When is collection X continued with which characters? Is ace ever getting sensible shoes?

  • @RaSavage42 said:

    Which makes you wonder.... What will happen if we did get the changes we need

    lotsa people complaining about how this and that MUST be nerfed or buffed would leave, cause it's not the changes they demanded

  • @DBDRewardsBdBehavior said:

    Too bad they dont refund the use of the offering right?? Maybe that might be too fair 🤣

    This is what I don't get: Game and the Saloon are single map offerings. They had no problem disabling the RCPD offering to not have people waste it. Why have people waste these?

  • Some people also believe it makes the hooktimer progress faster

  • @Zozzy said:

    It isn't a bug. They "made the server" determine the hit and totally not the survivors client /s

    TLDR survivors have cried about pallet hits (without understanding how they work) for years and bhvr finally gave them the advantage.

    The problem is that often times both sides see the hitless hit. You have the same phenomenon on killer abilities, especially ranged ones. Plague is most noticable: Purge hits, the scream and hit animation plays for killer and survivor, but nothing happens.

    This means bhvr somehow has the old hit-validation (killersided) call the functions for the animations on both ends, but the new validation calls the status and healthstates.

    which is utterly ludicrous coding

  • It's like 'look, I got the survivor right here, stop criticizing me'

    worst. backseat driving. ever.

  • @Clowning said:

    https://forum.deadbydaylight.com/en/discussion/comment/2461516#Comment_2461516

    Ah, yes. The endless flip flop threads we get daily are truly tiresome.

    Remember to stretch before reaching.

    nice try, but let's be real:

    Sabotaging a hook is fair:

    It require the survivors to observe and guess correctly where the killer will head, and then get there first AND not get knocked down. If you are so scared of survivors using a perfectly legit tactic just run starstruck or mad grit. you know, like you tell people worried about noed, tunneling, camping etc just to run this and that perk?

  • So, let me get this straight:

    tunneling, camping and slugging are perfectly legit and fair tactics, but saboing the hook, body blocking, flashlight and pallet saves, ds, power struggle, flip flop etc are not?

  • We're all just hoping bhvr will finally confirm a handful of characters on both sides as lgbtq+

  • observation might not wield concrete numbers, but you can see how much more outspoken etc lgbtq+ folks are here compared to other big titles

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2460025#Comment_2460025

    Idk how you could possible discern even that, tbh. There's literally no way of knowing this without an official poll by the devs.

    observation.

  • You play too few games then. Basically EVERY game that does not have a mechanic that punishes someone for not moving (and hell knows DBD could have one for killers using the same mechanic it uses for survivor crows) rewards you for standing still. Hell, there's even games in Mario Party and games like that that do that

  • @[Deleted User] said:

    Do you have to complete that in a single trial?

    not yet. don't give them ideas

  • Why do you have to 'win'?

    This is a game where the only 'lose' condition is disconnecting

  • Trapper.

    a note on Nemesis: he also needs some definite tweaks, but overall he's still a pretty good killer for people new to the game. I'd say that factor can stay

  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2449944#Comment_2449944

    This happens to me almost every match lately as plague. My last match I played as her I officially quit and will not play as her until it gets fixed because my power would NOT work on survivors at all by puking directly onto them and it makes me so sad cuz she's the killer I bought this game for and main 😢

    I genuinely don't think it will ever be fixed bcuz it's been an issue since dedicated servers were implemented but with the recent change to pallet drops/hit validation I think it's been made worse and happens way more frequently it's absolutely insane

    @ShinobuSK said:

    I ve seen this bug before pallet validation, nurse blinked to the vault and got a grab but in reality,no grab happened and she was stuck in carrying animation whole match

    @MrBuffalo said:

    https://forum.deadbydaylight.com/en/discussion/275297/just-got-bhvrd-and-lost-a-game

    The hit validation is so broken its not even funny. in my most recent game I was against a bubba and as soon as I dropped the pallet and started to run I didnt make it more than 4 meters away from the pallet before his auto attack smacked the pallet and I went down...after it was already dropped and out of the animation lock.

    I feel your pain....its disgusting how hit validation still hasnt been fixed.

    That's what I mean.

    It really feels as if they simply coded in the stuff for dedicated servers but didn't remove the killer-server validation and now these are causing pain and chaos.

    Like, i know sometimes removing chunks of code that should have no purpose anymore can stop everything from working... but... this is ludicrous.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2449951#Comment_2449951

    But if the match goes on for a while, than survivors usually take the time to do totems in between gens so to your point that’s kind of what already happens when my matches are longer if this makes any sense, they prevented NOED from even activating.

    that's in part what I meant with 'certain amount of activity'. Like, if you have a match where people are holding the game hostage without doing anything (not touching gens, only healing at best if you even find them) then noed should activate even without the gens after a certain time. if a game just takes long because survivors 3genned themselves, but manage to get gens done in a long hit-and-run thing then noed shouldn't activate.

  • Haddonfield, as about every other map (with very few exceptions) is designed around its killer.

    Hag's swamp is a muddy mess with lotsa of well hidden nooks and crannies, allowing for effective trap-placement and working with hexes, all while still providing the survivors with cover to crouch remotely unseen from gen to gen and for unhooks.

    Deathslinger's saloon is a small map with a lot of drop-points and openings for trickshots, while having plenty of hiding spots to elude him.


    And haddonfield has long 'corridors' of hedges and fences that allow michael for stalking in a chase.


    the issue is that the moment a killer lands outside of their hometurf, things get wonky

  • You know, seriously, the only thing I can imagine is that they didn't remove some line of codes that STILL have the killer's server validate the hit, and somehow calls the functions for effects wrong on both sides.

    Like, how it should now go (with the 'new' validation etc)

    ---

    Killer attacks -> Servers check for collision between the weapons/projectiles hitboxes -> game on both sides calls functions for effects (healthstates, vfx, sfx etc)

    ---

    How it apparently goes:

    Killer attacks -> The old killer-sided validation checks for a hit AND the server checks for a hit -> Killer-sided check says yes, server sided says no -> killer-sided check calls for effects which are somehow not longer tied together with healthstates, while server checks continues the game.

    ---

    Basically they didn't turn off the killer-server check at all it would seem

    Spaghetti code

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2449947#Comment_2449947

    And thanks for another generic salt post that doesnt bring up any form of discussion whatsoever 👍

    naw, man, this is actually an issue (as said) because the code that calls for the various operations connected with validation is seriously wonky.

    You have grabs that end like this (especially since the 'change grabs to hits if X' change that came... last patch?), the aforementioned sfx&vfx playing on hits without a healthstate being affected and similar.

    Like, I have had people go down from a hit (not because they didn't mend) after I had broken off the chase and walked the other way... because... I have no idea how that is even possible, even with massive lag


    OP: maybe change the title to 'hit validation at its finest'?

  • i'd say a possible fix to noed would be 'if the game lasts longer than X minutes with a certain amount of activity' it won't activate, whether or not there are dull totems available.

    Noed should only activate when you are seriously getting genrushed to give you at least some sort of chance for bloodpoints. But such a change has to come as part of a whole mechanics overhaul, not on its own

  • @Squirrel_Thicc said:

    Was playing nurse on swamp. Grabbed someone from a pallet. On my screen, I grabbed them and was carrying them. On their screen they never got grabbed in the first place. So I was stuck in some weird purgatory of holding an invisible survivor that I couldn't hook or put down. Couldn't lunge or blink either.

    So hit and grab validation is clearly doing an amazing job! Nice one dev's.

    The whole 'validation' for.... everything is broken.

    Like, dunno if you play plague, but I had it so often that I hit a survivor with her vomit (either), sound plays, animation plays, no healthstate is affected. BUT the survivor experience the same. Which should LITERALLY be impossible given how the effects would be called in the code.

    1. True, the code needs to be reworked from the ground up. Amongst the big bugs and glitches we have small bugs that should not even be possible to happen (e.g. the hit animation and sound playing for killer and survivors with no actual hit on plague. this should literally be impossible with how code would call these functions/effects)
    2. a big part of the issue might also be with sony, nintendo and microsoft, who don't seem to allow bhvr to test on console? So at best they can run on emulators or take wild guesses. (IIRC, emulators are a grey area legality wise for developers, but using a modified console to test games needs the console manufacturer to give permission, which these companies apparently haven't give yet?)
  • @KerJuice said:

    Shards should be in the premium rift. Ideally we would want them in the free track, but that would hurt cosmetic revenue so that would not be feasible to BHVR as a business model.

    Mhnn... I think if they put shards into the free rift along 'simple' charms, while having cells/higher amounts of shards of special charms on the premium rift, that might work.

  • @GoodBoyKaru said:

    Tomes I don't think so- though there should definitely be shards in the Rift in the empty spots on the Free track (and also replace some awful charms in the Premium one too tbf). Dailies could do with a whole overhaul, something like this:

    • Each day spawns 3 new, random challenges. At least one is guaranteed to be for survivor and killer.
    • Any dailies from the previous day are removed.
    • Dailies are more likely to spawn for a character you have a higher level with (for example, I'm more likely to get a daily for my P350 Executioner than my P035 Clown).
    • Two dailies (the ones guaranteed for each side) award bloodpoints for completion, like currently. The one other daily is much harder- something like "Sacrifice 12 survivors" or "Stun the killer 5 times"- but can be completed universally across all characters of a certain role. Completing this daily awards Iridescant Shards.
    • Completing all 3 dailies unlocks a "Weekly Challenge", which is significantly grindier to do. This can be for either survivor or killer, or even both, and has multiple tasks. (For example, one could be "Send a survivor to a Cage of Atonement as The Executioner 6 times, repair the equivalent of 3 generators as Claudette Morel, and sacrifice 48 survivors."). Completing a Weekly Challenge awards bloodpoints, Shards, and a small amount of Auric Cells.

    I'd say let people pick from the 'new' dailies those they want instead of removing the old ones. sometimes you didn't feel like playing or couldn't so removing a challenge you wanted to do is a bit ehhh

  • @Huge_Bush said:

    Shards? Sure. Auric Cells? It’ll never happen. It’s what makes Behaviour money. From a business standpoint, it would be stupid to allow you to earn them in-game, especially since many people are willing to pay for them.

    It would be nice if they did, but don’t hold your breath on it.

    but that's the weird thing:

    It's advisable to give people a way to earn premium currency, as that makes it more likely for them to buy it

  • @SilentPill said:

    The survivor gets to see where the plaything totem spawns? That’s dumb and makes it instantly terrible.

    But yes it could be interesting to have a bunch of blind and oblivious survivors running around an indoor map. Won’t help against SWF though so it would mainly be to mess with solo Q teams.

    They see the specific totem that needs to be cleansed so they lose the debuff. NOT having them able to see it would be terrible.


    On that note: has anyone tested what happens when there's no totem left that it can jump to?

  • @ThiccBudhha said:

    My friend keeps complaining about spawning a few meters from the killer. Not sure if he is just too new to understand as my lethal pursuer still shows them across the map to me. But idk, maybe something is off with spawns?

    it would seem so. i've also seen streams where ALL gens spawned on one side of the yamaoka temple...

    @meatisadelicacy said:

    Ever since the devs nerfed Small Game, I can't find totems anymore. It just doesn't work like it used to, so I believe you about weird spawns, I just haven't noticed it myself.

    I ran small game for so long that I've gotten pretty used to the spawns. But I'd say even without that, having a nearly 360° signal for totems means something went wonky

  • Perk design is all over the place on both sides and the entire mechanic needs an overhaul.

    that said:

    that killer perks have not conditions most of the time makes sense as you don't have the time to do those things.

    Imagine the following:

    if you'd have to set hex perks, could you even do that before the gates are open?

  • By all means, it'd be fair.

    If you can't go through the bloodweb before you click 'ready' then you're doing something wrong.

    items and perks should be set before entering a lobby. Or are you scared of not curbstomping the killer?

  • it'd be nice for huntress to have a visible indicator for how strong you'll throw

  • He's a killer that requires to change up the tactics. of course they hate it

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2435905#Comment_2435905

    Judging from how the story is told it sounds more like Nea was body blocking with BT and got punished for it by the faster attack speed from STBFL. Which she did twice.

    If you body block with BT its not tunneling when you are trying to force the killer to go after you.

    You also kinda proved the OP's point where everything is the killer's fault and never the survivors the eyes of survivors.

    the way it reads she went down on the first smack.

    and if there was bt: that's what BT is for. if there was bt and op hit again, that's tunneling then.


    only thing this thread proves is that some people are mortally scared of not achieving a curbstomp victory in a videogame.

  • it became tunneling the moment you didn't drop her again.

    Going back when someone gets unhooked isn't tunneling. Hitting them cause you cannot assess if they're trying to take a bt hit or just got unfortunate with the direction pick isn't tunneling. picking them up for ds isn't tunneling.

    But the moment you say 'okay, they didn't have bt, they didn't have ds or missed it, let's hook them again' that is tunneling. maybe swap stbfl for whispers or play more survivors to learn where to hide.

  • @Quink said:

    https://forum.deadbydaylight.com/en/discussion/comment/2434846#Comment_2434846

    Yeah i much preffered the game with SBMM on. I found it slightly easier as survivor and slightly harder as killer. But it all felt balanced. I had games where i destroyed and got destroyed. I only consider myself slightly above average. I play for the team but sometimes it's just not worth it, with SBMM on it seemed like everyone was playing for the team which i loved as both surv and killer. It extends the game and makes it interesting.

    exactly. I mainly play killer, but the survivor matches played with friends where great fun. even when we had a full swf throughout all ranks, the killer we got didn't feel unfair to any of us.

    It was fun.

  • Same here, on the flipside (?):

    I know I'm no good (I can usually hold my ground against 'high ranks', but it's frustrating) but since sbmm is off again it's just frustrating again. with sbmm it was a nice mix of new people, people not that practiced against my mains and veterans who enjoyed the matches.

    now it's just the dull old genrush-at-all-costs again.

  • @[Deleted User] said:

    Well, it's not "due", as it's not been officially announced, but it's heavily rumoured. I imagine it's not gonna happen today though because of the stranger things news.

    i meant 'due' as in 'this is the usual timeframe for things

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2433983#Comment_2433983

    Not connected at all! McLean's decision is his, and his alone and I am sure he will share more on his new opportunities when he is ready.

    Thank you. So we can at least scracth 'bhvr bankruptcy' off the board

    @White_Owl said:

    While I'd love an exhaustive answer on why it's happening, it's clear Behaviour can't say anything.

    My guess is the license holders saw the success ST had on DbD and decided they wanted their own, exclusive game, and wanted to remove any competition. They didn't remove the characters and perks in DbD just because they can't, legally speaking. Unsurprisingly the only "free" (of legal obligations) content ST-related is going away. Again, this is just my guess and it's 100% speculation.

    y'know, i really wonder how many dbd fans will, if this is the reason, go and play said exclusive netflix game.

  • @gatsby said:

    With the recent Stranger Things announcement, I am seriously scared for the Halloween Chapter. Stranger Things was a massive license for Dead by Daylight and they were forced to drop it before Season 4, which would have inevitably brought more attention to the game and been an amazing opportunity to sell more DLCs and cosmetics. It's been almost five years since the Halloween Chapter initially released and my guess is that renewing that license is drastically more expensive and complicated due to the success of the new Halloween movie and its upcoming sequels.

    Haddonfield hasn't had an update since its release and has been skipped over in the Realm Beyond Updates. As long as that map stays the way it is, its a sign Behavior isn’t sure about its future and is unwilling to invest resources into it. Halloween is probably the most iconic license in Dead By Daylight, but given the recent news, there's no guarantee Behavior will be able keep it. The Halloween license could be in grave danger.

    the question is always: how do the license holders feel about dbd?

    from all i'm seeing it might easily be that netflix pulled the plug because they want to do their own thing (though.... what are the chances any dbd fans will play that now?).

    Ghostie might be save as funworld seems keen on dbd.

    Halloween might be save as well, given the recent rework for laurie.

  • @Mandy said:

    https://us.v-cdn.net/6030815/uploads/NKI89GTY1AUV/e1phjcb-5b1-5d.png

    The only answer we can give about "why" is answered on the FAQ.

    no. that's not an answer to 'why' that is just stating what will happen. a why-answer would be

    'Currently we are not in the position to renew the license'

    'Due to unforeseen developments we can't renew the license'

    @Huge_Bush said:

    Their hands are probably tied by a bunch of legal mumbo jumbo and can’t really give more info.

    i hope not. I know nda's are a pain in the rear, but at least something to clear up what happened to cause this should be within the boundaries

  • @Marigoria said:

    I dont think McLean leaving is any of our business but we should know why they're not renewing the Stranger Things license.

    Specially when they said there wouldn't be more exclusives, and look now, 3 iconic characters are going to be exclusive.

    At least some info on whether or not these two things are connected or just unfortunate timing.

    As for the exclusives, I think they just meant cosmetics like yun-jin's polkadot shirt

  • @Zokenay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2433649#Comment_2433649

    They could change the aesthetic entirely while keeping the layout, i was actually thinking of making it something like a mine, like the one mentioned in Trapper's backstory.

    The general layout would allow for a lot:

    A mine, a 19th century laboratory, a 19th century prison, catacombs, a music studio, a hardware store, overgrown non-specified jungle ruins....

  • So, yeah, it could easily be turned into a map for either original killer who doesn't have one yet. heck, even ghostie could get his store

  • Said it in another thread, but the Lab could relatively easily be refurbished into a music studio, giving Trickster his own map.

    Heck, catacombs could work to to give the twins their own map

  • I mean, it would play to his powers (as many killer maps do):

    Narrow but not too narrow corridors to reduce survivor strifing, while still allowing them to dodge behind obstacles/into rooms

  • not really. A map is textures etc after all.

    Hawkins could easily be turned into a music studio/music venue, giving trickster his own map

  • @EvilJoshy said:

    source?

    *points to the official twitter also linked in the feed to the right of the forum if you're on desktop*

1 … 9 10 11 12 13 … 59