MeltingPenguins
MeltingPenguins
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@[Deleted User] said:
By "hurting" other players, what do you mean? Gaining advantages over them or just pissing them off?
pissing them off and keeping them from more or less regular gameplay. So, sandbagging, leaving them on hook when you could rescue them safely (e.g. cause you don't like what character they're playing), blowing up gens on purpose, not healing them when it's safe to do so and would be advantageous
that kind of thing
@Mat_Sella said:
where's the: Chases aren't the only fun part in DBD option? to me it's the times when you avoid getting chased narrowly by a split second decision to hide somewhere, then watch as the killer desperately searches for a survivor that isn't there anymore as you walk away.
but i mean sure, as killer its all chase. Unless I'm a stealth killer in which case successfully sneaking up on them is my favorite part.
To me that's the second option (every playstyle that doesn't hurt others).
And you might be surprised how many non-stealth killer players actually like playing cat and mouse instead of chases
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@danielmaster87 said:
Why do y'all keep calling them gamehealth "chapters"? We have these things called patches.
Show me where i wrote 'gamehealth chapters' here
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I'd rather see NO new killers (or survivors) but instead expand on the existing ones:
Chapter that unlock new perks for existing killers and survivors, that maybe introduce new abilities for killers
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2309635#Comment_2309635
Dont you see how you are contradicting yourself?
- "because no killer should be strong in chases there should be more unsafe pallets"
- "all killers should be designed in a way that make chases the only thing to do so survs can go loopy-loop without thinking."
Unsafe Pallets are not "loopy-loop without thinking". Players actually have to outplay the other side (except for Bloodlust of course, this allows to make it "without thinking" for the Killer).
And if the Killer cannot run unsafe Tiles, they are not good enough.
no contradiction here:
Tofu wants killers like Deathslinger gone for good/not be able to cut chases short. Thus removing his ability to end chases especially at unsafe pallets.
So, the demand here is pallets that give the killer the feeling they might have a chance, but really just make the surv feel good about their 'looping skills'
@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/2309635#Comment_2309635
I wasn't replying to anyone - I was making a statement that Tofu's opinion on this game means no more or less to me than anyone else.
Just because he streams and plays a lot - doesn't validate his opinion over yours or mine, but some people on these forums take his and other larger streamers opinion as facts and gospel.
exactly. that was what I was referring to. the post above you did exactly that. take some BigNameStreamer's (tofu in this case) word for the ultimate truth
EDIT:
I think the CORE issue is that all these videos boil down to one thing:
People's definition of what is 'fun' in DbD. And looking at videos, rants and posts of this kind, it would seem that, as mentioned, the definition of fun (for them) is being able to engage the killer in a chase.
All other kinds of 'fun' are the 'wrong' kind. You find fun in playing cat and mouse with the killer/survivor? Wrong kind of fun.
You are bad at chases as survivor? Git Gud, you are 'ruining' everyone's 'fun' because you can't do chases.
and so forth
Post-Oni killers (and heck, even pre-oni killers like hag and nurse) are meant to shake up the gameplay and provide variety. Variety that people like tofu apparently don't want because it let's other people have fun instead of catering to their idea of what's 'fun'
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look at the post above you.
Look at them agreeing with the following sentiments:
- There should be no killers that are strong in chases
- because no killer should be strong in chases there should be more unsafe pallets
- chases are the only fun part of the game
- all killers should be designed in a way that make chases the only thing to do so survs can go loopy-loop without thinking.
I don't see much of a difference between holding w and running up to a loop and hoping the killer will actually let one indulge in one's little superiority complex
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@Red_Beard said:
https://forum.deadbydaylight.com/en/discussion/comment/2309130#Comment_2309130
They have change their MO though. It is changing to shift w and pre drop pallets. As a killer, I find this style more boring to play against than someone you tries to loop that I have a chance to mind game. And it is boring on survivor too.
That's not changing the MO. That's adjusting it slightly. People try to face these killers by engaging them in chases, which... They point of them is that you don't do that.
Changing MO would mean you show off how well you know the map and the killer's field of vision. no slightly altering your loopey-jukey routine
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@Cutiaddu said:
https://forum.deadbydaylight.com/en/discussion/comment/2309095#Comment_2309095
What do you mean by Cluttered?
there's a lot of... decoration now that looks as if you can run through it, as if it's a vault point, or as if a killer can hit over/through it. but it's not. it's just fancy looking
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@GeneralV said:
I mean...Deathslinger, Nemesis, Trickster, and Twins are pretty unfun to go against, in my opinion.
Though obviously not for the reasons Tofu mentioned.
EDIT: And obviously Ghostface. is the most unfun of them all.
nemesis and trickster I agree.
Granted:
With Nemesis I have to agree with pixelbrush's assessment that he's a killer for new players to show them the ropes, in a way.
Trickster is a mess. He's all the weaknesses of Deathslinger, Huntress, Clown and Plague combined without their strengths, and he's be better of with a complete overhaul giving him a different power on the whole.
But Deathslinger and Twins?
To me they stay the prime example of people's unwillingness to change their loopy-jukey-genrush MO. Slinger's main counter is in his map and backstory: He's a bounty hunter, the counter is stealth. Will the matches take longer? sure, but it's a killer where you can show off how well you know what killers can see, where to hide etc.
The issue with him is more that we don't have dynamic map creation, nor are the devs brave enough to bar killers like him from using perks that make him unfair (like M&A)
And twins? similar issue: people are not used to killers they can't face with one MO, and Twins also do get some unfair advantages on some maps (while on others survivors get unfair advantages against them).
So, the fault isn't on these killers, it's on the community and on the devs unwillingness to really shake things up (maybe out of fear of the community)
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Autohaven greatly suffers from the Eclipse Lighting (like, it's this odd all-wrong light that you get at a total eclipse) that makes it hard to distinguish things on those maps. Better lighting would already be a big improvement.
A bigger issue it more just how unintuitively cluttered maps now are. as in, it's hard to tell what a killer can hit you over/through, what you can go through (the oddly broken walls on Prenn for example? You can't tell me no one fits through that) etc.
It hinders fluid (tactical) gameplay and is frustrating to both sides
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@WishIcouldmain said:
This game could be truly phenomenal. Yet there's so much holding it back.
1. Poor Optimization
2. Bugs
3. Poor communication (community dev mistrust)
4. Slow and few amount of changes
5. Poor balance with perks, killers, loops, and other things
6. Long unenjoyable grind.
7. Too much clutter many offerings with little to no significant impact.
8. Too much weak perks.
9. Many imbalanced maps
How are they alive? Competition is even worst at balancing. I consider the first two biggest issues.
- It's like they don't even alpha test for pc, and don't internally test for consoles at all.
- And some of them should be so easily fixable.
- Personally I think dbd is some cruel, perverted psychological experiment to see how much customers are willing to endure.
- plus the unwillingness to make much needed major changes (like having the game punish scummy playing, or overhauling how perks work in general)
- maps are designed around the killer they came with, meaning the powers can easily fall flat/become overpowered on other maps.
- and the community has offered a laundry list of solutions, but nothing comes of that.
- they are sticking so stubbornly to their 'must have 3 perks and X addons of Y quality' formula for killers and surv items
- rather too many too similar perks (see point 4)
- see point 5. maps are designed around their killer or a license, not around playability
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I was aware
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@Shaped said:
I think glitched cosmetics were crashing my game.
oh absoluuuuuutely. because they were present in literally every match and map, just like particle animations... wait
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2306729#Comment_2306729
I didn't even realize people could still lagswitch on dedicated servers. It would fit in with what I saw and how it played out, though. Thank you.
you expected something in this game to work?
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@FancyMrB said:
I miss bloodhunts... it really helps with the grind in this game but its been over a year since I have seen one. Where the heck are they?
I do wonder what bhvr's reason is for not holding them? Maybe there is a bug with them?
Unwillingness, it'd seem.
Cause, lbr: last years post anniversary events were glorified bloodhunts, not special holiday events. If they'd do regular bloodhunts etc they'd have to put effort into the holiday events.
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Devs: We know the grind is obnoxious, and we'd love to do something about, but there's no way.
Community (agreeing on something for once): Let the new cakes stack! regular Bloodhunts! Let us SELL items we don't want!
Devs: *wistfully, looking off into the distance* Just no way...alas...
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Oh yay, one more day on which a good chunk of the playerbase can't play because of the performance issues. wooot
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@Purgatorian said:
If they cared about the community they would make the Switch version a lot more enjoyable to play. Not that I can play because over the last 48 hours I queue on and off for an hour and don't get a game as killer or survivor.
The Nintendo switch version is dying bhvr, do something about it even if you have to give it the mobile version graphics to run properly.
y'know, if they'd get the performace issues sorted out, the switch version could have a special gimmick on killer side, which would be ridiculous but nifty, but we're so far from that.
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@VESSEL said:
Because I've seen so many content creators promoting DC'ing against killers like Spirit & Twins, I'm open to have my mind changed.
Convince me in the least "Killer/Survivor Players are Dumb" way possible plz
I for one believe one person should not have the right to ruin 4 other peoples enjoyment of the game.
This is a community that will try and tell one that camping, tunneling and slugging are fair tactics and 'sometimes necessary', so...
the sole reason they DC or do the above is their bloated ego.
Like, I can understand dcing against plague or doctor, as they can seriously be triggering in the ACTUAL sense of the word. so dcing against those is caring for one's own wellbeing.
but everyone else. Like, look, if I as someone who can't loop can get out alive against a red rank spirit (depends on the map though) then these streamers do something wrong
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The issue lied in the licenses.
The investors want to see money, so there can't be a focus on stuff that doesn't make it.
There's no excuse for the spaghetti code though, that's outrageous. but as for events and stuff, that's honestly something where we'd all be better off if the BIG licenses would run out and the devs would just turn the licensed characters into original ones, respectively remove bubba as a whole as we already have billy
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survivors and killers both. it's less the patch and quite probably something some BigName Streamer did (aka declared great gameplay). as usual
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2302196#Comment_2302196
ya bloody asked for a solution.
I went to through the trouble of finding the command for you.
So there ya go. You either do it by yourself or expect something to be done in 2 years.
No, I asked for the devs to turn off particles to see if that's the culprit. you can't use that command on consoles. and it should never be the customers job to apply workarounds.
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@Pilot said:
Try this command in your system.ini file
[SystemSettings]
FX.MaxCPUParticlesPerEmitter=0
FX.MaxGPUParticlesSpawnedPerFrame=0
Oh, yes, of course. Let the customer have to haphazardly fix stuff that meddles with things that aren't broken while the company can continue doing nothing.
wow.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2300728#Comment_2300728
I really haven't seen that.
Most, not all, but most discussions were fairly civil with people explaining their sides.
cause the hateful stuff was deleted fairly quickly (which is good), but damn, some people need to do some soulsearching
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2300704#Comment_2300704
...yes. I've been on the forums since April 2019, grant it. It doesn't seem like it, I mostly lurk. But yes. I have been.
Apologies, I confused my date with don't starve's
No, have you been on the forum since they released the charm. have you seen the threads of people throwing a tantrum over how while the devs are for supporting the lgbtq+ community. these people WILL go out of their way to remove a rainbow icon out of pure, undiluted, vile bigotry
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2300684#Comment_2300684
Hmm. You're right. To bad I don't give a flying hell. It's a meme, wasn't supposed to be real. Also I didn't make it, I ain't taking credit for another person's work.
I don't know why they removed the rainbow icon though.
Have you been on the forum since they released the pride charm?
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Your fake screenshot would be more convincing if you hadn't gone out of your way to edit away the rainbow icon.
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@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/comment/2300536#Comment_2300536
Why would you need the money? Just buy a PS4 lmao
Open it up and mod it if you need to.
and then get sued by microsoft for that, great plan (wish i was joking)
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@musstang62 said:
https://forum.deadbydaylight.com/en/discussion/comment/2300176#Comment_2300176
Oh, I will absolutely offer no argument against that. Optimization is horrendous and has been for a long time. The problem is just magnified on console though because PC at least can set the DBD graphical options to "low", whereas console is just permanently locked into "ultra" settings
y'know.... I am starting to wonder if bhvr actually has consoles to test on (because iirc that needs a permit or something from sony, microsoft etc) or if they just have the means to convert the code for consoles and pray for a miracle
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claire and jill both. like... how? why?
Say what you want bout the survivors, how obnoxious or loud their grunts etc are, at least the 'worst' we got there is severe indigestion (seriously, get dwight a blanket and some tea)
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@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/comment/2300169#Comment_2300169
The issue isn't graphics, it's code. The PS4 handles games like Bloodborne just fine, BHVR's code has still not been fixed. And I suppose they never plan to fix it.
Which will backfire on them, actually. Due to HOW the code is terrible, it'll lead to 30 FPS problems on next gen consoles if they keep adding new content.
I think it's both, graphics and code. As you said, stuff like Bloodborne, or Rdr2 run smooth(ish) while DbD those gestures this, which means the models, particles are 'called wrong'. (amongst many other stuff not being called, being called wrong or being called in the background when it shouldn't
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@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/comment/2299736#Comment_2299736
Yup. There's a 50/50 chance survivors just straight up not give a damn and run through gas clouds and aren't slowed. It's suspected hinderance is bugged.
I don't think it's hindrance. it seems a bug affecting ALL ranged killers:
the effect their attacks should have don't trigger. animations play but the function/command for the effect aren't called anymore. Likely they are on a new label or line now and no one cared to double check
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@Guest1567432 said:
300 Employees 297 working on cosmetics.
And still we have no poncho for deathslinger, and no nice dungarees for claudette
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also wasn't there something about some cosmetics being tied to how many crowns get collected in total.
good luck with so many people being unable to play.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2299056#Comment_2299056
Nah they would lose their sanity seeing the chaos in the code and praise the coming of a miracle in form of this mess still working at all.
bold of you to assume coders are sane to begin with
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@Angelicus23 said:
All BHVR decisions and patches have just gone downhill in terms of fun and performance, the most important event of the year is about to come and I can't imagine the atrocities that the devs have prepared for us, bugs or not
no one will be able to play anyway, not with ongoing crashes and fried cpus
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2299161#Comment_2299161
Otherwise BHVR, a company with about twice as many employees, can't fix the only game they have. It is also the only successful game they have as well.
I'd say the first thing to do would:
Turn off particles that have not been there before, let's say the SH chapter. Will the maps look a bit more boring? sure. but that way we can check if there's something with the particle animations etc that's causing these massive drops etc.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2298693#Comment_2298693
Isn't it like really good in Warframe? I haven't played it in a while, but I remember having LOADS of things happening on my screen at maximum graphics and hardly ever having frame drops, is this still true?
yep.
i only briefly played lately, but even my definitely not made for games laptop can run it. it stutters a little when there's really A MASSIVE LOT going on (like the hubs) but otherwise...
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2299069#Comment_2299069
Then I guess it's less of a bet and more of us both agreeing that Behavior sucks at fixing bugs, and that someone else could probably do their job better than them.
yeah, like... they say they don't 'code' with blueprint anymore, but these bugs? either they still do or need to get back to it...
I have only a very basic understanding of coding (working with ChoiceScript), but damn, I can take very good guesses as to WHAT went wonky to cause these bugs.
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Hill Bug!
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wait, we can't both bet on that that would be the case D=
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2299047#Comment_2299047
The no sound bug has been in the game for like a year, and I doubt it's ever gonna be fixed.
Wanna bet if someone coding as hobby would dive into the code they'd take less than a weekend to find what causes it?
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@Clowning said:
https://forum.deadbydaylight.com/en/discussion/comment/2298990#Comment_2298990
https://forum.deadbydaylight.com/en/discussion/260081/patch-5-0-1-clowns-bottles-still-bugged
Yes. And after testing it thoroughly, it's even worse than one might think. I literally cannot comprehend how something like this goes unnoticed, especially given how simple it is to replicate.
plague and deathslinger's projectiles are ALSO still bugged (as in: animations play and all, but no infection/spearing registers)...
I think these might be related bugs, as it feels they managed to screw up a variable for ranged attacks
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/2298989#Comment_2298989
that's the reason right there. They don't want the character models to look like a patched together mess. Even though we know the game itself is exactly that.
it's just a head cosmetic. it's not even one with anything superspecial that would continue in the rest of the cosmetics.
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/2298646#Comment_2298646
If you want to mix and match don't buy a linked outfit then. It's that simple. I understand the desire to want to do that with everything but sometimes you can't. especially if they're licensed outfits.
As said: with some sets linking them makes sense, but are you seriously telling me there is a goddamn reason for kate's flowercrown or jane's goddesshair to not be separate? Like, the dresses there, okay, they have meshes that don't line up with the rest, but the heads?
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@LylakLavender said:
https://forum.deadbydaylight.com/en/discussion/comment/2298867#Comment_2298867
Well instead of having PTB only on computers then why not add it onto consoles as well since a lot of issues happen when it comes to consoles? You would get more bug reports and it would show the difference between what console users experience compared to PC?
Okay, with console ptbs there's the additional obstacle of sony and microsoft. but I can't believe the devs don't have a single damned console anywhere to test stuff, even in homeoffice times.
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seriously, with most 'sets' all they'd need to to is slightly alter the meshes to line up with the regular cosmetics.
but given that most of kate's tops clip through her legwear...
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2298796#Comment_2298796
Many of the bugs that have been fixed were found during the PTB, which means that work on these issues started a few weeks ago. That said, not all bugs are equal or even worked on by the same people! The team is still working hard on delivering a fix for these known issues ASAP.
Yeah, these bugs were found. But instead of fixing them and putting up a NEW ptb to check if things are smoothed out and playable, they pushed the livepatch with all new bugs, as if the same thing didn't happen with the twins patch. and blight patch and...
seriously, don't push a patch live until it's at least playable.
Not to mention they will stick so stubbornly to their patch schedule. instead of releasing a hotfix as soon as it's ready, no, let's wait till tuesday.
that's not what hotfixes are for
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@Professor_Fizz said:
Scoops Ahoy demi is the most cursed thing I've ever seen in my life
you have not been here for rapunzel-hair nea?
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/2298820#Comment_2298820
Actually i do, but protecting them from all the critics they deserve won't help either.
said it earlier: they ought to contact the warframe devs and get some help.
cause bloody hell, I can't actually name one positive thing about the devs and their approach to the game and its community right now.
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/2298657#Comment_2298657
And how much more do we need to wait? Why isn't everyone focused on that instead of fixing cosmetics?
like, i get how hard fixing major issues is, but damn, there's not even a hint of the devs trying.
but hey, it's more important to have the game look realistic on screenshots for the investors