MeltingPenguins
MeltingPenguins
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TBH: if i'd witness something like that playing killer (as in, I could see there's drama going on and it might involve an item), i'd knock the surv down and give the original owner 10 seconds to get the item and make a run for it.
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Also, and I know it's rude but:
Use your brain:
Maps have a basic layout, you can already see the gens as killer. Even without perks, survivors will spawn
- near a gen
- not directly next to you.
- need an offering to start as far away from the killer as possible.
this means this:
on a rectangular map, if you start in the upper middle, survivors will be to the middle or lower third, usually near the wall (not always).
on an u shaped map they'll be around the bend (if you start on either end) or around the end with more gens.
I thiiiiiiink, though this theory is untested, you will also always spawn with your back towards the survivors?
Has anyone tested this?
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@[Deleted User] said:
It seems no1 tested totem spots, some totem spots on the reworked maps are unreachable and will get you stuck if you attempt to squeeze in...
and that is the other part of the problem:
we are dealing with the ungodly mixture of devs not putting changes onto the ptb and people not testing small things on the ptb.
I mainly code and test text based games, but I lost count of how often one of these two things happened with the stuff i tested/coded:
- surprising the author and publisher (it's a small indie company doing these) by being the ONLY beta tester to have tested out stuff and having found bugs/coding errors/general weirdness
- Having to explicitly ask my testers to test certain things
and i assume it's similar here:
people go on the ptb, check out the new killer, check the new survivor, check a new map if available... and that's it.
this isn't meant as bragging, but I know that if the ptb would be easier accessible than it is now (the whole 'having to replace the main client with the ptb one' is a mess, just give people direct access from the main client please) i'd spent hours going through the killers and survs, interact with all sorts of stuff on the map and go generally haywire, just to see what can go wrong...
In general: please please please devs, make the ptb easier accessible and have the testing phase take as long as it needs.
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Agreeing with the above: why even have a PTB when changes are made to the live patch that weren't tested at all?
C'mon, devs, stop looking at EA or Bethesda for inspiration...
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What others said: whispers etc... also: Play survivor.
I had so many survivors by now accusing me of hacking because I found them, when all i did was check where I know I and others often hide.
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I mean, tbf:
survivors can technically have up to eight or nine perks...
edit: to explain:
while the 4+ perks aren't permanent, there's a lot of favourable perks that apply to all nearby survivors: kindred, leader, ace in the hole etc.
so, depending on your team's build you can run around with at least 5 perks as survivor
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@Almo said:
https://us.v-cdn.net/6030815/uploads/B50975MGKL75/image.png
Doesn't look like it to me, at least just checking Steam stats.
That's maybe people trying to even log in/ getting disconnected looking for a game and having to force-close the game, staying in their earlier session.
Right now the game is neigh unplayable to many:
disconnects, crashes, lag, bugs, the aforementioned not being able to get out of the session proper (error 8012 I think?)
I mean, I have seen worse from other companies (*coughEAcough*) but please, please fix this asap. Lots of people are still working on their rift.
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@cosmicvolts said:
I find it impossible to dodge hits anymore. Killers are getting bs hits completely behind them still. what should be a dodge the hitbox connects. Im no longer getting in decent chases with killers because most only last a couple seconds because i cant dodge hits anymore. Im not sure increasing the tick rates are supposed to help any kind of hit verifications for survivor seeing as its worse than before validation was added.
before the patch now (so those few days between the tick patch and 4.2.0) it was pretty fine. no weird hits for me, on either side. only lag came from 'communication hiccups' between pc and console. but now.....
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@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/comment/1611002#Comment_1611002
Tbh I'm baffled too. Where is this happening? Could you provide some examples? I've never seen this being an issue in this forum. Could it be that you're exaggerating things a bit?
granted it's been a while, but check for the game mentioned on the forum
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@ProfoundEnding said:
I find the general gameplay of F13 more fun. I don't find holding M1 for 80 seconds, 5 times very exciting. Then holding M1 again for 20 seconds to open up your only escape route (yes the hatch exists but that's not an option every game).
At least with F13 you had to find parts to various different escape routes. You could call the police, fix the boat, cars, wait out the timer, or even kill Jason. The game was a lot more intricate. DBD feels like an oversized mobile game, if that makes sense. I still love both games though.
This is part of what I mentioned:
whenever someone makes a post suggesting new modes/objectives for dbd, the same people celebrating f13 will come in and bash things down.
it's baffling.
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you know what's the most annoying thing here?
look at the end screen: there's just the connected survivors running away. so the game KNOWS who got disconnected, AND they are still there.
So, loading the game for the remaining three and the killer should be code-able.
Letting the disconnected player, if they're still there, load into the match should be possible. etc.
Tricky, sure? but doable.
Heck, custom matches show that altering the number the gens to be done is possible. so that shouldn't be an issue
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@GrimmReaper said:
A lot of this isn't exactly true. While most of the Jason's have the same functions they're play style is very, very different. You can't do what you can with part 2 as you could with part 4. Part 2 is very tactical, setting up traps, ambushing counselors etc while part 4 you've only got 3 traps so setting up traps is out of the question and he's playstyle is an all out aggressive beast, pressuring counselors with his high destruction breaking doors in 3 hits.
Your point about counselors isn't exactly true either. You can very much swap objectives in the fly. But your approach to them is different to what counselor you pick. And there's nothing wrong with that. It's just more variety that compliments different playstyles. Want to play stealthily and as a lone wolf? Pick AJ. Want to be fast at repairing cars, boats and fuse boxes? Pick Deborah. Want to distract Jason and help your team? Pick Adam and get Jason to waste time on you, running him around the map.
The counselor exclusive perks definitely didn't make them overpowered. They had drawbacks too. AJ wasn't a strong fighter like Adam and couldn't fix stuff as fast Deborah. Deborah wasn't as strong as Adam and stealthy as AJ. And Adam wasn't as stealthy as AJ or fast at repairing like Deborah. See what I'm getting at here?
I was maybe simplyfying things yeah, but what baffles me is that, basically people are saying that f13 is 'superior' because it has stuff that whenever someone suggests something equal/similar for dbd the same people come in and cry havoc for 'how that isn't dbd/how it won't fit with lore' etc.
i'm just baffled at the... hypocrisy?
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Suggestion to fix the issue:
We now have that map offering counter offering (moco). If we'd split regular offerings (wreaths, cakes, wood etc) and map offerings, and have the map offerings that have been brought show BEFORE getting into the match, giving people the chance to use a negation offering on one, several or all of them (like give the MOCO ranks. brown lowers the chances of one, yellow negates one, green lowers the chance of two, purple negates two, pink negates all for example) and then have the entity show a preview image of what map you'll be heading to and give the chance to nope out.
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Question:
Are we rolling with the 'mindless killer' scenario here, or are we giving them the same sentience and personality they had before the entity snatched them?
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1608970#Comment_1608970
No its not like Im missing the hit, its that Im clicking and nothing is happening
it's what I meant. I main deathslinger, and I can'T tell how many clear shots I missed because my click to aim didn't register.
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@Zaitsev said:
This has nothing to do with the quality of my mouse, but its been like this for a long time. I miss out on a lot of hits and flashlight saves because of it. Is there a fix?
not yet.
it's a mess for both sides: not starting unhooks or heals, missing the hatch or the flashlight saves you mentioned for survivors, not being able to use one's powers and missing what should have been a clear hook therefore for killers.
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@Jill10230 said:
https://forum.deadbydaylight.com/en/discussion/comment/1608922#Comment_1608922
As you say, all you have to do is wait for the killer to move. And as is often the case Ghostface is quickly spotted!
https://forum.deadbydaylight.com/en/discussion/comment/1608927#Comment_1608927
The logic of a stealth killer is "surprise", so not to expect it... Cooldown or reduce the meters. Or the perk only works when the killer is within a radius of 32 meters, like the perk of the "Whispers" killer, it would be less precise but we would be equal !
On the other hand, Premotion works very well, but once again there are two perks that work against surprise killers...
I'm in no way a good survivor, and I'm overly paranoid... but that ghostface is quickly spotted... only when they try to play him as a m1 killer who can crouch (in my experience, so, this is objective)
GF is the main reason I want to be able to smack killers with an empty toolbox, cause good gracious, my heart
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Spine Chill does not tell you WHERE a killer is. Just like when people claim that certain killers have no counterplay when they mean they don't want to change their playstyle, spine chill is the same.
i'm not telling you to get good or anything, but it's a matter of observing.
while sure, some survivors do run when spine chill comes on, but mostly they wait (i'm no exception) till the heartbeat comes on. Like, SC comes on, quick look around -> no killer in sight, continue what you were doing. Killer in sight? run or shuffle away.
it comes down to observing before striking, which is the embodiment of stealth killers
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@GrimmReaper said:
https://forum.deadbydaylight.com/en/discussion/189996/haunted-mansion-map-s
Would the survivor be Luigi and the killer King Boo? I'd pay double for that.
i mean we can give dwight and wraith the outfits....
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I've seen a lot of these posts do boil down to people mistaking 'counterplay' with preserving their general way of playing.
The main problem with a lot of 'counterless killers' is on the end of their players, and the devs can't really do much about that.
When you have a spirit that barely every phases, all potential counterplay against her's rather void. If you try to loop Deathslinger around low obstacles, good riddance, etc.
There are small tweaks that *can* be done, e.g. disabling spirit's phasing near the hook (if several perks and PH's trench can check how far from a hook something is, so should the phasing) to at least avoid phasecamping.
but overall a lot of these threads boil down to people being unwilling or at least reluctant to change their playstyle depending on the killer they're facing.
Which, on a sidenote, is funny when you see the same people in the threads that bash down new killer/map/modes ideas with 'its a slasher horror game': Would you people SERIOUSLY try to *just* run away from the killer if you were in a horror movie if you'd know the killer can e.g. teleport?
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@Pawcelot said:
https://forum.deadbydaylight.com/en/discussion/comment/1608586#Comment_1608586
On topic, I do not want Killers to have gestures. If you need to do a gesture. The all-time classic is the "nod".
Survivors definitely could need a few more. Like a "shoo / go away" gesture. Or a "stay quiet / hide" gesture.
Not even a separate headsahke for killers?
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@Pawcelot said:
Its a really easy way to actual combat gesture spamming/abuse.
Hear me out here.
Animation lock.
Aka, if you want to dab on the Killer, then you'll need to wait for the entire animation to finish before you can move again. Bonus points if you make most gestures last 3 seconds.
exactly.
like, you'd still have tbaggers, but as for the rest. c'mon, I just want to signal the nea who ran into the locker right in front of me that I KNOW she has head on, and I have a bit of time to burn.
@[Deleted User] said:
Anyone got a link ? for the dev-stream I mean, the one OP is mentioning.
But yeah, it's cleal what people of this community would do with gestures. Toxicity is one the main complaints about this game, you can see it on the forums and steam reviews.
I think it's perfectly reasonable.
a damn, it didn't copy into the text correctly. edited it.
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let's look at things systematically:
- Often Killers start with their back to the gens, meaning you have to turn around, losing a bit of time
- Survivors usually spawn fairly far away from the killer (i dunno if anyone ever sat down and tried to find an minimum and average spawn distance.
- without shroud of separation at least two survivors will spawn together, usually near (sometimes next) to a gen (is there a correlation between how far from the killer and how close to a gen a survivor spawns?)
this means:
depending on the map, the killer and the addons brought it is perfectly possible to pop 1-2 gens before the killer has even come near any survivor. which is frankly ridiculous.
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@C3Tooth said:
Make me wonder what it like to run Thrill of the hunt, Undying, Retribution together. Like they protecting each other.
We need a 4th totem protector in the future for complete build.
just watch it be a hex perk that set cleansed totems back up if it's not cleansed...
or letting killers set totems back up
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@Mozzie said:
I don't think gen times are as much of the problem as the matchmaking being what it is. They don't seem to have an answer for it.
said it before, but in order to have good matchmaking, the entire skill-, offering- and addon system needs to be rebuild from the ground up. it's 'too simple' to provide a proper basis for matchmaking
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@Mozzie said:
https://forum.deadbydaylight.com/en/discussion/189996/haunted-mansion-map-s
Yeah I think the theme would be really nice with the appropriate killer attached. It would be cool with a ghost type killer. Something like the nurse with being able to go through walls....
i was, to be honest, thinking multiple killers with their own respective parts of the manor. either original new ones, or maybe even killer version of some survivors.
the garden and conservatory could do well for a plant based killer (killer!claudette?), the tower and its roost for a bird-themed one (hi jake) etc.
It potentially could work.
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ALSO:
a 500+ ping is often (not always but often) a sign that someone uses a hack...
so, wow you really got one incompetent person there...
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eh, i still say there's a hitherto unknown force at work. it's how stories work
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@AetherBytes said:
On one rare occasion, I encountered an alternative way to escape. It suddenly dawned on me that I was the only remaining Survivor
- note signed "V"
A lot of people consider this to be Vigo, and since the entity works off the minds of survivors and killers, it was created by the entity, as a way to sustain hope. It's not official, but its the best theory there is.
so it's not as such 'lore' that vigo tried to create it, leaving the possibility that there might be a different force at work? (like, maybe the one who's assisting the observer?)
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1608092#Comment_1608092
The only issue is that the entity is its own controlled environment. The only way for any old survivor to fight it off is if the entity lets them (such as the hatch, vigo attempted to create it, the entity liked it and now its a survivors last, desperate move). The only way for them to do it on their own terms is if the tools are brought from outside. Most likely not only that, but their purpose is somehow concealed as well.
could you give me the source for the hatch lore?
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@PigMainClaudette said:
Their backstories affect their POWERS, not any other affects. Yes, I'd love a permanent mini-Ruin as Pig, but that'd also be yet another thing to balance around and survivors to complain about.
musing further, and rolling with this example:
with pig it could be balanced out by allowing survivors to snatch parts from the RBTs to use in gens to counter the mini-ruin
with deathslinger and billy, you could maybe put a small workbench somewhere where survivors can find parts on.
the number of parts would alter depending on the killer (pig has decent mappressure, so it'd be 1 part per RTB, e.g.)
it wouldn't make the game excessively longer while still adding more objectives and giving slower killers like DS a bit of an edge.
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@AetherBytes said:
You want a mistake? The entity accepting Felix into the realms very well could have killed it if it was uinlucky.
https://forum.deadbydaylight.com/en/discussion/189941/just-want-to-point-out#latest
i made a similar thread about it a while back, as I'm not too happy with the implications (i'm still open to be surprised).
I'd personally love it more if it were characters with no connection to the Entity whatsoever to be the ones to fight it off (at least for a while)
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1606026#Comment_1606026
While the entity keeps getting changed loretically now and then, it's always been officially refered to as either a "she" or "it" so its most likely a killer
well, the 'she' comes from french grammar and its lack of a neutral form for stuff like this. maybe the survivors could have perceived it as a 'he' for a reason?
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1606566#Comment_1606566
Sounds like a plan. We can all meet in the Dead Dawg Saloon and just get wasted! 😄
that's the plan exactly <3
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1606495#Comment_1606495
I can confirm it's defintly the game servers. I've had matches as both survivor and killer. Survivor works weirdly perfect, no issues, but the killers are noticbly lagging, especially when they try to hook. You can see the animation of wiggling resetting itself when they try. As killer, I had the same issues. The movement acting like I'd lagged for a split second and the hook refusing to work
y'know what? I propose killer's unitedly go on strike, Caleb can prolly turn the pustula flowers into moonshine and we get completely plastered till the entity gets its s--- together.
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@Cutiaddu said:
https://forum.deadbydaylight.com/en/discussion/comment/1606353#Comment_1606353
I see, well if your game stutters it's not servers problem. Servers are sooo laggy dam
i dunno if it's on my end or the servers, cause
- it feels like the game has trouble with my position (it's stuttering in the sense that it 'resets' me inches)
- it's oddly fine with survivors.
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see angela's post. the heartbeat got a lot quieter all of a sudden.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1606343#Comment_1606343
Why the hell are you arguing philosophy when I'm simply telling people what works? Restart your app if you want your performance to be better.
If any given program that by design should enable its user to do multiple things in a row (matches in this case) suddenly requires to be restarted every time to do another thing, then something went wrong on the developers side.
Users should NOT have to do that.
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@Cutiaddu said:
https://forum.deadbydaylight.com/en/discussion/comment/1606330#Comment_1606330
Mine is not an fps issues. It's an internet issues, maybe I misunderstand you, the problems are not the map itself but server's lag
i dunno if it's the maps or servers for me, but, things were fine when playing as claudette on the new badham map, but when i try playing as deathslinger it's simply stuttering. like I walk and am kinda teleported inches back and forth (making especially a killer like caleb unplayable as it really messes up the aim). this never happened before the patch :(
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@[Deleted User] said:
Are all of you making sure to restart your app after every match? Memory leak could still be impacting performance.
if you need to restart a game after every match that's a major design flaw. don't put the responsibility on the players, mate
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@Primalux135 said:
Now scratch marks are hard as hell to follow with the grass in new map.Pretty good job so far devs.
to be fair, they removed the heartbeat to even things out
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yeah, maps keep stuttering af, especially when playing killer. and seeing a lot of people having the issue, I'm at least glad it's not my machine
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...was?
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stuttering match on haddonfield as deathslinger, smooth match against blight on new badham.
it's very weird...
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Also, when these quotes refer to 'he' do they talk about a killer or the Entity?
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had the problem as killer on haddonfield, it's been a bit of a stuttering mess. new badham as survivor was fine.
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Oh heavens, the flashlight one. Each tome (not a typo) I manage it it's cause I got an afk killer...
@MrLimonka said:
How is closing the goddamn hatch toxic? #########?
Closing it as such isn't. The other thread was about closing the hatch AFTER carrying the last survivor there, letting them crawl to it and closing it in front of them, just to be a douche. and someone said the challenge (more so the egc sacrifices one) calls for that way of playing.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1604823#Comment_1604823
I do "Kill all" challenge without any precautions. It's not so difficult to get a 4k if you play killer somewhat regularly. Sure there are lobbies with highly optimal survivors where you won't get it, but there are also trials with rather uncoordinated potatoe teams not getting anything done, esp. with crossplay lobbies. There's really no need to use a mori, imo, and noed rarely swings the match for you when you weren't already winning. All in all, neither of the mentioned challenge "call for being a douchebag" for me, it's the players who play it in a douchy / toxic way. We had some really stupid challenges in prior rifts, but the challenges in the current one where all perfectly fine so far.
Not everyone plays regularly etc, keep that in mind. to go and say '4k ez'...
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@Nutty_Professor said:
https://forum.deadbydaylight.com/en/discussion/comment/1604701#Comment_1604701
Actually, there are rift challenges that encourage pretending to give the survivor the hatch and then close it in their face, just so you can hook them afterwards.
These challenges are "Sacrifice x number of survivors during end game collaspe" and "Close the hatch x number of times".
I'm going to be honest when I had those challenges active, I carried a lot of survivors to the hatch just to close it in their face. Although, I would always apologize and explain my actions after the game.
It doesn't encourage it, but it's one of these quests that almost call for it.
Like the 'kill all survivors in a match' challenge. lbr, how many of us do those with noed and ebony mori in tow?
If a challenge that doesn't really reward anything calls for being a douchebag, it's badly designed.
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@Shymare_11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1599250#Comment_1599250
Yea but you really wouldn’t need to untangle it if you could just smashing the entire thing since bones that aren’t alive (i.e. in a human body and being maintained within it) is extremely brittle. Even if the bones were still as strong as they are in a human body, can’t you just cut the string or rip it, it’s not like you’re trying to make sure the totem can be retied and such. Plus during the animation, you can hear bones rattling meaning that the bones aren’t tightly bound together and might just be loosely tied or even just set without any binding. Just a thought tho.
all joking aside, we have to go with the doylean explanation that it's simply there to not make things unfairish.
I mean, if we'd talk 'realism' (even discounting the entity keeping survivors alive till they get hooked for the third time/morid) all killers should be able to vault pallets, not to mention throwing them over themselves (would be funny hitting a survivor with them) etc