MeltingPenguins
MeltingPenguins
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Oddly enough (though this might only apply to < 8 ranks) if you ignore them stoically, they'll start slipping up. it might be that in an sfw this keeps them busy with warning their teammates, keeping everyone from doing stuff
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@Babyyy_Boyy said:
He uploaded a video where he got 4 escaped by a group of toxic survivors and they still flashlight bm him after he played fair on a survivor favored map. He’s probably THE if not one of the most kindest YouTuber/Streamers out there. With that being said, notice how he uploaded a match where he lost and wasn’t afraid to show it meanwhile other YouTubers and streamers (not saying names) only upload games where they ONLY escape or Kill everyone. This game is just getting more toxic as the days go by.
Honestly, I think EXACTLY these other youtubers are a great part of the problem. they spread a 'you must play like this and always win, otherwise you suck' mentality.
like, i recently had a match of I assume four soloQs (didn't ask) and three of them been goofing around with my deathslinger (testing new build and i'm not playing too serious anyway) but number 4 (rank 5 iirc) then went to get on our throats for how much we suck and how they'll be reporting us for griefing etc (we didn't do anything to a disadvantage of that player) and how we 'need to learn to play'
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Can it be that a lot of new pig players are NOT familiar with snoot boops?
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at least the OP's 'teammates' had the decency to wait till the map loaded...
As for moris:
It's messy, but truth be told:
We see it with PH: PH has to do something special to 'unlock' a mori, something that can be avoided by survivors.
This is a concept that could work, but how to do this fairly? For both killers and survivors? Like, that concept would run danger of having the same issues as the iri offerings, where some are overpowered while others are useless.
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It's another of these no win scenarios:
You evaluate your chances and make a run for it, you'll get scolded for not helping (whether in chat or in threads complaining about people being selfish). you evaluate your chances and go for the save and it fails, you get threads like this.
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@EntitledMyersMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1601618#Comment_1601618
maybe dwight hopes that the killer will spare him if he wears a ridiculous outfit
possible.
Also, now I wonder: could it be possible some of the outfits are 'made believe'? Like things the characters once mused about (Like trapper toying with the idea of running away with a circus during his youth)? or maybe even pulled from what other characters things about one? (Like Plague's egyptian outfit stemming from a survivor thinking of her like that)
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@EntitledMyersMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1601612#Comment_1601612
it doesn't make much since for the killers, but let's ignore that
thought on a more serious note stemming from that: wouldn't some embarassing outfits be counterproductive to the whole 'keep survivor's hope up/keep killers compliant' ?
I mean, if I were dwight and be up against something that let's everyone see that elf thing, or trapper and i'd be put into that strongman speedo...
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@EntitledMyersMain said:
I think it might re create a wardrobe of outfits from the survivor's or Killer's memories. Similar to how the maps are pulled out of the memories of killers.
was thinking that too... and had to try very hard not to make a joke about 'with some of them, why WOULD anyone want to remember that'
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@Xbob42 said:
DBD may have started out as a party game, but yeah, with ranked-only matchmaking, an MMR system, hit validation, dedicated servers, a tick rate increase, meta perks, perks in general being generally small or short buffs (that still make a big difference) -- a lot of this is stuff you'd see in hyper-competitive games. The tick rate in this game is now higher than many shooters. And for good reason. Because DBD is no longer a party game. It is a competitive game. You can still play it like a party game and have a good time, just like with any of the other competitive games out there, but it's clear the direction it has been headed in for years isn't towards "more party fun."
i think we ought to define 'competitive' more precise:
are we talking about 'competing with the 'other side's' players within a match (who might be up for just fooling around)' or are we talking 'competing with the entire community'
there is a difference.
Case A is Survivors VS Killers, you are competing against 1, respectively 4 people.
Case B is Players VS other players, and you are competing against 4 people, regardless what you play.
Case A can be relaxed, while Case B is always out to best the others, get the highest score, finish a task the fastest, etc.
Case B can easily involve a high stress level.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1600659#Comment_1600659
I think that garage is in front of a sealed house so there wouldn’t be a gen inside. I might be wrong but the garages near gen houses don’t have the pallet loop there, they’re usually closed at the front. Unless you mean a gen in the street, but it would be pretty far from the totem in that case.
as said, I'm not all certain, but it's also a bit of a 'sneaking through' spot to avoid being seen by the killer, so, yeah, it's a bit frustrating. (especially when it is the first game in a while where you play hex perks and THAT happens)
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1600608#Comment_1600608
That totem placement really isn’t too bad, it’s not near a gen and it’s not out in the open (no survivor would see it from a distance). It’s not hidden by any boxes or whatever but they’d only see it either while being chased there, or while looking for it.
iirc it's the garage leading down to one of the gens...
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@TecmagDiams said:
Opposite problem: as killer how many times have I had my totems in the most visible locations, or even when they're not they are found in the first 2 minutes disabling a WHOLE PERK. Well hidden totems is a good thing in my opinion. Learning totem locations is part of learning to play.
Evidence A (First match in a long long time running any hex perks due to frustration with a Challenge, and of course this happens)
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The bane of EVERY coding language, isn't it? (I'm programming in choicescript, and 'illegal mixing' has been one of the main reasons to shout at my computer.)
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1599699#Comment_1599699
Ayo no worries :D
link is in the creations forum now. thanks again
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1599678#Comment_1599678
DD:DNE is always a good one to stick into anything E-Rated, just to be safe. But yeah, any common triggering topics should definitely be tagged.
for example, depressive thoughts, suicidal thoughts, etc
thank you
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1599549#Comment_1599549
My advice here is to shitpost in the tags so people know what they're in for, like "tagging is hard/how do i do this/seriously someone help me" because, at least when I search for fics, seeing those tags makes me chuckle and I'm more likely to check out a fic. Plus, they'd then probably comment if you missed something.
A tag I'd suggest, especially if it's E-Rated, is to use "Dead Dove: Do Not Eat". If you didn't know, it basically means to take caution of the tags because it's pretty heavy in the fic. Say if it's a torture fic of, idk, Dwight and Trapper, where Dwight is forced to test out all of Trapper's new tests and kills, or sometimes dying just for Trapper's amusement, only to be resurrected over and over and over by The Entity, DD:DNE would be pretty damn important to have.
yep. well, so far it's nothing explicite, but e.g. mentions of (tw: eye injury)
someone biting someone's eye out.
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@Jyn_Mojito said:
Are you posting on AO3? I ask because they have a great tagging system to help people avoid triggering content. My experience in darkfic has been that if you post a fanfic without tagging specifics (ex. Gore, torture), you will inevitably have upset readers griping at you.
Yep, posting on ao3 and I try tagging as needed (and hope people tell me if I missed something)
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@[Deleted User] said:
In the Forum Rules, there's nothing specified about art or what it should contain. So I guess everything is allowed? You can also try posting in reddit.
I found this in the Share your work thread, in Creations. ->
https://forum.deadbydaylight.com/en/discussion/46/fan-creations-subforum
Just make sure you post your stuff in the correct section.
There are other fan-made chapters in there as well
Here's the Creations subforum -> https://forum.deadbydaylight.com/en/categories/Creations
That being said, I'm not that well versed in ratings, what does E-rating for violence mean?
E = Lots and lots of the nasty stuff (Nc-17 as such, but the way i write it's more R-ish... it's E to be better safe than sorry)
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anyone?
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@Senpavo said:
When a survivor cleanses a totem...what exactly are they doing? Like, how do they cleanse it?
I'm sure that they just don't rub it until it breaks by itself. If that was the case, they could just kick it. And why do they grunt while doing it?
if we assume you actually have to detach the string from the sticks and bones... have you ever tried to untangle headphones you had in your pockets?
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I'd sometimes give so much for a 'are you f kidding me' gesture whenever someone hops into a locker in front of me despite me either being out of range for head on OR knowing they don't have it. Or when someone sneaks right into me and doesn't seems to notice (I did had this happen with deathslinger of all killers... like... Yes, hello, must be your first time against him, he's not a tree...)
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This is turning into a Frankenstein/Frankenstein's monster situation, innit?
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Source for Glenvale, please. Because Hellshire's in Nebraska (see Zarina's lore)
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I really liked it, up to the body horror part, if I'm honest. But that's a matter of taste. Technical stuff would only be maybe some more paragraphs for emphasis on some lines, but again, that's subjective.
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@BattleCast said:
https://forum.deadbydaylight.com/en/discussion/comment/1596092#Comment_1596092
I don’t think console is the thing that’s preventing them from making regular balance updates. It’s probably something to do with the fact that a simple minor number change to a perk could cause 20 new bugs to appear.
It probably has something to do with a bad spaghetti code, but I don’t work at BHVR nor am I a programmer so I don’t know exactly why.
From what I've seen of the code it's not that spaghetti-y. I've seen worse.
But coding is a pain in the rear, because sometimes as little as one missing ) can break an entire game element, and trying to find the culprit is virtually trying to find a needle in the haystack (in the dark)
Take the current hill bug:
From observations (especially in haddonfield) my guess is the map generation tries to assign more gens/chests/hooks etc to a map than should be there (all the get-stuck bugs appear on spots that can spawn an element), but pinpointing WHAT in the code causes this is not as easy as it sounds. It can be stemming from the graphic-update preparations, it could be something in the map selection etc.
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Is it only DbD that causes issues, or other games too (Cities: Skylines comes to mind, personally)
Are you using water-cooling?
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@BattleCast said:
Replace #4 with regularly occurring balance updates, and then I will agree.
I was counting that into 1. should have added it
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@Zozzy said:
It is literally random chance to get the coin to work. Either the map has to much junk in the way preventing you from ever getting that shot or they are to close because you don't have an indicator to tell you when it is active.
Technically you have the 'sharpshooter' points counter as indicator, but that's a 'blink and you miss it' thing
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Also, additionally:
Who uses the addons that affect his speed while aiming down the gun? Like, they are more useful than his iri stuff, but I haven't seen anyone yet (from atop of my head) who would put those to good use. most people seem to either fake aim or stop to aim (depending on how the survivor runs)
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@IIITweedleIII said:
I only get annoyed by a DC if when it kicks all of us out of a trial. Considering that ONE single DC just wasted 4 others time. If someone is gonna DC. Let them DC. Leave the rest to continue playing. Dunno why One single Player can DC and take all out of play.
^^^ this.
I mean, the game already recognizes someone dropped out during loadup. so... it should be possible for the game to reduce the number of needed gens and start the game with 3 players or even 2.
or AT LEAST show WHO disconnected and give everyone else their points
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1593603#Comment_1593603
Cynicism makes the world go round. : D
I'm aware, but if everyone tries to make the same joke it rather shows you are part of the problem.
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Aren't y'all just bundles of delight?
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Definite places where it works:
Midwich's hole in the wall to the courtyard
Macmillan Estate Foundry (forgot the name)
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Lbr: there are two possibilities as to why people do it, and 'match their team' is none of them:
- either the game does somehow match 'weak' characters with weaker killers and people exploit that to get an easy win in
- people switch last second to prevent the killer from bringing matching perks/offerings.
in either case it is rather scummy.
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@Customapple0 said:
This is getting childish now. “Waaah my killer is locked in lobby so survivors should be too!!” There’s actually no good reason for survivors to be locked as well.
Maybe if each survivor had their own ability I’d agree with the change otherwise it’s pretty pointless.
Wait, do you assume everyone has all their survivors on p3 50 with the same builds put on? (this isn't snarky, I just feel that some of you think that that's the actual general case)
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@Deadeye said:
That totally makes no sense. Noone would bring Franklins or Lightborn by default for example, that is lobby depending.
And switching from a "low level" to a P3 pretty much means in most cases that the guy was spending bloodpoints. At least that is what happened when I switch during the last 15 seconds. It is also irrelevant because you can have every survivor set up with a build you want to play, doesn't make sense to lock that to a specific one. Also MMR will not be affected by the build you play.
And last second switch to key/flashlight is something I see currently like once per week at most. That was maybe common like 2 years ago but not anymore.
I don't see how this is a problem at all
Someone brought up a good case before:
There are people who will spend bloodpoints solely on one or two characters, then enter the Q with their low levels. now, officially mmr isn't active, but there still seems to be something in effect that will pair low levels with lower ranks (judging by observation).
so, effectively you will have a 'fitting match' (low level surv, thus few perks and low addons VS low rank killer) that turns into an unfair one by suddenly having a survivor who should go up against a high rank killer.
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@Deadeye said:
I think it is safe to say that NOONE regularly uses ultra rares. I mean, they are ultra rare. I know that you can possibly never run out of them if you invest all your BP on the same killer, but most people don't do that. And most people don't just play with all their ultra rares. 90% of all games (rough guess) don't contain ultra rare killer addons
But I guess your main aim is to talk about that you are not happy with his addons, rather than knowing who runs them, right?
let's say 'regular' in the sense of 'being happy you got them unlocked'
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1590679#Comment_1590679
So they know it is a problem but don't want to remove it. Great .....
It's more a 'they know and want to do something, but shy away from making massive changes because of the very loud people in the community'
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Alternative solution:
make map offerings separate from regular offerings and let them be visible BEFORE the match starts
I mean, there's the offering to cancel a map offering on the ptb, which, frankly, is nonsensical, as you don't know if anyone will bring a map offering you don't want.
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Like, with the branding iron a change would be easy: if you reel in a survivor and hit them, they get broken AND their aura revealed, if they break free they get mangled and their aura exposed. That would fit with it being a branding iron.
but the coin? i mean in universe it fits with the entity's rotten sense of humor, but from an outside view: why not have it a iridescent chain that is unbreakable unless another survivor breaks it (and gets deep wound in return)
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@HollowsGrief said:
I never use them, they are trash.
My thoughts exactly.
Likewise:
Why do we have a purple version of the chewing tobacco, but no purple version of the railroad spike (no, the barbed wire does not do the same)
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@sad_killer_main said:
https://forum.deadbydaylight.com/en/discussion/comment/1590526#Comment_1590526
I play to improve, and I think ranking up or down doesn't matter. Just scoring matters, because it "shows" if you did wrong or well.
But well, not everybody is strong enough to leave their small pp builds to try new perks and addons.
For exameple, few hours ago I've hit red ranks for the first time. And survivors just click M1 and escape, with 0 interaction with the killer.
Well, then if that's all about red rank survivors, I don't want to be in a rank for small brains.
Clicking M1 all day in gens doesn't show any skill, at all.
oh, i don't think you are being fair. sometimes they certainly click m2... when they have a toolbox
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@sad_killer_main said:
https://forum.deadbydaylight.com/en/discussion/comment/1590343#Comment_1590343
You didn't get my point I think.
I'm talking about those kinds of survivors that thing DbD is a speedrun game.
They click M1 the whole game, the hide the whole game, and just that.
That just proves they are awful survivors tbh.
I've had games where real good survivors, didn't need to gen rush to actually win because they were gods at looping.
When I get games like this I'm just dissapointed at that type of people, because that shows no skill.
It's what clown said.
And it's a sociopsychological phenomenon:
We are literally taught in most western societies that we must always succeed (at first try), always be in the center of attention etc, and that even the slightest slipup equals complete failure. and who fails (even if they have no experience with something) is worthless and thus better of dead.
That's why people turn virtually everything into a competition.
Even games like Animal Crossing aren't safe. Get all the items asap, get the highest rating etc.
We are forbidding ourselves from 'just playing a game for fun' (or in general doing anything for fun).
And with DbD it's exactly those people who will then cry havoc on here or twitter etc when someone suggests a new mode, be it a new game mode or a more casual mode, or adding more objectives... hell, they'll pop a vein when someone suggests to shake up the existing skill system to make it more complex but enable better matchmaking.
because they want to succeed, not to actually learn and gain skill and play to their best skill.
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@Mikeadatrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1589746#Comment_1589746
What you're assuming though is that both Felix and Talbot are done in terms of potential character arc and storyline, or at least that the outcome that the two will end up in is predictable, trite, and uninteresting. I personally can't change your mind about these things but like I said beforehand, I'd rather have a broad mix of characters instead of the same backstory each time slightly altered. A man who lost his family to the Entity and hates himself for it and a brilliant but callous alchemist gone insane with the Entity's power are both incredibly unique and interesting concepts.
Sure, Felix and Talbot can come off as "important" now and it may seem out of the blue to you but Felix has a long ways to go before he's anywhere near more remarkable than our current cast of survivors and Talbot has had two years of backstory before his release next week to justify his significance. He's already been through his personal hell.
as I said, it's what they strike me as as of now. I'll gladly get surprised
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The only thing I DO consistently notice about console players is that there seems to be some weird bug when they carry a survivor and try through a pallet (undropped, naturally. I know you people where already typing a smarta** comment). I haven't yet seen a console killer who'd not get stuck at least for a moment
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@Mikeadatrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1587524#Comment_1587524
The only correct answer. Ash is the chosen one.
Personally, I love how intricate both Talbot and Felix are to the lore of DBD. Yes, I like the survivors who are just random Joe Schmoes and Jane Does with no predilection to the supernatural, but in a horror game with its main baddie being a cosmic entity of Lovecraftian design, you need to have a select few characters who are familiar with the Entity on some sort of level. Felix and the Observer both knew of the Entity and the Observer even said that it far surpassed what his home planet, Terra Primus, knew of it. Talbot being the first survivor to turn killer that we have playable ingame is also huge because it genuinely shows how dangerous Talbot is. Not only was he capable of kidnapping killers and drugging them with super serum, he escaped the void only to become an addict of the serum himself.
If you want Talbot's full story the timeline is as follows:
*The Blight's Ingame Lore - It ends with the opium den, which is very important
*The 2018 Hallowed Blight Journals - It opens with the same opium den and ends with Talbot injecting himself and getting voided by the Entity
*The Hunger from the first Tome - It opens with Talbot wandering the void, barely alive, finding a flower and then it ends with him promising his devotion to the Entity for more serum
*Talbot is no longer the Alchemist and is now the Blight
See, and this level of 'intricate' is exactly my problem with their lore:
With characters like Kate, Nea, Caleb, Rin etc, there is a certain potential to expand their stories, have them have clashed with the Entity one way or the other before (as seen with kate). But Talbot and Felix? I don't feel like there is 'more' to them.
If you play or watched any kind of Pen'n'Paper with a good DM... it's like the more-or-less joke character you made who grows and unfolds into someone important to the campaign vs the 'important npc' the DM provides that at 'best' might have one or two plottwists for them, but they are more a means to an end.
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@Endersan said:
https://forum.deadbydaylight.com/en/discussion/comment/1589177#Comment_1589177
But if they aren't useful for the entity then why doesn't it let them go?
do you throw empty capri suns into the greenery?
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other:
I dunno if this at bottom line doubles as 'cheaper', but i'd very much prefer 'packs': like instead of single character legendary skins, give me packs of several characters' legendaries for a theme, or legendaries with recolours. I'd rather buy that.
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@Endersan said:
https://forum.deadbydaylight.com/en/discussion/comment/1589170#Comment_1589170
I dunno what to answer so here's smiley :)
what I'm meaning it:
they are tasty, hard to get before you can suck them dry and then they get discarded when empty
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I mean, survivors are technically capri suns on a high shelf for the entity...
