MeltingPenguins
MeltingPenguins
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2511160#Comment_2511160
Yeah like I said this whole thing is still really confusing. At least I think so, anyway. I know that people have spoken recently about some kind of leak that allegedly proved or disproved some things about this whole system but I also saw mention that it's not really an encouraged subject so I won't go into it. I'll just say that while at the moment my games have been largely fine, if not in fact improved from before, it's obvious that not everyone can say the same. It's got to be really difficult to find a balance here.
May I ask what rank you were commonly in before the change, and your usual playstyle. I want to test a theory
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@miketheratguy said:
I guess I'm just confused. I believe that YOU all believe what you're saying (and I don't mean to imply that you're wrong), I'm just not really clear on exactly how it's all supposed to work still. So much of it remains a mystery, or contradictory, that I'm not sure how to interpret the whole thing. In general my matches have been better, but I still get the occasional total curb-stomper and wonder what I did or didn't do differently to trigger it.
The MMR is, at least supposedly separate from the Grades.
BUT
What is happening right now is... quite ludicrous:
You have the Grades and let's call what the MMR seems to be working with Levels.
The Grades rise steadily as you play and get reset every month.
Now, what SHOULD happen, and what we were PROMISED and what interestingly sorta worked during the tests is this:
Levels determine your matchups, Grades pretty much just measure how long you play and the speed of the increase might add into your level. When the grade reset comes you should be back at ash4 BUT still be matched against people of your skilllevel.
what, however IS happening by all means:
What's stated before that Grades are just fancier ranks that however SOMEHOW prevent matchmaking between too varied Levels while simultaneously NOT matching up equal levels.
I can't begin to fathom how you'd even manage to code this. Anyone remember the old simpsons episode where homer causes a nuclear fallout in a simulation with NO atomic material? This is that.
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The system is all over the place: Why reset everyone back to square one if the ranks are disconnected from the mmr, forcing a re-evaluation each month?
The better system would be to have the 'grade' be only visible on the character screen, give us data about where each character with a certain combo is ranken in the mmr and bring back the old ranks as additional matchmaking variable, as in 'hey, if you are red ranks you'll start the next round at ash IV against other purple and red ranks'
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@miketheratguy said:
Has this been proven? That the grade system is based on how much you play and nothing else? I haven't heard that before.
not the mmr system, that is still hidden.
but the grade which determine the rank-reset rewards is purely time played:
As survivor, the average, decently played game usually rewards one pip (regardless if you survive or not, you just have to survive long enough and do some things (e.g. just doing totems and some unhooking and healing is actually enough for a pip. gens not required). while you can still lose pips, you cannot go down a grade.
So, let's say you play decently as survivor, getting one pip every match or every other match. how long would it take to red 1?
With killer it's similar:
hooking all survivors at least once, hooking one or two of them twice is usually enough for a pip.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2509926#Comment_2509926
Where are you located at? Those are crazy waiting times😱
europe. but before I had gotten international players without anyone using vpn. now it's as if the game insists on only finding people on the european servers
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current 'record'
50 min with crossplay off
36 min with crossplay on
honestly, that's absurd. i don't want to blame mmr, but it feels as if the 'if not same skill players are available, do whatever' switch is not on
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Alright, here's something I noticed:
Giving some of the bugs in the game recently, I get the feeling that what they are trying is to recode patch by patch. This isn't as ridiculous as it may sound, but bound to cause trouble. So, once that recoding is done, balancing will be a lot easier
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related sidenote: apparently stretchres can really mess up your idea of how low EGC lasts, if the survivor I just had using it and their outrage in the chat is anything to go by
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It's almost as if a good chunk of the community will declare every new mechanic that isn't 'press button to win' and isn't holding their hand 'bad, boring and unfun'
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@konchok said:
Calling a perk that hasn't come out OP is like saying that the next killer will be twice as strong as nurse.
But konchok, don't you see? Boon Totems are a new gameplay mechanics that will force people to stray from their standard tactics. Thus is HAS to be BAD!
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@UncleStabby said:
I have a question related to Dead Dawg. Did they block off that window on the second floor permanently, or is that random?
iirc the bit in question has a random constellation of which doors/windows are closed, open or breakable, and the bug was that one would be permanently open.
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They're the same species I'd argue (along with Pennywise). But I'd say outside of the purgeseason they seem equal in power.
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As survivor: If it's the killer, I'll cleanse totems. The afk might be genuine, but there's a lot of fake afk douchecanoes out there. If it's other survivors: hope for the best and that the killer has mercy on them.
As killer I leave them alone. They already won't get any points and as someone who HAS HAD pets bring down the curtainrods and bookshelves, I am not going to assume they don't have a good reason to be afk. Also, if the other survivors realize I won't take the afk kill I try to get the afk survivor through the exit with their help (yes, this means I try to have at least one other person alive)
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2504041#Comment_2504041
Nah, just don't run perk comboes that are deemed as "good" when they're mediocre at best. Too many content creators praise monitor as his best perk when all it does is help him on unbalanced maps and against solos (which don't get me wrong it is still decent just not his best perk).
You are much better off running lethal persuer over monitor any day of the week.
Monitor also ya know, doesn't make slinger easy by any means. He's one of the hardest killers to play in the game and a slightly reduced TR doesn't make you a god at aiming and predicting.
I run my aforementioned combo with either Jaw Smasher or Wanted Poster and Railroad spike. the former two help a little with aiming (due to affecting movement speed while aiming, including turning)
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So... 'run the standard meta build'? no thank you.
I'll keep tinkerer, dark devotion, bloodhound and whispers.
Monitor is for people without skill who yet are too incompetent for camping with bubba
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Leatherface.
Twins aren't camping in the same sense. You can park either somewhere, but this form of 'camping' can be countered (crouching for example, as that does tell them you're near the parked twin). The player needs to pay attention to auras and notifications, and might easily miss an unhook or react too late.
Bubba however? Not only can he rush in with the chainsaw, he can down both survivors THROUGH BT with one such attack, aka he gets rewarded for camping with no chance to counter it succesfully.
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@Sweet_Tour said:
https://forum.deadbydaylight.com/en/discussion/comment/2503394#Comment_2503394
And we see how well Behavior communicates with us about things they're gonna do and things we want. If they're gonna use people outside the sphere of DBD then they should try something small first, cause a whole T.V. show may be a little much.
You know, all these words you just posted make sense individually, but strung together like that... nah.
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/2502413#Comment_2502413
At what point did I say deathslinger in that post.
nowhere, the latter part was directed to the community in general as one common complain about Deathslinger is that his TR (without M&A) is not well to hear (which is false) and thus people can't react in time (also false), while they will also say Trickster's lullaby and TR are absolutely fine even though you might not even see him before you got 5-6 knives between your shoulderblades (seen this happen and did it myself) which now equals a healthstate.
That said, before anyone brings it up: Deathslinger SHOULD be barred from M&A, or M&A be chaged to lower the TR to a max of 20-24 meters. That's plenty of range for the doctor to sneak up, and not unfair on other killers.
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@Sweet_Tour said:
https://forum.deadbydaylight.com/en/discussion/comment/2503336#Comment_2503336
Nope, still don't trust it. Because when it's not Behaviors Writers then it isn't thier characters and then if the behavior writers don't like it then conflicts arise. I trust behaviors writers although lately they've been kind of sloppy with these 2 paragraph Back stories. I would feel more comfortable with something smaller like a tie in comic book over cannon lore. This way we can get a feel for it first. And if it sucks we can just say it's not cannon.
a comic book would ALSO have an outside writer etc by your logic.
Here is how this stuff commonly goes:
With Star wars we had the issue that Di$ney bought ALL the rights, meaning they had full control over the stories and screwed it up because of the aforementioned reasons.
If bhvr would work WITH cryptTV to put the OG killers' stories into a miniseries the writers at cryptTV would have bhvr double-check the scripts etc.
That kind of thing would also happen with a comic. The key is communication between the involved parties.
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@Sweet_Tour said:
No, I don't trust outside sources writing for other people. That's how we ended up with The Star wars sequel's.
the star wars sequel had a much bigger issue than 'being written by outside sources'. they were done by moneygobbling ######### who cared nothing about continuity or anything, just about what would get hashtags trending the strongest.
I trust CryptTv to NOT have that approach.
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Okay, let me get this straight:
There's uncleansable totems on the following maps:
Lery's, Hawkins, Saloon and likely some I missed. But you ONLY disable saloon and let the others stay there?
Just... can't you just turn of totem spawns for the tile?
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/2502735#Comment_2502735
My theory Is that it only exists to prevent another Deathslinger-Monitor situation. That's it.
which it, by experience doesn't. On the contrary.
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@GrimReaperJr1232 said:
Trickster is weird in that his lullaby functions off a bell curve.
40-30m, you'll barely hear it.
As you approach 24m (his base TR), the lullaby reaches its highest point in volume where it will then start layering with his TR.
When you get closer at 16m, the lullaby gets *quieter* until going completely silent past 8m.
Why is this? I... I have no idea. It's very weird.
and that's my point. It serves no purpose. Huntress' lullaby serves as a warning, so what is the intend of giving trickster a lullaby that does... whatever it does.
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/2502081#Comment_2502081
If his terror radius is similar to his lullaby you don't know if he is actually within 24 meters. If they change it then you would know that he isn't within 24 meters or you know he is. That being said I do think they should change it IF they give him a rework that actually makes him better as well as more fair.
the lullaby's purpose is it to tell people that he's on the field to take precautions. if you can't tell how close he is...
This community is amazing, and that's not a compliment. They will say trickster (especially in the state he's in now) is totally fine, but demand deathslinger gets nerfed because... his TR is unfair close you can barely hear it and he should get a distinct lullaby like huntress.
So, let me get this straight:
The guy who's lullaby blends entirely into his TR music who has now an absurdly fast great range attack is fine, but the guy with a distinct TR music and limited ranged AND an audio warning when he aims at you isn't?
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@ThiccBudhha said:
I am vehemently against nerfing garbage killers.
Explain to the class how that would be a nerf.
That said: he needs a rework from the ground up
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ALL P3 outfits look like Carry at the ball.
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@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2500791#Comment_2500791
I can't speak to how the entire game is set up, but I've looked through the character models and up until the Stranger Things chapter, characters were given their own folders in the data. From then on, they've all been lumped together in one. I wouldn't be surprised if other parts of the game are ordered in different ways like this and cause some sort of confusion.
likely. And that's part of the cleanup. And it's perfectly possible THAT the cleanup causes some bugs we are seeing
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2500061#Comment_2500061
Well, they don't really have to recode it from the ground up, at least not in so dramatic a fashion. They know how everything needs to fit together, after all, so even if they start an entirely new project most of it will be a copy-paste job because most of the code is just individual powers and items.
I think just judging from some bugs there's at least a massive recode in order. Like the aforementioned bug with sfx/vfx playing for both sides in a match with e.g. plague but no health effect coming off it.
That sounds as if the abilities effects are put somewhere in the code that's far away from the accompanying sfx/vfx, as they are called so weirdly. Like position A has All The Effects (per survivor character), position B has All The Health Stuff (sorted by killer). This can look reasonable when you have only a few killers, but with now 25 under its belt the code should be organized by killer character, even if that increased the line-account massively.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2499969#Comment_2499969
This right here.
Even if it's not blueprints, it's something equally as shaky. Maybe even something as simple as amateur mistakes that got baked in by accident early in development, that's something we're all guilty of to some extent. Sometimes, a crappy line of code is impossible to change without breaking the system because so much got accidentally dumped on it and you genuinely don't even know why and therefore how to fix it.
But if you have as many skilled employees as BHVR does, that excuse rings more than a little hollow.
Yes and no.
I'd not be surprised if e.g. the structuring of things was done in a way that made it easy to navigate through at the start, but as more abilities etc were added it feel flat.
And no matter how skilled you are... if the toast is burned thoroughly all scraping won't help.
Thus, I really hope they ARE having people already actively recoding from the ground up.
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@Sleem said:
https://forum.deadbydaylight.com/en/discussion/comment/2499969#Comment_2499969
Bugs like these are fundamental errors in design. The second floor pallet in Gideon is unbreakable on one side, making a chase so much longer than it needs to be. I've suffered through it, and that kind of issue can't exist. Some things that aren't game breaking or causes crashes don't matter too much to me, but if things that weren't an issue in the game previous are now an issue, someone is to blame.
Giving what they changed, I'd say this happened:
- We had a change in collision checks (previously it was the killer's server, now it's dedicated servers)
- After the change several players ON BOTH SIDES observed certain ability hits (plague, deathslinger etc) triggering the visual and sound effects, but resulting in no effects otherwise. This means that SOMEHOW the killer sided validation is not only still active, but it calls for certain functions for both sides, which it shouldn't do if the hit validation is supposedly with the dedicated server.
- this also affected pallets, naturally. Lots of people had some hits that didn't hit etc. And i can imagine that as a work-around the devs tried the slightly alter the hitbox of pallets to have the hits be clearer. And overdid it. And it is possible that this change to hitboxes and thus collision checks EVERYTHING ELSE (totems, pig's boxes, breaking pallets etc) got affected.
As for the cosmetics bug:
I have honestly no idea how you can mess that up.
But in general: This stuff is one of the reasons why I personally advocate for a STOP to new chapters bringing in new mechanics etc and recode the game from the ground up in the background.
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As they quite probably still code with program like blueprint, no.
I know the devs say they switch to plain text coding by now, but given some bugs this smells more of visual coding.
To explain: blueprint is a visual coding software that allows one to program via connecting boxes of commands. This can be great, but the more complex a game gets, the more of a messy ball of yarn it becomes. And if they are using both now, visual and plaintext coding... it might be even more of a gallimaufry, as importing and exporting between programs might mess things up even more. Especially when you forget to change a related box when you make changes such as what checks for hitbox collision (for hits and interacting with things), what graphic to use, etc.
So, yeah. It's the spaghetti code.
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hitboxes are ALSO what determines whether or not you can interact with an object such as a totem. Are you telling me lotsa people can't cleanse totems because of lag?
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@Jadzea said:
I found the same totem but mine was a hex. Several of us tried with no luck.
https://us.v-cdn.net/6030815/uploads/BDJPCG7968AO/screenshot-20210914-205235-video-player.jpg
Really sucked!
wait, it's STILL broken?
Given that I've seen people have issues with totems in nooks and crannies in general (on hawkins, saloon etc), I assume it's a hitbox issue. BHVR, c'mon. at least disable these spawnpoints till they're fixed.
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It wuold seem that somehow this is generally linked to pov switches. the same bug occurs when switching between survivors in spectator mode
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Had the same thing while playing killer. Was amazed the three claudettes in the group would deem that combo I have on mine usually superior.
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@PyramidFootLicker said:
https://forum.deadbydaylight.com/en/discussion/comment/2493883#Comment_2493883
Wait they are??? 👀
yep. found that by pure chance
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the anniversary events are ultrarare too apparently and draw less attention than map or key
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2491863#Comment_2491863
"Unfair" by whose definition, though? Yours. Some people think everything that's in the game is fair.
only as long as they win easily, and you know that.
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/279344/heres-one-to-challenge-yourself
Can I hit the Unhooked Surv if he bodyblocks with BT?
As long as you don't goad them into it.
@blankfaced said:
Should we hold the survivors' hands while they do their gens too?
you're really scared of this challenge, aren't you?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2491647#Comment_2491647
The main difference is your opinion.
There's a reason you can't give out a proper definition of what a "crutch perk" is: it depends on your perception of it. For some people, all perks are crutch perks. For others, only meta perks are crutch perks. For others still, only perks that synergize with each other or the killer are crutch perks.
Nice attempt at logical fallacies there. Really nice.
Well, because you asked for it:
It has nothing to do with perception.
Let's continue with the example of Lethal Pursuer:
Nurse, and other killers with great map mobility get an unfair advantage out of it. As it allows them to breath down the survivors' necks before those can even orient themselves. Does it need practice with the killers in question? Yes, but it still skews the balance in a way that cannot be alleviated by anything survivors can do.
Is OoO a potential counter? Potentially, if you can scram fast enough. And even then it does not balance things out again.
On the other hand you have LP on killers with low mapmobility. Here it balances things. It allows people to lay down a tactic which survivors can still see through and counter. E.g. trapper securing one side of the map. Sure, it does require survivors to see through it to begin with, but at least they are not caught bare.
Now, Lethal pursuer is a short-duration advantage, but a big on in the hands of the right killer.
'crutchperks'... or let's call them 'unfair advantages' vary from killer to killer, from playstyle to playstyle.
In short you can say:
Every perk that disproportionally amplifies something that you/your character can do fine on their own (basics or via addons) is out. (e.g. noed and devour on tuftstone myers)
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@Alice_pbg said:
Like others, that's already how I play.
The thing is, if the unhooked blocks me from going after the unhooker, I'll finish counting to 12 and hit them. That's on them.
Also
https://forum.deadbydaylight.com/en/discussion/comment/2489841#Comment_2489841
Literally every perk is a crutch if we go by this...
if you think that every perk is a crutch, I feel sorry for you. If you really see no difference between using Lethal Pursuer on Nurse and using it on Trapper... smh
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@GannTM said:
The problem is what’s your definition of camping and tunneling? It could mean just existing on the map and chasing a survivor or it could be actually camping and tunneling. It depends on how entitled the person is.
Mhnn... I usually go by this definition:
Tunneling: Going after a just unhooked survivor no matter what
Camping: staying at or around the hook with the intend of interrupting unhooking attempts of all kinds
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@Orion said:
Define "crutchperks (sic)". Is Unrelenting a crutch perk?
Basically all combos that skew balance in some way that was probably not intended and maybe just an oversight.
So: M&A and/or STBFL on Slinger (there's addons that do something similar, try those?), M&A on myers, any unfair addon combos (tuftstone myers for example).
Basically see how well you do with 'plain' killers.
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The 'VHS' game looks promising, thought personally i'm not much a fan of those graphics
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Y'know, the mechanics ARE there, as shown by some abilities and effects on certain elements.
The issue is, honestly, more with the community, more precisely a very, very vocal part that does not WANT any complexity, left alone different playstyles in the game and will do everything to suffocate any solid idea for it.
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Best guess is that the hit-/interactionbox collision is off like for totems. you know the totems you can only cleanse if you are standing at an ultra-specific spot? guess it's the same here.
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'if nobody else is gonna talk about it'.... jfc, it's not as if this isn't one of the most discussed topics on the forum and one of the things people consistently spam the social media accounts with. Verily, NO ONE is talking about it
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Costs and time
I'm speaking as someone who has work on audioplays, both original and fanmade stuff, and that alone costs time and money. Yes, even the fanmade stuff.
Now imagine animated or liveaction stuff, which includes not just payment for the actors and crew, but insurance, proper catering etc.
Edit: Though maybe they could partner with CryptTv?
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2487104#Comment_2487104
There's better chances of Earth being closer to an edge of the Universe than DbD ever satisfying both audiences.
Naw.
Here's the thing: Once you define what constitutes 'skill' in this game, genuine skill, you'll find there a great overlap in casuals and competetive players. They only circle on this venn diagram not overlapping with the other two is 'toxic brats', the kind of players that tunnel, camp, slug and use stretch res and wallhacks etc and still act as if they have any skill.
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DbD has the mechanics to be a fun, challenging 4v1 game for both casual and competitive players. But right now it's a game that caters to people who feel good when they can destroy and leave scorched earth as long as they feel they accomplished something. People who will furthermore go and demand the devs giving them an iwin button because they are about as far from any kind of skill as earth is from the edge of the universe.