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ModernFable

ModernFable

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ModernFable
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  • @Clyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/341402#Comment_341402

    Forum post formatting was changed from Markdown to Rich.

    Different text color was never supposed to be supported and it was the main reason for the change.

    Well I already like this more.

    Simply because it shows links for comments, instead of the usual wall of text that make discussions a mess.

  • @Clyde said:

    Hello.

    The change to forum post formatting was made yesterday, HTML is no longer supported.

    I’m on my phone at the moment, what are the changes exactly? And what are the benefits?

  • Might be quite unpopular to say but a different payment model and studio.

    For a niche game like this, a free to play model would make the most sense to me. Remove as many barriers to entry that you can, without comprising on the core experience.

    Plus the game is already set up with a micro transaction oriented store, it wouldn’t be all that different. Other than that, a more experienced and employed studio to update the game would be wondrous.
  • Master said:

    @ModernFable said:
    This completely skips over the Emblem system, which at least for me is what I consider.

    PiP is a win, Safety is a tie, and DePiP is a loss.

    The emblem system is a joke

    I agree, I’ve made multiple posts about the fact that it is. However, it’s better than a strict kill or escape victory mentality.

    Otherwise any player that can rev up theirs chainsaw can get a kill or two a game by default. Or those who Urban Evade around the map until Hatch opens.

    The system sucks, don’t get me wrong, but viewing a couple kills or an escape as a victory is not a great measurement of skill either.
  • This completely skips over the Emblem system, which at least for me is what I consider.

    PiP is a win, Safety is a tie, and DePiP is a loss.
  • They said December, then it got delayed around the end of that month, and we haven’t heard anything since.

    I’d love to share some dates if I had them, but I’m afraid all I can give you is a: Soon™ as is customary.
  • R1/L1 would be better for PS4.

    RB/LB would be better for Xbox One.

    And I don’t believe PC is having any issues with it, so it can keep its current bindings.
    I agree, I would think it be rather difficult to hit a button on pc accidentally. Console is another matter. The way the R2/L2 buttons are on ps4, when you go to set the controller down or you finger rests on the buttons too hard, they get pressed.
    Oh I definitely understand the issue.

    I haven’t had it happen to me on Dead by Daylight, but I have while going through home/dashboard menus.
  • Lag will pretty much always be a thing to some degree. Dedicated Servers are not some magical spell that’ll fix it all flawlessly.

    That being said it will help tremendously.
  • Master said:

    @HatCreature said:

    @HawkAyeTheNoo said:
    Wouldnt surprise me if some people were de-ranking for the event to face weaker opponents. Ive actually seen less survivor dc's in my games but more killers which is very unusual. I had 3 killer dc's in 5 games earlier.

    Lock ranks so no de-ranking, is it possible? 

    I think a few streams ago the Devs said something about this, like maybe they had something planned? Maybe Disconnecting on purpose shouldn't derank you? Losing Rank isn't punishment if they want that.

    They say stuff all the time, secondary objectives, DS, SC, hatch..... just to name a few prominent examples

    Freddy
  • R1/L1 would be better for PS4.

    RB/LB would be better for Xbox One.

    And I don’t believe PC is having any issues with it, so it can keep its current bindings.
  • Arroz said:

    @ModernFable said:
    @Ray_Penber

    I’d imagine it’s a little difficult to hit while you’re having a heart attack.

    @ModernFable YOU MAKE ME LAUGH REALLY HARD lmaoo..;D

    Glad to hear it
  • @Ray_Penber

    I’d imagine it’s a little difficult to hit while you’re having a heart attack.
  • Doctor could do with some quality of life fixes.
  • I do prefer the Q&As over the streams, since a lot more gets answered.

    The streams are mostly filler then a tidbit of new info.
  • As I’ve been told, there’s a lot more dead zones for her blinks.
  • Tsulan said:
    I assume that after these important survivor buffs, killers get heavily buffed.
    Of course there would be buffs after the fact, that’s the whole point of of this.

    But do you have anything in mind?
  • Pallet hit boxes have been pretty off for a while, at least for me.
  • Paddy4583 said:
    😑😑😑
    Not a fan of one of the changes? Or buffing Solos in general?
  • I accidentally switch characters here and there, it’s be a nice thing to see it change, not sure what to tbough
    They could make it the shoulder buttons.

    Or up and down on the D-Pad.

    There’s plenty of options.
  • It’s a combination of things, however dedicated servers should help immensely.
  • I would like to see him.

    Some versions would be much harder to get than others, but it’s not incredibly unrealistic depending on which one we're talking about.
  • Master said:

    Not sure what you mean with sloppy butcher?

    Pretty sure he’s referring to the Wraith Sloppy Butcher bug.

    The frame rate is reduced dramatically, the blood spurts out much more than usual, and the effect never goes away even if you heal.
  • Now, I’m not entirely against this so long as there’s an option to turn it off.

    However, I still think there should be resources for those who don’t want to use voice chat, or who physically can’t.
  • DexyIV said:

    Additions to this I think should be general buffs to information relaying perks (Kindred, Aftercare, etc.) and a way to relay that you have a perk in effect (Resilience, Deliverance, etc.).


    How would you go about improving how perks are relayed?
  • It’s definitely far better than ever before.

    I just hope Behavior continues on with making the near useless perks up to par.

    Rather than trying to make a Self Care alternative of all things.
  • Highly unlikely.

    Maybe in 2025 after Freddy’s Soon™ Rework.
  • Master said:

    @ModernFable said:
    I assume it’s a bug.

    Insidious shouldn’t work with any power being actively used.

    The perk descriptions states "By standing still for 4/3/2 seconds, you reduce your Terror Radius to 0 metres and thus become stealthy until you move or act again."

    In some translations of the perk, it says it turns you invisible. Other perks like Spine Chill, have had effects that it doesn’t state. While some others don’t have all the effects they say they do.

    The perk is description is not a the undeniable truth. There are text errors, and Behavior is extremely slow on fixing them. 

    Either way, Insidious has never worked while charging a power before, and it shouldn’t now. If it does, it’s a bug.

    Maybe in the future that could be a buff, but for right now it’s just a bug.
  • Survivors really are just character skins for the most part.

    There has been discussion on individual powers, passives, perks, etc.. However that opens whole can of worms involving balance.

    The most important thing to understand: this doesn’t affect Behavior’s bottom line in any way, so it’s not a priority or even on a list most likely.
  • I assume it’s a bug.

    Insidious shouldn’t work with any power being actively used.
  • Because people find it funny.

    Or at least I’ve yet to hear a legitimate reason as to why.
  • This has happened to me a lot since the patch.
  • Have it be when they try to leave the timer starts and the Killer gets a notification.

    The perk is really situational, so it should be really powerful in those instances.
  • @EntityDispleased

    To be fair Deja Vu still has some use even once become experienced player.

    It shows the generators with auras, which is far superior information than generator lights.

    And it makes stopping 3 gen strats much easier, since it shows you the generators that are the closest together.
  • Escaping from a trap will no longer be rng but take 10 seconds freeing yourself or 5 seconds with a teammate.

    Fully onboard with this one.

    The less randomness, the better in this case.
  • This is a tough since there’s so many awful ones to choose from.

    Killer: Monstrous Shrine

    (Probably needs a rework)

    Survivor: This Is Not Happening

    (Should be active while injured or in Terror Radius, and should buff the number to 100% at least)

    There a still so many terrible perks though, so it’s arguable.
  • DexyIV said:

    I like all of these except for the last one. The last part should be something that survivors need to figure out for themselves, and it is not hard to do so.

    I’m aware, there are many situations where indentifying the Killer is very quick. But that doesn’t change the fact that in SWF, once 1 person knows, the whole team knows.

    So then Solo should know as well.

    That’s what these changes are all about, giving Solo all the info SWF has for free.
  • I do hope they increase the amount as to give a reason for killers to go for the vessels.
    They can’t afford to increase it all that much, unless they want another Blight Killer Queue nightmare.

    Since the points are shared, you don’t have to play either side.

    So it would make much more sense, to make the Survivor side a lot more appealing.
  • this event going to make my head hurt I just know it.

    DBD events always give me a headache.
  • Well in my opinion moving into the direction of more information for Survivors and then buffing Killers in turn would be preferable to stagnating the game in its current state. I think there are a great number of ways they could make the game more challenging in other respects after the fact, but depriving Solo Survivors' information is something I'm personally against.

    At this point we're not arguing a specific point or area of balance, but rather purely game design philosophy. So I'm willing to agree to disagree, because I don't believe we're going to reach a compromise of beliefs.

    but over time it became evident nothing is really changing
    I personally think the real problem is how slow Behavior is at implementing any sort of balance changes period.

    If Dead by Daylight had frequent updates akin to other games: testing and properly discussing the directions for the game moving forward would be much easier.

    Some may call me entitled, but most other Triple A, Double A, or even indie games have much more frequent updates.

    One of my biggest hopes for Dead by Daylight in 2019 is an expansion of the development team. Speed up the output of balance and content so the game can grow and just become better overall.
  • @ModernFable

    As with all asymmetrical games, but they do need to make sure what they change doesn't affect the enjoyment of the game.

    They should always keep trying and they will, my worry and my opinion is that in the direction they are going the game is and will keep becoming less challenging even more of the m1 simulator than it already is, as in some respects we already know too much and it won't be long till that balance becomes an even more show where they are, dowed and hooked with not much hunt and chase gameplay left.

    Well in my opinion moving into the direction of more information for Survivors and then buffing Killers in turn would be preferable to stagnating the game in its current state. I think there are a great number of ways they could make the game more challenging in other respects after the fact, but depriving Solo Survivors' information is something I'm personally against.

    At this point we're not arguing a specific point or area of balance, but rather purely game design philosophy. So I'm willing to agree to disagree, because I don't believe we're going to reach a compromise of beliefs.

  • @AlwaysInAGoodShape said:

    The only thing that post shows is that a small vocal minority on these forums wants a more immersed experience.

    And given how few replies that post had, a very very small vocal minority.

    7 Votes are in favour of increased communication and 11 are in favour of the opposite. That is a pretty big disparity and from experience alone I've seen that many people prefer that type of immersed experience.

    You assume a too small sample size and the results swinging in the other direction. You say that the voters of the immersed experience are a small vocal minority. So what data do you have on this being a minority?


    It is a minority in the sense that the vote was of 18 people, out of everyone here on these forums that's a very small amount. So just because 11 people voted against more communication isn't substantial enough to make any reasonable claim.


    Where's my data?

    On the front page of General Discussion alone, you spot more than 18 different names under "Started By" and "Most Recent."


    Want more data?

    How about the dozens of people joining the forums everyday?

    https://forum.deadbydaylight.com/en/activity

    Point is trying to make a claim based off of your insignificant 18 person sample size is absolutely ludicrous, especially when you consider that more people join the forums on a daily basis. So get out of here with your backwards and overblown attempts at trying to make your data seem more legitimate.


  • @ModernFable

    No my disagreement is balancing everything around the obvious problem which you stated yourself can never be fully done.

    Yes BHVR have accepted voice chat in the game now but they have also stated they underestimated the impact it would have.

    That is where our opinion differs, my opinion is if you cannot fully balance the game by buffing solo why not look at changing how swf is?

    As I said, for months they have been trying to buff solo and killers and nothing is working, we are still in a situation where swf are considered too strong and break the game.

    It's a matter of accepting that games with any form of asymmetrical gameplay are impossible to truly balance, because it becomes a matter of opinion. Pong was perfectly balanced because there was no asymmetrical gameplay whatsoever.

    But that doesn't mean you shouldn't strive to make your game as fun and balanced as possible. Just because Behavior has failed to make SWF and Solo gameplay on a more even playing so far, doesn't mean they should give up.

  • @weirdkid5 said:
    @ModernFable sorry, phone replies get messy sometimes

    I understand, I respond on my phone pretty often.

  • @twistedmonkey said:

    How is it subjective that solo would be disadvantaged by balancing the game around swf?

    Ah this seems to be the crux of our disagreement.

    You seem to view it that Dead by Daylight is balanced around Solo correct?

    I view it as already being balanced around Rank 20-10 SWFs, thus buffing Solo for said balance is not an issue in my eyes.


    Yes SWF was always intended to be apart of the game that's not what I was saying, the use of comms was not intended and how much it could changed the game was highly underestimated by the devs, hence solo PLAY the game as it was intended.

    You'd be correct in that Behavior didn't intend for voice coms, and that they underestimated how much voice coms affect SWF.

    However, they've also said on stream that whether or not there's a voice com built in: there's Xbox/PS party chat, Discord, or some other third party software. Behavior stated that you just can't stop players from communicating.

    Behavior has accepted that they either won't or shouldn't stop voice coms. So to me, this clearly means that action should be taken to reduce the gap between SWF and Solos, regardless of how much voice coms make a difference.

  • The game is not tense and never has been.

    Dead by Daylight is not a horror game. It’s a cooperative survival game where you do gens and run around pallets.

    Trying to keep the “immersion” in an online survival game like this is kind of a fruitless effort. Especially when Survivors in neon skirts and cowboy hats are teabagging supernatural Killers in santa and school girl outfits. And just because having more info on hand sounds less fun to you, doesn’t mean it does to others.

    I've stated multiple times that unless there’s voice coms, then SWF will still be greater than Solos. This is true, but there’s still a lot that can be down to reduce the gap. Even if they don’t have on the fly updates, these changes will reduce the ginormous difference.

    They track SWF for stats, however they do not have the code in place to make nerfs specifically for SWF lobbies.

    Moreover you’re specifically identifying SWF as a problem. Considering it’s not going anywhere and it would require creating new assets to change it directly, it seems more logical to simply buff Solos. The assets are already here and the changes could be applied much faster.
    Says who? You personally! The game being tense is subjective.

    You did say they don't track who is swf and who is solo in your other post so what else may you be mistaken about?

    Of course I am identifying swf as a problem, you yourself identified the same problem or thia whole thread would be pointless, assets can be acquired easily but you are miaaing a fundamental flaw in buffing solo as since solo can never be comparable to swf in terms of info without changing swf they can not make killers strong enough v both as solo will always be disadvantaged.

    Do you think it is right to make those who play the game as it was intended the ones who get the short end of the stick?
    Yes it’s subjective, that’s why holding back balance changes for the sake of preserving a specific type of “immersion” is pointless.

    Maybe some people want an edge of their seat tense experience, while others want a generator repair simulator.

    I am viewing it as a problem in the sense it makes balance difficult. It’s here to stay, so might as well ways for it to coexist.

    You’re viewing as a disease that needs to be cut out.

    And what do you mean:

    “Do you think it is right to make those who play the game as it was intended the ones who get the short end of the stick”?

    I assume you’re referring to Solo players? If so then that brings us back to the first point of subjectivity. 

    SWF was planned before release as said on stream, but was delayed. So it was always intended.

    And Solos aren’t getting the short end of the stick. They’re receiving massive buffs.

    Unless you’re referring to the “immersion”, which we already established is subjective.
  • That's the thing. You aren't a team. The idea is that you are 4 individual Survivors all doing their best to survive and you just happen to be in the same situation.

    You never even have to "work" with your team, in fact, it's a completely valid strategy to lure the Killer to your team to get him off your back (as long as you are not working together with the Killer, there is a difference)

    Yes I understand, and that’s a different problem that would need to be addressed separately.

    Also, please: just reply to my comment.

    I don’t know what you’re doing, but your comment looks like a skyscraper full of previous conversations.
  • weirdkid5 said:

    @ModernFable said:
    twistedmonkey said:


    ModernFable said:

    “No the game has already been dumbed down enough due to SWF, so many notifications and aura reading perks for both sides.”

    • You

    They don’t clutter the HUD, and as you said most people should know by the time they’re out of Rank 15, so why does it matter?

    They’re mostly quality of life than anything else.

    And if you weren’t referring to aura reading perks when talking about dumbing down the game, why did you even mention them?

    Moreover on the topic of:

    “there’s no way to close the gap between SWF and solo”

    • You

    Yes there is, most of the suggestions in this post strictly benefit Solo Survivors and thus shortens gap between them. Quite significantly, I might add.

    And whether or not you think SWF is broken or not, it’s been here for quite some time and is likely here to stay. They’ve said they don’t have the tech at the moment to specifically nerf SWF lobbies because they don’t track whether a lobby is Solo or SWF.

    So the logical alternative is to instead bring Solos up to SWF’s power.

    It sounds like you are too new to realise that each time they add something like the suggestions it removes tension in a game, why wonder if you need to hide when you hear a heartbeat when you know where they are? Why go for a save when you know where they are? All this does is allow all the survivors not only swf stay on gens for shorter matches.

    This is not the way to fix the problem making it even more of an m1 simulator, it just means we know everything instead of having to be aware, sounds really fun doesn't it?

    The thing is you don't seem to think about how each one off these buffs also inherently buff swf, the one thing say has that they will never be able to give is on the fly updates, the killer us going to shack, I used that pallet, no pallets left around the harvester, open the gate I have dead hard etc, to think some notifications and aura perks will bring solo anywhere near the same level is laughable.

    Of course SWF is here to stay who said otherwise? they actually do track swf v solo hence the stats they released on percentages on who plays what, having the tech and hand and it not being available are two different things, the tech us out there they just need to get it in place.

    The logical point to fix anything broken is to fix what is not every single thing around it, would you change 6 circuit boards, replace a whole cistern to fix a faulty pipe? Or would you look to fix which is broken? 

    The game is not tense and never has been.

    Dead by Daylight is not a horror game. It’s a cooperative survival game where you do gens and run around pallets.

    >

    It's not cooperative. Your success does not depend on the success of your team whatsoever. This is an opportunistic game.

    Cooperative in the sense that you work together on a team. But yes, there’s a lot of stuff that incentivizes ruining your team for personal gain.
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