Moundshroud
Moundshroud
About
- Username
- Moundshroud
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Breque said:
https://forum.deadbydaylight.com/en/discussion/comment/2049871#Comment_2049871
2 things
1 this i basically the us vs them cuz no survival will ever agree with camping cause it literally ruins the match
2 you can give 100 reaseons why it can be considered an tactic, but it continues ruining the game and something need to be done
Except this is also a false premise. Camping and Tunneling have been with the game since the start, 4+ years and running. The game hasn't been ruined yet, and continues on in a reliable way. Clearly lots of people are having fun despite those tactics being around. The evidence does not support your assertion. What I am suggesting is that everyone is playing the same game you are playing. Many of us (most in fact) manage to deal with those tactics. Nobody likes being tunneled or camped when the time comes, but like the Dude... we abide.
-
@FattiePoobum said:
https://forum.deadbydaylight.com/en/discussion/comment/2049875#Comment_2049875
Why would l need to concede?
What should l be conceding
l’m not arguing his point l couldn’t care less about his point
l was simply stating the IRONY of him complaining about another post about a subject then stating something that has also be said many many times
The content is irrelevant, The irony is.
The fact that you are trying to take issue with this and equate it to hacking is almost quite bizarre.
Hrm. It makes me wonder if I need to explain the definition of irony to you. So now your defense is that you weren't even engaging in the debate at hand, but just wanting to take pot shots at those involved? That is like heckling from the cheap seats, lacking the courage to get into the arena yourself. What you should be doing now is establishing your point, supporting it with evidence, and/or conceding (like an adult) when you know you are wrong.
Why is this so difficult for you? How old are you? Even now in the post above, you are doing everything you can to avoid admitting that you screwed up. An adult eats crow when they are wrong. I do it myself from time to time. So again, either get into the ring and state your position on the topic being debated, or cry off. The longer you try to play rhetorical games, the more this entire thread is going to become about me dissecting you and your posts. I'm sure that isn't what you want.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2049871#Comment_2049871
Arguing that it's a tactic, strategy or mechanic doesn't change the fact it is unfun and isn't needed as proven by Killer content creators. You can say using Decisive Strike aggressively is a tactic, strategy or mechanic, it doesn't change the fact it's not needed and is unfun for killers.
And there are definitely ways to remove it or make it impractical. I can think of several and if I can think of a few just off the top of my head, I'm sure the developers can think of more.
This is literally a crutch mechanic that ruins the game for a lot of players and can be fixed. The developers at the time, didn't know that this mechanic would develop in the game and be such a major problem for players. Now it is, so why not make some adjustments so these horrible "tactics, strategies or mechanics" is minimized or not longer a stain on the game.
This is another false premise. You either enjoy a game for the challenge it provides, or you do not. In short, you bring your fun with you. It is not anyone else's responsibility but your own. There are thousands upon thousands of games available instantly. If you do not have fun in this one because of personal preferences, you should move on. I would. If I wasn't having any fun, I wouldn't be here. I wouldn't even stop long enough to make an idiotic "goodbye cruel DbD" post here on the forum.
Again, choices are not mechanics. Conflating the two demonstrates a profound lack of understanding of this game (and I suspect many others). You should worry LESS about what other people do in the game and more about what YOU do in the game. Ask yourself how you can mitigate the effects of these tactics that you feel are impeding your fun. In the end, we only have power over our own choices. You adapt within the game to your advantage and have fun, or you make a different choice and vagabond on to one you will like better.
Think of all the time and energy you could have saved, how many matches you could have played already (getting practice) in the time it took to read and respond to posts here about a topic that neither you or I have any power over. Camping and Tunneling are a settled matter. The DEV have spoken on them countless times.
-
@FattiePoobum said:
https://forum.deadbydaylight.com/en/discussion/comment/2049819#Comment_2049819
Well thank you
l was simply pointing out the fact that he was complaining about another post about killer bad/survivor good
and the irony of him using the same expression that has been said many many times in the forums.
Just a side note, As this reflects poorly on me, who will be judging me on this?
People on the internet l don’t know?
lnstead of white knighting this person try looking at the way he spoke to OP
this reflects poorly on you as a judge of character.
I could care less about that person. I'm not a "White Knight" as you put it; I'm not even a nice person. What I do care about, in this medium, is accuracy. This is a forum and debates are about points. While I do not care about that person, I do care about the point he/she made. You failed to refute it. You engaged in a rhetorical fallacy instead. That tells me you KNOW you couldn't refute it. That is why the behavior reflects badly on you. Instead of debating it, or conceding the point, you chose to try and undermine that person's point in an inappropriate way. To put it in a computer games term, you tried to hack (cheat). So while I don't care about the person you responded to, I do care about that. It makes me care about you; do you really want to make yourself the object of my rhetorical obsession?
So, let's get back to the statements made and the debate itself. Can you refute that person's point or not? As a reminder, that poster pointed out that the Killer's job is to prevent Survivors from escaping, i.e. kill them. He pointed out it is not the job of the Killer to help the Survivor's achieve their goals. Please answer this point or concede it.
-
@Breque said:
wait, soon will arrive 100 killers making the hole bible to explain why it is an strategy
Tactic. There is a difference between a tactic and a strategy. I hate seeing people conflate the meaning of these words. For example, when you take the high ground because of its defensive edge in war, that is a tactic, not a strategy. Tactics are in the moment applications of basic principles. Strategies are longer term plans with an end game in mind. Also, please do not engage in the silly "us versus them" dichotomy. Most people play both Killer and Survivor. We are all Players; roles are irrelevant to the discussion of balance or rules.
I digress. Camping and Tunneling are tactics. There are many others, the lesser known Herding being one of the most potent in the game. It helps create a 3-Gen situation which is nearly impossible for Survivors to overcome. Most Killers who are Camping and/or Tunneling as part of a plan, rather than just a desperate desire to secure a kill, are working towards an "attrition" strategy. They are intending to take a 4v1 to a 3v1 as rapidly as possible because it reduces potential Generator progression by 25% immediately. It allows them greater leeway in patrols and maintaining pressure. This strategy isn't without risk, because the longer it takes to reduce the 4v1 to a 3v1 the less efficacy it provides. In short, the strategy can quickly turn into an utter loss.
-
@Claudette_Baguette said:
######### is going on with red ranks.
I literally had 8 nurses in a row. 3 times on The Game which is an insanely good map for her, the rest was macmillan and autoheaven... My team couldn't juke at all and the nurses were good, I lost all my games.
BBQ, Ruin, Tinkerer, Pop, Sloppy, Corrupt, NOED, .... Fun gameplay
HOW can the devs keep such a strong killer in the game and let 90% of the other killers be really bad in red ranks?
It's really boring and makes me stop playing this game.
This is coming from a nurse main since her release, although I stopped playing her because she is just too easy to win. Every new nurse just has to watch a guide and spend 10 hours into her to become really good. Don't say she requires skill, her blinks are really easy to get used to and there's no baby nurses around at rank 1 anyway.
Because removing one of a tiny handful of Killers that can contend with a Red Rank SWF would be the final deathblow to the game at a certain level? :) I can understand you wanting variety, but rather than removing the Nurse (and a handful of others) they need to bring a wider variety of Killers up to that par OR somehow mitigate the unfair advantage of the Red Rank SWF.
In short, the reason you are seeing mostly Nurse, Spirit, Freddy, and to a degree Bubba in the Red Rank games is because those Killers are the ones who do better against long odds. *For the record, I don't play any of them. I play Myers at those lofty heights, but I'm crazy competitive with myself. I completely understand other people and why they choose a tiny selection.
-
@Munqaxus said:
Camping and Tunneling is absolutely miserable for survivors and isn't fun for Killers either. It's an absolutely boring mechanic exploited by Killers who haven't played the game enough to understand how to play the game. The game can be rebalanced after the change is made and it would remove a horrible mechanic that every despises. If you watch content creators who main killers, they just don't do it and don't need to do it. The game is meant to be fun for everyone and this mechanic is a big ugly oozing sore since the game began.
Think about it in the context of Decisive Strike. It was nerfed because it was an unfun mechanic for Killers that gave survivors 1 minute of invulnerability. It was a nerf that was needed because it was making life miserable for killers and was being exploited by survivors. As a Killer, you can slug but that's your only option.
Camping is a terrible mechanic that is extremely unfun for both sides. It removes all options for survivors to do anything against it. As a survivor, your only option is to use Borrowed Time which uses a perk slot and is required to counter Camping, and is just a hook swap against some instadown killers. (At least every killer can slug).
Tunneling is just slightly less difficult to deal with but is still a horrible mechanic for players.
And to be honest, you don't need to use these mechanics as Killers to win the game, as proven by content creators, over and over again.
Remove these two bad mechanics that are being used as crutches for bad game design and rebalance the game so they aren't needed.
Your entire post is based on a false premise. Neither Camping nor Tunneling are mechanics. They are tactics, i.e. choices made by Killer Players depending on perceived need. They are in no way coded. They are Player agency, i.e. freedom to make choices. They are no different from the choices Survivors make when they decide which Generators to attack, when to Body Block, when to lure a Killer into a head on, or when to go aggro in their play style. Bully Squads are repugnant, but they are also a matter of Player agency, i.e. how they choose to play the game within the given rules. The DEV have said, time and time again, that Camping and Tunneling are both valid, legitimate tactics. Thousands upon thousands of us have managed to strive and thrive despite the fact they exist. You can too.
Even more to the point, the DEV did attempt to (at one time) dissuade these tactics to see what would happen. Survivors abused it like crazy, so much so that the DEV removed the constraints and washed their hands of ever doing it again. Think about that.
-
@FattiePoobum said:
https://forum.deadbydaylight.com/en/discussion/comment/2049699#Comment_2049699
Oh boy another jaded killer main on the forums, how rare !!
trotting out the same line that 1000’s of others have said on the forums before him.
The sheer irony of this response.
This is a silly response, and reflects badly on you. You have no idea if that person is a so-called "Killer Main" or not. Most people here play both Killer and Survivor. Your rhetorical trick, attacking the speaker, doesn't answer the fundamental point made. It is the job of Killers to kill Survivors. It is the job of Survivors to escape. They have mutually exclusive goals, and neither of them are responsible for helping the other side. The person you attempted (poorly) to attack is 100% correct, and when you could not refute the point, you engaged in a fallacy. Please grow up.
-
I think this discussion needs a reality check. Let me put a few things in context:
- Camping and Tunneling are both considered valid, legitimate tactics in the game.
- Camping and Tunneling have always been with us and will always be with us.
- However, how often these tactics get used is dependent on the current Meta.
- While Undying + Ruin was in service they decreased in use within the mid to potent Ranks.
- Their use stayed about the SAME in the newbie, i.e. Potato, Ranks.
- Mid to Potent Tier Killers Tunneled and Camped less with Undying + Ruin because they could.
- The loss of that combination means a certain percentage of them adapted.
- They adapted by going back to Tunneling & Camping to reduce a 4v1 to a 3v1 as rapidly as possible.
- This is largely their only alternative to deal with the speed of Generators at a certain Survivor Skill Level.
- This also will not change again until the Meta shifts again.
People are talking around each other and avoiding the key issues. Killers and Survivors both only do what they must. This game is constantly adapting and shifting, i.e. evolving. When there was a way to slow Generators down, Killers went out and hunted more and focused on pressure. When there aren't any (or many) effective ways to slow Generators down, they focus on eliminating Survivors because each one dead cuts off 25% of potential Generator progression. That is the long and the short of it. You cannot maximize both variables. Thus, if you want Killers to make less use of Tunneling and Camping, you have to provide slower Generator progression opportunities.
Blaming Killers for Tunneling and Camping is as silly as blaming Survivors for body blocking or working Generators as fast as they can. The Killer's job (objective) is to prevent you from escaping, i.e. kill you. The Survivor's job (objective) is to escape, i.e. get those Generators running to open the exit. Whatever they do within the rules to accomplish that is not our place to judge. Directing angst at either side is just poor sportsmanship, period.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/237003/tunnel-and-camp
What did survivors expect?
Killers used Undying Ruin to apply pressure. They didn´t tunnel. They didn´t camp. Instead they injured as many survivors as possible and pushed them away from the gens.
Survivors didn´t like that playstyle, so Undying was nerfed hard. Now killers are back to camp&tunnel.
Yep. Back when this was a discussion, I said "be careful what you wish for." The issue is that Generators go too fast; that has been the problem for a long time. Undying + Ruin helped mitigate it and thus Killers (on the whole) were more willing to go out and hunt and create more pressure. That ended abruptly and now many Killers have simply gone back to the most straightforward tactic they know, i.e. the only reliable one. They reduce a 4v1 to a 3v1 as rapidly as possible. It was predictable.
A larger issue, and this one does belong to the DEV, is that fixing the Meta with Perks is never a good idea. The base regression speed of Generators is going to have to be adjusted. It is too slow. I'm not saying it should be Ruin fast (that is what Ruin is for) but it has to be at least half as fast as Level-1 Ruin to make it worth kicking Generators and help with map pressure. What comes base has to be balanced before Perks.
The other issue is SWF. I realize I'm a broken record when it comes to this issue, but the game cannot even start to get balanced correctly when Solo and SWF are so fundamentally different. SWF is going to have to go to its own Que, or to avoid that, Killers will automatically get a 5th Perk Slot opened when they go against a team with 3+ SWF. It should just kick in automatically. This extra Perk will exist to help offset the power of the SWF's 5th Perk (Comms). If this alone doesn't solve the issue, an extra Generator needing to be powered could be added as well.
Personally, I think BEhavior is missing out on some huge monetary options here by not making SWF its own thing. Think of all the unique, custom cosmetics they could sell to groups that want team jackets, hats, shirts, or tattoos. Think of all the monetary streams that they could make from dues from those teams who do want to get into competitive tournaments and follow that format. It is money being left on the table. All that aside, the balance issue is getting worse. This is another thing I predicted, and sadly I've not been wrong. I had hoped I would be.
-
@XxNO_BSxX said:
I'm utterly frustrated with this game, players, wait times, match-ups, and last but not least the lack of people working as a team when playing as a survivor.
When I bought this game I fell in love with it and the game play and really enjoyed my time playing. That time has come to an end. Killers are super OP and leave no room for survivors to even get gens done let alone have the chance of making it out of the match.
Match after match I'm constantly pulling teammates off the hooks for them NOT to do the same in return. I can't tell you how many times I've sat on the hook to second stage or even death because teammates don't want to participate!!!!!!!!!!
I've tried so many times to give this game one more shot but I'm done. Way to go devs!!!!
Why are you blaming the DEV when your chief complaint appears to be bad teammates? The DEV can't control Player behavior. The game already has tons of incentives for Survivors to work together.
-
@Dabihwow said:
I have been through a lot of struggles this week, and I'm just not happy. Some of it comes from real life and some from the forums. I will take a month or two-month-long break only coming on speaking to dear people such as @QwQw and @GoodBoyKaru nothing less and nothing more. I will not share anything else with Pinebrook for a long time. I've been affected by some of the users, and I might not ever come back on the forums again for my mental sake. So I guess I'll see you in the fog, you have been a welcoming community for the most part, I'll see you in a month
I don't know you, but the battle with depression hits us all from time to time. Weird as it is to say, exercise helps me. I go for a good run, go fencing, or swimming. A really LONG hike in a beautiful place works too. I run myself ragged. I'm also, as another said, no therapist, but this approach works for me.
-
People worry too much about what the nameless, faceless voices that squawk on the internet say. You don't actually have to listen to or wait for after game chatter. If it still gets under your skin, just bypass it and move on. The truth of those encounters is always the same, some bad sport(s) are trying to blame you for their personal failures, or some weird, needy losers want to gloat and rub in their victory. Either way, it is just bad sportsmanship and you shouldn't let it get to you. I know that is easier said than done, but that is really the only option.
You need to divest yourselves of what I call the "demons of external validation." Your personal opinion and win/loss standards need to be set by fiat, i.e. yourself alone. I don't play video games for a social life; I have one in the real world. I come here to challenge myself, and ultimately I am competing with myself. In that sense, let's tell the truth and shame the devil, you are ALL just Bots to me. I believe in the following:
- Don't cheat, either by hacks or lag spikes.
- Don't disconnect; if you start a game, finish it.
- Be humble in victory, and gracious in defeat.
I believe in holding to these things even when other people do not. This is as much for me as it is for others, because I do value my own opinion of myself. Self respect goes a long way. Can I win as Killer? Yes. I win every day, far more often than I lose. I even win when I lose, because challenging (losing) games are always instructive. Everything I've said here applies to Killers and Survivors equally, and I strongly feel everyone should play BOTH roles. You will get better at both faster that way, and it gives a broader perspective on things. Context is key. Lastly, try to worry a bit less about the matchmaking. Does it really matter in the end? A game is either going to be a hard fight or it isn't. You will learn more (and faster) from the hard ones. Personally, I think they should give up this waste of time they call matchmaking and simply go all in on "first in is first out," i.e. utterly random. It couldn't be any worse than what we have now, and at least things will never get stale.
Every match is its own reality; treat them as such. There is no yesterday. There is no tomorrow. There is only now. Play in the moment. Don't overthink it. If you aren't enjoying the game, move on. It is as simple as that.
-
@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2048705#Comment_2048705
You clearly didn’t read the post.
I did read the post. I just don't understand your mindset. You effectively won the game by yourself by wasting the Killers time. That alone is worth a smile. The Killer whacking you on the hook is bad manners and poor sportsmanship, but why would you sink to the same level? You already got the ultimate victory, as evidenced by his poor behavior. Simply being a good sport, playing hard, and winning is the best way to deal with bad manners.
If you need to vent with a rant, by all means, but don't expect all of us to agree with you advocating even MORE bad manners in the process.
-
@Mileena_Kahn said:
Things never change.... I take a good maybe 1 month off of Dead By Daylight to try other games and it went well. I come back because I missed dead by daylight and needed a refreshment, 2nd game I get into it’s an oni who chases me the majority of the time then when he downs me, even though it costed him 3-4 gens decides to shake his head and beat me on hook like #########? I could understand if I taunted during chase or teabagged but I didn’t. It’s killers like this that deserve to get teabagged especially because it makes them look like an idiot at the end of the game. Same things go for survivors, don’t taunt first if you don’t wanna get beat on hook or head nodded. Rant over lol.
You are complaining because you ran the guy for most of the Generators? You need to get your priorities straight.
-
@PNgamer said:
Hi,
if you play vs a Genrush squad, chase only 1 and if all gens done ( 3-5 min game ) go to the exitgate and open the door. After that go afk in a corner until the endgame collaps is done. Don´t give them a single hit or a single hook and let them leave. At the Endresult you will depip for sure and the chasing survivor maybe blackpip. The other depip too. That means it brings them nothing if they genrush and leave. Endgamechat: GG and go instantly to the next match.
Thats my way. Whats yours ?
I always play to win. If it becomes apparent that I'm facing a rapid Gen. rush I immediately shift to patrolling the last three, closest Generators.
-
@Gorgonzola said:
All the killers should just go AFK whenever they get the Game map until something is done about it.
It's the most braindead boring map they have ever made(I'm not saying the strongest survivor map, just the most braindead). The amount of pallets and their safety is atrocious on this map and the gameplay is just extremely dull.
For survivor it's also extremely boring, almost no windows just braindead safe pallets you just run through and throw while your team is slapping gens. 0 concentration or skill required.
Can we finally get it fixed?
In fairness, they have already been adjusting in quietly in the background. It doesn't spawn near as many pallets as it did when first released. How do I know that? I regularly put it in as a map offering to complete Rifts that want me to destroy pallets. It is not the reliable Pallet Town it was before. Don't get me wrong; it still has a healthy number, but I have been finding it within tolerance.
-
I think it is a dangerous generalization. I will say that I am experiencing (and seeing when I watch my gal play) a lot of supposedly Red Rank (w/Purple thrown in) Survivors that don't cut the mustard. In fact, I'm assuming they are like Browns or Greens at most until I get to the end. It is kind of puzzling. My gal played against a Red Rank team yesterday, at Gideon no less, and proceeded to kick the crud out of them. *I'm very proud of her. Not only did they not play well, they proceeded to give her Salt like angry Potatoes would. I'm not sure what is up.
-
@ManOMaker said:
https://forum.deadbydaylight.com/en/discussion/comment/2045736#Comment_2045736
Wouldn’t that just be a better dead hard but without the I frames?
No. Dead Hard still gives you that momentary immunity to the hit. Sprint would not.
-
I would have Sprint be triggered by the secondary action button so that Meg can run at normal speed until she WANTS to sprint.
-
@SammiieK1991 said:
So I've played 4 matches, and so far I've had 4 killers camp my hook! How and why should that be allowed? Fully its a 4v1 game, however whenever I'm a killer I never stop others preventing saves, find it takes the fun out of the match and is a little unfair??? Am I genuinely the only players that finds this a little moody? 😂
Because Player agency matters? I'm going to go out on a limb here and guess that you are a new Player and the Killers you are facing are also new. We all go through the Potato stage, and Killers largely grow out of it the second Survivors start punishing them for what is usually a non-productive approach. Does this mean you are going to enjoy that hook a lot at the start and stare into the ugly mug of one of the Killers? Probably. But the game goes on and it does happen less. I can't remember the last time anyone sat point blank and stared at me.
-
@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2042601#Comment_2042601
Mostly how you are naming behaviours of him and pointing them out pejoratively. Not sure if that's included in the "SOB" bit but at that point I don't get the point in trying to call out someone for traits you have, if that is included
They are bad behaviors; they are also different from MY bad behaviors. I'm working on mine. :) The person I was speaking with apparently took issue with me pointing out that the DEV have no way of policing personal monitors, mice, or keyboards. That is a fact. It is a separate fact from the problem with Oni and Blight. The turns Oni/Blight make are no different from the advantage that PCs have over console with their crazy 360 Survivor jukes. It is an issue that has no easy solution. The DEV attempted to prevent it with the new animations, i.e. sneak it in under the radar but the reaction was so entitled and negative that they just put things back. The issue is that attempting, across all platforms, to try and mitigate it will have lots of unintended consequences. It also punishes people who aren't cheating for the sake of catching some that are... always a slippery slope.
I am open and honest about the fact that I have don't know what is involved in making changes to the code. It clearly is not a simple process because every change they make takes forever and is clearly quite involved. I suspect this is in part due to the nature of the spaghetti code situation they are stuck in, combined with the complications of all the various platforms that now interact. Will something be done about Oni/Blight at some point? Probably. That, however, is not what I was pointing out. It is never as easy as all those demanding instant gratification claim. I also think attacks on the company you want something from are kind of counterproductive. Those are real people on the other side of the screen and being called lazy, idiots, incompetents, or evil corporate drones doesn't sit well with them. Like us, I suspect they do the best they can with what they have to work with. We don't know so I find the nature of some of the complaints and demands I hear to be rather rude and poorly thought out.
The company has a much larger VESTED interest in the game being successful. For us this game is a luxury item, something that we can walk away from at any time. For them, the game is their jobs. Who do you think it matters to more? I reserve most of my bile for people who can't seem to engage in common courtesy. As far as the game is concerned, I also pass my feedback along to the DEV. I'm not offended when they don't make use of it. I do my part and move on. If I'm not happy with a game, I find another. So far, Dead by Daylight is far more fun to me than not. The issues (and there are issues) are not big enough to make a dent in the fun I have playing it. When that changes, if it changes, I'll vagabond on to the next game. I won't even stop by here to give some dramatic "goodbye cruel DbD" post.
-
@Macymj6 said:
This community is so toxic. I can't even share an opinion without people getting mad. It seems like some of you just like to argue. I just wish this was a fun and safe community for everyone.
Welcome to the internet? Getting flamed for sharing an opinion has become, sadly, the new standard of interaction within this medium. It isn't localized to DbD Forums.
-
@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2042491#Comment_2042491
There's a lot of irony and hypocrisy in this post
How so? I admit that I'm an egotistical SOB. I'm very up front about that. That is the opposite of being a hypocrite. Ironic? Perhaps. But again, I always willing to eat crow when I'm wrong, apologize when I step over the line, and back up my claims. I'm a very direct, proof is in the pudding kind of person.
-
@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2041863#Comment_2041863
Lmao. Must've been a blow to your ego.
That was specific. I can't write the code here because I don't have the source code. Do you understand what that means?
Not at all. My ego, as anyone will tell you, is quite oversized tied to my force of will. I don't even remember your name or this post after I've left it until I get a notification and come back to remind myself. But I do appreciate you proving my point for me. Let me home in on something you said above; you said, "I can't write the code here because I don't have the source code." Exactly. You don't know what you are talking about. While I am an egotistical SOB, even I don't make the assumptions that you do. You simply assume that there are no problems, that to implement the immediate gratification you want is a snap. What wonderfully high opinion you have or yourself and your abilities; are we kindred spirits? The difference between us is that I will take pride in the things I accomplish and know for a fact. I don't assume that I'm smarter than the coders at the DEV. I don't even assume I know more about code than you do (although it is quite possible). What I do know is that there is no way for them to detect what settings people have on their monitors, mice, and keyboards. What I do know is that any attempt to curtail those Killers across all platforms is a very messy can of worms. Are you picking up what I'm putting down?
All you do is demand what you WANT and infer that the DEV are somehow lazy or have ulterior motives for not granting you immediate gratification. Believe it or not, I've been taking it easy on you. I'm trying HARD to be a kinder, more gentle Moundshroud. Until you can come to us with some facts, you are just another nameless, faceless voice quacking on the internet. You are a child throwing a tantrum, mad about some perceived injustice and screaming ME! ME! ME!
-
@SloppyVoldemort said:
Isn't it funny that they have a few community managers, but you never even see them on this forum anymore? Maybe once in a blue moon you see one pop in here to answer a non-important thread, but that's it.
These community managers were way more active, but now they are non-existent.
Note: Nothing personal against the person behind the title. It's just an observation from my end.
Would you bother coming in here? If you get nothing but garbage from the so-called Player base day in and day out, would you keep coming and getting rotten produce thrown at you, or would you tune it out? Or would you simply watch the place without interacting? The problem is mutual. They created this DELUSION of entitlement in us, and we abused it. Now they can't figure out a way to pull things back. My own view is they could cut the cord entirely. I don't see any purpose to this place (even though I'm a pretty regular poster) other than for THEM to post announcements, teasers, codes, and polls. I don't think the Discussions section should even exist. If we are this passionate about wanting to have long, drawn out threads talking about how bad the game sucks, we should have to foot the bill for hosting and maintaining a site to do it ourselves. I think they throw away good money after bad by allowing us this place to foist bile on them.
If we are truly a community, the scaling back of this Forum to being a place for them to get bugs reports and make announcements wouldn't slow us down in the slightest. If we are a true community, someone (probably many) would go make up their fan sites and forums and people who want to chat would migrate over there. If those places don't actually form or survive, it means we were never anything more than people making use of a free platform to scream at the darkness.
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2041936#Comment_2041936
Wanna know a time our feedback actually helped (well one of many) The new Ui. The devs spent 6 months on a change that was kinda unnecessary and pushed it through because "their call" and...for lack of a better word it sucked ass. They had so many better fanmade recommendations but when it was clear they wanted to stick with their decision we just said "then just condense the ui down to the bottom left and give skillchecks their own size option" and before you say "how do you know they weren't already planning to do so!" You know for a fact they werent for either of those. And so things got mostly fixed and things died down. But they could have solved the problem by showing us the UI Earlier and tweaking it for release. Save everyone the trouble.
The feedback didn't actually help; the post release backlash is the only thing that changed it. They did show us their ideas early and the majority disliked it. They still went right ahead and made the change. Do you see my point YET? Had they NOT shown it to us and established this notion in our heads that our opinion would sway things, it would have gone over much easier for them. They could have just dropped it on us, and a lot of people would have been giving immediate feedback. There would still have been pushback but it would have NOT included the outrage that we weren't listened to in the first place. It would simply have been genuine concern and suggestions to put it back or change it. What BEhavior got instead, for their foolishness of revealing it to us early, was a toxic storm of angry people who didn't understand why they were not listened to in the first place.
So again, you are simply PROVING my point. Showing it to us early did no one any good. Had it be just released, there still would have been feedback and it still would have been changed, and probably at the same speed. However, the notions of entitlement and blind range that the company ignored us would not have been there. The entire unnecessary step would have been skipped and all would have been happier. In short, don't put things out early (or provide info) with the vague idea that our opinion can change anything prior to release date when it can't. They should tell us nothing. We should get teasers. We can give our feedback when the thing drops.
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2041910#Comment_2041910
So youd rather theyd waste the month or 2 reworking the perk to find out its busted and have to revert it instead of the approach they actually did and got community feedback on it?
<laughs> They already do that asking for our so-called help. The community has proven extremely divided and unreliable in so far as providing useful feedback on anything. You are also making the assumption that they actually make those changes based on our feedback and not on their own internal testing and/or whim. They don't make any changes quickly which is demonstrated by the fact that many of the changes that the majority ask for take years to implement. Do you see where I'm going with that? In short, the process doesn't have anything to do with us, or at least not in the way that we THINK it does. We have an expectation or a perception of how the process works that simply does not match the reality. I submit that transparency only causes us irritation because the disconnect between what we ask for and they do is more apparent because of it.
Consider the most recent play test (although what I'm about to say applies to all of them so far). The so-called community gave a metric ton of feedback. When only a tiny fraction of it was implemented, the storm of outrage and indignation that followed was horrific. Any good will the company "might" have gotten by involving (or pretending to involve) us in the process was entirely negated by that backlash. It was a net loss. I submit that when they put things out for play test that they already know 99.9% of what they are going to release and the play test isn't going to change it. I would even venture a guess that they already know the small changes they are going to make before the play test, but still do the exercise so that we FEEL involved.
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2041855#Comment_2041855
Also what about like future perk ideas like the OoO experiment? Everyone knows how busted OoO is so bhvr asked "hey would you like this version of Object if it was implemented"? And pretty much all the reception for it was good. Id personally love to see that new OoO come to live.
What about them? If something is busted, people will post about it after the fact. They don't need to tell us anything up front. People will still post their ideas, and the company can still mine those posts. The key point here is NOT setting the expectation that we get a say. They don't need to let on that they are doing anything until it drops. No false expectations means less blowback. I'm not saying BEhavior shouldn't read what people post on the Forum. I'm saying they need to do it entirely hidden. Nothing is going to stop people from volunteering ideas and advice. Keeping us at arm's length and being professionally aloof prevents us from us developing any sense of entitlement. Do you see where I'm going with this?
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2041874#Comment_2041874
I played the PTB myself and enjoyed him immensely, and was very much looking forward to his release today. The community is not a hive mind of players that all unanimously agree on one opinion. It might look like that, but these people are very vocal. I don't disagree that he needs changes, but I do not think that he is nearly as bad as people paint him out to be. If you're a sweaty try-hard Killer, yes, he's far from the best. I play the game for fun and set my own rules, it's the only way I've been able to enjoy the game in the past 3 years. For the past few weeks since taking in a new mindset into the game, I haven't raged, gotten frustrated or annoyed with the game or the survivors I face, it's been bliss. I play for fun, and The Trickster was a fun Killer to play.
The PTB is very much just a demo, BHVR has enough QA going on that they could easily test the patch internally and just release it to Live, like they did before they split from Starbreeze. I would argue that the PTB causes more harm than good and sets unrealistic expectations from BHVR, but that's a totally different topic.
On the Trickster we are closer in view than we are on transparency. I also played him during the play test and didn't find him weak at all. I buck the popular opinion that he is the weakest Killer, and in fact feel he will be a middle of the road kind of guy. Unlike you, however, I didn't really enjoy him. He was very one note for me. There was nothing wrong with his efficacy, just didn't appeal to me as far as play style. I didn't find enough variation in how to play him to keep him interesting for that many matches. I'm sure, however, lots of people will enjoy him just fine.
I will cede the point that the community (if there is such a thing) do not all agree. But the problem is perception is reality in advertising. Those vocal yahoos which dominate Forums like these create the perception based exactly on how vocal they are in the volume of posts. The so-called transparency ends up a net loss for the company. BEhavior losing money, in the long run, is also a net loss for us as the consumer. Games like this, which are entirely online, only remain vital and relevant as long as the company is making money. The less money they make, the less they put into it and the sooner it dies. One say, even though we all paid for this game, there will be no way to play it anymore.
Game companies are not the government. If they were, I'd be all FOR total transparency. Game companies produce non-necessary, luxury items. Their quality is determined by competition and performance. I don't want to know how the omelet gets made; I just want it to taste great. Too much transparency (and that is what they have now) doesn't serve anyone well. We aren't a community. They don't see us as family, or even friends. We are consumers. There is nothing negative in that statement. They want our business. They need to focus on product and have THAT win us over. The public relations campaigns have all been utter failures. Why waste time and money on things which always end up a net loss? It doesn't make good sense.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2041834#Comment_2041834
Thing is, when games release new content, many people who play it happen to be full time working adults who tend to spend their money on the game. Most gaming companies are transparent with their customers. They let them know about upcoming content and when to expect it. They inform their customers if there are issues in getting things released on time so that they can prepare for that.
The reason that transparency is so important, is so that the player base isn't left floating around, digging for scraps on information so that they have a rough idea of how to prepare for a release. I have seen multiple people on different platforms comment that they took time off work in order to play the new content. Working gamers do this all the time in anticipation of new content. For BHVR to lead these people on, and then at the last minute, get a fog whisperer to announce the delay, is a huge insult to those of the community who devote their time and money to the game.
They stated themselves that PTB>Live timescale was moved from 2>3 weeks, that timescale ends today. It makes sense for people to plan ahead for that release if BHVR themselves have given us no further information than "coming soon", which frankly, could very well mean the 23rd. Anybody who says "they didn't give you a date, stop acting so entitled" is simply deluded and not seeing what the real issue is. A lack of transparency causes confusion and distrust towards the developers. It's as simple as that.
We will have to agree to disagree. For one thing the play test isn't enough time to test anything. That is a fake exercise to make us feel like we are involved. Instead, it just creates all this outrage when they don't implement every damn thing that everyone asks for. They never intended to change much; the exercise was just that... an exercise. I'm a working adult too, and I don't need all these details. Let's talk about the Trickster, i.e. the fella being released today. We already know EVERYTHING about him. There is no mystery. In fact, a significant number of the people here have decided he is the weakest Killer in the game, and have already written him off. Anyone coming to this Forum and reading about the Trickster would be dissuaded from buying him. How is that good for the company? :)
-
@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2041786#Comment_2041786
I love your writing. Truly. Hoot hoot.
You want specifics?
You start with setting threshold limits to altering velocity vectors of Oni and Blight's turning circle. They sit on a 3d plane and there is a mathematical function in the code that sets the ability to change direction on the x-y plane. The function would be a radical (which is a square root function) because the faster you flick, the smaller response you get in return. On a graph that looks like deminishing returns as x increases. x = mouse input for the flick and y= the turning circle (in radians) you see as Oni/Blight. Naturally they have two different functions but it's the same concept. I would have to see the source code to see exactly where the function would have its maximum threshold set as well as how I would approach writing the logic so it actually translates into their respective gameplay. My guess for a function that suits is
f(x) = squarert(x/5 . 10^3) , f(x) <= 1.57 (in radians)
This function would behave as if you flick with a ~12500 dpi mouse you will flick at 90 degrees and that threshold I set makes it a maximum 90 degrees. (just an example not sure exactly what figure would be a balanced yet fair flick for both the killers)
Are you sure you want to see this in source? What language do you want it written in? C++ or UE4 Blueprints are the only options for this game but I'm sure you don't understand how to read these.
Sure? Go right ahead. Although I still don't think you are being specific enough, i.e. you still don't explain how it is going to work in code, across all platforms, not do you explain the net effect on the Killers. I think it is easy for people (like you) to demand changes without having seen the actual code involved in this game. But if you are this miracle savant, and actually put the work up, perhaps BEhavior will see it and slap their foreheads and say "DOH! Why didn't we think of that." Or, your work and utter lack of knowledge of the situation will just continue to make you look even more foolish. I consider it win/win. If you are right, perhaps something will come of it. If you are wrong (99.9% likely) you will continue to entertain us with your little, silly screeds.
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2041834#Comment_2041834
So they shouldn't have said anything about the colorblind mode and almo was in the right for pissing people off? Then when they get called out on it "oh here it is!"
Almo saying things to irritate people is utterly beside the point. Although, if they were following my advice he wouldn't have been in a position to say anything stupid in the first place. :) If they just suddenly announced, when nobody was expecting it, "newly incorporated 'colorblind mode' for those who need it," nobody would have been grousing. Everyone would have been happily surprised.
There is an old saying, "it is better to remain silent and be thought a fool, than open your mouth and remove all doubt." That is the situation here. If BEhavior interacted with us less, or at least were far less "personal" about it, they would do better. They have created this expectation that they will give (or owe) us information. People are largely ungrateful, and once they feel they are entitled to something (whether they are or not) they whine if/when they don't get it. They always want MORE. The video below perfectly illustrates the dynamic:
https://www.youtube.com/watch?v=r8BbkbS0VfcI don't think they owe us, nor should they (for their own sanity and ours) tell us anything they don't have to tell us. This pertains most strongly to information about rules changes and upcoming releases. They need to keep us at a healthy arm's distance when it comes to it.
-
Personally, I don't think they should tell us anything, period. The sense of entitlement is palpable. In short, they cannot win for losing. If they tell us anything in advance, a flame war begins as everyone has an opinion about everything. They end up getting nothing but negative press, and by default will have all the people that come down on one side of the issue let down and claiming bias. This undeserved notion that we all get a say in things combined with the modern internet delusion that people WANT to hear every thought in our heads has created a lose/lose scenario for companies like BEhavior. Tradition and habits are hard to change, so they keep using outmoded outreach.
They shouldn't tell us diddly squat until they release it, or within days of release. The only thing we should see are teasers, with nothing concrete. If we don't get it until basically we get it, all our initial time is spent playing and diving in rather than theorizing (and already complaining) about what we did or didn't get. Do you see my point. Most of you are saying we need more transparency; I'm saying the opposite. I think the company (and us) could do with a lot less. Think about movie trailers. Today, most of them entirely spoil the movie. The best ones, for the best films, tease you and get you excited, but don't give ANYTHING away. That is what Dead by Daylight needs.
-
@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2039981#Comment_2039981
You CLEARLY weren't.
You're addressing a thread about Oni/Blight J-flicks and saying that they're using macros to achieve it (which is true). Don't twist your words how insecure are you?
I see where you're going with your new response. That's not what they are looking for to fix Oni/Blight J turn exploiters.
I'll say it again: you're out of your depth answering this question.
Yes you hobble Oni/Blight (a real stretch of it's definition good one Moundshroud) because it provides uncounterable play in chase with these two killers. The amount of players that do it is irrelevent. You're going to say what about all the survivor stuff that's exploitable. Fix it too. Stop enabling BHVR complacency.
You're a hoot. Since you think I'm so out of my depth by explaining the FACT that the DEV do not have the capability to somehow sense your monitor, mouse, and keyboard settings, why don't you explain exactly how (specifics) you want these two Killers altered. Please, by all means, provide EXACTLY how (within the code) this can be done affecting all platforms equally, but without making those two Killers totally ineffectual. I will be expecting you to show your math.
-
@Nos37 said:
While active, Decisive Strike should allow the survivor to fully recover from the dying state. This would alleviate the number of perks slots required to help counter tunneling.
----
The killer needs to equip zero perks to camp or tunnel. The survivors have to equip three perks to counter both (Borrowed Time, Decisive Strike, and Unbreakable). Not only does this take up 3/4 of a survivor's perk slots, but because each survivor can be camped and tunneled all 4 survivors would have to use up three perk slots. That, and DS + Unbreakable doesn't fully counter tunneling; it just makes it harder for the killer to do it quickly.
Let DS allow survivors to recover from dying. If DS has deactivated for the rest of the match after stunning or failing, then the survivor cannot fully recover from dying with DS. Meanwhile, this makes Unbreakable less powerful, so buff Unbreakable and let it be used more than once (on a cooldown). No Mither can stay as is because it has no cooldown, prevents blood pools, and reduces injury noise.
You can take Unbreakable if you want to be able to get up from the dying state, or No Mither if you feel crazy. You can also consider Soul Guard as Hexes are pretty common. Your request is unreasonable. You can already build the effect you want. It just takes multiple Perks.
-
@meyler2012 said:
Noed is such a ######### and overpowered perk. You can literally play a perfect game and just get ######### at the end because a terrible player is using noed. The perk even got buffed so you only need noed 1 to compensate for being ######### at the game. Noed needs nerfed it completely ruins what start out as fun and enjoyable games
Except you didn't play a perfect game. Allow me to point out a few things you seem to be overlooking:
- You and your teammates didn't cleanse the Totems. A perfect game includes getting rid of them.
- You and your teammates didn't 99 the last Generator to go back and look for Totems, same as above.
- Chances are nobody brought a map, not one of you out of four.
- Chances are nobody brought a Perk that helps find Totems either, not one of you out of four.
- You and your teammates didn't manage to avoid the Killer in the end game with proper looping/evading.
- Nobody apparently started looking for the now activated NOED and turned it off.
- My guess is some if not all of you booked it toward a gate immediately, i.e. exactly where the Killer assumes.
- Did anyone bring Borrowed Time to grant that person getting unhooked under NOED some protection?
- Did anyone bring Styptic Agent so if wounded and combined with BT you can also have protection?
- Did you consider that Flashlights and other saves till can stun a Killer and put someone downed back on feet?
Do you want me to keep going on? NOED doesn't reward bad Killers, it punishes Survivors who throw the dice and lose the gamble. Just because NOED goes off doesn't mean the Killer magically finds you, downs you, or makes it to a hook. I play half the matches I'm in wounded (which is no different from NOED being active) and do just fine. Hell, I seem to fight damn chainsaws all the time which is like having NOED all match. Why don't you stop complaining about other people, Perks you don't like, and take a good, long look in the mirror and focus on the things YOU can do to mitigate this situation which is giving you a problem. All of us face NOED; I had several matches with it today in fact. I got out alive in 2 out of 3 of them. Why am I different from you?
-
@HexSweetie said:
This isn’t your normal rant about DS, just here to state my opinion, I personally don’t think the nerf is healthy at all for the game, you see, this game encourages tunneling by not punishing the tunnelers but also has a perk that discourages tunneling..? (like what?) and now suddenly everyone complains about that one perk that keeps the game healthy? despite being very situational and a one time use—
At that point I don’t see any reason to not to tunnel, if that’s what you’re aiming for then I will gladly cheese my games by tunneling and I encourage everyone to do the same.
Bravo bhvr
Actually, this is pretty much the normal, boiler-plate rant about the upcoming change to DS. Let me explain something to you as clearly, and nicely as I can. The change to DS in NO WAY WHATSOEVER changes the anti-tunneling aspect of the Perk. It works exactly the same in so far as helping you avoid tunneling. In fact, it will probably be better for you as a Survivor because it will ENCOURAGE you to get further away to safety before you attempt to do things which would just get you downed again. The current version encourages bad habits.
The only thing this change prevents is doing objectives in the Killer's face. If you do so you are going turn off your DS. Instead, like a sane person, you are going to get to a minimum safe distance before you consider doing risky stuff. That goes to the very HEART of being an anti-tunnel Perk. The only people this affects, in so far as their strategies and tactics, are SWF who spam this Perk and attempt to chain stun the Killer by utilizing their coordination. That is not anti-tunnel application; that is an aggressive application.
-
@Yords said:
So @landromat said in a post I saw
You don't need SWF. Strongest survivors are born in solo queue
This has actually been an interesting question that I have thought of before. Does playing lots of solo queue make you a better player than you would be if you had played in a SWF group?
In solo queue, you have to put up with an excessive amount of BS once you get the hang of things, and it does make you much better at figuring out what is going on without any people telling you straight up. It is apparently a little tricky for a bunch of people I have asked in the endgame chat, that is why they can't play solo queue without it. Kindred helps with decision making, and in solo queue this is very impactful due to lack of communication.
However, it is definitely possible to play solo queue without kindred. I myself don't run it because I absolutely need it, I run it so my teammates can actually make good decisions and it works... most of the time.
For example, if I am playing without kindred and my teammate is hooked on the other side of a map on a place like mother's dwelling, I am not going to go for the save and keep holding m1 on a generator because I know almost for certain that someone will go for the save. But this varies on different maps with different killers with different perks and depends on the health state of certain survivors... so sometimes it can get pretty tricky. So what if I am on a small map like coal tower while injured against a plague with corrupt purge active while my teammate is on a hook in basement and I don't have BT? Yeahhh... sorry gonna wait it out for a while or hope my teammates can coordinate a safe rescue.
You also have to perfect your skills as survivor (yes, survivors take skill) because it is safe to assume you can't trust your teammates, or be left on hook, or farmed without BT.
On the flip side, you have SWF that can perfectly communicate everything that they can see. However, many players can't really play that well without their friends (not saying everyone who play with SWF all the time are not good). But if a newer player is playing with experienced survivors would that make the survivor become better because their teammates can teach them?
So it can be up for debate. SWF and solo queue can both increase the skill of survivors, but which one does it better?
I can only give anecdotal evidence, based on myself, but I think it has bearing. I play both Solo and SWF (now and then my friends and I get together). My friends play pretty much SWF only. I'm the best Survivor among them in that am a stronger Looper because of my Solo time. There are certain things that I just take on myself and do without having to communicate with the group. The edge a SWF gives is ridiculously strong; I'm not saying it isn't. What I am saying is that members of a SWF who have all be forged in the fires of Solo Que are the ones to be most feared.
-
@AChaoticKiller said:
As a console player it feels very unfair that pc can do those ridiculous turns, however if anything i feel that they should increase the default turn radius then fix those macros.
Also stretched res as either side imo is cheating that isn't exploiting turn speed that is modifying the game and gives a very unfair advantage in chases you were not supposed to have.
If it makes you feel better I'm a PC Player that uses an Xbox controller because I hate playing by keyboard. I find the controller far more intuitive for myself. I do sacrifice the ability for those crazy spin turns though. :)
-
@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2037615#Comment_2037615
You're saying you can't program a way to limit the turn circle of Oni and Blight?
You're out of your depth here. You 100% can lol
That attitude is enabling BHVR to do nothing. The issue here is their complacency, not whether you can program the mechanics for Blight/Oni to limit their turning circle. It would take me an hour to program this if I had the source code.
Same goes for other technical exploits in this game.
Reading comprehension isn't your strong suit is it? I was CLEARLY talking about exploits that happen outside the programming and thus cannot be affected. The DEV cannot program anything which will detect the Player's mouse or monitor settings, whether or not their monitor provides a targeting system or adjusting hue and brightness. The setting on a monitor are not detectable by the DEV or any other game system either. They likewise can't see how you setup your mouse. There are also keyboards that can store a mountain of macros. Hotkeys have been a thing for a LONG time. Do you see where I'm going with this?
At no time did I mention (or care) about the turning radius of Oni or Blight. I was addressing the fact that macros set on a mouse, like settings on a monitor, are something the DEV can't control. But if you want to go down this rabbit hole, why do you think the DEV should hobble Oni and Blight for EVERYONE because there are "some" cheaters out there? And for the record, I don't play either Killer.
-
@Schmiddy21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2039519#Comment_2039519
I mean asymmetrical means uneven so yeah. I never said I was unhappy in any way. It's just always going to be a shifting balance no matter how much anyone complains. That is the point. You literally have several killers that break the game mechanics. Lot's of perks are overpowered and underpowered. I've accepted it's bad, but I still play it.
What you said is the game is "horribly unbalanced" and that infers a certain antipathy. If you didn't mean it that way, I'll accept that explanation. The game is more balanced now than it has ever been in the past. There was a time when the game was far harder, ridiculous in fact. Do I agree that there is work to be done? Yes. Do I agree that the game is "horribly unbalanced?" No. The difference between us is that I don't feel the game is bad, and hence I play it. You, on the other hand, state that you think it is bad, and yet you keep playing it. That is a contradiction. With the thousands of games out there at our fingertips, why wouldn't you just find one that you think is good?
I'm not trying to be snide, merely making a point. The game is GOOD and that is why you are still here. The positives still far outweigh any negatives. I just think it is hypocritical to make a biased, generalized statement that is contradictory to your actions. If I felt the way you do, I'd already be gone. Life is too short to waste on something I don't think is good. Not only would I be gone, I wouldn't even pause to come make some dramatic statement on this forum and a long, "goodbye cruel DbD" post which seems so commonplace.
-
Nothing about DS is going to change whatsoever except for some SWF who abused it in a certain way. Ninety nine percent of people who run it will continue to run it and use it just like always. I don't run it. Seems like a Perk that rarely actually got use for me.
-
@Schmiddy21 said:
Can't we just all agree this game is horribly unbalanced and the developers don't know what they're doing? This is an asymmetrical game so one side is always going outweigh the other. Perks get changed so there is no reason to complain. As long as one side whines, the developers try to please it and vice versa. Also gay joker, just saying.
No, I don't agree. I think the game is about as balanced as a game of this nature can be. It is always a work in progress. If you are unhappy, you know where the door is... what... you are still here? I guess you are a hypocrite.
-
I don't actually think he is all that weak; I certainly didn't have that experience with him. However, I will not be playing him because I found him one note, and tedious. I'll spend points on him to unlock his Perks, but that is about it.
-
@Canas said:
Why should Oni and Blight players be allowed to take impossible turns during their rush which they weren't intended to perform? These killers were balanced around having strictly limited movement options during their ability, that's called counterplay.
And yet 3rd party tools like mouse macros enable players to cheat the system by giving them the option to bypass this handicap entirely. Oni players probably have to be the worst offenders when it comes to this. Either patch these killers to be unable to exceed a certain turn degree or make these macros a bannable offense.
Sadly, never. There are also monitors out there that provide crosshairs for Players; this makes throwers and shooters dead shots. There are also, as we all know, people who play with their resolution so they can see over and around terrain. There are people who play with the brightness and hue so they can make trying to hide nearly impossible. The reason none of these things will ever be addressed is because there is no way for the DEV to detect them, period.
The only people who know about them are the ones doing it, the sad, pathetic little worms who apparently have no self-respect. They know they only manage by giving themselves a competitive edge, but simply don't care. They look themselves in the mirror and it doesn't trouble them at all that they are actually inferior to the people they play against, and they prove it to themselves every day by cheating.
What you and I have to do is simply accept that they are out there, shrug, and go on with our lives. Take some solace in the fact that losers like that really aren't very good and you probably beat some of them every day. That must be particularly galling for them, to lose even with all the cheats they provide themselves. I smile when I think about that.
-
@AbstractSaucing said:
Someone please explain to me what the point of closing the hatch Then not killing the last survivor and also body blocking the door levers is? Please? Because I just played a Wraith who did it and it made no sense
Bad manners? They are a poor sport? Petulant child? Sicko? There really isn't any point to doing that kind of stuff other than to try and upset you OUTSIDE the game. It isn't unlike the behavior of pretending to give the hatch, and then slamming it shut in the crawling Survivor's face. It isn't about the game anymore; it is about some sicko getting their jollies. The closest I came to quitting this game was when I first starting playing. I was the last Survivor, and a Ghostface downed me right by the exit gate. He didn't just wait sixty seconds in case I had DS (I hadn't been downed recently anyway). He literally waited for me to bleed out while he tea-bagged me and danced around. Like I said, there are sickos out there.
There is nothing normal about that kind of behavior. You just have to accept that a certain percentage of the population are sad, defective people.
-
My offering is more basic and less exotic:
-
@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2037559#Comment_2037559
I think it's an alt of one of the devs, here to show how they see the feedback they get. That would explain how the account is never jailed or banned.
That is a funny thought, but having an addiction to making silly posts isn't something that gets a ban anyway. Sluzzy would have to make silly statements that actually violate the rules. I can't say I pay enough attention to Sluzzy posts to know if that has happened. The few that I've actually read were just laughable, but didn't break the rules. I skate the rules line regularly, but Sluzzy doesn't appear to do so.
-
I'd be embarrassed for Sluzzy? Scratch that; I'm already embarrassed for Sluzzy. I cannot imagine moving through a day totally bereft of dignity and self-awareness. I mean there really are only two explanations, and neither of them shows Sluzzy in a good light:
- Sluzzy really thinks these things. A match is played and whatever thing stung Sluzzy on a given day suddenly becomes the worst thing ever! This would be hilarious if it wasn't also kind of pathetic and sad.
- Sluzzy is a Troll who just needs attention, i.e. good or bad doesn't matter. The posts are baits because Sluzzy can't get through a day without someone validating his/her existence. This is also pathetic and sad.
I honestly don't know which of these would be the worst way to think of Sluzzy. I suppose there could be a third option, which is too terrible to consider, that Sluzzy is BOTH of the above.
