Avatar

NMCKE

NMCKE

About

Username
NMCKE
Joined
Visits
8,638
Last Active

Comments

  • Anyways, I like this idea, but do you think the time could be increased to 1/1.5/2 seconds?

    Would that be OP? πŸ€—πŸ˜

  • @Boss said:

    Halt

    A deep bond with the Entity pressures them, regardless of your presence.

    After breaking a Pallet, gain a Token.

    Every time Halt gains a Token, Entity Blockers appear on Generators, Exit Gate Switches, Totems & Chests for 0.5 seconds / 0.75 seconds / 1 second per Token.

    When Halt activates, Survivors interacting with these objects are forced to stop until the Entity Blockers wear off.

    Numbers can be changed of course, these just seem alright for now.

    EDIT: Btw, i'm not sure on "Totems & Chests".

    I put that in simply to question the idea of blocking these.

    My preference actually is to replace it with "Hex Totems".

    Survivors interacting with these objects are forced to stop until the Entity Blockers wear off.

    I just though I'd mention this, but this already happens with the EGC.

    Sometimes, when the Exit Gates spawn in LoS to each other, I'll just repair generators to get more points. When the killer closes the hatch, the game automatically forces me off the generator with a cool animation!


    Through, the could add some clarification to the newer players. πŸ˜πŸ€—

  • @Elk said:

    How could the devs do this to us! Especially this character. Many love her for who she is and the devs are just gonna nerf her for no reason. I know she has distracted so many with her power.

    However, it is no reason for her to be nerfed. I was told that she gonna lose more than 75% that makes her who she is! The community that actually mains her must speak out our frustrations to make sure our beloved Jane is not nerfed.

    https://us.v-cdn.net/6030815/uploads/014/JD3ITLKVQ9GC.jpg

    It's not the size of the booty, but the size of our heart.

    (This is not real and not gonna happen..... >:) or will it)

    REEEEEEE

    TyPiCaL BHVR, I tHiNk wE Did A pRetTy GoOD joB sO faR!

    REEEEEEEE

    UnINstAlLiNg

    REEEEEEEEEEEEEEEEEEEEEEEEEEE

    πŸ€—πŸ˜

  • @Khar said:

    Fix servers plz. I now can't even play the ######### game because of this crap.

    I think they are working on that because it's not fair to receive a punishment over something you're not liable over. πŸ˜πŸ€—

  • @Keene_Kills said:

    Specifically talking about:

    6 ft Under: sacrifice 4 survivors in the basement in a single trial

    Hungry Jaws: 6 bear trap catches in a single trial

    But also the non-lore:

    Dark Senses: Finish 4 gens with Dark Sense in a single trial

    Agitated Advantage: Hook 5 survivors in the basement using Agitation in a single trial

    Every single other one is shockingly easy, but these... bruh.

    Can't wait to play M1 adventure for 320 seconds, or in other words, complete 80% of an objective meant for 4 survivors by myself.


    Exciting! πŸ˜πŸ€—


    On a serious note, they need to speed the challenges across the board instead of making you do one thing for an extended duration.

    For example, fully repair a generator while only hitting great skill checks.

    This is more fun because it's not long, but it offers a challenge. :P

  • Imagine hearing little Jimmy getting yelled at because he's playing Dead by Daylight after his bedtime.

  • @underlord99 said:

    What If the survivors had a limited time to escape from the beginning of the Match like 10 minutes? this would make sense seeing how the entity wants them and it would prevent things like the last two survivors hiding and waiting for hatch for 12 hours.

    I dont know just an idea!

    I understand where you're coming from, but I feel like there should be a different situation to handle this β€” secondary objective that allows you to do generators without much detection.

    The main problem is if you touch a generator, that's a dead giveaway to the survivor's location. πŸ˜•


    Therefore, we could have a secondary objective that allows you to reduce the amount of charges a generator needs to be completed, but this would need a lot of tweaking for balance.

    In the meantime, as a band-aid fix, if all generators have 0% on them for 2 minutes when there's only two survivors left β€” the EGC initiates. They can get rid of the EGC by completing a generator.

  • @thesuicidefox said:

    So I made a thread not to long ago asking about how some of the math works in DBD. I've come to find that by multiplicative it means you multiply the debuffed percentages by each other.

    So if you want to find out how long it would take 1 survivor to complete a gen with 4 stacks of Thana and 6 stacks of Dying Light, the formula would be:

    80/((1-(4*0.04))*(1-(6*0.03)) = 80/((1-0.16)*(1-0.18)) = 80/(0.84*0.82) = 80/0.688 = 116.144 seconds

    The devs have stated that they did this for debuffs because otherwise you get a situation where, after enough debuffs, your progress would be 0. This means that you'd be dividing by 0 which is a no no in maths. It'd also mean that you wouldn't be able to progress at all on whatever it is, which is game breaking.

    Now that I've figured out how the multiplicative debuffs work, I'm trying to figure out whether buffs or debuffs take priority.

    If buffs take priority, then all those 1's in the initial formula would be replaced with (1+X) where X is a percentage boost. So if a toolbox gives a 10% boost it would be (1+0.1) = 1.1. HOWEVER if debuffs take priority, it would mean you take that final number of 0.688 and add the buff to that number. So it would be (0.688 + 0.1) =0.788.

    If buffs take priority then the formula at the end would be 80/0.8648 = 92.5s.

    If debuffs take priority then the formula at the end would be 80/0.788 = 101.5s.

    If anyone knows which it is please tell me. I want to make a DBD calculator spreadsheet for all this stuff. Yes I'm a nerd.

    @Peanits @Janick @Almo

    Taking AP Calculus right now and your math is 100% accurate, nicely done! πŸ˜πŸ€—


    Yeah, anything divided by 0 is undefined, and like you said, that's unacceptable. πŸ™‚

  • @VincentRedfield said:

    Keys only work if the survivors have done enough gens, more entitled killer wailing.

    Not exactly true, I could sit in a locker and wait for the killer to slowly, one by one, sacrifice my teammates (I don't endorse doing this by the way).

    Then the killer can close the hatch and I can run in front of the killer, do plenty of somersaults around the hatch, as they can't do anything to stop me.


    The only thing the killer could do is have NOED or Franklin's, but that's costing the killer a perk slot for a survivor item and there's still counterplay to those strategies. The survivor can simply just wait for the killer to walk away from the hatch, and that's it β€” GG, you won.

  • If I'm Nurse, always because the poor fella doesn't have a chance against me during the EGC, especially when the Exit Gates spawn on the same wall. πŸ˜•

    However, they have to show me they have perseverance and attempt to open the Exit Gates despite their non-existent odds. If they attempt to open the Exit Gates, I'll let them live because at least they are trying and that's what I look for in a survivor. πŸ˜πŸ€—

  • @Elk said:

    I use it as save me, now. Because when i use it as 'I'm being camped', other survivors come running to save me

    I also thought it meant camping, do generators!

  • My favorite excuse I use is lag, but on a serious note, it seems like vaults are a 50/50 to me nowadays.

    I see popular streamers and YouTubers gets vaults that I would have gotten hit for. πŸ˜•πŸ˜­


    I'll get hit 4 meters away from the window, and I'll be like, woah, lag hit. :/

  • @Peanits said:

    The tell I feel is pretty obvious. Once you see someone go down from healthy once, you know she's using it. Ideally you don't want to get hit by a hatchet even if she's not using it, so it's not really a "too little too late" situation.

    Anyway, I'd be totally okay with that personally. The most interesting idea I've heard was to make long range hatchets (>24m or 32m) instantly down people. That way it stays powerful, but requires a lot more skill to use and has way more counterplay. What do y'all have in mind?

    That solution is perfect!

    If someone has to get downed to figure out that she has Iridescent Hatchets β€” it's definitely not balanced at all. At least NOED, you can prevent it from happening and don't have to test the water.

    You can make her miss, but as we all know, great Huntresses won't miss often and eventually they will hit you. Killers are supposed to be more powerful in chases, but the key is that Iridescent Hatchets removes 2 chases instead of one chase. This is a problem because your goal as a survivor is delay and stall the killer for as long as possible, if this ability is heavy disrupted β€” you're talking about huge snowball potential.

  • @FireHazard said:

    Well boys we did it, the grind is no more. (Not really)

    I finally finished the newest chapters Killer... a bit longer than my P3-50 Demogorgon post, but it's still another P3-50 Killer to my collection. This makes about, 12 out of 18 now? I think?... And hopefully i'll be able to prolong my completion of the entire roster for a bit, focus on maxing my 12 P3-50 Killers with all the perks and than maybe move onto Trapper next.

    This is also a way to float around the P3-50 Oni cosmetics, but I also make these posts to set a sort of... milestone for myself. Besides that, I want to share this all with you guys (if anyone actually cares) and see show you how far I've come each time with these new P3-50 Killer posts!

    Of course these posts are only for the new Killers, the ones I P3-50'ed before have been P3-50'ed long before I did (Except Legion, Plague, GhostFace, and Demogorgon... those were P3-50'ed about around a few days after the DLCs release like with The Oni here).

    besides all that though, here you go!

    This is what The Oni looks like with his P3-50 cosmetics!

    https://us.v-cdn.net/6030815/uploads/137/YMBCB9RVBLPG.jpg

    https://us.v-cdn.net/6030815/uploads/716/K9AIQ9P4591Z.jpg

    https://us.v-cdn.net/6030815/uploads/072/YQLNLXUYLYQJ.jpg

    https://us.v-cdn.net/6030815/uploads/154/KMOQDHO2RTCX.jpg

    https://us.v-cdn.net/6030815/uploads/615/MU3O5321MAVM.jpg

    https://us.v-cdn.net/6030815/uploads/935/WTKXUWPH790N.jpg

    https://us.v-cdn.net/6030815/uploads/146/XABFCHLHFE3B.png

    I have more but this is basically enough to show, hope you guys can BASK IN ITS GLORY... or something... I don't know.

    He looks dope, wow β€” great job on getting him to P3 Level III!

  • As the last survivor, survive the EGC with both Exit Gates on the same wall.

    Now, we're talking about a challenge! πŸ˜‹

  • @Johnny_XMan said:

    I don't mind ebony moris personally.

    I think that the match becomes more challenging, but sometimes I've still escaped even with an ebony mori at play.

    True, I have escaped against a mori before, but once the right killer and player uses it, challenging will be the last adjective you will use.

    Mori replaces "challenging" with "Your odds for survival is oneΓ·infinity". πŸ˜•

  • @Khar said:

    It really doesn't need a change. The devs themselves said it was supposed to be a perk to use as a challenge, but no one has to use it if they don't want to.

    We have no problem with the perk being a challenge, but it doesn't reward you besides having bragging rights that you escaped.


    Mettle of Man is a challenge perk, but it rewards you for getting it to activate. 😁

  • By the way, I typed the filter "[Bad Word]" instead of typing the cuss word so I didn't actually cuss!


    No Mither

    You don't give a [Bad Word]...

    After being injured by the killer, you are permanently inflicted by the Exposed status effect.

    After staying healthy for 100/80/60 seconds, all success zones are replaced by great success zones.

    While injured, you do not make grunts of pain, and leave blood trails.

    You can fully recover in the dying state.


    What do you think about the risk and reward of this version?

  • @DBDfan12 said:

    dear mods, please remember that DBD is rated 18 years and over.

    therefore the people using these boards are likely ( or are suppose to be) over 18

    please stop running it like its for kids. its an adult game and adult language is expected. "bad word" is a bit much on a game designed for adults,

    we are all here because we love DBD but remember it is rated 18 and over.

    Just because you're 18+ doesn't mean cussing is automatically acceptable, and don't forget that not everyone wants to see that. The reason why we have a filter is because I don't think the moderators want to encourage causal cussing but keep in mind that not everything is blocked, just the extreme terms. 🀬

  • @creekwookie said:

    I personally don't mind going up against a SWF once in a while. I'll most likely get ######### on, get few to no kills, depip and have an overall bad experience, but it'll help me become a better killer in the long run. If I can manage to do alright against a good SWF then I'll be that much better going up against a solo queue. The problem for me is going up against multiple SWF in a row, or in one session. One can only get ######### on so much before losing their mind and get frustrated. So to prevent the frustrationΒ DEV's should make it known that you're in a SWF lobby. And to prevent lobby dodging offer ultra rare cosmetics only obtainable after X SWF matches. Or make it so after completing X SWF matches you'll be excluded from matchmaking with SWF lobbies for 24 hours. Just offer something as incentive for dealing with SWF.

    I don't think this is the way to go about the SWF problem here, especially when your idea could potentially make queues worse for all SWF β€” even the ones that might not be the sweaty tryhard group.


    I was thinking at the end of the match, the killer gets bonus Bloodpoints depending on how many survivors are in a SWF:

    2 Survivors: 50% Bonus Bloodpoints

    3 Survivors: 75% Bonus Bloodpoints

    4 Survivors: 100% Bonus Bloodpoints


    This should encourage killers to keep trying and never let well coordinated groups stop them from being the beast they are truly meant to be. πŸ€—πŸ˜

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/913137#Comment_913137

    Ok...sorry for asking. I forgot all you people treat us like we're stupid. I'm not getting a straight answer from you no matter how I ask, am I?

    Maybe I miss understood the question, what do you want me to answer? Let's start over.

    I probably got confused by a pronoun and assumed you wanted this when you actually wanted that.

  • Exit Gates allows the killer to use BW if it's opened.

    The EGC starts when the Exit Gates are opened.


    The problem is BW effectively removes 60 seconds from the clock, and that's the main reason why many people don't like the 99% thing to get removed. πŸ˜•

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/913076#Comment_913076

    I never said the EGC is supposed to kill survivors. BW doesn't need a buff.

    I know, but if I didn't say the general facts, my point wouldn't make sense to some people and I didn't mean to put words into your mouth, my apologies.

    BW doesn't need a buff, but EGC needs to do its job better is what I'm trying to say. 😁

  • @Mr_K said:

    99% is fine.

    Removing that would just encourge survivors to dip and not try for end game saves.

    A 4 minute timer is more than enough time to perform a hook save, so I don't see survivors leaving as soon as the EGC initiates. πŸ˜πŸ€—

    Also, I don't see the big deal with a timer, the only problem is when the timer is getting low because survivors kept trading hooks. However, at that point, the killer played well enough to defend a sacrifice for 4 minutes, so it's definitely fair in my opinion that they get a sacrifice from that.


    @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/912979#Comment_912979

    This is such a bruh moment. A 99% gate is only different from an open gate because the EGC does not activate. Yes, it is worth the killer's time to activate the EGC

    Most players can agree that the EGC isn't supposed to kill survivors, but moreover, just to end the game.

    If a 2 minute timer is going to get you killed, then I don't think the Exit Gates are the problem at that point β€” you simply wasted too much time trying to make a save.

    The only reasonable argument is BW, but that can be fixed by having the EGC start when the 5th generator is completed. The EGC will tick down at 50% the speed until one of the Exit Gates are opened. This shouldn't be a huge deal because 4 minutes should be more than enough time to open the Exit Gates or prime them when they need to be opened. πŸ˜πŸ€—

  • @Elk said:

    I think that this can be a good update to the perk. The questions i have are:

    How close does the killer need to be with a survivor to count as a miss attack? Like 4 meters?

    How the the perk lose stacks?By hitting the Obsession? Knocking one survivor down? Or it keeps it until the Obsession is dead?

    Gaining stacks, can you keep missing the obsession to gain stacks in the same chase or does it need to be in a different one?

    Besides these questions I like the Haste percentages and the time for how long it activates for, sounds nice.

    Having a build of NoEd, Unrelenting, (Your Version)PWYF and (place holder) can be very strong.

    How close does the killer need to be with a survivor to count as a miss attack? Like 4 meters?

    I didn't want to put a value, but 4 meters seem fair to me. 😁


    How the the perk lose stacks?By hitting the Obsession? Knocking one survivor down? Or it keeps it until the Obsession is dead?

    You don't lose stacks because the perk is on a 40/50/60 second timer. Once you whiff at the Obsession, you and the Obsession gains a haste effect until the timer expires.


    Gaining stacks, can you keep missing the obsession to gain stacks in the same chase or does it need to be in a different one?

    You need to wait for the haste timer to expire before you can gain stacks again (by entering a chase with the Obsession and whiffing).

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/908067#Comment_908067

    That probably would be a little nutty. Maybe less so now that instaheals aren't quite the same, but it would have been crazy at the time if you were to guaranteed unhook yourself and fully heal right away.

    I look at Second Wind as more of an efficiency perk more than anything. You get unhooked, you don't have to waste time healing, you can go straight to a generator. That's anywhere up to 32 charges saved (a little under half a generator)- maybe more if you're Mangled.

    Counter Point: Efficiency

    I look at Second Wind as more of an efficiency perk more than anything. You get unhooked, you don't have to waste time healing, you can go straight to a generator. That's anywhere up to 32 charges saved (a little under half a generator)- maybe more if you're Mangled.


    DS is also an efficiency perk as well, I can finish around 50% of a generator (which is 40 seconds) and still waste the killer's time if they want to touch me in the next 20 seconds. Sure, if the timer expires, then that's when Second Wind shines, but what killer can ignore a survivor working on a generator?

    I can pretend that I don't have DS (by not jumping in a locker nor doing anything that screams DS to the killer) and BOOM, I get a free health state with a 5 second head start in the chase. 😁


    The problem that we're facing is that Second Wind can't compete with DS at all.


    Maybe, since this isn't a huge change, why have the perk deactivate when it hasn't been successfully used? Is it really necessary to deactivate the perk when it has a condition and can only be use twice at most? The killer already cancels the insta-heal aspect of the perk by downing you, so what justifies deactivating the perk as well? What does canceling the perk achieves?

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/910095#Comment_910095

    The issue is that simply pulling your weight should grant a safety pip, not rank progression. Because if you're performing at the same level as all your teammates at the same rank, that means you're at the rank you should be at. You should have to go above and beyond to demonstrate that you are skilled beyond your rank and thus deserve to progress higher.

    Also, I think it's problematic that survivors lose points for every second that their teammate remains on the hook in the first place, because it's not reflective of actual strategic gameplay. There is no strategic disadvantage to allowing someone to stay on the hook until it's a good time to unhook them, as long as they don't die or reach second stage. In fact, more often than not, there is a strategic disadvantage to unhooking someone as soon as possible. What you're doing with a system like that is artificially punishing people for playing the game normally, and encouraging them to adopt a particular playstyle for the sake of their rank. That's one of the main problems with the current rank system, so if you're seeking to improve upon the current system, you should be actively eliminating such features.

    I actually don't have any counterpoints to that, well said.

  • @SilentSpectre said:

    As if we need more useless survivors at red ranks.

    1 solo gen: 60 points

    1/2 another gen: 30 points

    1 safe hook save: 25 points

    1.5 gens and 1 save shouldn't give a pip. You've barely played.

    @Pulsar

    Actually, 5 generators divided evenly into 4 survivors = 1 and quarter of a generator per survivor. Doing 1 and half of generator is pulling your weight, so this is fair in my opinion.

    The hook saving part is intentional, but you're not accounting for the points lost every second that a survivor remains on that hook. If you save a hooked survivor last second (before death or next phase), you will lose 15 points that aren't refunded back to you, and your bonus for a safe hook rescue has to fill in that gap. If you don't make a lot of hook rescues, you will have to make up for those lost points.


    Finally, when you die, you're also going to lose points, so you, in a way, need to get a little over 100 points of things look dire, and I added a rank buffer because there are things like mori in the game. πŸ˜πŸ€—

  • @Brucecastro81 said:

    https://forum.deadbydaylight.com/en/discussion/comment/900048#Comment_900048

    How do you know that they are getting one rework? If I may ask

    @Peanits implied in a different comment that they only have so much time, which means they are going to when they have the time to do so. :)

  • @Jakojo said:

    Me? I like fast vaulting into the killer because I tunneled onto the vault and didn't look behind me.

    Even at 1,800 hrs I'm a potato :)

    Run into the killer and give them snuggles! 😁

    They typically don't like that most of the times.

  • @Blueberry said:

    There are already tons of counters to slugging available to you. Oni also isn't even that strong.

    There's also no difference between you sitting on the ground and on the hook besides getting to live longer on the ground.

    These complaints don't make any sense.

    I actually like it when the killer slugs me because that means I don't have to spend a hook state. πŸ˜πŸ€—

  • I disagree with the developers choice on making Deep Wounds pause while running.


    Here's what the developers should've done:

    • Make Deep Wounds pause while in a 24 meter range to the killer.
    • Survivors cannot see theirs or someone's remaining Deep Wound timer, just a Deep Wound bar to indicate that someone is in Deep Wounds.
    • Killer can now see the survivor's remaining Deep Wound timer.


    This is pretty simple, survivors cannot see their timer, so they can't use the timer to see whether or not the killer is within 24 meters to them. The killer can't be sure if a survivor is mending or within 24 meters to the killer, so they cannot use the timer as a budget Whispers.

    Since the survivor cannot see their timer, they must take Deep Wounds seriously. πŸ€—πŸ˜

  • @drunky26 said:

    What's something that makes you go "yeah im done with this match"

    The reason I dc the most is ######### teammates. Not saying I'm a god in this game or anything,

    but when I see 3 auras not doing anything and 0 gens got done after being chased for a decent amount of time I just disconnect cause I know the rest of the match is gonna be garbage and I just can't be bothered playing with such team.

    What about you ?

    I rarely DC because it should only be used in an emergency situation.

    One time, a game was lasting for a hour because the killer was drawing out the game for as long as possible in a 3-gen strat. I only get a limited amount of time to play on the weekends to play (sometimes no time at all), so I got the killer's attention and pointed at a hook (I just wanted to get this game over with, so I can move on the next game). The killer instead slugged me and at that point, I DC'd because this game is just wasting too much of my time when I could be getting more XP and BP by simply moving to the next game.

    I offered the killer to hook me, but they instead wanted to waste as much of my time as possible. That's why I love how you can leave the game when stuff like that happens, especially when you're stuck on a wall or bugged out.


    Typically, if the game lasts too long, say 1 hour, and we're obviously going to lose (3 gen'd and two survivors left), I will just get the killer's attention and let them hook me. They usually do, but when they don't, I DC because I'm not going to waste my time not being productive.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/903653#Comment_903653

    Pig + Legion.

    Whatever it takes to have Deep Wounds taken seriously. :P

    @TAG

    You mean Trapper and Pig, right?

    Trapper traps Jigsaw Boxes, and pig uses add-ons that make RBT very deadly to survivors.

    Trapper patrols the Jigsaw Boxes while the pig hunts survivors. πŸ˜πŸ€—

  • @MisterCremaster said:

    I would have totally lobby dodged 3 keys...

    I'm surprised to see red ranks using self care

    You know keys are OPi when killers feel like they have to dodge them. πŸ˜‚

    I typically never dodge unless it is key mania in my lobby! πŸ˜•

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/902210#Comment_902210

    My recommendation is to make something. I had published 4 Mac shareware titles in the late 90s, so when I sent out my first application to a game company in the UK, I could already show that I knew how to start, manage and complete a project on my own.

    The education always helps, as it broadens your skill set and your ability to acquire new skills.

    This is of course just my opinion, and with regard to starting a career I also recommend getting many different peoples' recommendations and see what feels right for you. :)

    I made a few games before using Javascript, take a look: (The ending is kinda buggy but everything was in a timed environment).

    I wrote the code myself with Code.org


    I plan on getting a Bachelor's Degree in Computer Science since making games is really what gives me joy in life. β€πŸ€—

  • @Almo said:

    Hi!

    I'm one of the live balance designers, and I'd like to introduce myself and give some background on some of the things I've done.

    I designed my first game when I was about 10; I took Gabriel's Point Blank and made a new set of rules for it. The new version was more chess-like than the original, but it didn't work very well and tended to get bogged down on the small board. I maintained an interest in both boardgames and video games over the years. Around 1992 I designed a huge 8-hour space boardgame. It was fun, but proved too expensive to produce.

    I studied physics in college, and went as far as a Master's degree specialized in astrophysics. After 6 months of being a programmer at a hydraulics lab in Iowa City, I landed a job as a game programmer/designer at a new media firm in the UK. I worked there for about 1.5 years, and designed and developed about 15 different original games and ported several of those to a lot of weird platforms (OpenTV, Bush Internet Box...). After 4 years in the UK working on various projects at three different companies (there was a contraction in UK game dev at the time, and these all folded), I moved to Montreal and Ubisoft.

    At Ubi I worked on a variety of projects. Most notably gameplay programming for Splinter Cell: Essentials, some exotic gameplay prototypes for Assassin's Creed III (the board game in it was from one of my protos), and gameplay programming and design for My Word Coach for Nintendo DS. I was able to create one iPhone title for Ubi doing the design, programming and art direction around 2010: Crystal Shuffle. Around this time, one of my board game designs, Linkage was published. It's a 10-minute abstract with just a few rules.

    After leaving Ubi, I worked on various other projects at other studios, which included Tiny Brains and the iPad version of Pandemic the board game. Eventually I landed at Behaviour where again I worked on a lot of different projects (including Pro Feel Golf... I did the multiplayer network handling for its asynchronous multiplayer mode), working my way from Senior Programmer up to Lead Programmer. Behaviour is very supportive of personal projects, and so I was able to release another mobile game in 2015, Cognizer. A Steam release followed in 2017. It's entirely free to play with no features locked behind IAP or ads of any kind.

    After several years there, I was given the opportunity to move into game design full time. This soon led to Dead by Daylight and live balance design where I am now. I'm really having a good time working on this project, as it's very much the kind of game I like to play: hardcore, competitive and multiplayer. I look forward to working on it in the future, and will continue to engage with the community through the forum when possible.

    Okay, you know a lot about coding so it makes me curious since I'm really interested in following your foot steps.

    What degree did you need to become a game programmer / game designer? πŸ˜πŸ€—

    Currently, I know Javascript and HTML. I took AP Computer Science a while ago and passed it with ease.

    Am I going in the right direction?

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/901930#Comment_901930

    You overestimate the developers coding skills.

    Remember that Tinkerer was changed, because the developers couldn't handle its own spaghetticode in it.

    I believe in @Peanits, there's a lot he does for us that we don't see. πŸ˜πŸ€—

    in Gates Comment by NMCKE
  • @Peanits said:

    It is intended to be very hard to escape at that point. If you didn't manage to power the generators or find the hatch first, the killer's got the upper hand. You had two chances to escape by that point and didn't manage to pull it off.

    The problem is that sometimes your odds are reduced to 0% for both sides due to Exit Gate spawns.

    I like the EGC, but the harsh truth is, the RNG aspect of it is getting really old, Peanits. πŸ˜•


    Survivors shouldn't have to point at a hook when the Exit Gates spawn on the same wall, and killers shouldn't have to stand in a corner when the Exit Gates spawn light years away. I know I'm exaggerating this just a little bit, but I want both sides to have a around a 25%(Survivor)/75%(Killer) chance.

    I just want a fair chance that's not swayed by luck too much, and I already read your mind: You're likely going to say this (Nick sees all).

    Screenshot_20191207-200110_Chrome.jpg


    What if I told you that there's a perfect, 100% flawless, solution that prevents all loop holes you mentioned above? 😁

    Did I peeked your interest?


    Just do this Peanits, literally the most simple solution in the world β€” the only thing stopping you now is coding everything. There is no way the killer can see both Exit Gates, and it also prevents Exit Gates from spawning too far as well.

    Snapchat-1790165107.jpg


    Peanits:

    Screen_Shot_2018-10-25_at_11.02.15_AM.png

    I just blew your mind away, didn't I? πŸ˜πŸ€—

    in Gates Comment by NMCKE
  • @hysteria said:

    https://forum.deadbydaylight.com/en/discussion/comment/901523#Comment_901523

    it could probably look something like this

    Predator:

    Scratch marks left by survivors spawn considerably closer together. Uninjured survivors will leave behind scratch marks if they walk within 6/8/10 meters of you.

    basically it can counter fixated, and probably lightweight.

    Lightweight:

    Scratch marks that you leave behind spawn considerably farther apart. Noises that you make while moving are reduced by 4/6/8 meters.

    basically countering predator. it can also be used in a stealth build.

    Going to modify your suggestion because many, including myself, don't like how scratch marks are spread apart β€” it's covering more area which makes it easy to spot at long range. πŸ˜•


    Lightweight:

    Scratch marks that you leave behind are visibly delayed to the killer by 1/2/3 seconds. Noises that you make while moving are reduced by 4/6/8 meters.

    Basically, scratch marks that are less than 3 seconds old won't be visible to the killer. Then, once they become visible, the killer will only have 4 seconds left to track you before they fade away.

    Remember, scratch marks only last for 7 seconds. πŸ˜πŸ€—

  • @hysteria said:

    maybe predator could also make scratch marks appear when survivors walk?

    lightweight could reduce the noise the survivor makes while moving in general.

    For how long? 😁

  • @FriendlyGuy said:

    When do keys get reworked?

    I think we can all agree that keys also need a rework, but please, let's not start a killer versus survivor type of thing here and stay on topic about reworking mori.


    Now, this next part is directed to OP: @MyName123

    Ebony Mori definitely need a rework and if I remember correctly, they are getting one β€” it's just a matter of time now. 😁

  • @GrootDude said:

    Overcharge now applies a 5% base regression to generators upon kicking one along with its skill check.

    Self-Care now takes 50% longer than being healed by someone else instead of 100%.

    Small Game now comes with a totem counter.

    Distortion now gains 0/0/1 token for unhooking other survivors.

    Iron Maiden shows aura instead of location.

    Unnerving/Overwhelming presence and Coulrophobia buff: now last ten seconds after leaving the terror radius.

    What does everyone think?

    Alrighty, I'll give some constructive feedback πŸ˜‹

    Overcharge now applies a 5% base regression to generators upon kicking one along with its skill check.

    Seems fair to me because it's supposed to discourage survivors from repairing generators when the killer is nearby.


    Self-Care now takes 50% longer than being healed by someone else instead of 100%.

    Basically, putting this into correct perk format, other survivors heal you at 50% the normal healing speed?

    I have to strongly disagree with this because it's already a mid-tier perk, I think it's in a fine spot.

    However, I see what you are trying to do, so I'll suggest something that will achieve your goal while keeping the perk mid-tier.


    Self-Care

    You become less and less dependent on other survivors when dire situations occur.

    Start the trial with the ability to heal yourself without a med-kit at 25% the normal healing speed, while other survivors heal you at 100% the normal healing speed.

    For each sacrificed or killed survivor:

    • Your ability to heal yourself is strengthened by 25%.
    • The ability of other survivors to heal you is weakened by 25%.
    • Med-kit efficiency is increased by 6%/8%/10%.

    Small Game now comes with a totem counter.

    This is fair and gives the perk more competition against Detective's Hunch.

    By the way, I'm still going to be OP if this happens. You can't stop me. >:D


    Distortion now gains 0/0/1 token for unhooking other survivors.

    I don't like how you need a tier III version of the perk to get the ability to regain your tokens.

    Just make this constant through all versions of Distortion and this will be great!


    Iron Maiden shows aura instead of location.

    This would be perfect, and maybe, just maybe, increase the Exposed status effect to 40/50/60 seconds? Most killers can't capitalize on this because it's easy to loop the killer for the short duration. 😁


    Unnerving/Overwhelming presence and Coulrophobia buff: now last ten seconds after leaving the terror radius.

    For the sake of consistency, can we match other range based perk effects like Leader, Street Wise, Vigil, and so on?

    Basically, increase the effect out of TR to 15 seconds like those perks. Thoughts on that? πŸ€—

  • @Unicorn said:

    For me its Freddy. I usually don't play against Freddy's so when I do, I don't know what to avoid, how to play decent against him, etc. Wby?

    Typically, I dislike killers who trump my stealth because I'm terrible in chases. Like, sure, I can loop, but not as good as your typical rank 1 survivor.

    This is why I use stealth to carry myself to rank 1 because it wastes so much of the killer's time when the search but don't find you. πŸ€—πŸ˜


    Therefore, I dislike Doctor a lot, but hey, I'm getting better at chases by the day so it's all good! :)

  • @Kagrenac said:

    She had it coming for years. She broke the game and was left a monstrosity for that entire time. There was NOTHING you could do to counter a Nurse player that knew what they were doing before the nerf.

    Looping? Ineffective against a Nurse that knows how to counter jukes.

    Stealth? Good luck with that considering every new release adds more and more perks to make it harder for survivors to hide.

    Gen Rushing? Didn't work against a character that can zoom across the map at mach 5 every few seconds.

    Even if you managed to juke her it didn't matter. Her blink would recharge and she would close that distance again. There has never been a killer as powerful as her and I'm glad she's been changed.

    Wait, Nurse got a nerf? I say this because as a Nurse main, I don't feel it.

    I can still 4K in most games because the cool-down just delays my downs by a few seconds. 😁

    That's not going to stop me and other great Nurses I'm sure.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/896875#Comment_896875

    Don't forget you can happily run to the exit gate with no issue now.

    Sure, you can run to the Exit Gates freely, that is why I don't like how it pauses.

    They should've make DW distance based, and made survivors unable to see their DW timer. πŸ€—πŸ˜

    They should also let the killer see the timer because it's not like the timer accurately gives away the survivor's position either.


    However, I feel like y'all aren't giving BHVR enough credit because they did buff frenzy speed, increased vault speed, and made the pin add-ons a little better. Most of these changes are not add-on related, so this is making him just a little less add-on reliant in the long run. 😁

  • @LordGlint said:

    Loving collecting these things, lol. This survivor didnt like that Id gladly chase nearby survivors to down them instead of acting like they arnt there to hook everyone one at a time as soon as they hit the ground. Ended up being a pretty fun match for me on Thompson house.

    Said my GGs, only to have the "toxic slugger" excuses come in.

    https://us.v-cdn.net/6030815/uploads/906/U5OR2KR516F8.jpg

    https://us.v-cdn.net/6030815/uploads/169/6XC5DV9VKNEA.jpg

    And I got my double pip, so yay.

    I don't go out of my way to make others upset, but when I do get salty messages, my favorite one is, "You're a camper, git gud trash killer"


    I typically respond with this message:

    "I was making s'mores for you, but you died too quickly on the hook so I had to eat the ones I made for you! Jokes aside, GG, don't take everything to heart. πŸ€—πŸ˜"

  • Not crawling in the dying state doesn't make you bleed-out slower. πŸ€—πŸ˜

1 … 35 36 37 38 39 … 138