Nirgendwohin
Nirgendwohin
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- Nirgendwohin
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based on my nightlight stats crossplayer (i'm on steam) tunnel the most.
most "toxic gameplay" (bleedout while standing over the survivor, hook hitting ...) comes from players with anonymous mode.
can we change something as survivor? no, just share your personal feedback in the support area.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366249#Comment_3366249
The edit is always marked. I regularly see Rizzo tidying up mine. XD
But the fact that there's a DBD Discord that's gossiping about forums posts is a little concerning...
not all edit's get marked, i can tell you by personal experience.
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mods remove and edit (without marking the edit) user posts all the time. on a bigger dbd discord you can bet (for fame) on when a post gets deleted, moved or edited.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365371#Comment_3365371
No, never, you're the first person to think of that. I'll let the team know right away that we can pull off a world first feat and instantly transfer information across the world simply by doing code better.
For the second part of your point, Overwatch and Valorant to name just a couple examples.
Overwatch has (or had, I admit I haven't been following it lately to see if this is still the case) a method called "favour the shooter" - basically meaning that if you see yourself shooting your enemy, you did. The game takes your word for it and only intervenes if what you're claiming you did is impossible. This is fairly common practice in many online games, Dead by Daylight included, because it feels a lot better when you're the shooter (or in our case, the person swinging a weapon at someone). Shooting or swinging at someone and arbitrarily whiffing because that's not where the server or the other player thinks your target is feels incredibly bad. But on the flip side, this means that getting shot (or hit, in our case) can feel a little worse. In a shooter, this means getting hit when you think you're behind cover, and in our case, getting hit when you feel like you're too far away.
The alternative is forcing players to predict their opponents' movement and "lead their shot", shooting not where they are, but where you think they'll be half a second from now. This feels way less responsive and takes a lot of skill out of things. You're no longer aiming at them, you're aiming at where they might be. A lot of older shooters work this way and needless to say, it's not ideal.
Obviously there are limits to this. If the server sees that your connection is slow and the Survivor is actually pretty far away or if you've already been stunned by the time you hit the Survivor, it will step in and reject the hit. But again, this is tricky because making this too strict means rejecting fair hits.
There's a video discussing how this works in Overwatch here: https://www.youtube.com/watch?v=vTH2ZPgYujQ
And as for Valorant, there is an amazing blogpost detailing some of the difficulties they've faced with things like "peekers advantage" (where peeking around a corner gives you an advantage since it will take a while for your opponent to see you peeking). It's a long one, but if you want to see more example of how networking in video games work, check it out: https://technology.riotgames.com/news/peeking-valorants-netcode
Now where this comes back to DBD: We have some unique problems to solve. Shooters have been around for a long time and for the most part they have to deal with the same issues. But whereas in a shooter both sides will be peeking in and out of cover while shooting, that's not how things work in Dead by Daylight. Instead, we have one Survivor running away from a chasing Killer. This means that no matter what, the Killer will always see themselves closer to the Survivor, but the opposite will be true for the Survivor. The truth is what the server sees somewhere in the middle.
If you blanket reject all hits that look strange to Survivors, you will be rejecting a lot of very legitimate hits from the Killer's perspective. Every single time the Killer lunges and juuuust barely hits the Survivor, that hit would be rejected. Your lunge would basically be non-existent if that were the case. Needless to say, not ideal.
We tend to favour the Killer in these scenarios because as long as their connection is decent, there is reasonable doubt that the hit should have connected. Pallet help clear things up a lot because there is a timestamped action showing when the Killer was stunned and when the Survivor is hit, so the server can act as an authority and resolve that dispute. But in the case where there is no stun (or the stun comes after the hit), it can only base its decision on positions.
Long story short, no, it's not the only game that has to fight with latency, and changing a few lines of code is not some magical solution.
to summarize it. the only adjustment there is is how high the killer ping can be. currently the limit seems to be over 1000ms (2000 irc) at which a killer can start a game. a red symbol is displayed from a ping of 300ms. however, this is already practically unplayable for all survivors.
So the question again, why are killers allowed to start a game with a ping of over 300ms although it is obvious that their internet connection is not sufficient for this game. furthermore, four other people are punished for the killer not having adequate internet connection. let's say the killer plays 4 games a day. that's 16 people he's making miserable just because his internet connection is bad.
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I die all day long
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all merchant's animations are ridiculously bad but walking is particularly absurd.
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Looks like a normal game on EU server against killer from africa, russia and middle east.
Maybe BHVR should reconsider some decisions.
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every time i see someone has -rep for bad manners
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yeah and most of the time they bring DH too!
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@Peanits said:
I'm not going to try and convince you that one system is better than the other. That's ultimately up to you to decide, nobody can tell you how you feel.
HOWEVER, I will fact check those key points.
- The softcap is not easy to hit. We've stated many times that the distribution of players across MMR looks like a bell curve. There's very few people on the extreme low end, a lot near and around the middle, and then very few people on the extreme high end. There aren't many people at or above the softcap. Many people will claim to be there, but this is almost always incorrect. By comparison, it was much easier for people of all skill levels to hit rank 1 under the old system so long as they played enough each month.
- This isn't really the case. The matchmaker starts off very specific and gradually broadens its range the longer you wait for a match. The overwhelming majority of the time you'll be paired against people within a few points of your own rating. Folks who are at one of the extreme ends of the spectrum and playing during off-peak times for their region may have more variance between matches, but there's only so much a matchmaker can do (it can only work with what its got).
- Even if this is the case, the old system did not have any separation between Killers, your rank was shared between all Killers. I would hesitate to say that having some separation is worse than none at all.
- The system exists in a void. You never see it. You aren't rewarded for increasing it. You aren't punished for losing it. It is solely a hidden number to help find you opponents that are similarly skilled. If you decide to play more competitively to increase a number that you'll never see, that's totally fine and you can do so, but the system certainly is not encouraging it anymore than the old system which was actually shown to your before and after every match.
Again, not going to convince you that you should like one more than the other. Everyone wants something different out of matchmaking and nobody's really wrong.
Regarding point 4, I would like to say that this statement is partly wrong. losing mmr points can very well be damaging and render the game virtually unplayable. in a 1 to 1 game the statement would be correct. however, dbd is 4 to 1. so, as a survivor, you are instructed that everyone in the team has a certain minimum level of skill. if this isn't there, then it's incredibly difficult to escape. especially since escaping through the hatch doesn't yield any mmr gain.
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most likely a cheater that blinded him across the map
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i like how the community manager doesn't say a single word.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363264#Comment_3363264
Sounds balanced and no way could be abused.
there are normal perks that do the same
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@Mr_K said:
What's there to do? A boon that regrows pallets?
a boon that shortens exhaustion
a boon that refills items
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all by shards. killer to p3, survivor to p6.
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something wrong with EU servers? match started and ended without a killer
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why has everyone a ping above 150?!
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i thought you are talking about the innumerable bugs that killers have.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358079#Comment_3358079
why would it have anything to do with the killer's ping when the killer isn't involved in this interaction?
i don't know but the higher the killers ping, the longer it takes until you can start healing
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there are many and very imaginative ideas how to solve the tunnel problem. a quick look at the feedback forum is enough.
None of this is implemented at all, no, they even keep a low profile and keep quiet about the problem.
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I think the core problem is that many players don't have room to improve their skills anymore. the killer buff and meta shake up have forced many to improve their skills. the people who play a lot did it better and the people who play little took a little longer.
for the game, this means that there is hardly any room left for mistakes on either side. the killer's first chase is going well? the match is almost lost for survivor. the first chase goes badly for the killer? his chances of winning are not good.
The game is in a state where both sides have exhausted everything. every small change makes the balance scales swing very strongly. Ultimately, however, it's just a tinkering around with symptoms which arose from the missing game modes.
Unfortunately, there are no new ideas in sight, at least from the developers' side.
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Has anyone tried it lately?
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Isn't how fast you can start healing related to the killers ping?
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They take 4 survivors, two well above the cap and two below, so that averages out to about the killer's mmr, at least that's how it feels.
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why not a perk that creates fake KI like Red Herring does for notification?
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How often do you killer mains encounter that problem (Midwich excluded, because the map is broken by design)?
As survivor I can't even remember the last time when a killer can't hook me anywhere near.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355568#Comment_3355568
My guess is latency
as someone who plays with a below 30 ping against killer with red ping on a regular basis, i can tell you that you absolutly right. the game feels so much different when anyone has a high ping.
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@Sometimes_Sage said:
So reports don't do anything unless you also submit a support ticket with video evidence? Who in their right minds thought that would be workable?
No wonder toxicity is so rampant when there is no system in place to punish it; and even worse, players are mislead into thinking there is.
chat offences don't require an extra report (beside ingame) or evidence. everything else needs a report on the website and evidence.
reporting a hacker takes me about 30 minutes and i have everything setup for it. writing an ingame report, cutting the recording (because thats faster than cutting the video on youtube), uploading the video and writing a report on the support form.
i wonder how many things are not reported because nobody wants to take time for it.
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at least the challenges for killer are rather uninspired and boring
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@[Deleted User] said:
Do you like Blight?
yes, i actually like to face blight more than knight. there is at least some active counterplay. knight is just holing W and hope not to run out of room. when you are on the hook, you have to hope he is not facecamping.
knight is by far the worst killer design possible in terms of fun for all players.
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When we are talking about yep this is fine things: there is also the pinhead box that spawns right on pinhead.
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@stvnhthr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353030#Comment_3353030
3000 hours in, so I have practice in. I'm talking about lately the prompts are screwed up, it has not always been this bad. The game has been super buggy as of late.
my guess is additional server checks because of cheating
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low softcap mmr combined with player shortage makes strange lobbies
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today i had a huntress that thought 4 minute bleedout is the right way to end my match and a pyramid head with a stuck M1 button, he kept hitting me on the hook.
i dont TB, i dont bring flashlights, i dont nod. my perks are COH, DH, Kindred and something random.
the thing all "toxic" killers have in common on EU servers is: <can't tell because it will get censored or deleted>
I always tell myself, karma will fix it.
@Desteriaa if you notice a common pattern on these killers or just want to vent, contact the support directly and give them feedback about what you think the problem is. the more people contacting the support, the more likely it is they change something.
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She is annoying to play against and boring to play with.
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it says a lot about the people playing spirit now
I would also like to encourage everyone to compare the number of programmers with the number of people in quality control in the credits.
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that what happens when the lead game designer not longer plays his "own" game and has no plan how to proceed.
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love when killer is 100% on EU Servers. you get a killer with 4k+ hours, 3x survivor with 2k+ hours and one survivor with less than 200 hours.
cant we get a setting how long we like to wait? i like to wait longer and get a better fitting match, please.
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my guess is that some of the survivors who switched to killer in patch 6.1.0 have now switched back. that's why the match making works better and you don't have 50% beginners in the teams anymore.
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He is just a bad design. Playing as Knight is not rewarding because there is no real skill to learn, only basic tatics. Once you know these tatics he is boring.
As Survivor he is boring because there is not much you can do. Hold W and sometimes get the flag. mindgame? running a loop? nope ...
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yeah ... don't bring bond if you don't want to see the shack palette fly within the first chase and no one is hurt.
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Good Luck! Do not let it get you.
Karma will catch up with them one day.
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If the survivor sets the direction of the chase then you are doing something wrong.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337255#Comment_3337255
I don't think the minimum ping for Europe-to-Europe connections is 180ms. My ping from Scotland to a server in Italy (I just checked) is 44ms.
Even the UK to Armenia is < 100ms.
did you know that players from africa also have to play on the european servers?
@JoeChill261 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337255#Comment_3337255
Bruh, Its already in the game.
Red Knife above survivors HUD = Killer ping bad
Red Diamond / Yellow Diamond = Your Ping / Packets bad
Red Bar at end of individual Survivor name = Individual Survivor Ping bad
this is ingame and not in the lobby that everyone is talking about.
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@Mastapalidin said:
Perk is atrocious and shouldn't even exist, you get punished for earning a down half the time. All it does is handhold bad survivors by giving them an extra health state.
bad survivors dont use DH
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@Mooks said:
Pretty sure there hasn’t been a period where this feature was disabled, it was definitely not officially announced or mentioned on their killswitch list..
Personally, I believe that only packet loss is currently displayed.
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@Mooks said:
There is a high ping indicator in the lobby, in the bottom right if the killer has high ping there is a red bar i think next to the ready button. Also during the match packet loss and high ping get shown in the hud directly for any player.
also, killers can’t dodge every kind of swf (crossplay and private profiles)
this is your personal ping indicator. it definitely doesn't show the ping from the killer at the moment. before switching to dedecated server, it displayed your ping to the killer because the killer was the host.
after the recent scott jund video about counter DH on pallets, i wonder if the developer even knows what it feels like when a killer has a high ping. scott mentioned that it's rare for someone to have a ping over 100, unless he uses a vpn service. killers have to play on European servers, which geographically cannot have a ping below 180ms. which is just ridiculous painfull for everyone.
playing against people with low ping feels completely different than when someone has a ping higher than 200.
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and thats just the tip of the iceberg. there are serveral exploits too.
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the kill rate can be 60% or higher if all survivors get enough bloodpoints. unfortunately it is currently the case that the first one who gets tunneld out doesn't even get a few bloodpoints as a consolation prize.
On the contrary, he will be punished even more by reducing his MMR and with it the probability of escaping the next game. But the management would rather knock out one add-on after the other than worry about such fundamental things.
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killers on eu servers use map offerings all the time. normally there are 4 envelopes of the survivors and the killer brings something else.
