Nobsyde
Nobsyde
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@brokedownpalace said:
This wasn't very well thought out. 15 pallets is a lot and to get it done faster it kind of encourages wasting pallets. I'm not sure if there's a way to tweak a challenge like this to make it better but IMO it shouldn't have been added to the game is this state.
Sure, a challenge like searching chests or cleansing totems will mean survivors aren't doing objectives but I don't think that's necessarily a bad thing. Wasting pallets will absolutely shift the game deeply to the killer's favor, though.
I hope this challenge is avoided in the future.
well, first of all it's not drop 15 pallets, but drop 15 pallets in a chase. If you drop a pallet in a chase you are hardly wasting it - maybe you are not very efficient, but still, either the killer breaks them and waste time, or the pallets will still be there.
Second, even if you want to be super efficient and drop pallets only when injured you have to understand not all survivors watch streamers play and whine about wasting pallets, everyone has his play style.
Third, even if some kid with a lot of impatience will try to do every challenge in 24 hours, the worse that can happen for you is that a lot of pallets will be dropped in the next 24 hours :).
Then everything will come back to normal and people will take their time, you won't even notice it.
That's exactly what happened with chests by the way: a couple of days of chest search madness, then nothing.
EDIT: in other words, as much as the challenge is not a master challenge (meaning: do it in a single trial), virtually everything is ok, even the disturb 1000 crows :P.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/829713#Comment_829713
Is that actual stats for spirit?!?!?
lol no, it was just an example on how to format the data :P.
The real data for Spirit (not considering the games with DCs), just leaked from BHVR headquarters, are:
- rank 20-16: ≈ 3.128
- rank 15-11: ≈ 3.422
- rank 10-6: ≈ 3.672
- rank 5-1: ≈ 3.899
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I can't see what are the challenges right now, but I found on reddit this post:
- Heal yourself a total of 2 health stars while using Self Care (single trial)
- Drop 15 pallets while being chased by the killer
- Fully deplete 6 medkits
- Heal a total of 10 health states of other survivors
- Repair a total of 15 gens
- Safely unhook a survivor who unhooked you earlier in the trial
- Drop a pallet and stun the killer 2 times (single trial)
- Completely repair 3 gens using the perk Dark Sense (single trial)
- Safely unhook 15 survivors
- Completely heal 2 health states of other survivors while using botany knowledge and a med kit (single trial)
- Hook 2 survivors in the basement while using Agitation (single trial)
- Earn 20 emblems of gold quality or higher
- Interrupt and grab 1 survivor
- Earn 200k bloodpoints
- Catch a survivor in a trap 4 times as the Trapper (single trial)
- Sacrifice 13 survivors to the entity
- Chase survivors for 90 seconds while using Distressing (single trial)
- Blind the killer 2 times (single trial)
are those true? If so, we have the infamous completely repair 3 gens using Dark Sense :D, we'll finally know what completely means now :)
They seem all doable by the way, they will take slightly more time but I think it is a plus - first tome was done in basically one game per challenge, not really satisfying.
...and be prepared for a prayer beads invasion.
EDIT: I really don't like the heal yourself a total of 2 health state while using Self Care (single trial) though - it denies altruistic points for the team, but whatever.
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PS4 - Southern Europe (Italy)
Survivor rank 2 - 5 to 10 minutes, and often the killer dodges before the game start, so I have to wait again
killer rank 2 - as soon as I click READY, I play :O
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/829671#Comment_829671
I'd like to see that some day, even if it does have to be done manually through a few infographics. We would need a good set of data that people would want to see every three months or so if that were to happen, though. If there's enough support for that, I'll run it by the team and see what we can do.
If you think it could help I could try to program in javascript a dynamic infograph, it would only need a dictionary to read the data from, something like:
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@Peanits said:
Those stats did not consider rank. If you took a look at the Nurse before at all ranks, she was the weakest killer by a large margin- something I think we can all agree was not the case. Meanwhile, if you were to check her stats in red ranks on PC, you'd see that she would average more than three kills per match. This is why we don't balance based on data alone, and also why we urge you not to draw conclusions from those stats.
Would you ever consider make a public dynamic page with some statistics available for everyone?
For example, a kill ratio for every killer plotted against rank (for every platform of course), pie charts with the most used perks, number of totem cleansed per game, average DC per game...
Or, if not this dynamic, at least uploading those data at the end of every update cycle - in other words, when a new chapter / mid-chapter comes, we get the statistics for the timeframe of the past update?
EDIT: apparently you already answered (depends on how much the team is busy) - I don't know how you collect data, but maybe you could automate the process, so that you do this once and that's it :P?
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@Joltz said:
https://forum.deadbydaylight.com/en/discussion/comment/828052#Comment_828052
Haha I probably have about 20 videos of it happening to me, it's almost every game if not multiple x per game!
Yeah freddy's dream world triggers it every time for me! Cheers
Can you post them here please?
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After the patch there were a number of topics on the issue, some dev stated that they weren't able to reproduce it and were waiting for some video proof of some sort.
Since then I had those freezes happen to me 3 or 4 times (PS4), but I never record my sessions so I will never have video proof of this happening :P.
The only thing I'm sure on is that I was playing against Freddy the last two times it happened.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/827211#Comment_827211
https://www.youtube.com/watch?v=v7RhjYo9bAE
I just hope you guys respectfully understand both sides of the conversation. Spirit has large kill rate because of her skill-cap. It is unfortunate but killers need strong powers with little drawback to have competitive chance to win. The game variables just aren't favorable. I still think that statistics should be 3 kills, 1 escape but that's just me. The average should lose to the killer, not beat the killer, however there are a lot of variables such as difficult of the killer and map.
I'm half way through so I don't know if anything will change, but right now everything seems to be yes, I will use every pallet in the map, but my team mates can work on generators. There are two problems with this statement:
1- you are assuming that you as a survivor will win every read, which will be 100% based on sentiment - you are not reacting to anything a part from Spirit has stopped moving, I suppose she's phasing. Imagine if every loop blocked line of sight with the killer and the killer has no TR or red stain. How many times can you win the loop? And that's assuming that there actually are a lot of loops one next to the other, which is certainly not always the case.
2- at 23:00 of the video tru3 admits that this could only work in a very strong team. In other words, the only counter to any competent Spirit would be to have a strong team. That would be fair in a tournament scenario, not in a casual game, especially for solo survivors.
This being said, I'm one of the players that wishes swf teams to have their own queue, but even if this is not (yet?) the case two wrongs do not make a right.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/827523#Comment_827523
Yes, if they allow the bug to stay, she needs a small buff in another area.
Ok, so just to set the record clear: right now you think Spirit is underpowered, correct?
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/827211#Comment_827211
honestly, before you start "balancing killers to get an average of 2 kills" you should really look into your emblem system.
cause in the current state a 2k means a safe depip and therefore equals a loss - a 3k is usually a draw and a win can only really be achieved by a 4k or a game of total domination.
so balancing every killer around 2ks while not allowing for even a draw with said outcome is not gonna work out.
there are good reasons why people only play "top tier" killers in high rank - alias the killers who are not "balanced around 2ks". any killer who would be "balanced" in your terms horribly loses up there.
so if you want to bring variety into high rank gameplay, maybe you shouldnt nerf the killers who are "overperforming" first and instead allow other killers, who should be "balanced" to be able to win. and i dont necessarily mean "buff these killers", thats not necessary for quite a lot of them, though the emblem system, the reason those killers wont win, needs to be readjusted.
my suggestion would be to kinda fuse the victory cube into it, so a 3k equals at least a safepip and a 4k at least 1 pip.
0 - 2ks would then end up as depips / safepips (or in rare cases maybe even pips), depending on the emblem qualities.
of course there would have to be reworks for the emblems themselves too.
If a 3-4K should be an automatic pip, a 0-1k should be an automatic depip though, I don’t see why in one case you want to consider the overall match to avoid a depip and in another you don’t.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/827447#Comment_827447
Kinda. She reminds me of the PTB footage, where phasing was directional. I don't think it is a bad change, I think it just needs some compensation for it, as it is a rather large nerf, but a healthy one.
my point is that you already know when she’s phasing, right? You stated it multiple times in your posts.
based on this, either she already needs a compensation, or if we make the things official instead of a bug she’d been fine.
I’m trying to follow your posts, I’m not expressing what I really think on this alleged nerf.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/827435#Comment_827435
I wouldn't min, but she needs something else to compensate. Perhaps a longer phase duration at base.
Why would she need a compensation though? If you already rely on it (even if it’s a bug), why the change? Is she underwhelming now :)?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/827398#Comment_827398
IF she is facing a pallet and then suddenly she hasn't moved but Spine Chill is going off, either there is a second Killer or she is phasing.
On most Spirit skins you can tell if she is phasing, however, I admit it is hard to do.
I still think the Spine Chill aid wouldn't help in your situation, especially if you want to slow vault, but whatever, you are very good if you can ?.
Now, as the some spirit skins tell you if she phases and the bug: then why not make it simply obvious, like when nurse is charging her blink? Why should we rely on bugs :P?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/827371#Comment_827371
You do, actually, Spine Chill tells you. Also, with the new sound update, her phasing overrides the chase music. It is very noticeable.
She does need to make reads, they may not be Nurse levels of reads, but she does need to. You have to force her though, by playing unpredictably and just weirdly sometimes.
I do not have any videos, I play on Xbox, so it is somewhat difficult but I'll work on it!
it's a bug though - the whole argument on Spirit is that you can't tell when she phases. If you can tell, it's a big problem already solved.
Spine Chill tells you only if she's looking at you, not if she's phasing...
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/827299#Comment_827299
It is less of a counter and more of a play style. You NEED to be unpredictable, force her to make reads. She has the advantage, as she should, so you need to force her into an unfavorable situation. For example, say you are being chased around a jungle gym with a window. If she phases, drop the pallet and walk to the window, after you slow vault the window, run away from the loop. The Spirit will have used her power while in the jungle gym, meaning she cannot use it to catch up with you. If she still follows you, it will take her a long time to catch up which means you win. She SHOULD give up the chase at that point though.
This is what I do, it seems to work very well.
The if she phases argument makes the rest a bit problematic: you can't know if she's phasing or faking it, and there's really no need for spirit to phase before reaching a favourable position (that is: either near the window or the pallet, in your example).
Plus spirit doesn't really need to make reads, she needs to follow you, by sound or scratches. Slow vaulting won't help you :P.
If you have a video of one of your games against a Spirit I'm curious though!
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/827211#Comment_827211
If a 2k is the target then you shouldn't black pip like everytime when killing 2 Survivor's. That would destroy the purpose of this "target".
And regarding black pips, most of the time you even black pip with 3 kills and derank with 2 kills. Not a good target.
If 2k is the target: 2k is for the average player.
Between ranks 15-8 a 2k is more than enough to even pip, otherwise what's more average than a black pip anyway :P - if you want to advance you shouldn't be the average player though.
The real problem is when I get a 4k, 10 hooks, 2 gen left and still I do not double pip because I have gold Gatekeeper instead of Iridiscent :P
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@TeambossFloze said:
https://forum.deadbydaylight.com/en/discussion/comment/827309#Comment_827309
I get it, its still counter play and it works a dream for me tbh but I get that im not the community xD I am a mere mortal
I'm not confronting you, trust me, I just want to know what is a reliable counter play for people who do not want Spirit changed :D. *
I'm just saying that even if sometime it could work it is not a counter. And it is not because if your opponent knows how to play Spirit it simply doesn't work. It's like saying that to counter Huntress and avoid her hatchet you just need to crouch after throwing a pallet.
Yeah, it could work sometime, but it simply shouldn't :P.
Compare it now to my previous example of Spine Chill + Undetectable: spine chill is a counter, because the killer simply cannot stalk on me without me noticing.
EDIT: * to me it seems that the ones that don't want Spirit changed are not stating that because she's fair, people just can't play against her, but I can! - it's exactly for the opposite reason: Spirit is a killer that can destroy even the strongest swf team, and that should be part of the game. In other words, they don't care about balance, because if unbalanced swf team exists, than even an unbalanced killer needs to stay.
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@TeambossFloze said:
https://forum.deadbydaylight.com/en/discussion/comment/827299#Comment_827299
I just loop back long the same track I was running during phase and she ends up in no mans land
spirit has collision and can hear your moans if you travel on your same tracks though. Any half-decent player would just get you in the open at that point.
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@TeambossFloze said:
@Peanits in regards to killers target average, could it just be survivors haven't gotten good enough to counter it yet? Is there a time limit like before you go "okay, the survivors aint getting this lets relook at it"
I would say no - it's not like spirit played by a certain player is too strong, it's spirit overall, meaning that virtually every survivor had the opportunity to develop strategies against her, and failed.
Speaking of which: I still haven't heard or read any single real counter to Spirit. Some time ago I opened a topic on Undetectable and why it's a controversial ability, and one of the arguments against my thesis was that Spine Chill was a big counter. I started using it and I have to say, it really works well.
But for Spirit? Spine Chill may help not getting found on a gen, but once in a chase it's worthless. Iron Will is as well due to Stridor. So what else? Tru3talent take on how to counter has already been proven wrong, so what's next?
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@pichumudkip said:
So I just finished a match with a friend and we went against a Leatherface who straight up got us cornered in the house on Coldwin Farm, legit he would not leave the staircase or anything, and we were there for a good 5 minutes before my friend had the dumb idea of doing the last gen since this Leatherface had NOED. We were basically forced to do the gen or have a Mexican standoff with a Leatherface. If I'm not mistaken, didn't the devs make holding the game hostage? If so, what can I do to report this dude?
I have a different opinion from some of the replies above..
To hold a game hostage means that the game cannot progress because of one party. That means that either the killer disallow you to do generators without any apparent reason (I'll come back to this) or the survivors refuse to do anything and hide in a proactive way. Of course the latter is a bit more difficult, if not impossible (eventually the killer could go afk and survivors either do the generators or will have to go to sleep / eat :P), so let's not consider it for now.
So let's go back to killer disallowing you to do generators without any apparent reason: it has already been stated that to block a survivor to wait for DS / borrowed time is not holding the game hostage, so we already know that if the killer gains an advantage by blocking you, it's fair.
In your case there were two survivors, only one exit, a generator and apparently NOED (but we don't know that in advance, so it doesn't matter). What's important though is that the killer was Leatherface.
At this point by definition the game cannot be held hostage by the killer until you repair the generator, but there is a caveat. You, as a survivor, could decide that doing that generator would be too detrimental for you, and prefer to get a hit / be downed, so that the other survivor can escape and either cleanse totems / search for another generator. In order to do this, you have to give the opportunity to the killer to hit you.
Now this is where being Leatherface is somehow important: a normal M1 killer cannot down you in one shot, thus leading to the mexican standoff: either you let my NOED activate, or we wait. But LF can down you, so he has to do it if he really has the opportunity.
If you stand in front of him and he refuses to down you then yes, it becomes holding the game hostage. If you hide, it's not.
On your part you are not holding the game hostage even if you hide, because you either do the generator or crows will spawn on you anyway, and the killer can end the stale at any time if he wishes to.
EDIT: by the way this is basically the same scenario of a hatch standoff before hatch could be closed: the killer blocks the hatch, the survivor can either do a generator (and probably die) or wait indefinitely. A survivor refusing to act is not holding the game hostage because the killer can try to hit and down him (...but if he does, the survivor escapes), and the killer is not holding the game hostage because the survivor can do a generator to activate the doors (...but if he does, the killer can kill him).
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@lilbitofliah, I think you are approaching the game from the wrong side. I've read your first post, and even if you have some correct criticism in it (mainly: it's unfair being matched with much stronger opponents), you simply lack the experience to infer anything about the game.
What I mean by this is not a "git gud" though!
What I want is for you to realise that in anything in life before come to any conclusion you have to experiment it, know it. Even if you are matched against stronger killers / survivors, your ultimate goal right now shouldn't be to win, but to learn the basics.
What are the basics? It's certainly not looping, juking, or hide the red blood stain! The basics are how to drop a pallet, when does the vault prompt come on screen, how to turn your camera around without crashing to a wall, etc. etc.
You absolutely don't need to win or survive to learn and improve on these things.
So: try to simply have fun surviving as much as you can, or, if you play killer, take pride in finding even a single survivor, tunnel him the whole game until you can down him if you need to, don't listen to the general consensus on what is a tunneler, a camper, a pallet waste, why NOED sucks and whatever. This simply do not concern you, at all, in fact it does the exact opposite, it hurts you!
Hell you can even play Blendette the whole game, you'll learn how to hide at least :)
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@Mr_K said:
I believe the rulebook states tunneling is the act of chasing a survivor longer than they feel warranted.
*
According to Chapter 5: On Survivor-Killer relationship tunneling can be defined as:
- The act of downing a survivor more than one time in a single trial
- The act of chasing a survivor even after a pallet stun
- The act of chasing a survivor without explicit consent
Note that consent can be revoked at any time.
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@Peanits said:
This is actually a good question and something that we would love to have at some point. The reason is pretty simple: Word filters can only do so much. Say you filter out the word "Elephant" (let's just pretend that's an insult so I don't have to deal with the forum's profanity filter). You can spell that 3lephant, 3l3ph4nt, e.lephant, Élephant, etc. The list goes on and on. You can try your best to catch it, but someone's always going to find a way to outsmart it.
It also doesn't catch stuff like telling someone to jump in front of a bus, since all of those words on their own are perfectly fine. Not to mention that other languages overlap with English (die = the in German).
Still, it is a good thing to have. Might as well catch some of it rather than none. The other half is a matter of priorities. Would we rather make a word filter, or work on a new disconnection handling system? We opted for the latter first since we already have a team of ACMs who can review chat reports.
Short version, definitely nice to have, wouldn't outright stop it, so we're focusing on the DCs first while the ACM team handles the chat stuff.
There is a game that I used to play, Town of Salem, that had a very clever and fun filter system, which of course didn't prevent what you say, but it discouraged it.
It works like this: you can enable/disable the filter on your side, and if you have it enabled some words are replaced with silly ones - for example f**k leads to tarnation, s**t to flummery, damn to gee golly and so on and so forth (for a full list, click here - not PG).
Nothing extraordinary, but still interesting
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@Lmronby said:
https://forum.deadbydaylight.com/en/discussion/comment/820383#Comment_820383
The team catches on to the plan very quickly. *Usually*
what plan? The plan "I'm gonna hide if I hear a terror radius, good luck everyone" :P?
Oh yes, they will catch on, and hate you very much :D.
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Funny, in my game every single survivor cleansed and everyone died!
We need to go deeper 😎
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@Lmronby said:
I've done enough experiments in various ranks and various teams (SWF and Solo) at least 30 matches (over the course of like 200 or something; nobody really plays plague) And my theory really works most of the time.
When you're sick, and Nowhere near the killer; find a cleansing pool on the other end the map (like Freddy's clocks) and cleanse and resume gen fixing. When you hear that loud 'Tiiing!' to signify the plague is now Corrupt; you HIDE
I know! It's crazy! Hiding in a Horror Game?! Bonkers!
It really does work; just get off gens and hide when you hear that terror radius, or even sooner. She can't down you if she can't see you. And she can't infect objects while corrupt, so; literally just "Immerse" yourself in this game
hiding no matter what is an approach that works in two cases:
1- you are a swf team, if you hide you just tell the position of the killer to your team mates, and they do whatever while you're idle
2- you are an egoistic solo player that is waiting for the hatch and/or will never pip anyway because of Bronze Chaser points :P
Apparently you are part of team 1, but cleansing and hiding in a solo scenario means screwing your team 100%. Not saying to cleanse is wrong every time, of course, but you should be really, really careful on your timing.
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@Rinthespooki said:
https://forum.deadbydaylight.com/en/discussion/comment/818021#Comment_818021
"Overall, the matches with disconnects tend to look very similar to matches without (on average)."
im not buying this line.
well, think about it: Spirit has a 100% win rate, how would it change if you add DCs in the statistics?
?
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@Rinthespooki said:
https://forum.deadbydaylight.com/en/discussion/comment/818000#Comment_818000
that is a bad decision to include matches with disconnects because "they look similar" , but then again my feedback is thrown into the bin.
I think his point is that even if they would consider games with DC in their statistics, the outcome wouldn't change very much, and this is something important to realise for some people who think that their statistics are broken because of DCs.
Still, they are filtered out so there's not even something to debate on :P.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/817968#Comment_817968
That's not it at all. If it was, we wouldn't be doing exactly that (timeout when disconnecting). That's something we're already working on, and we're currently testing the new disconnection detection behind the scenes right now.
I'm very happy to hear it from you!
And I apologise if my message seemed to be too confrontational; I sincerely trust that you want to improve the game as a whole, it's just that the DC problem is a very long standing one, people (me at least) get frustrated when they don't see any change.
The simple acknowledgement of what is wrong and, most importantly, how to act on it is a huge thing :)
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@Kebek said:
Just wait for the full release of servers so that we can FINALLY get harsher punishments for quitters.
Probably you are ironic, but assuming you or someone else think this is true, I'm starting to believe otherwise.
When asked if Spirit is over performing because of the DCs @Peanits answered that they can filter out DCs. Now the question is: if you already can filter out DC, why is it so common? Why is the threshold for a ban, temporary or permanent, so high?
My stance is that Devs are afraid to alienate their player base: DbD players DC a lot, if they would start to punish them harshly they fear a massive drop in players, and that's where we are.
You (Devs) don't want to ban too easily people DCing which may be crashing? That's fair, everyday I get a "Disconnected from Host" at least a couple of times even if I doubt the killer DCed, I wouldn't want him or me to be panned for that, but at least put a 10 minutes timer on joining another game!
Yeah, it would suck for me to wait when I didn't do anything wrong, if that was to happen, but if this could at least try to discourage those serial DCers you have to do it.
..but I fear they won't.
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just record a video guys, that's what he asked :).
I don't see any differences on PS4 tbh.
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@Milkymalk said:
https://forum.deadbydaylight.com/en/discussion/comment/813696#Comment_813696
Think you can find that post again? I'm very interested in a professional point of view about this.
@Raccoon posted it, it's here.
However, you shouldn't care too much on who posted it, just read and understand it, you can agree or disagree, it's not something built into stone. For example I disagree somehow on his reward-denial humiliation point, for the simple fact that only you know your overall emblem score, but a lot of other things make a lot of sense.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/814861#Comment_814861
Posting it for anyone else that wants to read it.
It was posted from a throwaway account, both "unique" concepts are found in most games with a winner/loser, many assumptions are made about both the playerbase and players as individuals (particularly with regards to emotional states and reactions), everything is stated as a fact instead of being discussed as a theory, CAPS and flowery language are used for emphasis instead of concrete examples, etc.
I do have formal training in certain areas of the field, but it's rather specialized with a focus on criminal behavior, aggression, and death.
It seems to me you don't like his post because of how he presents his opinions, instead of what those opinions are. Plus it's not even true that he presented things as facts:
I would argue that every aspect of the gameplay is an act of humiliation, not competition, like you see in other games
What do you expect, that every point he presents instead of being "DbD does this and that" should be "I think that DbD does this and that" :)? It's implicit.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/814843#Comment_814843
Because it gives undeserved weight/credibility to their writing, as evidenced by you stating their 'profsssion' prior to their views.
That's your opinion, not mine :). I just stated that it was a reddit post written by a psychologist. Even if he lied, you understood exactly what was the post I was talking about, so mission accomplished by me :).
By the way, why you think he's a lier by the way, I'm curious. Do you have psychological studies background maybe?
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/813696#Comment_813696
I really doubt that guy/gal was actually a medical professional.
even if he wasn't, it would matter because...?
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@Hiddenlongshot said:
So I can't believe this hasn't even been a thing a long time ago. I know many of you survivor mains won't want this but it's the right thing to do.
I just had a 35 min match on swamp map due to experienced swf knowing near infinite loop spots and of course when they realize they can't win, they DC for their friend to escape. (CHEATING) I knew they were gonna do it too but there was knowing I could do about it.
Why not create a new rule that makes it so when the 2nd to last survivor disconnects, the hatch can't open for 30 seconds. This would give killer plenty of time to reach it and have a chance and also prevent swf groups from disconnecting every time this situation occurs. This would make the game more fair and balanced too.
I can't imagine how anyone could say this is a terrible idea except for the people who do this often so please let me know what you guys think and hopefully this can be implemented in a future patch!
You’re absolutely right, don’t listen to the whiny replies that tell you otherwise, no one should be against this solution if they’re not the ones that use the DC tech ;).
This being said, it’s a proposal already made in the past, but DEVs already stated that they have other plans, so we can’t do anything but wait.
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You just lack empathy, that's the whole point.
If you don't see why certain things are humiliating, and that humiliation is why some people have bad experiences, it's not their problem, it's yours.
I'm not here to argue with you though, you can keep your opinions all the same, but someone else can read and reach it's own conclusions.
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@Desolate_Sands said:
https://forum.deadbydaylight.com/en/discussion/comment/813696#Comment_813696
You need someone to tell you that taking actions that progress you / your team towards victory and the other team towards defeat will elicit negative responses from the losing side? I should have been a psychologist.
Only baby killers care about pallet stuns, or looping really. That's literally all you do as a killer, chase people around loops. If that makes you upset i'd probably find another game.
the simple fact that you say baby killer means you are part of the problem and just confirms my point on the trickling down toxicity.
Also your first statement is what is called a straw man argument: no, it's not actions that progress your team etc etc, it's actions that humiliate the opposite party or yourself that elicit negative behaviours.
Take care and remember: AHAHAHAH ezzzzzzz ;).
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@Xerge said:
I have two theories; maybe this type of game attracts a lot of weirdos with sadistic tendencies or the game is just so unbalanced and poorly designed that it manages to get the worst out of people who are trying to be competitive. Maybe the toxicity is a combination of both things.
there was a post on reddit made by a psychologist that was on point in respect to how the gameplay of DbD inherently exposes toxic behaviour and responses.
You pallet stun a killer? You just humiliated him, might as well tbag to let it sink even more.
You mind game a poor Bill at a T-L? You humiliated him as well, why not tunnel him eventually?
Oh you use Hex: Ruin? Too bad, I cleanse it immediately and then proceed to gen rush you. Humiliated!
And this goes on and on (the post was much more insightful, but you get the idea). On predisposed subjects this pattern trickles in the meta game, that is post game chat, private messaging, forum.. It's no surprise this board sees so many people banned everyday, and rightfully so.
There's no simple solution though - the only way to soothe things would be to elicit somehow empathy, but you can't really do it in this iteration of DbD; there are too many variables, too much asymmetry.
Imagine if a single game wasn't a single trial, but five (with swf banned though): now one trial you are the killer, the next four you are a survivor, and this would be true for everyone. I can tbag you, of course, but that would happen to me as well, how does it feel, now? To camp, to tunnel, to use a key... everything will enlighten those main survivor/killer.
...or not :).
so, @USNHooligan, I can't tell you deal with it, because no one really can deal with something that's so unfair. But I found a very alleviating process to cope with meta toxicity at least (that is: messaging): if they try to mock you, just answer "AHAHAHA ezzzzzzz", if you lost or won doesn't matter at all - if they want to engage, you just won't accept their field with this non sensical answer, and they'll leave you alone.
Don't argue, just "AHAHAH ezzzzz", that's it, they'll lose interest.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/812001#Comment_812001
That option is there for a reason, for example if you get held hostage you have a way to leave the match.
The issue is not the option, but the abuse of it.
In 2 years of DbD I never had to DC because I was held hostage by the killer / survivor. Instead I see at least 5 DCs in my 5-6 games per day, often even more.
I agree with you, the issue is not the option, but the abuse - still, remove the option and the abuse may as well diminish, for example in those DCs a few seconds before being hooked.
As you know: l'occasione fa l'uomo ladro :).
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Not sure what you mean with clutch, probably very good? In any case, those would be the current meta perks, like Decisive Strike, Dead Hard, Adrenaline, Hex Ruin, Pop etc etc.
So.. instead what I find more interesting are under used perks.
Survivor
Dance With Me - together with Quick and Quiet you can escape from dire situations or at least gain a good amount of distance. You have to get used to it to make it work properly, but surely saved me a lot of times - and oh boy is it satisfying when it does!
Bond - this perk alone is able to tell you if the killer is near you, where to find gens / heals, if it makes sense to go for a save and... well, basically everything team related! You just need to learn how to position yourself to have it active.
We'll make it - I find a lot of survivors running away once saved even if I know the killer is far away. With this perk if you stay still you have a big chance to condition your team mate to allow you to heal him, and that's huge both points and trial wise.
Killer
Surveillance - depending on your mobility, it can range from useful to a must. Even if you are a slow killer like Hag, you can stop wasting time to search for a survivor hiding near an active generator: just kick it, put a trap and go away, if Surveillance activates you know there was someone there, and since you have a trap you can now go back and find them much more reliably.
Monitor & Abuse - honestly if you don't have a fast killer this is basically a must. It synergise perfectly with too many perks to not exploit it. A must for Hag.
Blood Warden - wait wat? Yeah, very situational, but considering the huge amount of swf groups, this can become very funny very quickly. I personally use it sometimes with Hillbilly, and I love when I find a survivor running for the gates, teabagging and clicking his flashlight at me only to panic a few seconds later ;)
Again, those are not necessarily perks that you should use, but that can have a very nice role in a lot of different builds.
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@GrootDude said:
If it does then I’m gonna try it with the purple one.
no, it heals only one health state, and it stops working if the health state changes.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/807298#Comment_807298
Its unknown if it does or not, if it does than it's a lot easier than the description leads it to believe.
yes it would be - just like the This is Happening challenge can be completed without ever getting injured. It's not that the description is misleading, it's that we add an extra step in our mind.
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@FireHazard said:
Before they're hooked... it doesn't count if they die during the EGC when you hooked them and than closed the hatch...
You need to hook them after you closed the hatch, not before... It specifically says so in the challenge that it has to be during the EGC... that means if they're hooked before it'll take that as being before the EGC.
If for some reason it still counts it, than that's confusing and misleading... but that's for sure how it should work (Because it literally says so in the challenge description.)
I think exactly the opposite :P
The challenge states "Sacrifice 1 Survivor to The Entity during the EGC"
Sacrifice = kill on hook ≠ hook a survivor
In other words: it should work if you hook a survivor before EGC, then start EGC before he dies... at least that's what the challenge states.
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@MrPenguin said:
I cannot think of any good reason for how strong on an effect our add-ons and perks give us is so obfuscated. Can we just get numbers on them in game please? It's too inconsistent across the board to stick with this "slightly, moderately, considerably" system. Considerably can be anywhere from less than 1 second, to 4+ depending on what we're talking about. We shouldn't have to do a deep dive into google to see if anyone took the time to test or datamine what the values are for a single add-on or perk.
they explained it in the past: lore wise it wouldn't be a smart idea to have pinpoint numbers.
If you want to optimise a build and know exactly everything about it yes, you have to go to google or investigate yourself. Otherwise just play the game and try it: do you feel a difference between slightly and moderately? Between nothing and considerably?
That should be more than enough for a non competitive game, this is not StarCraft ;)
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@Chewy102, regarding the "double standard": from a killer point of view, I think that after the insta-heal nerf devs just need to nerf keys and swf teams will be much more approachable. You'll still lose some no matter what, but mostly you can have fun and fight.
Spirit is not like that. You don't need to be high skill to make a game miserable, you just need a pallet and to stay still. Maybe you'll win as a survivor, but still no fun.
Compare this with what I just said regarding post-nerf swf teams: you can lose, but still have fun.
(yeah yeah, fun is subjective and what not... let's say, there is a dynamic interaction between players in one case, there's not in the other.)
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/805885#Comment_805885
Really wish people would learn the old trick of "moving arms on a hooked survivor means killer is near/camping". It would save sooo much headache with randoms.
Until you find survivors that do the exact opposite - wave arms to signal “hey, I’m alone, come save me!!” ;)
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@Hex_Flex said:
https://forum.deadbydaylight.com/en/discussion/comment/803046#Comment_803046
Well it was a competition with a cash prize, "custom game" is putting it rather loosely lol. The host on the show even said if anybody D/C's that they will remake the lobby if any survivor D/C's in regards to somebody picking an overpowered killer such as "Nurse". That never happened though. Hopefully the new system is a bit more strict, this showcase will likely lead to increased D/C's due to their acceptance in a competitive setting with a cash prize on the line.
what's your point, flex?
You've got your answer: no, you can't DC, you can be punished if you do.
Twitch allowed it in their custom game? You can file a complaint here.
P.S. If you really watched the stream you know it was everything but a competitive event ;)
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/802696#Comment_802696
This only proves my point more. If they have so many people on, I can't see how they couldn't have an event team. And even if it wasn't high priority, why would they waste the time adding new hooks and gens and not just re-using the event from last year? These are resources they would probably want spent on better things, but instead they spent the time and money too add new skins for hooks and gens when they had perfectly good models sitting in the back burner.
Simply put, they should of done better then the basic and boring motto for "events". Hell, I would of been fine if it was just a reskin of the lunar event, because at least then it still feels like an event, and if they are going through the trouble too code, map, design, and impliment new hooks and gens, they may as well just re-skin the lanterns into a giant pustla flower too be picked up.
why did they make new hooks / generators? Because it's Halloween, duh :P.
You don't know how much it takes to create those assets for the graphic team, and you don't know how many people are on graphics, how many on programming, how many on design...
Again, the event is underwhelming, they perfectly know it I'm sure, but time is not infinite and they chose to work on something else, something that wouldn't last just 7 days. Deal with it and wait for the new event :P
