ONSAN
ONSAN
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- ONSAN
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055891#Comment_4055891
Depends on what killer you play. I never cared with Nurse, but I am definetly not touching my Legion with this amount of pallets…
I mean, of course you don't see a difference when you lose in both options. Fact you fail to see the difference between 10 and 20 pallets is quite telling.
*You seem concerned about the high number of pallets. *The type of killer also plays a role in this issue. *Is there some game rule I'm unaware of that requires you to destroy pallets before attacking survivors, and destroy pallets before bringing survivors to the brink of death? *Is there really a killer out there who would try to destroy 20 pallets in one game?
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*Just a quick question. *What was the outcome of the game when there were actually a lot of pallets generated, and when there were actually fewer pallets generated? *You may disagree, but in my gaming experience, I have never played a game where the outcome was affected by pallet generation, whether on the killer or survivor side.
*I think there is a different issue.
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*It depends on the person, but to be honest, I don't feel moved or excited when I relive old memories.
*It's fun and moving because that's who I was at the time.
*Sometimes it can be disappointing.
*The best thing is to just reminisce.
*That's what I think now that I'm older.
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*This kind of balance has been achieved as a matter of course up until now. *The game is so simple that there's little reason to continue playing. *The players that are always present are inexperienced players (including new players) and long-time veterans. *It can be assumed that there aren't many middle-class players.*There's no reason to continue. For example, even if you can earn a lot of BP, you won't necessarily play and develop every killer, or every survivor. *Because the results won't change much. *If there were more reasons to continue playing the game, the balance might improve.
* But Just because it's balanced doesn't mean it's fun.
*Additional Note *I don't know what exactly qualifies as a reason to play this game. *What reasons do you have for playing it?
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*This is a simple game that some people may get bored of in 3 minutes.
*The destination is a simple world.
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*Remember the words I use?
*"Gaming experience"
*I realized that having too many maps negatively impacts the gaming experience.
*I realized that providing low-quality maps is embarrassing and reduces the gaming experience.
*I realized that the complaint that the same maps are boring is just a minor complaint.
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@ONSAN said:
*This is because we recognize you as a player with the potential to improve the game experience for less experienced players.
*It's okay if less experienced players can't escape.
*The important thing is that new players have a good game experience.
I'm sure you've always played as fairly as possible.
*Additional Note
* Malicious players exist, and this is not limited to this game. *They exist on both the survivor and killer sides. *This is also a measure against players who target inexperienced players and new players and try to match them in various ways. *As such, a player with a high MMR is not necessarily a skilled player. *As such, it may be impossible to visualize MMR.
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There's something that content creators need to realize soon. While some viewers are interested in winning or losing, there's value in the people who gather around you because they love you as a content creator and will walk alongside you.
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*This is because we recognize you as a player with the potential to improve the game experience for less experienced players.
*It's okay if less experienced players can't escape.
*The important thing is that new players have a good game experience.
I'm sure you've always played as fairly as possible.
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*Unfortunately, people want a lot of BP in a short amount of time, and if their wishes come true, Prestige P100s are likely to become a sham.
*Currently, you can get 250,000 BP once a week.
*That's 1,000,000 in a month.
※It's become easier.
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*One reason: These are powerful killers that existed during the player's time in the game. *First Era: Nurse *Second Era: Blight *Third Era: Ghoul *The same player may continue playing the game, but they will eventually quit. *Each time, new players bring new blood and keep the game alive. I believe killers like these will continue to appear in the future.
*Blight is one of the killers that is now much easier to control for console players compared to when it was released. *This may be one of the reasons. *However, if this killer frequently ruins the player experience, it will be nerfed.
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*Complaints come from survivors who didn't do well and didn't get the results they wanted, and from killers who didn't do well and didn't get the results they wanted.
Needless to say, people who have a good gaming experience enjoy gaming.
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*It's a mistake to say that the MMR system isn't functioning.
*The correct way to say it is: I've been using it incorrectly until now.
*It's been steadily improving for the past four years.
*Let's wait and see.
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1.Why do so many people say they "sweat"?
2. Why do so many people say they "try hard"?
3. Why do so many people say they "have been bullied"?
4.Is that true?
5.No one is sweating.
6.No one is trying hard.
7.No one is bullying.Isn't that a bad player saying that?
8.Bad players want to play against bad players.
9. Create a game mode that balances the game between bad players.
10. It's a pain that's not fun for someone who's good at it
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A realistic approach:
1. Test all players with modifiers.
2. Refine and implement quality of life improvements (rejected PTBs).
3. Play the game.
4. Get player feedback.
5. Repeat the process.
*It would be great if more players considered their longevity and the game's longevity.
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Are they changing it to something similar to Dead by Daylight?
Do you know the ending of that similar game?
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Before the MMR system, solo survivors could go easy on the killer.
After the MMR system, solo survivors can no longer go easy on the killer.
Because your allies have turned into mysterious survivors.
For new players: 1. Playing solo as a survivor is hard.
2. Playing as a killer is hard.
3. Don't worry, everyone is the same.
I want you to feel that way.
The published statistics are what you want them to be.
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Nothing in particular. Many people say that there is a lot to memorize like a dictionary, but that is a mistake. The correct answer is that what you memorize will become as thick as a dictionary. There's not much reason to play a game that's just a single page of paper. There is a possibility if you make it "two cards".
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The issue of years of experience with DBD As the years go by, it becomes relatively peaceful. This is also the reason why beginners cannot compete against each other. The competitive spirit is especially high when playing as a killer.
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looks like a nurse Experience playing against nurses will come in handy. You can see the player's level of skill.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051965#Comment_4051965
Lol what nobody is crying. What does that even mean?
That's good.
There are so many crybabies who make excuses and say they can't do it.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051726#Comment_4051726
I'm not new to this game as either role, I just don't play ranged killers much because I'm on console.
Empathy is one of my default survivor perks though. It's value is unbeatable.
Similar to a nurse
Don't assume you can't do it just because you're a controller, as this will help you grow. And not being able to do something is never a bad experience.
Do you want to be a crybaby?
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@ShanoaLegendaryPlz said:
Im not sure what the mmr has to do with my comment? or what you mean by 4 years
your doubts
It has been four years since the MMR system was introduced.
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@ShanoaLegendaryPlz said:
The clowns rework might be a good example of what would happen. Currently all the killers can still defeat solo que players just the latest ones can do it much more aggressively.
Give more power to killers that are alredy capable of winning just struggle more to do so - might give you some of them becoming much worse to face than they used to be, for the rest of the game's lifespan.
The other thing is who would determine which killers actually fall under b c and d tiers to allow them such massive buffs? I doubt bhvr themselves have their own tier list to go off of.
And another example could also be huntress getting 7 hatchets, shes got so much more ammo to dodge in a chase now that if the killer player is skilled enough you arent going to dodge all 7 lol she wont have to reload in a chase most of the time.
It should be fine. Until now, the MMR system has pitted bad players against bad players, and good players against good players. We should have accurate match results. We can make adjustments based on that. If we don't have accurate data, we'll have to start over. See you in four years.
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@cogsturning said:
I've got really mixed feelings. He's super fun to play as but I'm not great with ranged killers. I've played 17 matches as him and I've won 11 of them. It works out to a 66% KR so far. So pretty okay results, nothing amazing. I usually do better than that when I hop on a new killer.
Playing against him has been a different story.
I've played against him 28 times so far. In 8 of those I've escaped. That's a 28% ER against him. Only one was a 4e. Three were hatch, so only I escaped. One was a player who had me in the mori stance in end game and let me go, so that would have been a death if he hadn't been nice. Only 4 of those 28 matches were wins for the survivor team and in almost all of these matches I was in a party, so it wasn't just soloq confusion. The Henrys I'm going against land damn near all their hits. I've never had so many losses against a new killer so quickly. Usually there's a period of figuring out both sides go through but this has been stomp after stomp after stomp.
I don't know how much can be changed though. Nerfs might make him unplayable for mid players but in good hands he's nearly unstoppable. I'm curious to see where things are at in a few weeks with everyone figuring things out more.
To improve your game skills, play as a killer, play as a survivor (using SWF communication), and play as a survivor (not using solo communication). Do these three things.
Use bonds, empathy, and predict the movements of survivors. This will give you experience as a killer.
Adding bonds and bloodlines to your voice communication will enhance the aura of your voice, making SWF even stronger. That's why I'm against standardizing bloodlines and bonds.
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Yes it will break. Whether it's low tier or high tier is irrelevant to others. If you are unable to operate it properly and do not get good results, your rating may go down. For many people, what matters are themselves. What you can do is change the ability values (increase or decrease them). The rework isn't very good either. If a Trapper could warp, it wouldn't be a Trapper anymore. I feel there is potential in changing add-ons. Because with add-ons you have the right to choose. And most importantly, what impact will it have on new players? If there are no new players, the game is over. The game is over for everyone who comes to this forum, everyone who actually plays the game, and everyone involved in the game.
Unfortunately, far fewer people are playing this game than we would think.
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The reason why "opponent" cares about solo or SWF: You either have had a bad experience playing as a survivor, don't play as a survivor at all, or can't play as a team. It's hard to believe that this game is almost 10 years old and we still make the distinction between "solo" and "SWF."
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I don't have any particular issues. The only game I find difficult with a controller is Trickstar. That's not just because I've continued playing with a controller, but I also think the game's controller controls have improved over the years. Many people think it's a waste of time because they want results as quickly as possible. And that's a valid point. Not cost effective
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There are crybabies among survivors and killers alike. Let's shine a flashlight on THE FIRST. The crybaby killer might cry more. It might get in the way of an attack.
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When did the MMR ceiling disappear in this game?
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Covering allies is possible even when playing solo. There are bad players in both solo and swf. There are good players in both solo and swf. Just because it's SWF doesn't mean you'll have a good experience. Just because it's solo doesn't mean you'll have a miserable experience. If it's the right opponent.
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In the view that I can see The four solo survivors show teamwork that rivals that of SWF.
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Normal level survivors will not repair the same generator at the start of the match.It's the foundation of survival.The first time a survivor falls to the groundThree generators may be repaired. This may be the fault of the murderer who is unaware of it. The killer I play against can be slow. The generator isn't fastSometimes the killer I'm fighting is slow.
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What may be old to me may be new to someone else.
What may be low level to someone else may be high level to me.
Some people are attracted to strength, while others are attracted to weakness.
I don't like tier lists that don't make much sense.
High frequency of change may leave some people behind.
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I forgot something important.
Distorted matchmaking, distorted match results, distorted adjustments based on those results.
Is that the right thing?
I can see what needs to be corrected.
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There have been many changes, but has anything really changed? It is the lack of change that allows us to notice change.
If you get tired of games, just go out and have fun with friends, family, or your partner.
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@Senaxu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048721#Comment_4048721
I think there’s a misunderstanding here: the goal isn’t to make Survivor “easier” overall or turn every match into a free escape.
The point is to close the SoloQ vs SWF information gap (basic coordination like who’s going for the save / urgent Hex / killer camping). Once SoloQ is closer to that baseline, BHVR can rebalance around it… including adjusting killers and certain perks/add-ons so it stays fair and doesn’t become survivor-favored. In other words: info parity first, then balance, step by step.
And “healthier” doesn’t mean “easier”… it means fewer matches decided by missing info or extreme snowballing, and more decided by actual gameplay.It's a difference in thinking.
It's often said that solo and swf should be brought closer together, but should they really be brought closer together?
I think there should be an information gap between solo and swf. If there is no difference, there will be no value.
Different ways of enjoying
Can you share your imagination?
I think that's the fun of solo.
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@Senaxu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048610#Comment_4048610
Thanks for clarifying… I think I understand your point.
I’m not against separate Solo vs SWF MMR buckets in principle, but it can significantly increase queue times and still doesn’t fully solve the underlying issue. My preference would be: reduce the SoloQ vs SWF information gap first (so matchmaking is working with a healthier baseline), then adjust balance accordingly… and only then consider separate buckets if they’re still needed.
(翻訳が大変だと思うので日本語でも短く書きます)
ご意見ありがとうございます。ソロとSWFでMMRを分ける案は理解できますが、待ち時間が大きく悪化する可能性もあるため、まずはソロQの情報不足(HUD/ピンなど)を改善して差を縮め、その上で全体バランスを調整するのが良いと思います。なお、現在のHUDは以前より改善されていると思いますが、SWFの通話ほどの情報量にはなりにくいかもしれません。例えば「誰が救助に向かっているか」「どのトーテム(Hex)が優先か」「キラーがフック付近にいる(キャンプ気味)か」といった情報は、ソロQでは共有が難しい場面があり、SWFでは会話で素早く共有できてしまいます。If everyone playing the game is aiming to compete in tournaments, I think it would be a good idea to raise the standard.
Making it easier for survivors will cause more people to quit the game. People get bored if they have too many successful experiences.
The only people who will remain will be those who truly enjoy competing. It will be an old-fashioned fighting game.
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Thank you for your reply. I am using a translator. I apologize if we do not understand each other's intentions.
I think the current HUD provides all the information you need. The MMR to be separated is the MMR used when playing solo. The MMR when playing SWF. By having these two types and increasing or decreasing the MMR separately for solo and SWF, I think it would be good to eliminate the difference when playing solo with an MMR that is higher than necessary. It is difficult to have four survivors in this game. Unfortunately, at that point the killer has the advantage.
We are opposed to adding more game modes to the current events and modifiers as this would increase match search times.
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2) I just have a question about this. Is there really a difference between solo and swf? I have never played this game with anyone since I started. I think this suggestion is made by people who have played this game with someone. This is a huge buff to survivors. And it could be a reason to quit the game. Four years have passed since the MMR system was introduced. It may be too late, but why not start by separating the MMRs for solo and swf and making them two types? It may take four years to see results, though.
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@[Deleted User] said:
I would leave the MMR calculation as it is and tweak the matchmaking instead.
Kills and escapes are a fine measuring stick. MMR is relative performance over time. It's not meant to measure you strictly on the 1 game where you looped a killer for 100 gens and died.
I've personally played close to 10k trials combined. The handful of trials where I personally played well and lost aren't even a blip on the radar. Over the course of thousands of trials, is a better player going to escape more than a less skilled player? Is a better killer going to have more kills? Again, those outlier games where someone hid in a bush and made it out, or you got 400 hooks but somehow didn't kill anyone don't matter in the grand scheme of things. Your MMR isn't cartoonishly rubber banding from game to game.
vote up
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「DEADBYDAYLIHT」の価値を高める会、会員No0です。
私は相変わらず、自身の戦績備忘録を付け続けています。
時の流れを感じます。
私の偏見ですが、勝ち過ぎている人と負け過ぎている人は何故か仲良しに感じます。
勝ち過ぎている人も負け過ぎている人もお互いバランスが悪いから、仲良しになりやすいのかな?
仲良くはなれないのになりたいのかな?
悪く言えば虐げる側と虐げられる側なのにね。
きっと求めている事が似てるからかな?
負け過ぎている人は勝ちたい。
勝ち過ぎている人はもっと勝ちたい。
全然違うけどね。
負け過ぎている人も勝ち過ぎている人も「対戦相手」が居ないのでしょう。
私が2018年から始めた時から変わりません。
初心者殺人鬼と初心者生存者を救う1番の方法はお互いに「対戦相手」が居る事です。
レート制のマッチメイキングに変更になる時に、一部の勝ち過ぎている人達は鼻水とヨダレを垂らしながら、さらにどもりながら「面白くない」と言い緩いマッチメイキングなってしまいました。
助ける人を間違えたのでしょうか?
自分で望んで沖に向かって泳ぎ始めて、足が届かなくて溺れて「助けて」と言われても今の時代何でもハラスメントになります。
何ハラですか?
きついきついハラスメントですか?
助ける人を間違えないで下さい。
きちんと勝ったり負けたりしていても、同じゲームを続けていると必然的にどうしてもやる事がなくなってしまいます。
誰を助けますか?
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「DEADBYDAYLIHTGHT」の価値を高める会、会員No0です。
私は以前に「過ぎる」はあまり良くないよね?と言いました。
生存者専門とか殺人鬼専門とかありますよね?
なら「DEADBYDAYLIHTGHT」専門配信者はいるのかな?
専門配信者しか居なくなったら随分と魅力も話題も無くなったゲームになったと解りますよね。
いろいろなゲーム配信をしている人に選ばれなくなった事になりますよね。
新しく始める人もどんどん減りますね。
「DEADBYDAYLIHTGHT」専門配信者が仮に居るならその配信者は悪く言えば「眉唾物」ですね。
その人にとって「都合のいい」事を言っている可能性を疑われます。
「DEADBYDAYLIHTGHT村」で村人相手に宣伝をしてもそれは宣伝活動でなく、ただの「宗教活動」と疑われます。
「DEADBYDAYLIHTGHT村」の外で布教活動しないと配信者とゲームの「価値」は高まりません。
これから「DEADBYDAYLIHT」はどうなっていくのかな?
どんどん秘境の村になるのかな?
シティボーイとシティガールがガイドブック片手に「DEADBYDAYLIHT村」に遊びに来て流暢なdbd語を喋る村人に、片言なdbd語でコミュニケーションをとるのかな?
もし仮に歯ぎしり君と鼻息ちゃん「しか」いないなんてなってたら初心者にとって最悪だと思うけど…
「過ぎる」はあまり良くないよね、ただ「バランス」が取れ過ぎても「面白くない」から難しいね。
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「DEADBYDAYLIHTGHT」の価値を高める会、会員No0です。
前の投降で処刑率と脱出率の低い人に触れなかったのは、今後より初心者同士のマッチをする為には、この位のテコ入れをしないと(数値は何の位は???だが)駄目なんだろうと思っています。
そんな事より不正行為者が沢山居ますよ!
「舐められる」って意味わかりなすか?
人を見下し馬鹿にし侮辱している事ですよ、ゲームでするとなると、それが楽しいと思った奴が増えることです。
「舐めてる」奴が増えない事を願っています。
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「DEADBYDAYLIHTGHT」の価値を高める会、会員No0です。
きちんと勝ったり負けたりしている私にとって、最新の開発アップデートで心が揺れ動く事はありませんでした。
今後のレート制のマッチメイキングの改善と合わせて処刑率80〜90%の人の処刑率が下がり、脱出率50〜60%の人の脱出率が下がれば、私は特に問題はない思います。
都合の良い時だけ「勝ち方」「負け方」の話をする様な変わった人はいないと思うので…
開発者側の明確な意思表示がわかる様に、這いずり軽減とトンネル軽減のみカスタムマッチでOFFに出来る様にするだけでなく、救助キャッチと発電機破壊制限もカスタムマッチでOFF出来る様にしたらどうですか?
より「競争」したい人はカスタムマッチでして下さいと伝わると思います。
私の様に同じゲームを続けている事が悪く言えば「変わっている」とただ認識出来ていない人もいると思うので…
そんな事より2vs8でも不正行為者がやりたい放題ですよ、地下もないのに地面の下に隠れたり、当たり判定ない人や、最後のお楽しみトークン100みたいなやつや、異常な加速などなど隠す気ないよ。
公式放送で醜態を晒したのだから、より厳しく取り締まって下さい、舐められています。
厳しく取り締まれないなら同じ「舐めてる」奴になりますよ。
「類は友を呼ぶ」で「作り手」も「演じ手」も「舐めてる奴」がしているゲームにならない事を願っています。
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「DEADBYDAYLIHTGHT」の価値を高める会、会員No0です。
pipが減らなくなる事はどうなの?
試合を早々にあきらめる人がいるがどうなの?
私がこの「問題」に触れたのは、2024年の3〜4月ですよ?
時は流れ続けています。未だに「GONEXT」の話題に興味がある人は、残念ながら「GONEXT界隈」の人です。「GONEXT」の事について触れて居る人のなかに、私の希望的な期待を含めても、「DEADBYDAYLIHTGHT」をより良くしようと思っている人は5%も居ないと思います。
「他人」の「GONEXT」は許せないが
「自分」の「GONEXT」は許すような変わった人も居るでしょう。
人間はとても正直です「興味」の無い事には本当に無関心です。
「ゲーム」を「楽しい」と感じていれば「普通」に「DEADBYDAYLIHT」を楽しく遊んで居るでしょう。
私の観える景色に「GONEXT」をする人を「日に日に」観なくなっています。
まさに「類は友を呼ぶ」ですね。
私は英語がまったく駄目ですが有難い事に「皆さん」は知らず知らずのうちに、「自己紹介」をしてくれています。
初心者の人は「配信者」を例えば参考にしたいなら、「自己紹介」をしっかり見極めて下さい。
「どんな」「界隈」の人になるか決まってしまいます。
新しく始めた人達が「おかしな界隈」に属さない事を願っています。
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「DEADBYDAYLIHTGHT」の価値を高める会、会員No0です。
個人的にはクエストシステムは、シンプルに解りやすくて良いと思う。
ただ「学術書」は無くなるのはただ淋しいね。
維持する事が難しいなら「しょうがない」が、せっかく熱量のある「作り手」と熱量のある「演じ手」が、「積み重ねてきた事」が無くなるのは、ただ淋しいですね…形として残す事は良い事だと思うけどなぁ…
いっその事「カオスシャッフル」と合わせ技で「モディファイア」化したらどうですか?
儀式に参加した人が全員違う方向を向いている、「カオス」が引き立つかも?!
「DEADBYDAYLIHTGHT」の価値を高める会だからこそ言いますが、「降参オプション」は大前提に、「別に使わなくていい機能」ですよね?
はっきり言える事は「別に使わなくていい機能」を今より充実する必要はない。誰もその機能があった事を忘れて、誰も使わなくなる事が「一番良い事」です。
より沢山の人達が「搾取体質の人」に騙されない事を願っています。
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「DEADBYDAYLIHTGHT」の価値を高める会、会員No0です。
「DEADBYDAYLIHTGHT」の生活の質を改善してくれるらしいです。
2016年先輩方は「藁の家」を建てる方法を学びました。
2017年先輩方は「木の家」を建てる方法を学びました。
2018年先輩方は「レンガの家」を建てる方法を学びました。
私は2018年に始めた時、「藁の家」「木の家」「レンガの家」の中から時間が掛かり辛い道のりかもしれないが、「レンガの家」を建てる方法を学ぶ事を選択しました。
時間は流れ続けているが2025年も相変わらず簡単に造れる「藁の家」が人気No1のようです。
生活の質は改善したからといって「藁の家」「木の家」に住んでいる人は住む事を辞め引っ越しをします。
結果的に私の様に始めてから変わらず継続的に住み続けているが恩恵を受けます。
今では私の家は「国境防衛都市エルヴァス」の様になりました。
きっと「藁の家」「木の家」を勧める動画など学ぶ方法が沢山あるのでしょう。真似をする事で成長しますからね。「外れ値に居る初心者が生贄になる」負のループを辞めない人達が沢山いるのでしょう。
時代はレート制のマッチングです本来「レンガの家」の建て方を学んだ方がいいのですがね…
ただ残念な事に別に無理して「レンガの家」を建てなくても、「藁の家」「木の家」で基本的にする事がなくなります。
「DEADBYDAYLIHTGHT」は何か目標になるような事がありません。
初心者が唯一目標になりそうなのは彩Ⅰになる事位です。(PIPは大切な要素だったのにね)後は己との戦いです。
何か目標になるような事が増えたりすれば少しは今の「初心者自転車操業ゲーム」から抜け出せるかもしれませんね…
ただ2vs8を「どうするか」でまた変わるかもしれません。今までの様にどんどん使える殺人鬼を増やすのでは無く、ローテーション制にしてあまり殺人鬼が多くならない様にして殺人鬼のBOTのテストと「まだ経験の浅い外れ値」にいる初心者生存者と初心者殺人鬼の「試合練習場」になれば「住み続ける」事を選択してくれるかもしれません。
腕前が同じ位だなと思える人が多ければ多い程人は栄え増える事が出来るので。
より沢山の人達が「DEADBYDAYLIHTGHT」は面白いと思ってくれる事を願っています。