Orion
Orion
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- Orion
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@Blueberry said:
@Orion said:
@Blueberry said:
I think that rather than looking for the best solutions to the games issues it's more of looking for a balance between best and least amount of work needed.But here's the thing - most of this stuff already exists.
At the moment, we have four potential objectives for Survivors in the form of interactible items that do not require perks: The Pustulas from the Halloween event, totems, chests, and generators. The programming is already (mostly) done - interactions, spawning rules, etc.. They'd just need to add the visual part (notifications, models, auras in different colors) and figure out which sets of goals would be fair.They'd probably be a little hesitant about entirely changing the game that much. That's a lot of risk for an already successful game to change it completely. We'd probably be more likely to convince them to use your ideas for an alternate game mode than change the base one.
Don't get me wrong it would be nice if they did, I just can't see them even considering that much. They've said themselves on the streams how they are extremely hesitant about making big changes to how the base game plays since they want it preserved.
To be fair, although I call it "a complete overhaul", it's just changing the way objectives work. I know they're hesitant to make big changes, but that unwillingness is bad for the longevity of the game. If new content plays exactly like the old content, it won't make a difference.
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@RinWaifu said:
@Orion said:
@RinWaifu said:
Give a extra objective for everyone is interesting but your ideas are bad af, because people would just let other survivors die so they can complete they objectives faster and escape, the core mechanic for survivors is the fact that working together they can have a equal strengh to the killer, by making people able to escape alone will just break the core of survivor gameplayThat's just another day for solo players, especially if they're in the same lobby as SWF.
Yeah, but that is a problem with SWF players not the game itself
Note how that's a problem even if you're not in a lobby with SWF. Also note how Survivors can still work together if they choose to; it's just that you're no longer depending on your team to escape.
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@Blueberry said:
I think that rather than looking for the best solutions to the games issues it's more of looking for a balance between best and least amount of work needed.But here's the thing - most of this stuff already exists.
At the moment, we have four potential objectives for Survivors in the form of interactible items that do not require perks: The Pustulas from the Halloween event, totems, chests, and generators. The programming is already (mostly) done - interactions, spawning rules, etc.. They'd just need to add the visual part (notifications, models, auras in different colors) and figure out which sets of goals would be fair. -
@RinWaifu said:
Give a extra objective for everyone is interesting but your ideas are bad af, because people would just let other survivors die so they can complete they objectives faster and escape, the core mechanic for survivors is the fact that working together they can have a equal strengh to the killer, by making people able to escape alone will just break the core of survivor gameplayThat's just another day for solo players, especially if they're in the same lobby as SWF.
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@Tsulan said:
I'm a dev?! Cool!No, but I only know, like, three dev accounts. I also wanted to get the players' support on this.
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@alivebydeadight said:
Me hoping they notice thisThey'll read it. The question is, will they try to implement it?
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@alivebydeadight said:
@Orion said:
@alivebydeadight said:
When I read rework survivor gameplay I already follow this, god damn survivor is boring nowBut what did you think of the specifics of the idea? Any point you didn't like?
there actually is not, they are all great, I am tired of seeing gen rushing and tired of seeing rank 20s getting carried by higher ranks
Let's see if this gets enough support to also get the devs' attention.
@powerbats @Tsulan @Vietfox @Master @Wolf74 @Raccoon @Blueberry I summon thee and request thine opinions.
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@Wahara said:
I quite like it. An extra objective has been tossed around for a while now, but survivor specific objectives is an interesting twist that I enjoy. The only issue is if the objective is mandatory for survivors it will be interpreted as a nerf and the survivor base will protest.I think the Survivors who coast on the work of other Survivors will complain, but you can't deny that everyone is pissed off when they do all the work and die because the others aren't pulling their weight. This idea would put an end to that.
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@alivebydeadight said:
When I read rework survivor gameplay I already follow this, god damn survivor is boring nowBut what did you think of the specifics of the idea? Any point you didn't like?
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@powerbats said:
@Raccoon said:
Step 1 - Send report about player threatening violence/sexual violence and/or advocating for your self-termination at the end game screen.Step 2 - Record their profile ID.
Step 3 - Continue to see them play without consequence.
Steps 1 and 2 are correct but you massively failed the skill check on 3.
Step 3 Continue playing knowing that they'll get banned and most likely come to one of the forums complaining about said ban. As proof check said forums for past posts from said banned players that put the lie to his step 3.
One of the best parts of the forum - reading threads from people who were banned from the game.
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@MartiH said:
I don't think generator speed is really the issue. The biggest problem with survivor gameplay is that fixing generators is the only main objective that they have. Yeah, you can destroy totems, but does that take much time? It doesn't. It would take like a minute to cleanse all of them.
By adding more objectives survivor gameplay would be more interesting and matches would be longer.The problem runs deeper than that. At the moment, it's far too easy for one Survivor to loop while everyone else fixes generators. DbD needs a total overhaul of how trials and objectives work. See here: https://forum.deadbydaylight.com/en/discussion/36024/a-complete-overhaul-to-trials-could-solve-most-of-the-games-problems
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@AlwaysInAGoodShape said:
Survivors who can't win chases aren't really bothered by your approach. Either by the time your effect starts to become burdensome they already rushed out of the gates with all, or if your effect becomes burden-some then some people already have died and the survivors that now deal with your effect already are in the worst possible spot.Because there is now a tool that makes a survivor's life harder when they get hit, the game balances around that:
- You buffed solo-loopers that loop for the longest amount of time (with a gen-rush)
- You nerf more interactive gameplay and punish the noobies.
Guess where those type of design decisions take us.
Making the game better would be to make healing easier for lower-count survivors and harder for higher count survivors. No the opposite way around.
We've done the opposite for years and nobody is happy with the course of that.
So you're saying this change won't affect Survivors who can't win chases (i.e.: newbies), but you also say that's a bad thing. Make up your mind, dude.
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Yes, you do have to pay per platform.
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Usually on the other side of the screen. @DocOctober knows what I mean.
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@AlwaysInAGoodShape said:
Hits are not irrelevant because Survivors can heal. Hits are irrelevant because healing effectively removes every penalty you incurred from getting hit, and you can do so an unlimited number of times. There is no penalty for losing chases over and over again on the Survivor side like there is on the Killer side.
So your solution is to bully low-survivor count teams, requiring 4 man teams to be buffed worsening the gen-rushing problem?
EDIT: Hit's are your tool to down a survivor. It's just that you believe it should be used for different things. There is no need for hits to be more than just that: hits.
No, my solution is to actually punish Survivors who can't win chases. I want Survivors to want to avoid getting hit because hits are a threat instead of a short-term inconvenience.
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@AlwaysInAGoodShape said:
@BACKSTABBER said:
self-care should be removed, the only way to heal yourself should be with a medkit or by alliesthe ruin maybe is ok as it is or maybe needs a buff like 2 totems to be destroyed
Why not remove being healed by allies as well?
After all, doesn't that negate much of the damage a hit of a killer would do, making their hits less meaningful or completely negligible? Didn't that create the infinite healing problem that we(not me) tried to solve?
Med-Kits would be the solution. So why stop at self-care?
Hits are not irrelevant because Survivors can heal. Hits are irrelevant because healing effectively removes every penalty you incurred from getting hit, and you can do so an unlimited number of times. There is no penalty for losing chases over and over again on the Survivor side like there is on the Killer side.
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@powerbats said:
@Orion said:
@powerbats said:
@Orion said:
@PapaAndrei said:
Baker is 1940’s era,the Trapper is older than that presumably due to Bakers first encounter with the Entity being is adventure to discover what happened at the Macmillian estate.
The oldest is the Huntress.
I thought she was WWI/II era and Nurse was Victorian era with Baker somewhere around there.
IIRC, Anna is WWI, Sally is WWII, and Baker began his investigation in 1956, according to his journal.
Thanks, for some reason Bakers seems older and which journal had the 1800's entry or am I mixing one of those up?
It's a continuity error, but it's explainable by the Entity's realm not having a linear temporal progression, which would confuse any normal humans.
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Yeah, I suggested that they just hold any and all comments containing Chinese characters for moderation. These bots are the only ones speaking in Mandarin anyway.
https://forum.deadbydaylight.com/en/discussion/comment/245241/#Comment_245241
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If you make it more difficult to report, then all reports - including legitimate ones - are less likely to come through. This is a bad idea, period.
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I voted up his very clear (and right) points that the devs need a fool-proof way of tying your report to an actual, in-game event.
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@powerbats said:
@Orion said:
@PapaAndrei said:
Baker is 1940’s era,the Trapper is older than that presumably due to Bakers first encounter with the Entity being is adventure to discover what happened at the Macmillian estate.
The oldest is the Huntress.
I thought she was WWI/II era and Nurse was Victorian era with Baker somewhere around there.
IIRC, Anna is WWI, Sally is WWII, and Baker began his investigation in 1956, according to his journal.
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@PapaAndrei said:
Baker is 1940’s era,the Trapper is older than that presumably due to Bakers first encounter with the Entity being is adventure to discover what happened at the Macmillian estate.
The oldest is the Huntress.
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@AlwaysInAGoodShape said:
@OrionThink again. There's nothing laughably wrong about it.
Taking that survivors want to heal before working on gens, there are 400 seconds (5 * 80)
If you hit them they will have 32 seconds less to work on generators.Survivors have gained up to 96 seconds
Now you're just confirming my point? That healing becomes worse as people die:
(The amount of seconds that you need to be alive after being hit during a chase to make it worth it for having healed yourself.)
4 survivors alive: 10.7 seconds
3 survivors alive: 16 seconds
2 survivors alive: 32 secondsThey do buy you time as you said yourself. They buy you 32 seconds before the 400 is completed. But they do not REGRESS the total progression of the survivors, which is a completely different thing.
Your comment didn't contradict anything I said, so it's hard to see how anything could be laughably wrong about it.
EDIT:
Your desire is basically to increase the window of seconds that you buy by hitting a survivor when there are 4 alive. But your suggestion only makes the current
4 survivors alive: 10.7 seconds
3 survivors alive: 16 seconds
2 survivors alive: 32 seconds
even worse.It's not 400 seconds. 3 Survivors on 3 generators and then 2 Survivors on 2 generators means it will take a grand total of 160 seconds to repair all five generators. 80 seconds for the first 3, an additional 80 for the other 2. That's the ideal scenario.
400 seconds would mean that only one generator is being worked on at any given time, and only by one Survivor, which has never been the case in all of DbD's history. -
@AlwaysInAGoodShape said:
Why do you consider survivors being able to heal themselves up a problem?
Hits aren't valueless. They are worth 32 seconds minimally for ever hit.I'm just gonna focus on this laughably wrong point.
Hits are worth 32 seconds at best. An M1 Killer (i.e.: the majority of the Killers) also needs about that much to get the hit in the first place, meaning they've gained zero seconds on the first hit. In the mean time, Survivors have gained up to 96 seconds (3*32 being the ideal scenario where each of them is working on a generator).
Hits are worthless when they don't buy you time and any progress gained from them can be reverted an infinite number of times without any drawbacks. -
@Wolf74 said:
@Orion said:
Making Self-Care a base mechanic only makes hits even more irrelevant than they already are and makes the healing problem worse.
Right now, there are few drawbacks for getting hit during a trial. The biggest (and only) drawbacks are the noise you make, the blood trail, and the fact that an additional hit will put you in the dying state. This can all be reversed as long as you're healed, and you can always be healed an unlimited number of times. To emphasize: the penalties for being hit (i.e.: losing a chase) can be reversed an unlimited number of times. Making Self-Care a base mechanic without first changing healing so that hits actually matter would make the game much more unbalanced.SC should have a limited number of uses.
And injuries should take longer and longer to heal the more hits someone recieved during the whole trial (something like "scar token" with every hit).I proposed something similar, but different. Every hit after the first time a Survivor gets healed any number of health states makes them Broken for a set amount of time, increasing with every additional hit. This would force them to improve their stealth game, maybe change up the stale meta for once (Iron Will would probably be tossed in there), and make them actually avoid getting hit.
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Making Self-Care a base mechanic only makes hits even more irrelevant than they already are and makes the healing problem worse.
Right now, there are few drawbacks for getting hit during a trial. The biggest (and only) drawbacks are the noise you make, the blood trail, and the fact that an additional hit will put you in the dying state. This can all be reversed as long as you're healed, and you can always be healed an unlimited number of times. To emphasize: the penalties for being hit (i.e.: losing a chase) can be reversed an unlimited number of times without any drawback to the Survivor who was hit. Making Self-Care a base mechanic without first changing healing so that hits actually matter would make the game much more unbalanced. -
@DwightsLifeMatters said:
Mate, u even read my post fully? Sometimes I get another one after deletingI did. I mean literally just skip 'em. Stop caring about them.
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@Raptorrotas said:
Map hack normally has two or three meanings in dbd- the illegal third party program that makes your enemies visible to you
- its also used as demeaning replacement for aura revealing perks such as bbq.
- that other dude was just a sore loser and seeked to insult you.
That's from least likely to most likely, right?
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@DwightsLifeMatters said:
I keep getting DailysSkip 'em.
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Just don't play her?
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Upgrade to PC. It can cost about the same, if not less, and is better.
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@Tsulan said:
All with the same problem.
Obesity rates are high in every country.And I'm not from the USA
Holy #########, you're absolutely right. I wasn't aware this was a problem in my country because I rarely see overweight kids or adults, but statistics don't lie.
EDIT: I'm not being sarcastic, I genuinely did not know this was a problem in my country. -
@Tsulan said:
Have you seen our youth? Are you kidding?There are countries other than the USA, you know.
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@Master said:
@Orion said:
The devs don't want to allow for too many graphical options to avoid people customizing them to have an in-game advantage. FoV, draw distance, grass, motion blur, if they could be altered, it'd give some people a serious advantage that does not come from their skill.And yet they allow all sorts of 3rd party graphic enhancments, nvidia or that otheer program (forgot its same).
Motion blur and brightness are the settings I miss most at the moment.Btw there are in every competitive game graphic options that are considered "optimal", but since not everybody wants to play competiitvely, they still give the players the option to decide for themselves.
I cant see any reason why this shouldnt be allowed in DBDI'm not arguing for either side, I'm just giving you the devs' opinion on this issue.
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The devs don't want to allow for too many graphical options to avoid people customizing them to have an in-game advantage. FoV, draw distance, grass, motion blur, if they could be altered, it'd give some people a serious advantage that would not come from their skill.
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@Entità said:
I think the question is generic: some do not like the Aura reading per se, others fear that the killer's Aura reading skills destroy the stealthy game, others still want to see the Auras of the allies and not the enemy's, others claim to see the killer's Aura without being seen by them. In short, everyone has their motivations. Which category of players are you asking?
I'm asking for the opinion of players who simultaneously claim that aura reading is powerful and don't use aura reading perks themselves.
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Any Killer who makes me ######### my pants. So pretty much any of them except the Nightmare, Cannibal, Wraith, and Legion.
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Good job, OP, you made me Vote Up SenzuDuck with all your nonsense.
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To those who say "I use so and so aura reading perk", I was speaking of the majority of Survivors. We all know the stale meta, and it does not involve aura reading.
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@popoles said:
I actually don't understand why there are some people who HAVE to say their "PC master race lul" in every thread they enter.As long as it provides fun to the user, I don't have a problem with it.
We had a civil conversation about the subject, I don't know where this is coming from.
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@Unicorn said:
I also asked if you could inform me on some Gaming PC brands I could look into that are cheap.My bad, I missed it.
If you want a cheap PC, you don't buy a pre-built one. You get parts and put them together yourself. It's not as complicated as it looks. If you can read (manuals), aren't colorblind (this is not a joke; some cables are color-coded), and have played with blocks in kindergarten, you can assemble a computer. -
@Unicorn said:
You didn't answer my questions.You asked two questions. One was if a cheap gaming PC was equal to a console. The other was conditional on the first one having a positive answer. I answered the second one; implicitly, the answer to the first one was "Yes".
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@Warlock_2020 said:
Survivor aura reading perks are highly situational. To spend a perk on something that is so situational is risky. Killer perks are for seek and destroy and care trigged by either the killer's actions, or actions you are guaranteed to see in a match, such as gens being done or healing. Killer perks are much more useful and are guaranteed to trigger in each match, aiding the killer in seeking out survivors. Survivor perks, not so much. Alert is probably the best of them. Pretty sure the killer will kick a gen or break a pallet in a match. The rest, very situational.Dark Sense triggers on you repairing a generator and after all generators are repaired. Do you not expect to repair a single generator, ever?
Bond triggers on Survivors being near you. Do you not expect to be near a single Survivor, ever?
Empathy triggers on Survivors being injured. Do you not expect Survivors to be injured, ever?
Kindred triggers if you're hooked.
Aftercare triggers if you unhook, heal, get unhooked, or get healed.
Breakdown triggers if you're unhooked.
Déjà Vu triggers when the trial starts and every time a generator is repaired.
Detective's Hunch triggers when you complete a generator.
Object Of Obsession triggers if you're outside the Killer's Terror Radius.
Plunderer's Instinct triggers if you're near chests.
Wake Up! triggers when all generators are repaired and when you open an exit.
Windows Of Opportunity triggers if you're near pallets or windows.They don't seem any more situational than Killer aura reading perks.
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@ModernFable said:
While there is some truth to what you both are saying, I’d say the main draw that consoles have over PC is convenience.That's probably it. Explains Apple as well. It's amazing how consumers would rather get shafted than learn about the things they're using.
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@Unicorn said:
Now you're on a whole different wave. I never said Consoles were better than PC's. I stated the simple FACT that they are and ALWAYS WILL BE more pricey than consoles. Idk where you got that from.Now on the other hand, you're right. You don't have to spend an arm and a leg for a PC but, (and this is a legitimate question because I have never played on a PC) wouldn't buying a cheap gaming PC = Console quality? If so, whats the point? If not then please, fill me in on what I can search up to upgrade because I would love to look into it.
I meant "better" in terms of price-to-quality ratio.
The point is that consoles are still more expensive than a cheap gaming PC. Off the top of my head:
- Consoles now have subscription fees to play online.
- You will still need a PC even if you own a console.
- PC games have many sellers, meaning you can often get good prices and deals on games even if they've just released. On console (at least last I checked), you're kinda ######### there.
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Then you're explaining something that's irrelevant to my thread. I'm asking why Survivors don't use their own aura reading perks, if indeed they are as powerful as they claim.
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@Entità said:
Since the killer is faster than survivors, not being seen by the killer is more important than seeing them.And if you can see the Killer without them seeing you, you can avoid them.
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@Unicorn said:
I understand that, but as I said earlier some people literally CANNOT afford to get a PC. You know nothing of someone elses living situations and if money is tight, it's not a myth.Here's the thing, though: a gaming computer, if you build one yourself and don't "shoot for the moon", can cost as little as a console. Furthermore, keep in mind that even if you buy a console, you will still need a computer for personal use, whereas if you buy a computer, you kill two birds with one stone.
If consoles really were better, don't you think people who know this stuff would buy them instead of spending a ton more money on a top-tier PC?
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@Unicorn said:
Its not really a myth. Pretty positive there is a great percentage of people on this forum that have consoles because its what they can afford including myself. Others just like consoles more, etc.It really is. You get more bang for your buck if you get a PC.