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Peanits

Peanits

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Peanits
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  • @fcc2014 said:

    @Peanits said:
    If you see it, report it. It's not okay, we don't want people trying to segregate the community like that.

    With that said though, you aren't exactly helping with that title, so it'd be great if we could avoid that.

    This is old and back during the toxic wait for console to get 2.0..... Ugly times

    Oops. That's what I get for not checking dates.

  • But the game is also more expensive on console. So the dlc really isn’t “free”. 
    This.
    But they also had to wait around a year for the console ports, so it seems fair to me.
  • Nope, PC only. They were created as a reward for those who prestiged way back when it was waaay harder to do. The console releases came after the update that made it easier to level, so no console players had to deal with the old bloodwebs, and as a result, no legacy prestige.
  • If you see it, report it. It's not okay, we don't want people trying to segregate the community like that.

    With that said though, you aren't exactly helping with that title, so it'd be great if we could avoid that.
  • pandorayr said:

    @Peanits said:
    Deathgarden is supposed to launch on consoles in 2019. This isn't confirmation of anything, but it's possible they'll do the same on console then.

    Yes but I want to know when I going to get the exclusive skins :p

    Oh! I saw a comment above mentioning consoles and figured that's what you were referring to. My bad.

    That much I don't know.
  • Nothing has been announced yet. There's still plenty of time to extend it, if that's the route they want to go, though.
  • I don't believe so. Event points go into a separate scoring category. Perks/offerings that increase BP only affect the normal 4 categories.
  • Deathgarden is supposed to launch on consoles in 2019. This isn't confirmation of anything, but it's possible they'll do the same on console then.
  • Too many people would play only clown if that happened. I feel like it would really hurt the killer variety of the game.
  • I've always though that could be interesting, but I can mostly just see it being used to block the basement stairs so the killer can't use it. Might be interesting if you could swing at it to destroy it, making it a punishing if you aren't paying attention, but negligible if you are.

    Though my concern would be lower resolutions. If someone has to lower their resolution scale for performance issues, it might make it hard to see a thin tripwire.
  • I believe this is because of regional prices. Do you happen to know which region your PSN account is on? Because it'll use that to get the prices. From USD to USD, it's much closer between PS4 and Steam.
  • I would say extend by the days it's down, if anything. 4-5 days for one day of downtime is a little much.
  • While it does sound sorta' fun and cool, I can see this being really annoying while playing killer. You just downed someone, mid blade wipe, and David King comes running in, picks up the survivor you just down, sprints for the touchdown and then drops them in a pallet to be saved.

    Or as a survivor where someone grabs you and brings you to the basement, just to grief.

    I dunno though. You can already move at a pretty decent speed with tenacity. I feel like the only situations that would come from this would be ones you wouldn't want.
  • I sorta like it the way it is now. Not way back at launch where it was crazy delayed and you had a 50/50 chance of getting hit right through it. Not after that when they were 100% safe. But now it's somewhere in the middle. Safe, responsive, but you better have your timing down or else you're going down.

    It's good. Feels fair on both sides, in my experience.
  • Milo said: 

    ^ One of the Macmillan Estates (i think im not 100% sure) has no hills. Like none. You can only use Balanced Landing if you go into the basement :x

    Shelter Woods. Although if you're Balanced Landing god, you can use a couple rocks or the central tree to trigger it.

    Worst case scenario, there's always the shack. We'll, not always, but when the basement is there (always for shelter woods). You can drop onto the stairs to activate it.
  • tronixton said:
    Master said:

    Ive seen a few people say that computer bots playing as survivor would be terrible... is that really true?

    Like I think it would be super easy to create bots that would dominate without even putting that much logic in it...

    If being chased... loop nearest pallet, if not work generator... drop pallet if killer gets close..

    I think the killer would get wrecked every match

    Sadly devs don't even manage to get the easiest things done.
    If you wanna have a preview for Dbd Ai,  take a look at the tutorial

    But I think we will soon need a killer ai such that survivors can still play the game they are forming right now

    As far as I'm aware, the AI survivors in the tutorial are all actually scripted and have no processing actions, so calling them AI is a bit of a stretch
    This. They're basically just running away from you to the closest node. They're not intelligent in the slightest. Everything they do in the tutorial is hard-coded in. It's enough to teach a new player the mechanics, but that's it.

    Going way back, I wouldn't want a looping AI. It would only be worth doing if they could dynamically run chases, but that's just not realistic, and certainly not worth the time it would take to make.
  • Just goes to show you, survivors will find ways to justify anything.

    I play both sides, but I'm a killer main if anything. I'm being as objective as possible here. The fact is that pallets actively counter bloodlust accumulation. If they didn't, you'd be bloodlust 3 all the time when someone pallet loops you.

    If you don't want to have a discussion, that's fine, but passive aggressive comments with no basis ain't helping anything.
  • @Peanits said:
    In regards to the bloodlust change, it wouldn't have an effect, since breaking a pallet would reset bloodlust. But OP isn't the word I'd use. I'd say boring. You can get way more done through windows and mind games, only using pallets as a last resort. Running in circles around pallets just takes zero skill and isn't fun for anyone.

    And yet that's how the game is played and we'll take away the one thing that actually might counter it...boggles

    It absolutely does not counter it. Bloodlust resets when you break a pallet. The reality is, bloodlust currently punishes survivors who don't rely on pallets to gain distance while doing nothing to stop pallet looping. Less pallets used = less bloodlust resets. Bloodlust encourages looping, if anything.
  • @Peanits said:
    Honest question here. When was the last time you actually hit BL3? I've never hit it without specially trying to while testing the speed.

    Also, Myers takes a hell of a beating in all the movies. He gets stunned by ordinary objects regularly. But that aside, this is a game, not a movie. If the game played like the movies, everyone would have to pretend not to see Myers as he runs up and instantly kills you. Doesn't sound like fun to me.

    Pallet looping is OP tho and you have to acknowledge that tbf

    In regards to the bloodlust change, it wouldn't have an effect, since breaking a pallet would reset bloodlust. But OP isn't the word I'd use. I'd say boring. You can get way more done through windows and mind games, only using pallets as a last resort. Running in circles around pallets just takes zero skill and isn't fun for anyone.
  • Honest question here. When was the last time you actually hit BL3? I've never hit it without specially trying to while testing the speed.

    Also, Myers takes a hell of a beating in all the movies. He gets stunned by ordinary objects regularly. But that aside, this is a game, not a movie. If the game played like the movies, everyone would have to pretend not to see Myers as he runs up and instantly kills you. Doesn't sound like fun to me.
  • Iceman said:
    The devs said that the event starts at 11am est 8/7, so I do not see how this link is accurate. 
    Also subject to change as well, if any last minute bugs pop up.
  • Yeah, let's not encourage griefing. I'm going to go ahead and lock this.
  • If using a VPN gets you better pings, by all means, but use at your own risk. Anything that tinkers with your connection is risky. We don't actively ban for it, but if EAC starts detecting it, we won't be able to help you.

    It only becomes a problem when you're using it to intentionally play way out of region to raise your ping and take advantage of lag. That's where we draw the line.

    benzos said:

    I dunno about DBD but using VPN for any game thru Steam to change your location is a bannable offense by Valve.

    Typically, Valve will step in when someone starts abusing it to buy games cheaper in another region, due to regional pricing differences. It's not so much about just using a VPN at all. I'm not sure how it's handled on VAC enabled games, though.
  • Sounds pretty cool. I like the idea of the map changing as the game progresses. The thing that concerns me is that it might deter stealth players, which aren't really an issue to begin with.

    From a technical side, I'm not sure how possible it would be. I don't know if the game is capable of changing the lighting on the fly or if it's all baked in. I know the Unreal engine is capable of dynamic lighting, but it's possible they opted to bake in lighting to optimize the game.

    Regarding shadowborn making things brighter: it used to, but when the engine updated, lighting changed, and the way lighting changes stacked together produced some unintended results. Things could end up way brighter or darker than they should. This is also why the moonlight offerings are more or less removed, only being available in KYF or if you already had some.
  • @Brady said:
    @Peanits

    Do you know if they're bringing the old menu music back with this event? If not, could you find out?

    Not sure, but at this point, everyone's out of the office, so by the time I could get an answer the event will probably be out anyway.

  • If you get the game through PS+, I believe the gimmick there is that they'll let you play it so long as you're a PS+ member. Except it's an online only game, so without PS+, you couldn't play it anyway.

    So basically yes, it's yours to keep, you own, you don't need to buy it.

  • Personal experience, your mileage may vary, but I find it very hard to "lose" as a killer (in the sense of deranking). It just feels like emblems accumulate far easier than you can lose them, so it averages out positive in the end. A decent game gets me a pip, a good game almost always gets me a double pip or close to.

    Likewise, as survivor, I've had plenty of matches that I would consider good (several generators, an unhook or two, lost the killer in a chase once or twice, escaped) only to find that I barely pipped or just safety pipped. I can count the number of times I've double pipped as a survivor since the emblem system on one hand.

  • Currently it does not really do anything. It's tracked, but there is no benefit to being props'd. At one point they would occasionally read out who was the most props'd on stream, but that was about it. It does not influence reports in the slightest. They're investigated on an individual basis anyway, it's not a matter of 'voting' to ban someone (i.e. "this guy has more reports than props, let's ban them"). We always check for proof regardless.

    I don't believe there's any plans to do anything with it just yet.

  • @Dr_Trauts said:
    Some ultra rares are fine and yes others need drastic attention, however, saying that "we might as well revert back to BNP at the same time" isn't necessarily fair to say, seen as killers have been at the reseeding end of that problem (and many others) for many years which, unsuprisingly, made the game NOT fun for many killers for a long time.

    I would argue that it's absolutely fair to say. I don't think one person should be able to equip an item that makes the game less fun for everyone else. In the same way a killer doesn't find four generators instantly popping at the start of a round to be fun, survivors did not find going down once only to be instantly killed fun. Both sides have always had to put up with unfair add-ons/items/offerings. Saying that it's okay for one side to have ridiculously overpowered items with no trade-offs but not the other is arbitrary, and only serves to make the game less fun for the other.

    There is no reason anything should be intentionally designed to be unbalanced. You can balance them in a way that's fun to play both as and against without necessarily being overpowered. Drawbacks are the most obvious way to do this.

    I would rather use a fun add-on and take a loss than use an overpowered add-on and steamroll through that match.

  • @Dr_Trauts said:

    @Peanits said:
    Does something being rare/expensive make it more fun to play against, though? That's something the needs to be considered. On the surface it's easy to say that they should have any drawbacks, but then they would end up ruining the experience for the other side.

    Otherwise you end up with things like the old BNPs, where they would instantly completely repair a generator, or moris where one down was an instant game over. Even now, if you were to just remove drawbacks, you'd have EW3 Myers running around with no terror radius and the ability to everyone's aura within 32m.

    I prioritize fun first. Just because I spend more points on something doesn't mean the game should be less fun for everyone else. Ultra rares should provide alternative ways to play, not necessarily overpowered ways to play.

    saying weather if something being more rare/expensive makes it more fun to play against, it shouldnt.

    I respectfully disagree. This is a game, it's meant to be fun first and foremost. You can have add-ons that change the way the game plays without being overpowered. Scratched mirror is the perfect example of that. It's not super powerful, but it's a funny gimmicky way to play Myers. If you use your noodle and ambush people, you'll still have a modest amount of success too.

    There's definitely some ultra rares that aren't good at all, and those could definitely be looked at. But I'm strongly against just making add-ons that are overpowered just because you spent bloodpoints. Otherwise we might as well revert BNPs at the same time, if fun isn't a factor.

  • Does something being rare/expensive make it more fun to play against, though? That's something the needs to be considered. On the surface it's easy to say that they should have any drawbacks, but then they would end up ruining the experience for the other side.

    Otherwise you end up with things like the old BNPs, where they would instantly completely repair a generator, or moris where one down was an instant game over. Even now, if you were to just remove drawbacks, you'd have EW3 Myers running around with no terror radius and the ability to everyone's aura within 32m.

    I prioritize fun first. Just because I spend more points on something doesn't mean the game should be less fun for everyone else. Ultra rares should provide alternative ways to play, not necessarily overpowered ways to play.

  • @Sally55 said:

    @Peanits said:
    HA, GOT 'EEM.

    But really, it would be nice if you could provide some constructive criticism about it. There are things I don't like about it either, but just saying "it's bad" isn't going to help anything.

    Sorry about that .As a survivor i hate the fact that you can never tell where generators are. Plus certain killers(Nurse and the doctor) completely steamroll on that map. The only good thing i can say about that map is that it has pretty decent totem spawn locations (Sometimes).

    That's basically my criticism too. It's a unique layout, but it's so tight that you can practically always be in the terror radius, and you can't tell which floor they're on. It could be going ham with a full orchestra giving it their all, only to find that the killer is on the floor below you, can't even hear the generator you're working on, and even if they did know you were there they'd have to go two tiles out, up the stairs, and then back to you. That, and the sound occlusion makes it difficult to track generator progress and find survivors (for both sides).

    What I would like to see is for the shape of the map to be changed. Currently it's more or less a two layered 4x4 square. If it were changed to be 3x5 + 1 tile outcropping, that would give you a little more room so you're not always right next to everything. Other than that, if the sound occlusion would just drastically reduce the volume rather than completely muting it, it would make a huge difference.

  • @fcc2014 said:
    @Peanits i actually understand they can't get it to that quality but you have to agree the game before 2.0 was much better frame rate wise on ps4 then in its current state. It is a problem playing killer or survivor.

    I'm not disagreeing with you at all. Something changed across all platforms in that update.

  • HA, GOT 'EEM.

    But really, it would be nice if you could provide some constructive criticism about it. There are things I don't like about it either, but just saying "it's bad" isn't going to help anything.

  • @fcc2014 said:
    Peanits said:

    The reason why the tutorial runs so much smoother is basically because it's only loading a handful of tiles at any given time. Compare that to regular maps which can contain up to 215 tiles. Not to mention extra clutter all over for detail, objectives, etc.

    Would be amazing if it could run that smooth all the time, but that's why the tutorial is so much smoother at the moment.

    Im assuming you are on pc. Frames in console especially on several maps are garbage. Play on on console for a week. If we got it back to even before 2.0 it would be a massive upgrade.

    I play on PC and PS4. I feel your pain, I'm just explaining why the frame rate is so much higher in the tutorial. Unfortunately it's an easier said than done type of deal. It's not a matter of the tutorial being more optimized, it's a matter of the tutorial being so small.

  • To play devil's advocate, how do you bring SWF groups down to a solo level? Say even if you could detect every voice chat program out there and classify it as a cheat (including Steam, which has voice chat built in), how do you prevent someone from opening up Skype or Discord on their phones and talking to their friends with that?

    The intent with the change is to create a level playing field across all survivors. This means they have a baseline to balance killers around. You don't have to worry about making killers too powerful against solo players just to make them competitive against premade groups, for example. The short version is, make all survivors (roughly) equal, buff killers to be powerful against everyone equally.

  • @Vortexas said:

    @switch said:

    @Vortexas said:
    You'll still be able to earn them.

    I didn't have David during the Chinese New year, but still got his shirt once it was over for farming it fully during the event.

    david and huntress were both free. LUL

    I must have been thinking of Feng my mistake.

    It took me awhile to buy all the DLCs.

    The thing about the Feng cosmetic is that it was a global reward based on community progress, so it's basically added to the game as a base cosmetic that's unlocked regardless of if you contributed or not.

  • The reason why the tutorial runs so much smoother is basically because it's only loading a handful of tiles at any given time. Compare that to regular maps which can contain up to 215 tiles. Not to mention extra clutter all over for detail, objectives, etc.

    Would be amazing if it could run that smooth all the time, but that's why the tutorial is so much smoother at the moment.

  • Basically each person in the movies is given a test to teach them the value of life. They're in some crazy trap where the only way to save themselves is to put themselves through some intense amount of pain. Jigsaw is a little bit crazy and believe he's rehabilitating those who survive, giving their life a new meaning and more value. Amanda is his protege, so she's carrying out his work. Check out some of the death scenes on youtube for context.

    In this one, you're reaching into a box of sharp objects to try to find a key. The key unlocks the trap on your head.

  • @Milo said:
    Do people just leave dull totems tho?

    Very rarely, in my experience. Every time I play survivor, my teammates will drop everything and sprint a mile away to go cleanse a dull totem the instant they catch a glimpse of it.

  • Will ask about it. I'm pretty sure it would just get added to your account, even though you can't equip it if you don't own the character, but I'll see if I can find out for sure.

  • I don't think it should be a hex. Once you realize it's active, you just gotta' pay attention to counter it. It's one thing when you hex allows you to instantly down and mori people, or slows down the pacing of the game, but it's another thing when your hex... slightly increases the chance of making someone miss a skill check.

    One of these things is not like the other.

    Might need a slight reduction if it isn't a hex perk though. Maybe lessen the progression penalty. Having it always active would make it way better. Maybe.

  • @DarkDome91 said:> By the way... if you delete my post, too I will repost this a lot more so that you can´t ignore it anymore!

    Counterpoint: If you don't stop witch hunting, it's going to turn into a ban. The forums are not the place to report people. If your post is being removed for witch hunting, it's not the best idea to repost it.

  • @White_Owl said:
    What if blindness reduces survivors' FOV?

    Given that the survivor camera is already third person, it would have a pretty negligible effect. The pulled back camera shows more around you, which is why typically FOV issues are more noticeable in first person games. Beyond that, a tighter FOV wouldn't have an effect on survivor gameplay, it would just be a minor annoyance. It's a big deal for killers because having a really wide FOV could be advantageous and help you track/find people, but for survivors, there's significantly less focus on detecting stuff.

  • @Baphomett said:
    @Peanits Thanks for replying to this thread!  You mentioned the in-game reporting is broken, and I think we all know the issues there, but the question is this:  What is the most effective way to report someone?

    Right now, just use the in game one. It's logging information, it'll all start to be used soon.

  • @se05239 said:
    I doubt it. They're not the ones who actually face the toxicity themselves, they just watch from a distance and view the data. No point in getting your hands dirty.

    Speaking of which, this is one of the main reason I want the devs to have a mandatory killer play session as part of their job, so they can experience the game themselves rather than sit and watch.
    Made a thread about it: https://forum.deadbydaylight.com/en/discussion/11734/lets-play-killer-day-for-the-developers

    Nope, this just plain isn't true. I'm definitely not sitting here looking at data, feeling completely disconnected and not understanding what it's like. I still find a lot of the stuff people say over a video game ridiculous and disgusting. As for playing killer, I probably put a good 6-8 hours in as killer this past weekend alone (hoping to get some more in today, long weekend). Though if you think that's a killer exclusive issue, I would suggest that you instead try playing some high rank survivor. The toxicity goes both ways.

  • @se05239 said:
    Rather than introducing even more band-aid to the game, I'd rather see the developers pulling off actual map design to shorten chases and also doing something about all the second-chance perks that extend chases faaar longer than they should be.

    They are, for both of these things. DS in particular is in the midst of getting a massive nerf. Loops are being looked at and altered to make them less safe, as well as adding in LOS blockers for mindgames to close some of the distance.

    If you've got some suggestions for map design, I'd love to hear them, but I sincerely doubt you've done as many calculations around loop length, pallet safety, and time efficiency as they have.

  • @Tsulan said:
    Survivors should feel like "oh ######### a trapper" instead of "great, one follows him and disarms his traps. This will be easy"

    Can't say I've ever had an issue with someone just following me around disarming my traps. If someone does try that, they're just begging to be chased.

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