Peanits
Peanits
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@powerbats said: I agree priming teh pallets is probably not a good idea but being able to destroy them outright but have to spend time doing it gives them more options. If the survivors aren't paying attention to the pallet being destroyed then that's their own fault.
Is it though? The survivors can't sprint up to the killer and force them to stop. The only somewhat counter they have to it is trying to get the generators done ASAP before he's done, and trying to distract the killer just means more time not spent doing generators.
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@Nickenzie said:
I like your ideas @Peanits but wouldn't the hook bubble animation appear? That would ruin the idea of the survivors trying to look for the hooked survivor wouldn't it?Good question. If it does, I would say get rid of that.
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@Hillbilly420 said:
@Peanits said:
One of the ban guys here, been at it since ~January 2017. Yes, we do care. I've issued loads of bans to toxic people, exploiters, cheaters, and the like. There were some hiccups with the report form and it had to be closed. Thankfully the in game report system is in the midst of getting some love that'll make it even easier to report toxic people, so if you see them, be sure to report them. I know the in game report system hasn't done much in the past, but it's actively being worked on.There's always going to be toxic people, we can't snap our fingers and make everyone good sports. But we do get rid of the ones we see, and reporting them will help us find them.
Question: if I call someone an ######### (and for the record they deserved) does that warrant a ban?
There is a certain level of smacktalk that is anticipated, so we wouldn't ban for just that. But if you're just relentlessly going off on someone with stuff like that, then that's not okay. Insults, meh, excessive insults, not okay.
@only1biggs said:
@Peanits What about on Xbox..where if you are a killer, good or bad, you WILL be wrongfully and unfairly reported MANY times because salt. GG Xbox Rep Sysytem!Xbox rep system is beyond our control. We can't just opt out of it.
@SenzuDuck @RSB , let's not turn this into an argument.
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@Tsulan said:
Peanits said:@Tsulan said:
Peanits said:
I think it's fine as is. I'm a dirty trapper main and have been pretty much the whole time since the alpha, and I can't say I've ever felt like I needed to carry more traps. It's nice luxury, but you can usually do just fine by going between unset traps as you check generators. If people are consistently disarming your traps, I'd suggest putting them in less obvious places. Windows and pallets are very predictable, and people will check them for traps. You can usually counter this by placing them somewhere along a loop in tall grass but not directly in the pallet or window itself. Typically people will check the window/pallet, see nothing, and then just assume the entire loop is untrapped. You also want to predict where people are going to run in a chase and try to lure them into your traps. You know people are going to go from pallet to pallet, so try placing them in narrow passages between loops, or in a straight shot between one pallet and another with clear LOS. Chances are the survivors are going to look around, see that next pallet, and then make a beeline over in that direction. You can force the survivors to run in a certain direction by positioning yourself correctly, sorta' like a shepherd. They want to run away from you, so if you have a trap to the left, swing right. They'll think they're gaining some distance on you, and then they'll step right in your trap. I was a trapper main. But he struggles on high ranks. He loses to much time tracking and picking up his own traps.
Either start with all traps armed or let him reload his traps at lockers.
He's not powerful enough, to justify that survivors can nullify his power and even completely remove it temporarily.
I've played a bunch of trapper at high ranks and can't say I've had that issue. Definitely less so now that the default setting time is so fast. The way I always look at it is a ~10 second loss now to save a minute+ later on, because one successful trap instantly ends a chase. Sometimes even a chase you never even started while you're chasing someone else.
I reached rank 1 with Freddy. Does that mean, that he's fine and totally viable on high ranks?
No, but it's the same logic you applied to trapper.
Just because someone dedicates a huge amount of time to master a killer, doesn't mean that the killer is balanced. It just means, that the person adapted and makes almost no mistakes.
Lefty plays trapper only. I still see how 3 survivors escape sometimes.To end a chase you never started, traps would have to hold a survivor longer. Not this rng bullshit we have right now.
Yesterday I stepped mid chase into a trap and could free myself on the first try, before the killer could reach me. A trap should be an actual threat, not just a minor nuisance.
Billy's chainsaw is a threat. Nurse's blink is a threat. A trap that holds you for 3 seconds and which can be completely nullified, isn't a threat.
There is no way to disable the blink of the nurse for 3 minutes. Why can survivors disable a trap?All killers should be equally powerful on high ranks. Otherwise we'll stay with the current meta of 2-3 valid killers on rank 1.
Why have so many, if no one play's them?I do agree with you on the RNG of trap struggling. I'd personally like to see it changed to a regular 10 second interaction (+/- for addons, less time for slippery meat). I've been on both ends of it and it sucks just as much when you struggle twenty times and can't get out as it does when the person who stepped in your trap gets out in one try.
Though that would be a different issue entirely. I don't find time efficiency to be a huge problem on trapper. It's a tradeoff of set up time for shorter chases later in the game. There's definitely some skill to it, but I would say that's the case with almost all killers. While you need to learn how to manage your traps and how/when to best use them as pig, the thing you need to learn for trapper is how to set up traps in good positions on the fly.
I ain't saying trapper is top tier, but to say that he's not viable at high ranks is just plain untrue. He's a standard 4.6 killer, perfectly capable in chases. Traps are the icing on the cake, allowing you to block off whichever path you wish.
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I would say so, personally. Blindness is awesome when you can apply it to all four survivors at once, but in order to do that with Third Seal, you need to hit each survivor and protect a totem. Not very realistic to expect it to stay up for long, and there's no guarantee you'll hit all four survivors before getting some hooks in the first place (you probably ain't hitting four different survivors before hooking someone, let's be real here).
With all four people blind, it takes way longer for survivors to unhook. They gotta' find them before they can even save them. The time they spend running around the map looking for the hooked survivor is time not spent on generators. Trouble is, if even one person can see the auras, that defeats the whole purpose. They can very easily run in for the save.
I'd like to see it reworked into a perk that somehow applies blindness to everyone all at once for a period of time. That way it's not pointless because that guy can still see.
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I think blindness is actually pretty good in certain situations already. The problem in my eyes is that it's not easy enough to apply it and keep it applied in order to take advantage of it. You really need to have blindness active on all players at once to get the full effect, because if one person can see where someone's hooked/downed, they can still very easily save them (or share that info with the friends).
Currently the only ways to apply blindness are through a couple add-ons here and there, or through Third Seal. None of the add-ons do not last long enough to apply it to all survivors, and Third Seal is a hex perk, meaning you have to hit all four survivors and keep the hex totem up (little more do-able, still not very practical).
What I'd like to see is a way to apply blindness to everyone at the same time, even if it is only for a limited time. Just spitballing some ideas here:
- An obsession perk that applies blinding to everyone for 30/60/90 seconds whenever the obsession is downed. This means any time they obsession goes down, nobody can see where they are or where they're hooked. Once the blindness wears off, they will be in phase 2. This gives everyone a shorter window to save the survivor unless the search the map to find the hook (which even if that happens, this means they aren't working on generators and this also gives you another opportunity to apply the blindness).
- Another obsession perk (one or the other, wouldn't want both of these to happen at once) that applies blindness as long as the obsession is injured (not dying). While injured, the obsession is broken and cannot self heal without a medkit. Possibly slower heal on the obsession as well, to make it harder to remove. Sorta' sticking with the third seal idea, but making it so everyone is affected. Instead of a totem, it's the obsession. This would encourage the other survivors to try to find the obsession so they can see again.
- A perk that blinds survivors whenever a generator is powered for 30/45/60 seconds whenever a generator is powered. Go fast, go blind, good luck with unhooks. This would sorta' encourage you to slow down a little. Otherwise, you'll have to search the entire map to find where someone is hooked/downed, which would still slow things down either way.
You get the gist of it. Applying blindness to everyone is amazing, especially on hook where time spent searching is time spent bleeding out and not doing generators. Applying blindness to some people is pretty much useless.
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One of the ban guys here, been at it since ~January 2017. Yes, we do care. I've issued loads of bans to toxic people, exploiters, cheaters, and the like. There were some hiccups with the report form and it had to be closed. Thankfully the in game report system is in the midst of getting some love that'll make it even easier to report toxic people, so if you see them, be sure to report them. I know the in game report system hasn't done much in the past, but it's actively being worked on.
There's always going to be toxic people, we can't snap our fingers and make everyone good sports. But we do get rid of the ones we see, and reporting them will help us find them.
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@Tsulan said:
Peanits said:I think it's fine as is. I'm a dirty trapper main and have been pretty much the whole time since the alpha, and I can't say I've ever felt like I needed to carry more traps. It's nice luxury, but you can usually do just fine by going between unset traps as you check generators.
If people are consistently disarming your traps, I'd suggest putting them in less obvious places. Windows and pallets are very predictable, and people will check them for traps. You can usually counter this by placing them somewhere along a loop in tall grass but not directly in the pallet or window itself. Typically people will check the window/pallet, see nothing, and then just assume the entire loop is untrapped.
You also want to predict where people are going to run in a chase and try to lure them into your traps. You know people are going to go from pallet to pallet, so try placing them in narrow passages between loops, or in a straight shot between one pallet and another with clear LOS. Chances are the survivors are going to look around, see that next pallet, and then make a beeline over in that direction. You can force the survivors to run in a certain direction by positioning yourself correctly, sorta' like a shepherd. They want to run away from you, so if you have a trap to the left, swing right. They'll think they're gaining some distance on you, and then they'll step right in your trap.
I was a trapper main. But he struggles on high ranks. He loses to much time tracking and picking up his own traps.
Either start with all traps armed or let him reload his traps at lockers.He's not powerful enough, to justify that survivors can nullify his power and even completely remove it temporarily.
I've played a bunch of trapper at high ranks and can't say I've had that issue. Definitely less so now that the default setting time is so fast. The way I always look at it is a ~10 second loss now to save a minute+ later on, because one successful trap instantly ends a chase. Sometimes even a chase you never even started while you're chasing someone else.
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@Zavri said:
how about instead of this confusing bullshit they just increase gen times across the board by 20-25%.Because that's not interesting, and it wouldn't really help. At some point it just gets boring staring at a progress bar for that long. Generator times have already been increased from 60 seconds to 80 seconds and it didn't have a huge impact on gameplay.
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It's totally random anyway. Each person is connecting individually, the game doesn't wait for everyone in your group to be connected to spawn you into the lobby. If your homeboy Jimbo has an IBM Thinkpad frying a couple eggs while his mom is on the phone and it struggles to connect, he could load in way after you. Likewise, when the matchmaking decides "Fill this lobby now" and starts dumping survivors in there, it could stick four complete strangers into your lobby all at once. Happens to me pretty frequently.
People dodge for the pettiest things though, so I don't know if that'll change.
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I think it's fine as is. I'm a dirty trapper main and have been pretty much the whole time since the alpha, and I can't say I've ever felt like I needed to carry more traps. It's nice luxury, but you can usually do just fine by going between unset traps as you check generators.
If people are consistently disarming your traps, I'd suggest putting them in less obvious places. Windows and pallets are very predictable, and people will check them for traps. You can usually counter this by placing them somewhere along a loop in tall grass but not directly in the pallet or window itself. Typically people will check the window/pallet, see nothing, and then just assume the entire loop is untrapped.
You also want to predict where people are going to run in a chase and try to lure them into your traps. You know people are going to go from pallet to pallet, so try placing them in narrow passages between loops, or in a straight shot between one pallet and another with clear LOS. Chances are the survivors are going to look around, see that next pallet, and then make a beeline over in that direction. You can force the survivors to run in a certain direction by positioning yourself correctly, sorta' like a shepherd. They want to run away from you, so if you have a trap to the left, swing right. They'll think they're gaining some distance on you, and then they'll step right in your trap.
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Random is random. I wish I got Lery's more, it's a fun change of pace.
What I find is usually the issue is the fact that the game picks a map out of the entire list of maps, and because the number of maps vary wildly per location, you're way more likely to get one of the base game locations. It all ends up feeling relatively same-y. They play differently, sure, but the farm maps play more closely to each other than say, Lery's, or The Game, or Haddonfield.
The way it used to pick a map was location > map, giving you an equal chance to go to a farm map as Haddonfield, for example. I really liked it better than way, and I'm not sure why they ever changed it.
Obviously this isn't the case for you, since Lery's is the only map in that location, but this is what I find normally causes the repetitive map selection.
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The generator one, I'm indifferent on. It would be neat as a way to apply overcharge (or Pop Goes the Weasel, even), but I feel like the rest might be a little confusing for most people.
The pallet one, I'm really not sure about. I'm going to go way back to the Grim Pantry example back when procedural pallet spawns were adjusted (varies per map, smaller maps will have less pallets, this does not consider safe/unsafe pallets, just the total). 18 pallets, 5 seconds per pallet. Total of 90 seconds breaking pallets, let's add another minute on there to account for moving around the map. 2:30 to destroy every pallet on the map. While this is a lot of time for survivors to freely work on generators, you'd also be able to disrupt them as you're doing your rounds. For the rest of the game, your chases would be dramatically shorter. Grim Pantry only has three maze tiles, and only one building has windows to buy some time in a chase.
I'm not sure about that. Aside from the fact that getting caught is basically a guranteed 30-40 second down, I don't think that would be best for gameplay. Having the killer waddle around for the first few minutes doing absolutely nothing but break stuff while you do your own thing would make the start of each game very boring.
The other thing I'm not sure about is being able to 'prime' pallets, by breaking them to 99%. Basically the same as above, except you can also lure survivors into a dead zone where they think "Oh thank god, a pallet!" only to have it instantly smash behind them. It'd be one thing if a perk allowed you to do it with restrictions, but being able to just make fake pallets all over as a base ability would be incredibly frustrating to play against.
The thing to keep in mind is that breaking a pallet in five seconds does not translate to five seconds saved in a chase. Pallets create a 'safe zone' for the survivor, that is to say something they can fall back on when windows and mindgames can't buy them anymore time. Or if the survivor isn't good at the game, a couple loops before they throw it down. Shack pallet is the perfect example for that. You can vault the window three times to kill a bunch of time, then throw the pallet down once it's blocked to give yourself enough distance to get to another pallet. In reality, that five seconds you spend up front saves you way more time than five seconds in a chase.
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These do not. I'll ask about getting that in there too.Shadoureon said:usually emails are forced to have a unsign button at the bottom of them. Have you checked for it?
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Hmm. I could have sworn you were able to disable those, but I can't find the option now. I'll ask about it, you should be able to turn those off.
For the time being, you can set a rule in your email to automatically delete emails involving "accepted Your answer to a question:". That'll get rid of them *right now* if you find them particularly annoying. -
I would disagree on giving both survivors a speed boost on unhook. I've had so many times where someone I'm chasing goes for the unhook, in spite of being in an active chase. If they got a speed boost, it'd be like a free sprint burst on top of getting an unhook. It'd make careless unhooks into good unhooks, and I don't see any benefit to doing that.
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Probably not. Things like this typically don't get a release date because they're always at risk of getting pushed back. I would imagine this change would go to PTB before going live, though, so you'd probably have some warning before it actually goes through.
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@Mrbombastic said:
Maybe there could be an uncommon add on that indicate where we are going to teleportWhat you're describing is already a thing. It's an add-on called Plaid Flannel.
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@CroesoG said:> Also, if this gets taken down because of witch hunting, then that's very hypocritical. Ochido Witch hunts, and he's still allowed to roam around.
It is getting taken down, because it is witch hunting, which is not allowed on the forums. I can't just take down someone's videos. Making threads about it is not the way to go about it.
I've already looked into it. I don't see any instance where he explicitly tells his fans to go harass Tru3Ta1ent. If he did, then we'd have a problem. Sending your fans to harass someone would be multiplatform abuse. If that did happen and I've just missed it, send me a DM and I'll take a look. But until then, this is an issue they need to work out between themselves.
Regarding bans, we do not discuss specific cases in public. Anyone is free to buy a new copy on a new account and start from scratch. If they continue to break rules, they will still follow the normal ban progression. If they get to the point where they're going through multiple accounts and still haven't changed their behaviour, it will escalate from there.
With that said, going to lock this now.
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Borrowed Time is a generic perk on console. It is not tied to any character, it just appears randomly in bloodwebs by default (like kindred, or small game, for example).
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In my experience, it won't affect your survivor gameplay. Survivor gameplay is mostly just knowledge of the game, movement (not any harder with a controller), and skill check timing (not any harder with a controller). As killer though, it can be a little bit more difficult against good survivors. If they make a sharp turn as you're about to swing, it can throw off your aim. Normally it's pretty easy to track them with a mouse, but depending on your controller sensitivity, you might have a hard time tracking them.
Nurse is probably where you'll notice it most. It's much harder to adjust your chain blinks to stay on them.
Totally possible either way though, there's a learning curve to using the controller. Some people are naturals with it, some (like me) are so used to mouse/keyboard that we struggle with the controller.
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@Peasant said:
ItzSoulz said:@Tzeentchling9 said:
ItzSoulz said:
Is The Lobby different for the Event?
They will probably bring back the fireworks that everyone hated last time. Lmao
Really? Its a Summer Event.
Fourth of July, anyone?
That'll be over a month past by the time the event starts.
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Around March 2016.
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That's a good question. The only one I know is on it for sure right now is a top man, but there could absolutely be a top woman or two on it too.
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They are. Top men are on it.
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No, that wouldn't get you banned. We'd only care if you're farming at someone else's expense. e.g. Singling out someone and letting people unhook them repeatedly, only to immediately down them and rehook them, farming them for points. Or if you're forcing someone who doesn't want to farm to stay in the match (like by blocking the exit gate switches so they can't leave).
In your case, it's not against the rules to go easy on them and give them a second chance. It'd be a different story if you and three survivors got together and had a farming party, and then you kept dragging the fourth guy who has zero interest in farming over and forcing him to farm with you. But you're good.
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@Sally55 said:
@PinkEricka said:
Exclusive cosmetics? Any ideas on how they should reward devotion points?Auric cells would be nice. Or maybe a free cosmetic chosen by the player from the store
AC probably wouldn't happen, just because they're more secure (extra security through Steam and all that jazz) and people would then cheat player level to cheat them.
But the free cosmetic chosen by the player thing is more or less already a thing, it's just that it gives you shards to spend as you wish rather than a cosmetic itself. Can't get the expensive ones that way, of course, but I wouldn't want to the best cosmetics handed out like candy anyway.
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Not 100% sure, but it should still be added to your inventory, and be available whenever you decide to unlock Kate.Tsulan said:@Peanits said:
@Mrbombastic said:
Will we get double bp too?I don't believe there's double bloodpoints during the event, although the event offerings will reward heaps of bloodpoints for doing the event objectives (only if you burn an event offering). There will be a double bloodpoint event later this summer, IIRC.
What about people that don´t have Kate Denson unlocked. Do we still get the skin to use it later, or do we have to unlock her before the event?
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@Tsulan said:
TheLegendDyl4n1 said:@KillingInstinct said:
Should whispers ignore the survivors on the hooks? Imo it kinda should since it's really confusing whether or not there's people in the proximity of the hook. It should still ignore people in the lockers tho.
i disagree cause that would just make the killers want to camp even more no wonder your asking about it
So you don't want it. Because the killer would camp the hook, just like the survivors are?
Simple solution: don't camp as survivor!
There are cases where it would just cause a killer (who normally wouldn't camp) to camp if whispers went off. Say someone gets hooked, and I decide to go for the save. The killer leaves the hook because whispers isn't active. I get close, killer starts to come back, I hide. Now the killer sees that whispers is active, knows someone's nearby, and decides to camp to prevent an unhook.
Nobody's in the wrong there. Survivor's just going for the save, not rushing the hook. Killer's just checking back in to see if anyone's going for the unhook, nobody expects them to leave when they know a survivor is there now. But now we've created a situation where someone is now camping because the perk tells them someone is coming for the unhook. On the other hand, if it showed hooked survivors, the killer wouldn't know if someone's close or if it's just showing the person on the hook, allowing someone to carefully sneak in and go for the save.
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No plans that I know of, but it would be pretty cool. Even if it was just an event mode for a while to see how people feel about it. I really liked the beta for that. Everything was vanilla, and when you won or lost there was nothing to blame but your own skill.
I wouldn't worry too much about killers seeing items in the lobby, since I wouldn't want to see pre-equipped items/addons in that mode anyway. Chest it up baby. Though I'd be okay with everyone just being a silhouette so people can't just go, "Ugh, a challenge! I can't 4k this!" and dodge whenever they see someone with fancy clothes.
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@akbays35 said:
fixing some animations and adding trapper buffer? Kindred 3 might be a bit excessive, but It might balance solo play vs swfs. was there something else they talked about in Q&A3 I missed?
Just the bloodlust changes. They're planning on reducing BL2 from +0.6m/s to +0.4m/s, and BL3 from +1.2m/s to +0.6m/s. BL1 remains untouched.
Still not really a massive change, I would say, since BL2/3 rarely if ever activate. Bloodlust doesn't really do much against looping, it only really stands to punish survivors who are actually using windows and LOS blockers to mindgame and gain distance (which in my eyes, if they can consistently mindgame me to gain distance and avoid me for 45 seconds, they're just straight up better than me and I don't deserve a free hit).
This would, of course, go to PTB before going live.
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I would say no.
The intent with kindred is to help bring solo players up to the same level as SWF, then allowing them to buff killers without leaving solo players in the dust. SWF groups can already share the same information except better and in more detail. Kindred will not reveal a killer further than 8m away, while a premade group could let you know any time they're within the terror radius. Premade groups can even call out insidious camping killers just outside the 8m range, whereas kindred would not.
It's not really a buff to survivors as a whole. It's information that's already there for many people. It's just leveling the playing field, making it possible to buff killers.
Even so, if killers were to receive a baseline perk, I don't know why it would be BBQ & Chili. It's already a great perk that's well worth a slot. Kindred definitely isn't one of the best perks out there, so comparing the two is totally bonkers. If anything, I would say some sort of built in ruin to slow down generator progression. Though this was also mentioned on the same stream, where they talked about potentially adding a secondary objective for survivors. I feel like that's the route to go there.
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@akbays35 said:
@Peanits said:
@akbays35 said:
@Ihatelife said:
Use bamboozlethere are really bad loops in haddonfield that dont require vaults or even pallets, just angular fencing can screw over a chase.
Fatshaming spots are bugs, so I wouldn't really count that. That's not something that's intended by the game. (Report those if you see them, take a screenshot or two, they'll get fixed.)
it's not so much fatshaming, i think killers have a harder time turning than survivors in general which is why looping is such a problem. Like I just find a fence and just run around it and the killer has to get bloodlust to catch me, idk why but killers seem to move slower around turns.
There is a very slight amount of acceleration involved in movement, although it is very minimal and does not have a massive effect on chases. You'd probably notice it most when trying to fake out a pallet. As you walk towards it and then pull back, you'll notice that you sorta' gradually stop and then pick up speed again. In chases, this doesn't make much of a difference. Drastically turning (like a really sharp u-turn) could slow you down a little bit, but generally taking the corner a little bit wider than is necessary and keeping you movement smooth rather than sharp and snappy will allow you to keep your speed up and skip the deceleration and acceleration. It's just something you gotta' get a feel for.
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The event gives massively increased BP as is so long as you use the offerings and participate in it. Double bloodpoints on top of that would be bloodpoints on top of bloodpoints.
There will be double bloodpoints later this summer, just not on top of the event. I'd sorta' prefer it that way personally. Gives people more of a reason to come back later when the double bloodpoints start, and gives you another opportunity to get some grinding done in case you miss the event.
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@akbays35 said:
@Ihatelife said:
Use bamboozlethere are really bad loops in haddonfield that dont require vaults or even pallets, just angular fencing can screw over a chase.
Fatshaming spots are bugs, so I wouldn't really count that. That's not something that's intended by the game. (Report those if you see them, take a screenshot or two, they'll get fixed.)
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@Hillbilly420 said:
@Runiver said:
@Brady said:
@TrumpJunior said:
No_Mither_No_Problem said:@Sally55 said:
Seriously the ptb has yet to be released. Can everyone just wait to test these upcoming changes instead of arguing and crying?@TrumpJunior said:
Hell no.There are two kinds of Nurse mains in this world.
One that tries to be objective and another that reflects the majority of this forum just for fun?
I agree with OP, but I still think the devs need to adjust some other things first before their planned changes come to the live build.
PTBs not out.
The whole point of the PTB is to test, adjust, and make a conclusion of what to release to live and what not.
As a matter of fact tho :
People do not truly test on the PTB.
The PTB mostly goes down under a few days because it has no incencitive.
People just exploit the fact they don't lose items and add-ons to play full try hard on the PTB. (Example, full BNP in the clown PTB, or Nurse with Ebony Mori and full add-ons even tho none of these have been changed in the patch.)
Aaaaand finally, and not the least, most changes just go live as THEY wanted them, not as PEOPLE wanted them.Then why even have communication with the community if they just do whatever they want? I mostly agree with you but then you look at what happened with the Hatch in the last PTB and Survivor's bitched so much about it that the devs pussied out.
The vast majority of the time, perk changes just get some fine tuning if anything. Tinkerer, for example, had values tweaked between the PTB and live. This is because these changes have already been tested internally, and they're just looking for balance feedback more than anything (is this too good, not good enough). From a design side of things, it's mostly set. (e.g. Is anyone going to be upset that Ace in the Hole is slightly better? Pretty safe to say no.)
For large sweeping mechanic changes, that's a different story. Things like the hatch rework, no bleedout on hooks, broken status, etc. These are things that cannot be easily tested internally. There are so many variables and different playstyles out there that you can't possibly get a feel for how the community as a whole will react to it. In these cases, it's better to just put them out there and see how people feel about it. Most of the time these won't go through, and that's because they're largely untested. The best option is to put it out there and see how many crazy ways people can break them, or how much it favours one side or the other.
The hatch change is the perfect example of that. It was an idea that they wanted to test to see if it would eliminate hatch standoffs, but all it ended up doing was transferring that standoff to the exit gates, leaving survivors sitting there waiting for an opportunity to go for the gate while the killer tightly patrols their only two options. It was still a stalemate. Same goes for no bleedout on hooks. Good idea on paper, in practice people would take advantage of that to distract the killer near a hooked survivor, buying the other survivors plenty of time to finish up generators while the killer makes no sacrifice progress. It punished the killer for not giving people free unhooks.
That doesn't mean they'll never go through though. Take the exhaustion changes, for example. There was a lot of negative feedback towards it, but in the end it seemed to be better balanced that way so they went through with it anyway. Reality is, this is a game where many people play only one side, so regardless of what sort of balance change they make, there's going to be negative feedback. It's not always about looking at what people are yelling most about, but more so looking at what type of gameplay emerges from the changes.
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I'm okay with it detecting survivors on the hook. I could go either way with it, really. But I'm totally okay with it now, where if you have one or two people on hooks it's a little less reliable than it normally would be. It's like it decreases in power the better you're doing at the time.
For lockers, while as a stealth player I would love that, I can also see why that might cause problems if someone just decides to play musical lockers for thirty minutes. Whispers would normally tip you off to their location, but if they were immune in lockers, you would have no way to tell. You're still screwed without it in that case anyway though, so again, I could go either way.
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It'd be really funny if there was a very small chance for a Battlefield style animation easter egg. I get they don't want to go the silly route, but making it just a rare easter egg would keep things somewhat serious.
I'm just imagining someone throwing a Sims style tantrum, or panicking as they fade out of existence. Or my personal favourite, a shark suddenly coming up out of the ground and eating them whole.
Serious ones might be a little harder to do. I'm just not sure how you could make it fit in with the lore, since the Entity typically doesn't just take people out of a trial for no reason.
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@chemical_reject said:
If the hag is doing that "lingering nearby but kinda away" thing and someone is else near us I'll run thru the traps and haul ass the other direction hoping she follows me so the other person can do the unhookI find that more often than not (with my luck), she'll just stick around to replace all those traps, possibly adding a few more into the mix, making the window for someone to save them even smaller.
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I'm going to go ahead and lock this because there's really no way this could end well. The OP opens with calling all survivors stupid. There just ain't no coming back from that.
Please keep future posts civil. If you want to share your finding, go nuts, but there's no need to throw insults in there. That's just going to start fights.
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@Mrbombastic said:
Will we get double bp too?I don't believe there's double bloodpoints during the event, although the event offerings will reward heaps of bloodpoints for doing the event objectives (only if you burn an event offering). There will be a double bloodpoint event later this summer, IIRC.
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@Boss said:
Point: Just make it fade to black. Doesn't look realistic, but you got a demigod stabbing humans with spider legs on meathooks, so whatever.This was actually mentioned recently on one of the streams. That's one of the things they're planning on doing (not a confirmed upcoming change yet, just on the list). Not sure if it'll be darker by default or if that'll be an option for those playing in dark rooms.
@Master said:
Flashlights are a flawed mechanic in general.
When the clown was introduced they said that the gas doesnt actually blind survivors because it is annoying not being able to see where you are going. That killers have to go through this forever, they didnt even botherCertain lighting effects (flaming barrels, indoor lighting on some maps) do not handle large amounts of blur well. Good players still know where they're going anyway, but newer players would just find it frustrating. This is contrary to playing killer where a survivor blinding you mid chase still allows you to track them via sound (a skill every good killer should master), or in case they get a flashlight save, it really does nothing because you're stunned for the duration of the blind anyway. The blinding of the flashlight is the core of the item, whereas for the clown's gas it was an added extra, with the main attractions being the slower movement speed, action interuption, and detection ability.
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@Nickenzie said:
Peanits said:Could be a nice little QOL change for higher graphics settings. I would steer clear of it on lower presets just so people will lower end hardware don't get a framerate hit just for some trees outside the map. I imagine it wouldn't be too hard to do, just plop some trees randomly outside, stick a couple static 2D images in the background far enough that you can't tell the difference.
Though like @ShrimpTwiggs said, I would put this way down on the priority list. Gameplay-wise it would have no effect, but it'd still be nice to have one day nonetheless.
Kinda off-topic but @Peanits WHAT HAPPENED TO YOUR KATE DENISON PROFILE PICTURE?

I changed it. I started to feel bad for teasing people with it.
EDIT: Okay, not really, but the original joke was lost for the people who didn't see it, and it would instead just confuse people and make them wonder, "Weird, I don't see Kate on here, how did he get a Kate profile picture?"
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I was asked waaaaaay back if I might be interested in testing another game Starbreeze was publishing (I was a mod for PAYDAY 2 at the time, Overkill (devs of PAYDAY 2) and Starbreeze are basically the same company, Starbreeze is basically the publisher side of things). Some asymmetrical PVP game, is what I was told, no other details. I said yes, but nothing ever came of it.
Fast forward way later, they announce DBD and open up sign-ups for the alpha. They didn't love me enough and didn't pick me on the first round. I got in on the second round.
The rest was basically just a happy accident, and here I am today.
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If somebody- anyone at all- buys a new copy on a new account, it's fair game. We won't stop them. If they continue to break rules, they're still subject to bans. If someone goes through multiple accounts, it'll escalate from there.
Going to go ahead and lock this here though. This is basically a witch hunting thread, and I can't see it going anywhere good.
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@thesuicidefox said:
@Peanits said:
@thesuicidefox said:
@Peanits said:
A lock icon would tell you that you can't work on it, but it wouldn't tell you why you can't work on it. It's not as intuitive as it seems. A new player isn't going to see that and think, "Oh, I can't work on this because that other generator got powered recently." There's a disconnect there. People aren't just going to put two and two together. There is no logical link between one generator getting powered and the rest being locked off, that's something they'd probably have to google if they want to figure out.The "why" doesn't exactly matter here, as long as it's understood that no gens can be completed until the lock goes away that's all you need.
Look you guys are completely overcomplicating this. Ever single suggestion for a secondary objective only hurts solo and new survivors. It increases the gap between players that communicate and those that don't/can't. You don't want that, you want a solution that's non-intrusive to the current mechanics. Adding new objectives means that timers may need to change, perks may need to change, all of that. It'd require an entire rework of the game's core design.
The why is pretty important. Why is what makes a new player an experienced player. You can't get better at the game if you don't understand why things are happening. New players are going to keep going to generators wondering why they can't complete them, feeling like they're just getting slaughtered with nothing they can do about it.
But they won't because they won't be doing gens so fast that the limiter would even apply to them. That's the part you keep forgetting. New players don't finish 3 or even 2 gens at the same time. They do 1 gen, then another, then another.
Sure, if it's a game of only new players. But I could get paired with someone playing the game for the first time and work on a different generator than them. When mine goes off, they're going to be really confused as to why they suddenly got kicked off the generator and can't fix it anymore.
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@thesuicidefox said:
@Peanits said:
A lock icon would tell you that you can't work on it, but it wouldn't tell you why you can't work on it. It's not as intuitive as it seems. A new player isn't going to see that and think, "Oh, I can't work on this because that other generator got powered recently." There's a disconnect there. People aren't just going to put two and two together. There is no logical link between one generator getting powered and the rest being locked off, that's something they'd probably have to google if they want to figure out.The "why" doesn't exactly matter here, as long as it's understood that no gens can be completed until the lock goes away that's all you need.
Look you guys are completely overcomplicating this. Ever single suggestion for a secondary objective only hurts solo and new survivors. It increases the gap between players that communicate and those that don't/can't. You don't want that, you want a solution that's non-intrusive to the current mechanics. Adding new objectives means that timers may need to change, perks may need to change, all of that. It'd require an entire rework of the game's core design.
The why is pretty important. Why is what makes a new player an experienced player. You can't get better at the game if you don't understand why things are happening. New players are going to keep going to generators wondering why they can't complete them, feeling like they're just getting slaughtered with nothing they can do about it.
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@Tsulan said:
Peanits said:Not really. Kindred is possibly going to be made part of the base kit so solo survivors are closer to the power of SWF, and that would allow killers to be buffed without leaving solo players behind. But the camping part of kindred is pretty negligible due to the small radius, so unless you're standing right next to the hook, it's not going to do anything.
@Boss said:
Nah, i blame the devs for caving in to review bombers.
These changes have been discussed way before review bombing. They're completely unrelated. Moreover, if the review bombing is due to the exhaustion nerf, I don't see how making kindred part of the base kit would make them change their minds.
I'm not convinced. I mean, the exhaustion nerf was just affecting a tiny part of the survivor community. Same goes for the flashlight nerf. But the review bombing looked like survivor was suddenly unplayable.
If the devs really nerf survivors hard and/or buff killers hard. Then there would be a review Armageddon.That happens with most balance updates, I've found. It's also why I don't really take Steam reviews seriously anymore. Some people get so invested in certain aspects of games and then launch a crusade against the developers the second that changes, and they do it by posting negative reviews. Not just for DBD, I've seen a bunch of games with that same problem, and it's almost always people with thousands of hours telling you why that game isn't worth the $10.
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@Boss said:
@Peanits said:
I don't believe this was the case with the lunar new year event, and this seems to follow the same lines, so I don't think the basement hooks will be included.Might be for the best. I get that they can't be sabotaged, but sometimes the basement ends up in such an awkward spot that getting someone down there would be difficult (without perks).
Something difficult is not allowed in the event then?
Not saying that, I'm just okay with all the hooks being on the surface where they're easier to access, rather than struggling to drag a survivor all the way down to the basement just for event progress. Personal preference is all.