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Peanits

Peanits

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Peanits
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  • @Runiver said:
    Used to be asked for previous outfits. Never happened.
    Claudette will still remain the ultimate wall licking expert.

    To be fair, the black L4D shirts were changed to have red trim on them because of that exact same problem, so I wouldn't write it off completely. There's a chance, at least.

  • Possible? Sure. Common? No. But if you aren't actually cheating, you've got nothing to worry about.

  • IIRC, neither Sony nor Microsoft will give certification status to the general public, only to the developers. You can't just contact them ask say, "Hey what's up fam, how that update coming along?"

    Whether it ends up being accurate or not, I would take those posts with a grain of salt. More often than not it's just someone looking for attention. There have already been conflicting posts about the same thing all giving different dates.

  • @ceridwen309 said:
    I hate to be a bother, but I had a very lengthy post about an idea I had for the broken key. After editing it, it said it needed to be reviewed.

    @Peanits did I do something wrong, did I lose all that work?

    Nope! There's a built in spam filter. Sometime it'll go off and falsely flag a post as spam and hide it until a mod comes by and either approves it or marks it as spam. It should be up now.

  • @Envees said:

    @Peanits said:
    IIRC, the game will more frequently give you rituals for things you don't play rather than things you do to reward you for leaving your comfort zone.

    I can't confirm that, but from my experience I'd believe it. The game showers me with wraith rituals.

    Dont know about this one. I play only killer now. I suck as surv and i get nothing but killer rituals. With the odd open a gate here on this character or unhook on this one or heal with this one but mostly killer stuff

    I'm pretty sure it's per killer and per survivor, though. Like if I play a lot of trapper, it'll still give me wraith and nurse rituals.

    Can't confirm it though, just what I (and some others) have noticed while playing.

  • Modifying any files could trigger the anti-cheat. If you are banned because of that, we will not be able to help you. I would advise against trying to mod files.

    in Modding Comment by Peanits
  • I believe this is because alternative outfits are the bonus cosmetics for buying the DLC itself. Purchasing characters with shards will give you the character, but their alternative outfits are only from the DLC.

  • @Easylife said:
    No longer an obsession perk?
    I remember him saying it increases your chances of being the obsession so I'm pretty sure it is still an obsession perk.
    I'll go watch the Q&A bit on DS again to double check.

    I believe so?

    It does say it increases your chances of becoming the obsession, but the new perk description they showed does not mention a different effect if you aren't the obsession. So maybe just a 'paint a target on your back' obsession rather than a 'if you're not the obsession you get a weaker version'.

  • IIRC, the game will more frequently give you rituals for things you don't play rather than things you do to reward you for leaving your comfort zone.

    I can't confirm that, but from my experience I'd believe it. The game showers me with wraith rituals.

  • No longer an obsession perk(?). Still once per match.

    Hitting the skill check with stun the killer for a few seconds. This will NOT cause the killer to drop you. You can continue to wiggle during the skill check and stun.

    Basically it gives your teammates an opportunity to go for a save, either by flashlight, firecrackers, or a pallet. But you cannot just instantly save yourself anymore.

    This also means the killer has roughly 18% less time to get you to the hook. While it's not a guaranteed escape, with some planning it could make the difference between wiggling out and getting hooked.

  • As a trapper main myself, I'm really excited for the changes. I'm really looking forward to the setting time in particular. Last time they increased the speed was great, but it still feels a little slow to me without any setting speed addons.

    Traps that injure people also sound amazing, and regenerating traps seems like a no-brainer.

    Overall looking forward to it.

  • @Jack11803 said:

    @Peanits said:
    I like 'em. You really shouldn't get sprint burst twice in a chase. The one thing I might want to see changed is for recovery from exhaustion caused by addons while sprinting. That way getting hit with one exhaustion addon doesn't make things like Dead Hard or Lithe completely pointless, but still delays them until the exhaustion wears off. Self afflicted exhaustion is fair game, I don't think you should be using sprint burst more than once unless you lost the killer for a substantial amount of time during the chase.

    Self care, I'm also okay with. I never had a problem going against it in the first place, but apparently I'm alone there. The only thing this changes is healing in a chase, which is something that I'm totally okay with seeing go considering how long chases can be if someone just loops.

    I think the main backlash is vigil being much more useless, and the weaker exhaustion perks being weakened

    I'm not too worried about Vigil. Given how some of the worst perks in the game are getting changed with this balance update, I'm sure Vigil will get some love if it ends up being terrible in the next one (or further down the line).

    The weaker exhaustion perks might need some tweaking, but between making addon afflicted exhaustion recover and lowering their exhaustion timers, I can still see them being useful.

  • I like 'em. You really shouldn't get sprint burst twice in a chase. The one thing I might want to see changed is for recovery from exhaustion caused by addons while sprinting. That way getting hit with one exhaustion addon doesn't make things like Dead Hard or Lithe completely pointless, but still delays them until the exhaustion wears off. Self afflicted exhaustion is fair game, I don't think you should be using sprint burst more than once unless you lost the killer for a substantial amount of time during the chase.

    Self care, I'm also okay with. I never had a problem going against it in the first place, but apparently I'm alone there. The only thing this changes is healing in a chase, which is something that I'm totally okay with seeing go considering how long chases can be if someone just loops.

  • The schedule should just loop indefinitely. After week 6, it goes back to week 1.

  • It'll be live after the update comes out on consoles. The way the shrine works is changing a little bit in the 2.0 update. But the problem is the consoles and PC versions of the game both use the same shrine data. Updating it for 2.0 would break it on consoles, so they have to wait for the update to be approved and released before they can re-launch it.

    Though there is no set date for the console updates yet. They're off for certification at the moment.

  • Not sure what the actual reason is, but I can understand the 1,000,000 point cap. That way you can't just save up millions of points and instantly level something up to P3-50, defeating the point in losing everything when you prestige in the first place. Right now you can get to ~level 40, which gives you some stuff to work with, but still leaves you with a little more leveling before you can prestige again.

    The caps in game, I dunno. I get it, you're not supposed to just do one thing over and over again to farm points. Maybe raise it a bit (10,000) so you wouldn't hit it as often, but they also save a very good purpose. They prevent people from just farming with a friendly killer to get millions of points. Realistically, I don't see people getting 32,000 each game-- or anywhere close-- anyway.

  • Devs are aware of the issue and are working on a solution. No worries!

  • Originally it was basically like that. The game would pick a realm, and then pick a map from that realm. That way you'd see each realm equally, regardless of how many maps each one had.

    I liked it more that way. I feel like the map variety was better then. Granted, you end up playing the same maps more (Crotus Prenn showed up as often as all Coldwind Farm maps combined), but the different realms feel way more different than two maps from the same realm. It's a shame because the indoor maps play so differently from the rest but you almost never see them, meanwhile you see an overwhelming amount of the original three realms because of how many maps they have.

    I'd totally like to see that come back. It would spice things up a bit for sure.

  • @Tsulan said:

    @Peanits said:
    I actually feel like WGLF is more how BBQ & Chili should be. Don't crucify me yet, bear with me.

    You sacrifice a perk slot to get more bloodpoints. You choose to make the game harder for yourself and get rewarded as a result.

    BBQ & Chili, on the other hand, is a decent perk which just so happens to shower you in bloodpoints if you use it. It's a no brainer.

    I'd prefer the bloodpoints just be its own. It's pretty arbitrary to have bloodpoints tied to specific perks and not others. The recurring theme with all other bloodpoint boosting addons/perks is that you hinder yourself in exchange for points, making BBQ & Chili the oddball out. The result of that I think is pretty clear, it just becomes a must have perk that everyone runs because it's not a bad perk to begin with and it's a free double bloodpoints to boot.

    Totally fine with BBQ & Chili's effect. Totally fine with more bloodpoints. I just think they should be separate. WGLF rewards you for sacrificing a perk slot, and I feel like that's how it should be.

    Out of curiosity. If a mods opinion varies drastically from the devs opinion, are there any repercusions for posting this? Or do you get a list of things you are not supposed to post about?

    Not at all! We're free to have opinions on stuff. We're all just players of the game, after all. Of course it wouldn't be okay if we just went around bashing the devs, but constructive feedback is totally okay.

  • I don't really see how the two are related, is my thing. Some people are poor sports and will leave regardless. If anything, the fact that they're playing with their friends would encourage them to stay til the end rather than leave. I've seen plenty of solo players, both survivor and killer, leave when things aren't going their way. SWF is totally unrelated. I'm sure there's some super tryhard groups out there that can't take a loss, but the vast majority of SWF players are just casually playing like they normally do. They don't play SWF, turn their hats backwards and disconnect to impress their buddies.

    A bloodpoint penalty would be fair though. I wouldn't go as far as 0 bloodpoints right away because there are times when you do need to legitimately leave, but an increasing penalty the more times you leave in a window of time would be fitting (eventually getting up to a 100% reduction if you leave a lot).

  • I actually feel like WGLF is more how BBQ & Chili should be. Don't crucify me yet, bear with me.

    You sacrifice a perk slot to get more bloodpoints. You choose to make the game harder for yourself and get rewarded as a result.

    BBQ & Chili, on the other hand, is a decent perk which just so happens to shower you in bloodpoints if you use it. It's a no brainer.

    I'd prefer the bloodpoints just be its own. It's pretty arbitrary to have bloodpoints tied to specific perks and not others. The recurring theme with all other bloodpoint boosting addons/perks is that you hinder yourself in exchange for points, making BBQ & Chili the oddball out. The result of that I think is pretty clear, it just becomes a must have perk that everyone runs because it's not a bad perk to begin with and it's a free double bloodpoints to boot.

    Totally fine with BBQ & Chili's effect. Totally fine with more bloodpoints. I just think they should be separate. WGLF rewards you for sacrificing a perk slot, and I feel like that's how it should be.

  • Here's my suggestion for false reports:

    Jokes aside, if you can just mark someone as a false reporter and just instantly toss any of their reports straight in the dumpster, that'd be sweet. I don't really think it needs to be bannable, but I wouldn't be opposed if that's the route things went. False reporting doesn't do a whole lot anyway (on PC, Xbox is a different story). It's easy to ignore false reports since they're all checked and verified first anyway.

  • Fun fact: Almost all maps are basically the same way.

    The game as a whole is procedural, but not random. Each realm has multiple maps. While individual maps are different from one another, any given map will always generate with a fairly strict set of rules each time. Key locations will always spawn in the same spots and the shape and size of the map will always be the same. It'll randomize the less important locations (cow tree, harvesters, various filler props/tiles) to some extent, although certain types of tiles (e.g. maze tiles) are limited as to where they can spawn.

    It's especially noticeable on Coldwind Farm maps. Keep an eye out for the Thompson house the next couple times you play it. You'll notice that it always spawns in the middle of the upper edge with maze tiles on either side. The shack will also be in the same place each time, opposite the Thompson house. The center is always corn, leaving only the edge non-maze tiles to be randomized. The harvester and cow tree might swap, for example.

    Generally speaking, maps are mostly the same each time. Some have more freedom while others are more strict. I believe Gideon Meat Plant is one of the more strict ones. It's also a little tricky because it's two floors, and lower floor tiles can only spawn on the lower floor while the upper floor tiles can only spawn on the upper floor. If I recall correctly, the door locations can be randomly opened or closed.

  • I don't know if I'd call it a failure, because I definitely think it's a step in the right direction. I just think it needs some tweaking and balancing. Like you said, there are some odd cases where the game doesn't properly reward you for what you've done. Not getting chased is like shooting yourself in the foot if you want to pip. The multipliers sorta' help with that, but you still get significantly more just from being in a chase, especially giving that you could potentially lose the killer and get chased multiple times.

    I've also had the same experience as you. I could power most of the generators on my own, maybe heal someone here and unhook someone there, escape, and then depip/safety pip. It seems wildly inconsistent, I'd assume because the emblems are based around a little bit of everything while you might only do one or two in any given game (as a survivor, killers will typically dip into each category regardless).

    Things like that could use some attention. I don't think it's a complete lost cause, it just needs some tweaking and additional rules to make it work properly. Not getting found could reward a point multiplier if the killer leaves the area without a chase, for example, and that would reward players for avoiding chases.

    I'd also be interested in seeing how a raised baseline for emblems might work out. Say instead of starting with nothing, you start with an emblem. Poor performance could lower it back to the point where you don't earn any emblem in that category at all, while good performance could potentially raise it higher. I can see that working for evader specifically. As a baseline, you could start at silver. Failing chases could lower your emblem significantly more while succeeding in chases-- or not getting chased at all-- could continue to raise that rank. That way the game is more forgiving if you just happened to not get chased, be that by skill or because the killer was always busy with something else.

    The one thing I will point out though, I don't think hook rushing and fighting for unhooks are any more prevalent now than they were before the emblem system. I always remembered people rushing the hooks for points. If anything I'd imagine the bloodpoints are still the reason most people do it. Points are progression, rank is just a mostly meaningless number that resets each month.

  • You can't, unless I'm mistaken. I believe only mods and above can see that.

  • This would more or less mean that everyone would pick the map that favors them most, and you'd never see the vast majority of maps. You'd basically see a ton of Shelter Woods, maybe some Gideon Meat Plant with terror radius builds. Balance aside, it would get really boring playing on the same two or three maps every time.

    That's what offerings are for though. You get some control over which map you go to, but you can't just pick the easiest one every time.

  • Swapping up perks adds a lot of fun to the game. Sometimes I'll just try out new builds that I normally wouldn't touch with a ten foot pole. Up The Ante + Slippery Meat, Unbreakable + Tenacity, Quick & Quiet + Lithe + Dance With Me. Same with killer, trying out builds like Bamboozle and terror radius perks, a hex perk build with devour hope, or an end game build with blood warden and NOED.

    New stuff should be coming to consoles soon as well, so that'll spice things up a bit. There's going to be a bunch of stuff to work towards and keep you motivated.

  • I can't pick just one.

    Pig has been my favourite lately. I love trying to make the game spooky for people who have put hundreds of hours into it. Setting up ambushes in the middle of nowhere scares the hell out of people sometimes, and I love that. She's got a lot of pant-soiling potential if you try to be unpredictable.

    For the same reason, Myers. Monitor and Abuse + EW1 = 0 terror radius. Grabbing people off generators is so satisfying. I can also remember one time where I crept up on a Bill who was trying to hide from me, only to realize that I was literally right behind him. He flailed around a bit and stopped moving. I think they actually jumped away from their computer.

    But then also trap daddy. We go way back. I still love luring people into traps. Out-noodling someone and having a chase instantly end (or even end before it starts) is 10/10.

  • I believe to get a PS3 controller to work you'd have to install some third party software. PS3 controllers aren't natively supported by Windows, so you basically have to download a program that tricks it into thinking your PS3 controller is actually an Xbox (Xinput) controller.

    I cannot confirm if it'll work for Dead by Daylight, though, as most virtual inputs are disabled while the game is open. Just remember that using third party software is use-at-your-own-risk. It shouldn't trigger the anti-cheat, but we can't help you if it does.

    The safer route is to pick up a cheap Xinput controller. They'll work on Windows automatically with zero setup, and a cheap one will only be a couple bucks.

  • I find the iridescent shard costs to be okay. It's a bit of a grind, but that's also the point in having them unlockable through shards in the first place. It gives you the option of, "Do I want to grind for a while and earn it, or do I want to spend a couple bucks and just buy it?"

    But I also like having an end goal to work towards. Being able to unlock more cosmetics as you play makes for some nice little rewards. I'm the kind of guy that likes to have a bunch of goals to work towards as I play.

  • No date yet. It's being certified for consoles and should come out ASAP though.

  • Broken status for a short-ish period of time would make it pretty decent, if you make a build around it. Even just 30-60 seconds would give it a unique use. That way survivors who are unhooked can't heal in the basement and take a hit on the way back up, making basement saves riskier. That could be pretty powerful with hag, hillbilly, or nurse since they either have the power to defend the basement or get back to the basement quickly.

    Maybe apply the exposed status to the unhooked survivor and the rescuing survivor instead of broken. That way both are at risk. That would also add a little bit of a surprise since trying to take a hit for the person you just rescued could end up with you going down.

    Possibly exhausted at T3 as well? That way you can't just get unhooked and sprint burst out of there as easily. More opportunity to come back and catch them before they can get away.

    I don't think the perk needs to be too powerful, though. Basements as is are pretty risky for survivors. A perk to add a little more risk could turn it into a niche playstyle, but too much and it'll just feel awful to play against, where getting downed anywhere near the basement is a death sentence.

  • Few problems with that.

    1) If you play a lot, which some people do, five games is nothing in comparison. Some people might play hundreds of games per week. Chances are they'll end up leaving at least five of those.

    2) There are legitimate times to disconnect. If someone's holding the game hostage, the game bugs out and you can't escape/kill everyone, there's a real life emergency, etc.

    3) Reducing perk tiers/removing perks would also hurt the other people in the lobby. Having a survivor with perks as a teammate offers a lot more potential than one with no perks, so it could end up hurting people who aren't disconnecting in the end.

    4) As a killer in particular, you're putting yourself at a huge disadvantage playing without perks. While that's a great reason to not disconnect, again, some are going to legitimately go over the limit, and then you're basically telling them "Don't play for a week."

  • @Cypraz said:
    I haven't seen a single shirt I'd actually wear for real. Not a great range and the Anniversary T shirt really sucks. Why not something cool like a black T shirt with some huntress art on it or The Entity with fog or something interesting like that instead of what they conjured up in the shop. Be more creative, think about the gamers who are the one's who would obviously buy the merchandise not anybody else.

    I like the merch, personally. It's more subtle than the merch for most games, so to a stranger in the wild it just looks like a cool design. The bloodletting shirts are great for that. People who know the game would recognize it, but to everyone else it's just a cool looking shirt.

    To each their own, though. I totally get why it's not for everyone. Then again, here I am walking around with a giant DBD logo on my back.

  • @Ranmaz said:
    How do we enter, is it automatic?

    Yes, it's automatic. As long as you've got an account here, you're set.

    I'm not 100% sure if it's necessary, but you'll also want to verify your email, because that's how you will be contacted if you win. Never hurts to double check and make sure it's all set up though.

  • I can confirm that they're both the exact same movement speed, 4.6m/s, and I don't believe the clown has a larger hitbox than other killers.

    It seems to me that it's just a matter of human error. (No offense, I still love you.) Each time you adjust your mouse-- even slightly-- you're adding more distance to the path. The difference between a straight line and one that zigzags ever so slightly might be subtle, but it'll make a difference in the end. You can see that most in the Haddonfield example. You only get there a split second sooner as the trapper. Hitboxes would have nothing to do with that one because it's a straight shot all the way across, no obstacles to maneuver around.

    Lery's, of course, has a much larger margin for error because there are far more obstacles to weave around. You'll be gaining and losing time constantly as you wander around it.

    Basically just wild coincidence. If you were to run the same test a few more times, you might find it swing the other way as well.

  • I don't really think it's in need of a nerf. It's a powerful perk on some killers, sure, but it has counterplay and it promotes leaving the hook to go chase other people. That's good in my books.

  • Fired ruthlessly for messing up Mathieu's name one too many times.
    (Not really. I'm not 100% sure. NQ says he's done with us, but I'm not sure if that means he left BHVR or what.)

  • I think this is a fantastic idea, although I would like the see the emblem system adjusted first.

  • Sorta' recently. It was pretty awkward. The killer just turned around and looked at me, then just gave me the hatch.

    Before that? Looooooong time ago.

    in 4% Comment by Peanits
  • I love it. How cool would it be if the flames only ignited while you were in a chase?

  • I love the lighting, it's really well done. Awesome work!

  • It never ceases to amaze me how quickly y'all can whip up such great artwork so soon after the chapters are released! Keep up the great work!

  • @mintchapstick said:
    @Peanits Just so you know, I got a warning from steam about this? I snagged it way back on the first day, about ten minutes after it went up, and I got this today:

    "Dear Steam user,
    This is an automated message generated by Steam account administration. It is being sent in response to a query made by a Steam user to discover all account names associated with this CD key."

    Is that normal? I'm glad I use steamguard, either way.

    Hey, no worries, you're 100% safe.

    Basically what happens is that you activated the key first (congratulations), and someone else tried to activate it later. Steam tells them, "Hey, this key was already used. Press this button if you think it was you and you maybe activated it on the wrong account, and we'll send you an email so you know where it went."

    They can't do anything from there. It's just to let you know (if you're the one that actually activated it) which account you activated it on.

  • @Runiver said:
    It's not. As stated in the thread tho, they will contact you so you can provide them with your steam ID to make the transfer if you win.

    Correct.
    In other words, probably not a good idea to sign up with a fake email, because that's how they'll be contacting you if you do win.

  • @SadonicShadow said:
    I am curious to know what devotion does aswell. Can a dev comment on this? If it does nothing right now what is the planned purpose of it?

    Basically what Beaburd says. Once you hit level 100, it resets back to 1 and you get one level of devotion. Think of it like prestiges for your player level. Or if you've played Overwatch, think of it like the way the leveling works there. You hit 100, then you reset back to 1 and get a star.

    Short version, it makes it so you can keep leveling to earn more shards.

  • As soon as possible, but there is no set date yet. I believe it's being certified now, but I could be wrong, don't quote me on that.

  • I very much so doubt that they could pull off a full blown singleplayer mode. Making an intelligent AI that isn't super predictable or exploitable in randomized maps isn't an easy task. Take the killer tutorial for example. Those are pretty much hardcoded into the game, and even then you can see the limitations. They don't know how to hide, how to act in a chase, or basically do anything that they aren't told by the devs to do.

    Same for the killer. The few sections where the AI killer is involved, he's just doing basic things that are directly fed to him by the devs. Walk straight towards the player and swing when within range, walk to hook and hook, etc.

    Not to say it's impossible, but it would be a lot of time and work to make that but way better and dynamic. That's time that could be spent working on the multiplayer, which would offer much more replayability.

    I'd totally be down for a testing area though, where you could play against a couple scripted survivors/killers, though. Would be handy for testing out perks.

  • It is likely just routine Steam maintenance, but the devs are aware regardless. Don't worry, it'll all be okay. I hope.

  • Servers are down at the moment. I believe it's just routine Steam maintenance, but either way, the devs are aware. No worries.

    in N/A Comment by Peanits