Peanits
Peanits
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Nope. The game's definitely not dying, first of all. It's more alive than it's ever been. Beyond that, it wouldn't make much sense to switch to dedicated servers and do a complete graphics overhaul if you were planning on dropping support; dedicated servers cost money to upkeep.
At The Game Awards in December 2018, we announced that we would be supporting the game for at least another five years. That still stands. As long as people still want more DBD, we're ready to keep making more DBD.
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Using his power would, in theory at least, reset bloodlust accumulation like other powers, so you wouldn't get much use out of it unless you're not using your power at all and still failing to catch someone within 15 seconds. Though at that point, he'd be no different from any other killer if you choose not to use their power.
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In specific regions on certain platforms, yes. The tests are sporadic and not announced ahead of time.
That said, whether or not it was tested on his server on PC, I don't believe so.
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We don't ban for finding or using bugs on the PTB. That's a big part of what the PTB is there for, after all. We'd only ban for obvious things that are out of the question whether you're on the PTB or not, such as extreme insults, threats, cheating, etc.
That said, just because something is broken, please don't go out of your way to abuse it. It does get in the way of testing for other people, so please just report it and carry on.
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@Aven_Fallen said:
Is this an actual gameplay-model? Or a cinematic/cutscene?
The one on the left is a pre-rendered image, where the LOD is only limited by how much time you had to render it. It's not the same as the actual gameplay. Here's what she looks in the actual game:
The character model used in Dead by Daylight is the same one used in the cinematic trailer, but the level of detail is reduced so it's able to render in real time. Here's what she looks like in full detail, if you want to do a proper side by side comparison.
For the record, the Dead by Daylight subreddit is completely independent. We do not influence them or the way they moderate in any way. If you have an issue with it, I would suggest bringing it up with someone from their team.
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We've mentioned it in the past, but yes, we are aware, although there's no single right answer. Some people prefer 1, some people prefer 3. 1 gives you more regular updates, but 3 gives you less loud noise notification spam. I'm more of a tier 3 guy myself; I don't need a loud noise constantly going off in a chase, and I've never found the 4 second difference to be a game changer.
If you like tier 1, that's totally fine, you do you. If you prefer 3, that's okay as well.
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I usually go straight to the nearest gen. It's a risk since the killer is probably on his way there, but sometimes you get lucky and it pays off.
Then I go to the second one, because the first is blocked by Corrupt Intervention.
Then the third for the same reason.
Then the fourth.
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Yes. It's a bug, not intended.
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I would assume Huntress, since she has a quick ranged attack. She can take the others out before they get close.
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There is an inefficiency to working on a generator with other survivors. For each additional survivor on the generator, you repair 15% slower. That means if you have four survivors on one generator, everyone's working 45% slower than before. You could get a gen done together in ~36 seconds, or you could get four done in 80 seconds.
The simple version is:
- If you're looking to maximize your efficiency and do gens as fast as possible, you'd do them separately.
- If you're looking to maximize points, do them together.
There's also other benefits to each (e.g. getting the gen done ASAP so they killer can't kick it with PGTW), but that's totally subjective and up to you to decide.
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As far as it's concerned, everything that happened in the games before they were taken by the Entity is canon. Once they're taken by the Entity, they are forced to do it's bidding.
The movies are not canon, though. Just the games.
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Sorry about that, the localization seems to have gone wrong for that challenge. The requirement is actually to kick 5 different generators in one match, not to @#.
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Definitely the Blendettes. The worst the other guys can do is play well.
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Conspiracies aside, yes, of course we do. There's some in just about every patch; sometimes there's even so many that there's a dedicated "Killer Bug Fixes" section in the patch notes. Even this PTB has some (more to come with the full release): https://forum.deadbydaylight.com/en/kb/articles/194-4-0-0-ptb
To put it simply, there's a lot more moving parts when it comes to killers, which means that there's a lot more that can go wrong. Every survivor is identical in terms of gameplay, they just have different visuals and voices. Meanwhile every killer not only has shared issues, but also have their own unique power and add-ons that affect them, requiring their own animations. Their perks can also interact with powers differently in unintended ways (Play With Your Food, for example). I know it seems as simple as "two sides" and might come across as favouring one side over the other, but it's really a matter of 21 different things. There's 1 baseline survivor, and then there's 20 killers. If you fix a bug for a survivor, you've fixed it for all survivors. But if you fix a bug for Freddy, that doesn't fix something for Demogorgon.
On that note:
- We are working on this one. This is a high priority. The issue with bugs like these is that there's no consistent way to reproduce it. If you don't know what's causing it, it's way harder to fix it. That said, we're hoping to get this fixed as soon as possible, it's not forgotten.
- Please report this when it happens. These are usually caused by specific spots where the killer cannot get to. We fix them when we see them, but we need people to report these sorts of things in order for us to see them.
- I can't say I've seen this happen before. There may be some sort of interference on your end, possibly a hardware issue (doesn't have to be the controller itself). Still, I would suggest creating a bug report and give as many details as you can. If anyone else is having the same issue, they'll be able to chime in and give some details.
- The bug here is for the most part in the animation; you are not meant to get the grab. The survivor already let go, and teleporting them back so you can grab them would be massively unfair. That said, this is something that's going to be improved upon in the future. We're going to revisit interactions and update them to work better on servers so everything looks like it should.
A quick explanation for the last one: You sent a message saying, "I want to grab this guy." and they sent a message saying, "I let go." Whichever one gets to the server first normally wins. Typically that's whichever message gets to the server first, but it also takes time for the response from the server to get back. With that in mind, you start the grab animation immediately and send your "I'm grabbing him" message, then the server goes, "No, you can't, he already let go." Your client doesn't know that until it gets the message back, and so your grab gets cancelled.
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Thank you for the kind words! I'm glad to hear you're enjoying it. The game has come a long way in the past four years and I'm glad I was there to see it grow and change.
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I don't know if I'd make that comparison; while the Deathslinger is slower, he also has next to no windup time. Pyramid Head, on the other hand, has to charge up his power first, and creates a zone that the survivors can see and react to if they've got fast reflexes. His turning speed is also limited while he's doing this, so making sharp adjustments is much more difficult.
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Naturally if you only look at one change out of the entire update and neglect any new content or bug fixes, yes, it will appear to be a hotfix. That said, this isn't necessarily the only change that he will ever receive, it's just a small quality of life tweak for the time being. We tend to focus the live balance changes (changes for stuff that already exists) around the mid-chapter updates, not so much on the regular chapter updates.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1307697#Comment_1307697
Weird because even on the ptb im getting some framerate lag. Maybe it's my resolution scaling i think by default its like 300 maybe dbd doesnt like that?
If you're already running at 4k, I would be careful with resolution scaling. It can cause different issues depending on where you're setting it. There's some settings in Windows that'll simply increase the size of text and icons so they're appropriately sized on high resolutions (4k), but there's also settings that'll increase the amount of pixels rendered. Adding a 300% scale on top of a 4k resolution can turn your 3840 x 2160 resolution into 11520 x 6480. That's nine times the amount of pixels it's trying to render.
Side note: If you are setting the resolution scale through Windows, that has also been known to cause mouse clicks to not register in many games. On the off chance that's happening to you, that's probably why: https://forum.deadbydaylight.com/en/kb/articles/158-technical-issues#the-game-isn't-registering-my-mouse-clicks
The first thing I'd suggest is turning off resolution scaling, see if that helps. Check for the option to change the size of text and icons instead if you can.
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Given that this game doesn't require precise aim, the gap between controller and keyboard/mouse is much smaller than other games. That said, though, if you still don't want to play against people on other platforms, you'll be free to opt out of crossplay if you wish.
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New maps aren't necessarily going to get their own unique gates each time. It's something that we'll do if we feel it would be fitting and if we have the time to do so, but it's not an absolute requirement. In the case of Midwich, the school is already filled with dirty and rusty stuff, so having a grungy looking gate is already fairly fitting. The area beyond the gate was updated to match the look of the map, however.
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Correct. It's just a temporary name.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1304486#Comment_1304486
Is he going to be getting anything to compensate? I think we all know its a bug but its been their forever and generally it makes those addons less useful now, and hes probably barely a midtier killer at best.
No. It was never meant to be that way to begin with, so there's not going to be anything to compensate for it. He's performing perfectly fine as is.
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You'll hear it when the match loads in.
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It's a way to have multiple characters from a franchise without needing separate sets of perks (and separate progression) for each. You're visually a different character with different animations and all, but that's it. You don't need to level them up again, and there's no additional perks attached to it.
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That's a bug fix. It was not working as intended before and now they are.
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That's normal. The PTB is a separate copy of your save file from a little while ago. Things you do on the live version of the game will not affect the PTB, but they'll still be there when you go back to the normal version.
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You mean these ones? https://forum.deadbydaylight.com/en/kb/articles/194-4-0-0-ptb
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Yes, you do. You'll see their aura when they are hooked, as will survivors.
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There's a ton of little details in this map to build the atmosphere, it's great to hear that they aren't going unnoticed! I have yet to see that one myself, but I'm sure it'll get me just as much.
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Check the banner at the top of the page, it'll have all the details you need. Basically the PTB (Player Test Build) is an optional version of the game available on Steam. You can opt into it and play the next chapter.
Unfortunately it's only available on Steam at the moment.
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You didn't hear it from me, but if you watch some of the Silent Hill footage during the stream, you might spot a little something.
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@FreakPrince said:
So if you don’t get Pop or BBQ by not hooking them, does that mean they won’t get to use DS since I’m sending them directly to the cage?
Correct. And of course, you're always free to choose which one you want to do depending on the situation.
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@Respectfulnancymain said:
Yes 50% should return it to how it was
Close, but not quite. The old 100% was 412.5 degrees per second, while the new one is 720 degrees per second. You'll want about 57% to get the old 100%.
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We didn't really hype it up, we announced that we would reveal a licensed chapter in the 4th Anniversary stream in one news post, and that's all that was said about it. Anything beyond that is out of our hands.
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If I recall correctly (but please try it for yourself just to be safe), sending someone to a cage does not activate hook perks. You'll have to decide if you want to immediately send them to a cage or carry them to a hook to activate your hook perks.
They do, however, mix and match. If you hook someone once and send them to the cage the next time, then the next time you down them it'll count as them being on death hook and allow you to use the mini-mori if they have torment.
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For what it's worth, we didn't hype it. We put out exactly one news post saying that we would announce a licensed chapter during the 4th Anniversary stream and that's it. Any hype beyond that is not our doing.
That said, I'm not seeing a whole lot of negativity. Most people are either excited, or just a little disappointed that their prediction wasn't right.
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I'm sorry you feel that way. Please let us know what you think after playing with/against it a bit.
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@arslaN said:
The idea of adding moris to the basekit sounds extremely overpowered and I really wonder how they're actually going to be able to make that balanced.
You'll only be able to use it when they:
- Have Torment.
- Are on death hook.
So at best, you might save yourself a trip to a hook or avoid DS once.
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I, for one, am keeping an eye out for the traditional "New Killer OP" post right next to a "Next Killer Sucks" post. If you see it, please grab a screenshot for us. Thank you.
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Truth be told, that never had anything to do with the chapter.
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I can confirm that it does not affect chests.
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I don't know if I'd call it greedy with pallets, but I generally try not to use pallets unless I absolutely have to. Windows are plan A for me, pallets are plan B, and even then I'd usually rather go down than use a really good pallet.
Unless it's a Huntress, then I'll absolutely run around a pallet for 30 seconds as they keep pulling out a hatchet.
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For what it's worth, they aren't going anywhere. All of the entries will be moved to the archived section of the forums like the previous contests. You'll still be able to see all of them, you just won't be able to post on them.
I would definitely second that, though. There's some really great stuff in there. If you haven't already, I'd highly recommend checking them out.
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In that clip, the killer was still in the stun animation from Decisive Strike, so trying to stun them again wouldn't do anything. That's not an issue with Head On, it's just the way stuns and animations work across the board.
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You never lose bloodpoints. Bloodpoints are only ever added, never subtracted. You would miss an opportunity to gain points, though.
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Sometimes just increasing the numbers isn't the right answer, and Monstrous Shrine actually happens to be a great example of that.
Right now, it'll knock about 5 seconds off of each hook stage. That's not really a huge amount, so let's say you double that. Now you'll take a little under 11 seconds off of a hook stage. It's still arguably not that great (usually people are going to save before that happens anyway), but you might get some use out of it. But that raises the question of what kind of gameplay that promotes. Would it be appealing to the average person? No, probably not, they're almost always going to get unhooked before hitting the next stage anyway. Would it be appealing to a facecamping Bubba? You bet. Facecamp someone to death faster and suddenly you're more efficient.
It's definitely on the radar, though.
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This would be a question you might want to ask the mobile team; I actually don't know the answer myself. I imagine it's because using a controller would give you a massive advantage over other people.
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To each their own. If you like it that way, go nuts. Personally I don't like overblown colours in a game like this, it looks out of place to me.
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Correct, as the progression system on DBD mobile is completely different from the PC and console version. You don't level up with bloodpoints on mobile like you do here, they level up characters with XP. A double XP offering on mobile is basically like a double bloodpoint offering, and those already exist. For PC and console, your player level is more of an indicator of playtime than progress, so having a multiplier for it doesn't make as much sense.


