Peanits
Peanits
About
- Username
- Peanits
- Joined
- Visits
- 6,101
- Last Active
Comments
-
A few notes:
Swap already exists in the form of Unnerving Presence.
All Organized would be a game changer. Removing 2/3 pallets from a map quite literally creates deadzones. The pallet count is a delicate balance; if you start adding some to maps, you end up with double pallets. If you start removing them, you end up with deadzones. This is also one of those perks that would be a no-brainer, you get a very powerful effect just for slapping it on, you don't have to do anything to earn it.
Reverse Reaction might create some awkward situations. In theory you'd want to waste a good pallet so you can break it, but you can't break it for 6 minutes. If you drop shack, for example, shack then becomes completely safe for the next 6 minutes. If a survivor goes there, you need to let them go. Meanwhile if you drop a very unsafe pallet, nothing really changes. You're not getting much bang for your buck there.
-
The bus hasn't changed.
-
If you're doing it and it's working and helping you and your team in the match, I wouldn't call it toxic. That's just on them for missing.
-
It depends on the situation. If I'm playing Huntress, for example, and I down someone and immediately see another, you bet I'm going to leave that first guy slugged and go for a second. A slugged person still needs to be saved, and if I have one down and one in chase, that means that a third needs to go for the save and only one guy is left on gens.
If you down that first guy and you have no idea where anyone else is, then yes, slugging is silly in that case. You might as well take the guaranteed hook.
-
Most people are actually very nice across the board, it's just that people usually won't go through the effort of sending you a DM saying "gg, you played well" on console since it takes extra steps. On PC, it's right there and it's easy to do.
-
@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/1262417#Comment_1262417
Well, the hitboxes -are- an issue, and the fact that you think they're not is baffling. In no way are those pills accurate to the actual shape of your characters. You even have videos showing the massive disparity between the size of the hitbox and the character. I mean, come on man.
Also, if the servers are the main problem.. well, what does it take to get -better- servers? Surely there's no shortage of income at the rate cosmetics come out. Maybe more of the cash flow could be redirected to better servers and the overall health of the game? Y'know, long term. These kinds of issues wouldn't be left as long in most other games with any sort of playerbase to speak of. People have limits, and this will eventually reach boiling point and cost DBD numbers.
Again, no, it's not the hitbox. We have a great visual example in the stream we did about this: https://youtu.be/A8SwqJJKlaY?t=1135
You can see how it looks wildly different from the killer and survivor's perspective. For the killer, the survivor is in the window and it's totally a fair hit. For the survivor, they appear to be through the window and safe. This is not because the hitbox is massive (the hitbox used to detect hits is actually smaller than the survivor if anything: https://youtu.be/A8SwqJJKlaY?t=454), and again, it's not because the hitbox is flailing around uncontrollably like a deflating balloon. This is because of latency.
Latency is also not necessarily a server issue. Latency is an issue with the internet in general. Because you're not physically sitting in the same room as someone, it takes time for you to send information to each other. Data isn't magic, it's can't instantly teleport from your system to someone else's. It needs to physically move through cables of varying speeds and zigzag across the country (or even continent, where applicable) to get to them. This means that no matter what, there's going to be delay.
A server will add a tiny bit of delay to take in, handle, and send back out information (a few milliseconds), but the vast majority of it is due to distance. You can have a magical perfect server that instantly receives and immediately sends back out information and you would still have latency.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1262442#Comment_1262442
But a lot of people's arguments are based on things they thought you said. Should they not be affected?
If someone's argument is solely based on what they thought someone said and not balance and counterplay, they never had an argument to begin with.
-
For what it's worth, this shouldn't affect someone's argument at all. You can still like it or dislike it all you want, as long as your argument wasn't based solely on something you thought we said, nothing has changed.
-
It bears repeating on a daily basis, but what you're referring to is not a problem with the hitbox, it's an issue with latency and hit authority. Contrary to popular belief, the hitboxes are not flailing around uncontrollably. The issue arises because what you see and what the killer sees are two different things. You might see yourself around the corner, but since that information takes time to get from your system to theirs, they see where you were a fraction of a second before, when you were still in the open.
@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1262378#Comment_1262378
Hitscan for bullets (deathslinger)
Hit box for projectile (huntress)
They are both projectiles. Hitscan would mean you hit where you're pointing instantly, projectiles are an actual object with travel time (i.e. you have to lead your shots). The Deathslinger's spear is much faster and flies straighter than a hatchet, but they are both projectiles.
-
No, the only time it was mentioned was in this blogpost from before the changes went live: https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike#latest
The idea of it being purely to stop tunneling came from the community.
(YuiKim beat me to it, but I figured I'd repeat it just in case.)
-
To play devil's advocate here, the things you've listed are just general tips when playing against Huntress. They don't counter the added power of an iridescent head specifically.
I will say that I don't use them often so I don't have the best sample size here, but the few times I have used them, it's been a landslide victory.
-
That's definitely out of the ordinary. Even if you were being connected to the furthest possible data center, you ping shouldn't go up to 700. Is it possible there's something wrong with your connection?
-
@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1260049#Comment_1260049
Wait you actually approve of the use of the holes people can shoot through?
I always figured was a keep quiet scenario.
Of course. You're able to throw through them by design. We would have sealed them up with some invisible collision if you weren't meant to be able to.
-
I'd say so, if you're willing to put up with being bad with her for a while and put in the effort. There's also room to improve with her, and you'll forever find new holes you can throw through to get some pretty insane hits.
-
I hate to be the bearer of bad news, but that wouldn't really be technically possible. Say you get facecamped out of the match right away. The game's still going on after you die. It can't tell if the killer is going to depip or not until the match is over.
-
@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1259979#Comment_1259979
Lets say I sneak up on a sexy shirtless David in a room with only one way out, its okay to hold him there for like 30 seconds to make him twerk for me, right?
30 seconds isn't a long amount of time. Assuming you hit him or let him out afterwards, that's fine.
-
Struggling on the hook is not taking the game hostage, first of all. It's only considered to be holding the game hostage when it's indefinite or for an extended period of time. The longest you can stay on a hook is 2 minutes (+34 seconds if you happen to have Camaraderie).
Beyond that, nobody is allowed to take the game hostage. Whether that's survivors crouching around in corners refusing to touch generators to drag on the game for half an hour or a killer blocking someone in the corner and refusing to kill them, it's reportable either way.
-
Stealth is definitely an option, and you can build towards it with perks like Iron Will, Calm Spirit, and Distortion. Though we aren't looking to shift things in the direction of hide and seek. You're totally welcome to if that's how you want to play, but many people enjoy chasing and being chased, while others find searching every corner of the map for that hidden survivor to be boring.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1259336#Comment_1259336
To play Devil's Advocate, 25% isn't efficient since getting 32K in KYF would give you 8K. If farming is the problem here... Couldn't you add a daily limit to how much BP you can earn in KYF? Let's say 50K! 😊
This is true, but to play devil's advocate again, if you only get ~20k BP by the end of the match and lose 75% of that, is it really any better? That's about one node on the bloodweb at that point, you're hardly making any progress. It's not too different from getting nothing at all.
Though even still, assuming you come up with an efficient way to farm points, seeing as how you could completely skip the matchmaking and lobby portion, quickly starting a match and farming points could actually be faster than a normal public match.
-
That usually happens if a file is corrupted during an update. It's easy enough to fix, you'll just need to verify the game files: https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
After that, you should be fine.
As a side note, you don't have anything to worry about. You won't be banned for that, the game is just recognizing that there's missing or corrupted files and preventing you from playing.
-
I'm not really sure what the aims to solve. One safe unhook would bring you back to the same chance as it is now. If someone decides to slap on Borrowed Time and unhook a bunch of people, they would have a much higher chance to unhook themselves than they do now. The end result either way is the same; they still have a chance to escape the hook.
Though again, I'm not really sure what this is meant to solve in the first place. I very rarely hear any complaints about self unhooks.
-
Because in a custom game, the survivors and the killer know each other and can choose to farm bloodpoints whenever they want. In a SWF group, you can try to farm, but if the killer isn't having it, you're just going to wind up dead. We don't want everyone to hang out in private lobbies farming points instead of playing the actual game.
This is why custom games have everything unlocked by default. This way if you're just looking to play with friends, you still have everything available to you in spite of not being able to earn points.
-
It's mostly good if you're newer to the game or if there's a brand new map/rework, since it'll help you find pallets or windows, but it can also be helpful to figure out which pallets your teammates used while being chased.
Alternatively, you can be like me and slap it on with Open Handed and Any Means Necessary to be the dedicated pallet doctor. You see dropped pallets, you run over and pick them up.
It can be a good bit of fun. I'd recommend picking it up if you're looking to mix things up and try different builds, not so much if you're just trying as hard as possible to win.
-
To put it simply, certain bugs are quick and easy fixes, others are done by different departments. A level designer removing some invisible collision does not prevent a programmer from fixing Hillbilly bugs. We put out a hotfix for everything that was already fixed while working on the rest since there's no sense in waiting longer than we need to.
-
@man_on_fire said:
i'm not dcing, sometimes i have internet issues, they have to think about players who have a low internet speed.
While I do empathize with you, you losing connection in the middle of the match ruins the experience for the other people in the match. It is your responsibility to make sure that your connection is stable before playing online games, not everyone else's responsibility to put up with it. If it's happening every game like you say, that sounds like a pretty severe issue that you should get resolved.
-
Stake Out and Prove Thyself don't do the same thing, so technically they don't really stack. Yes, you can use the two together, though.
Spine Chill and Prove Thyself do both increase your repair speed, yes. Though you would still be ever so slightly more efficient when working on a generator by yourself (Prove Thyself takes the CPS up to 0.9775 with one other survivor).
Spine Chill and Stake Out would also combo nicely since it increases your chance to get a skill check, while the other increases the bonus you get from said skill checks. Though since it requires the killer to be close and looking at you, I wouldn't rely on it. It's can be wildly inconsistent.
-
@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1256906#Comment_1256906
I would say they can obviously control what goes in the shrine. Look at April fools! I think what @peanits is saying is that as a general rule, the perks that show up are random. He never said they never choose the perks should they desire.
I can actually go ahead and clear that up right now. There's only been two times where we have changed the shrine (outside of perks that are required for Tome challenges, which are forced for one week):
- That time where Aftercare and Wake Up! were in the shrine, but could not be bought due to a bug. The shrine was rerolled with a new set of randomly selected perks.
- April 1st for one day, which was then replaced with the regular randomly selected set of perks the next day.
As for Saboteur, that's just a coincidence. We have changed loads of perks in the past without them appearing in the shrine. Sooner it later, one of the perks that were changed were bound to appear at/around the time that they changed.
-
@Izo_Quartz said:
Might be a bit of a controversial opinion, but I think the killer should be straight up kicked out of the lobby if their ping goes above a certain amount no matter what killer they've picked. It would easily fix the whole VPN killer issue.
I don't that that's so controversial. It seems pretty reasonable to me, honestly. Granted, it would have to be high enough such that someone who is playing normally with a good connection without a server nearby doesn't have any issue playing, but I don't see anything wrong with a high limit (say, 250ms). It is an online game, after all. While I do empathize with people who are having connection issues, it is on you to get that fixed, not everyone else's responsibility to deal with it for you. Those are real people you're playing with, not bots.
Although that's just one way to deal with it. There are other ways to handle it, such as by taking away hit authority and instead handling it on the server. That way if you have a terrible connection, you're the one that feels it, not the other people with good connections.
-
I normally wouldn't do this, but seeing as how your account is brand new and there's a lot of factually incorrect claims here, I'm lead to believe that this is bait. If it's not, I would strongly suggest double checking the claims you are making first, as making claims such as the Nurse being able to blink up to 9 times or the Huntress being able to carry 9 hatchets are outright untrue, and that's not going to spark any constructive discussion.
-
Aside from those who are just upset that they died, there can be times where it feels like there's not a whole lot you can do depending on your positioning. He doesn't have a clear tell when he's about to shoot (you can aim down sights and shoot almost immediately), so you always have to be on your toes and assume he could shoot at any moment. If all you've got is a window, for example, taking it means you get shot and hit. Not taking it means he can easily M1 you. You can try to dodge, but since he has no wind up time, you've gotta' dodge almost any time he has line of sight on you, which loses a ton of ground. Compared to Huntress who has a very clear wind up that you can react to (e.g. She raised a hatchet, I'm not going to drop the pallet), there's a little more guesswork involved.
I don't mind playing against him personally, but I do see where people are coming from. Sometimes you're more so hoping that the person playing him misses their shot rather than trying to outsmart them. He's definitely the type of killer that is as good as the person playing him.
-
The bugs for the hillbilly are still being worked on. They haven't been forgotten about, they just didn't make it into this hotfix.
-
@Player35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1256627#Comment_1256627
I admit I know little on game design but wouldn't it be possible to create an universal overlay for each cosmetic piece (top, bottom, head) so that it layers over said cosmetic? Then only 3 overlays would need to be created to apply to everything
Yes and no. Yes, it is technically possible if they're designed with that in mind, but no, it's not as simple as slapping a new layer of blood over top of whichever cosmetic you want.
To keep it simple, I'm going to ELI5. Let's pretend the thing you want to add blood to is a cube. To add a texture to it, you need to flatten it out. It might look a little something like this:
Then you add blood to it. It might look something like this, although obviously not as crude as this example:
Now aside from the fact that this example is very crudely made, it looks fine so far, right? But keep in mind what happens when you fold this 3D object back up. The blood splotch in the bottom right might be fine since it's already on the face that's going to be next to it, but what about the top one?
As you can see, the blood splotch on top is going to fold up against a face that doesn't have any blood on it. That's going to make a very clear (and ugly) seam where the blood suddenly stops and disappears.
To which you might say, it's simple enough, just make sure that it lines up with the other faces and then apply that to all cosmetics. That may work for simple objects like cubes, but more complex objects (like a shirt, or an entire killer's body) aren't as clean and uniform. They've got a lot of polygons, and they don't unfold neatly. To save space, an arm might be separated from the torso and rotated to fit into a small file. More importantly, since each cosmetic is a different shape (a t-shirt will have a different layout than a hoodie, for example), there's no good way to have a single bloody texture that covers everything.
There are some workarounds, but they tend not to be as nice or details as the manually created ones. Slapping a generic texture over just anything doesn't quite compare to an artist going through and manually placing the blood.
-
@Izo_Quartz said:
https://forum.deadbydaylight.com/en/discussion/comment/1256767#Comment_1256767
I get that the chances are low, but it's been months and not a single perk from stranger things or past that has appeared? You have to admit, that's a least a little weird...
I would say it's a little unlikely, but I wouldn't say weird. That's just how probability works. Even if the chance for none of them to appear so far is small, it's still a possible outcome.
-
I can confirm that they are eligible to appear on the shrine, they just haven't popped up yet due to chance. There's a lot of perks in the game so the odds of any given perk showing up in the shrine is fairly low.
-
I wouldn't say either. Fair would be killing the people that you catch, so the fact that you aren't just makes you a nice guy. I'm sure some people appreciate the escape.
-
It's because Feral Frenzy is a special attack, not a basic attack. If it were a basic attack, it would have to work with other things (like Exposed, which would be pretty nuts).
-
@Elik said:
https://forum.deadbydaylight.com/en/discussion/comment/1255099#Comment_1255099
But what if cross progression would be in the game?
There are no plans to add crossprogression at the moment, so it would be impossible to say how that would be handled if it ever becomes a thing.
-
DBD does not feature crossprogression at this time. Anything you purchase on one platform is bound to that platform, you will not be able to use it on any other platform you play on.
-
I would suggest restarting the game, and if that doesn't help, your PC. If neither of those work, you could try again after waiting a little while.
If none of those help, I would suggest contacting support: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191366
Someone should be able to take a look behind the scenes and see what might be going wrong.
-
Unfortunately you can't, but as they're doing it before the collapse started, it would be reportable.
-
Sorry to hear that. Very rarely, a perk you purchase from the shrine will not properly unlock. If you fill out one of these tickets, we will be able to properly unlock to the perk for you: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191306
-
It originally meant "killer's camping, don't save me", but enough people don't know what it means that it's not worth listening to.
-
For survivor, pallet doctor. Windows of Opportunity, Any Means Necessary, Open Handed. Fourth perk can be whatever you like, but Kindred works nicely with Open handed. See a downed pallet? Run over there and pick it up.
For killer, Wraith with Play With Your Food and Nemesis or Furtive Chase. Easiest PWYF stacks you'll ever get. You'll be zooming.
-
Adept achievements/trophies for killers require a merciless killer. I can't tell from the screenshots, but did you double pip? If you didn't, that's why it didn't unlock.
-
@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/1247516#Comment_1247516
It would be great for solo players, that's exactly the info that solo players needs to fill the gap between them and SWF.
I'd have to disagree. I play my fair share of both SWF and solo, and I can't say I've ever felt the need to communicate exactly which pallets are used at all times, especially those across the entire map. As a solo player, I also don't think I need to know if the pallet on the opposite end of the map has been used or not. It's not relevant to me unless I'm over there and can use it to avoid a hit.
-
@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1247663#Comment_1247663
So then it's not fully rng but controlled by bhvr?
Other than the rules listed in the article linked above, it's totally random.
-
@BigTimeGamer said:
"random" but right now its all perks from new tome characters
also didnt it get changed when it was too good one time?
No. It was manually changed once because there was an error that prevented the perks from being bought (Wake Up! and Aftercare). They were replaced with a randomly generated set of perks.
-
@MPUK said:
https://forum.deadbydaylight.com/en/discussion/comment/1247627#Comment_1247627
How about that time the shrine was changed and Switch users didn't get BBQ and Chilli even though we had been allowed other Leatherface perks in the shrine before that? That seems like a conscious decision rather than a random selection.
This is because the shrine is randomly generated with each update, and the update had not released on the Switch at that time.
@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1247627#Comment_1247627
Wait a second, you guys said you are actively picking perks for the rift so people can finish the Rift?
Yes. Any perk required for a challenge will appear in the shrine for one week.


