Peanits
Peanits
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- Peanits
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You mean to say that you disconnected and now have to wait for the disconnection penalty to wear off?
That just sounds like the penalties are doing what they're supposed to, honestly.
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You basically make an explosion at a generator to lure the killer to it. It's a distraction, like Diversion.
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@TheOptimiser said:
https://forum.deadbydaylight.com/en/discussion/comment/1104824#Comment_1104824
So that means if I play on low settings to have the best FPS experience on my PC would put me at a disadvantage and make the map darker for me?
That's terrible and I hope that is not the case...
This obviously is not intended, it's a bug.
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I believe they do, barring when a survivor breaks free. As far as I'm aware, your actual attack is a basic attack, your power is just pulling them towards you.
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@Dead_by_chrissy said:
https://forum.deadbydaylight.com/en/discussion/comment/1104891#Comment_1104891
Dead Mans switch is alright and I do enjoy the 10 second aura reveal of retribution but please buff the other one whos name I forgot because I got excited thinking it was exposed ;-; plus I can't see too much use outta it. I do love Zarina and the survivor perks though and thanks for Bunny Feng
Gearhead? I don't know, I can see some potential in it. It's a lot like Discordance except even just a single survivor can activate it. Instead of requiring two survivors to be on it, it only requires you to hit people twice. It might not be meta, but it sounds pretty decent for tracking.
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@HealsBadMan said:
@Peanits or another mod will have to confirm, but probably. OoO is Laurie's perk, and she also has Sole Survivor- the latter hides her aura at certain distances when other survivors are dead. If those two are supposed to work together, then OTR should too.
I do believe so. OoO doesn't care if your aura is revealed, it activates whenever the conditions are met. This is why you could see the killer's aura before while you were in a locker (before being in a locker added blindness).
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I can't really see it being toxic. You trade yourself for them. If the killer is still there, they'll just smack you and down you instead. If they're not, you could probably just pick them up normally as is.
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From what we've seen, it's caused by low settings. Increasing it to medium for the time being should help (might only take effect next time you load into that map).
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@fleshbox said:
Does this disable the current dbd install? Can i run both at the same time/ not at the same time but have both on my system and choose which one to run? Or can only one run and it disables the other till i opt out again?
The way betas work on Steam is that it updates your current install to the beta build. To go back to the normal version, you need to opt out of the beta and update back to the normal build.
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@Science_Guy said:
I really wonder why lately there's this wait to have some random employee do the Survivor voices. Surely it can't be that hard to get ready?
It's just one of the last things we do for new chapters. Other things (chase music, killer's power, etc.) come first.
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Slim to none, and slim just left the building. The odd time you do end up going against a coordinated sabotage team, it wasn't very fun. This is why we're aiming to make it more accessible to survivors and easier to counter for killers, as we mentioned in the dev update. It's a mechanic that has a lot of potential, but it wasn't seeing much use previously.
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It releases today. We'll post a more precise time along with other details shortly.
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@skartelly said:
https://forum.deadbydaylight.com/en/discussion/comment/974897#Comment_974897
https://us.v-cdn.net/6030815/uploads/216/FI43C77B6ZCG.png
There is no beta in my Dead By Daylight options
The PTB has not started yet.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/1101656#Comment_1101656
I know that the best answer will be "wait tomorrow and see" :P, but asking costs me nothing so...:
in the design process, you want breakable walls to simply help the killer (e.g. removing god loops from an area) or some are also meant to backfire (e.g. an area which would normally have a single entrance becomes a two way area, adding escapability options for the survivors)?
It's totally experimental, for now. Some might help you, some might hurt you. Some might make it easier for you to get around the map, but they'd also help the survivors get around the map.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1101612#Comment_1101612
My main question is how does the pallet go down when the survivor is in the dying state?
Like if the killer truly got the hit, the survivor wouldn't have been able to move the pallet down right?
You can say there's a server disagreement, but the killer got stunned, the pallet went down and the survivor is on the other side of the pallet on both screens. It looks wrong and shouldn't be possible from a mechanics standpoint because survivors in the dying state can't perform actions
Again, this was mentioned in the stream. It comes down (mostly) to latency.
Say you and I both have a 100ms ping.
- I attack you. The pallet is not down for me.
- You drop the pallet before I attack.
- By the time our messages reach each other, I already got the hit, and you get the stun.
- Both things happen, so it looks like I hit you through the pallet. You can't unhit a survivor, and the survivor can't un-throw the pallet.
There's not a whole lot you can do here unless you manage absolutely everything on the server, but that's not ideal because then you would have an input delay on everything (including movement).
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1101656#Comment_1101656
Speaking of pallet's (and gens if im being honest), as the new breakable walls will fit with maps (as they should) would you consider making gens and pallets that more so fit the maps? Like how hooks are all easily identifiable yet differ on every map, we could have Pallets on the game that look like traditional ones used to transport goods/Pallets on the wreckers yard that are bits of scrap metal tied together, all in the same shape. Same with gens, having snow covered gens on ormond, or have boggy gens on the swamp, with muck on their sides. more diverse interactables.
That's something I wouldn't be able to answer. I wouldn't say it's completely out of the question, although it is nice to keep them easily recognizable from a distance. It's a lot easier to use the same pallets across all the realms that it is to use the same walls. You might have a boarded up wall on a farm map, for example, but that wouldn't make much sense in a map like Hawkins Lab. Meanwhile it's at least somewhat believable that there's a bundle of boards just about anywhere.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1101592#Comment_1101592
do you think it would be possible for leatherface to be able to continue his chainsaw dash after breaking a wall? with how they are currently set up would this be a good idea because i think it would make him a lot more interesting to play as and against. I just want your thoughts on this like if it would work out.
Theoretically? Sure, anything is possible if you put your mind to it.
In practice, that's not how it'll work, though. Like a pallet, you stop chainsawing once you hit it.
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@fcc2014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1101666#Comment_1101666
So the team is looking into this I assume? Before dedicated servers i never saw this before.
Yes, that's definitely not intended.
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@fcc2014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1101612#Comment_1101612
I saw the stream and the explanation but this is still bs
This is desync, something unrelated. They are seeing you in a completely different spot.
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The walls are going to be fairly clear, like a pallet. They may not stick out as much as a bright pallet, but you should be able to tell which walls can be broken just by looking at it. The idea is not to make it a surprise but rather to change the way that particular area is played.
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Conveniently enough, we did an entire stream on this last week.
The short version is; there's a disagreement between what you see and what the other guys sees. One of you sees the pallet down in spite of being hit. One of you sees a hit before the pallet is dropped.
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@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1101577#Comment_1101577
So can we assume that over time these breakable walls could be added to existing god loops like Ironworks etc?
It's possible, but I can't say for sure. This is the first time we're trying this out, we can't make any promises about them just yet.
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I don't really judge them more than any other killers, but I definitely get into any Huntress' head. You get a real feel for when they'll raise a hatchet and when they'll run right through it, when they're going to throw one, etc.
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It was tested extensively, but they are largely experimental still. We gave a couple examples of how we're trying them in the new map, but to reiterate, you might have a tile with a really strong window, but breaking a wall next to that window makes it far less safe. It doesn't make it outright unusable for the survivor, but it does mean that they can't loop it three times.
You might want to break it right away, but the more time you spend not chasing survivors is more time they're spending on generators. Going through the whole map to break all the walls at the start is probably going to backfire.
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8 seconds is a pretty hefty assumption. For the record, it's nowhere near that (actually closer to 2.5).
I get being upset if you try something and it's not as good as it first seemed, but jumping to conclusions before you even know the details of it doesn't help anyone. At that point, you're making up something to be upset about.
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You haven't even seen the new map yet, so there's no way to tell what it'll be like to play on. But that aside, DC penalties have you covered. If they choose to DC on it every time it comes up (especially when the chance to get the map is increased), they'll be sitting out for days at a time.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1101264#Comment_1101264
It won't fix them immediately, who knows how long til they implement it in all maps, @Peanits do you have any idea of a time frame? WIll it only be when a map is reworked?
No way to say for sure right now. I would assume when maps are reworked, since they need to be placed manually by a level designer (they are not randomly placed), but specific areas could be looked into sooner.
We're going to be experimenting with the new map first before putting them on any other map.
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@humanbeing1704 said:
Im curious how it works with an add on like iridescent button will that allow you to simply break walls in frenzy?
You can't vault a wall, so it wouldn't affect them.
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Alright, well because y'all asked for it so nicely, we put the dev update out a day early.
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A little over two hours ago.
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A free pass on your first 6 disconnects is an awful lot. I don't think I've disconnected from 6 matches in the last year let alone in one day. Especially given the average amount of time people play the game, that could very easily give them a green light to disconnect from every single match they play that day.
If you're unwillingly losing connection to that many matches, that sounds like you've got a pretty serious connection issue. While it's unfortunate, it's on you to make sure that's resolved before playing any online game, since leaving in the middle of a match makes the game worse for the other people in the match.
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You need to be close (within a few meters) of an injured survivor and take a hit. This also works if the killer is carrying someone, so the easiest way to get them is to get in front of the killer and force them to hit you when they're trying to hook a survivor.
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Dev updates are blogposts, not streams. It'll be coming out sometime early this week (likely tomorrow morning).
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1093929#Comment_1093929
How difficult would it be to make them ever so slightly the same?
That, I would have no idea about. It's something that's very fundamental to the game, so changing it would likely impact some other aspect of the game.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1093910#Comment_1093910
Are we to say the pill for movement is the same width as killers then?
It's not, it's ever so slightly wider than the survivor's capsule (as seen in the gif shown above, and on the stream). This is why there's cases where two objects spawn close to each other and the survivor can pass between them, but the killer cannot.
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Nope, we haven't changed anything. There hasn't even been an update recently that would allow us to change them.
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That is the SlashableZone, the thing used for hitting the survivors. This is not used for movement. The capsules used for movement are shown above.
(This was mentioned in the stream.)
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I'm sorry to hear that, but they are pretty much the same size (the killer capsule is ever so slightly larger). We showed the capsules themselves side by side on stream.
I've gone ahead and animated them together over top of each other if you'd like to take a look:
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This sounds like fun. I'm going to go ahead and pin this.
I'm really curious to see if anyone will actually get it.
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I tend to play a variety of different killers, but I definitely have some that I play more than others. Huntress has been the one I play most recently, but I also mix it up with a bunch of Demogorgon, Legion, Pig, etc.
I think I'm slowly becoming a Demogorgon main.
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@Kagari_Leha said:
https://forum.deadbydaylight.com/en/discussion/comment/1093803#Comment_1093803
arf okay i guess
but a last question please, can you confirm game-crashing glitches doesnt count for the ban system ?
Anything counts, otherwise you'd end up with people forcing their game to crash to avoid penalties, but if we notice a surge of crashes (or a game breaking issue), we have a killswitch to disable the system just in case. Right now, the number of crashes is incredibly low.
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@Kagari_Leha said:
https://forum.deadbydaylight.com/en/discussion/comment/1093790#Comment_1093790
times are set manually ? does it just means it works the way intended ? i thought the first ban was 1 minute long in case there was a crash or smthg that made the system count you as banned ?
It was one minute for the first one during the last test, although a lot of people would completely miss that first timeout by the time they re-opened the game, so it was increased. It's still low enough that it's not going to ruin your whole night the first time it happens.
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The times are set manually, there isn't an equation that you can use to calculate the time.
For what it's worth, though, things like that are exactly why the system was added. That was not something that warrants disconnecting.
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Hey, that's great. You keep disconnecting and we'll see you in three days!
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It would definitely be too late at this point to change that if the next killer is licensed; that sort of thing would need to be decided way earlier on. We're getting close to the release at this point.
But for the record, the character being licensed or not has nothing to do with balance. We are free to balance them however we see fit.
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As others have said, if you have an actual emergency, being timed out for a few minutes is not going to be an issue. If something needs to be dealt with that urgently, odds are it'll be over by the time you get back.
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That animation was scrapped because it was far too slow. When we increased the trap setting speed, we needed to change the animation since speeding that old one up would look silly. If we were to use that one again, it would be very slow, and that's not something we would like.
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That's definitely a neat idea. I do have three things to note, though:
- I sorta' have a soft spot for Open Handed as is. You can do some fun stuff when you stack them with other survivors. Combine it with Kindred and you can see the killer from pretty far away. I don't know if I'd want to see it go away completely.
- This might favour SWF, who can strategically equip perks and use one person as the "aura reading guy" that everyone can go to and see everything.
- It might be too much info? I'm just imagining all the possible perks and items that can show auras, and it could get out of hand pretty easily. Toss on Windows of Opportunity, Empathy, Alert, Detective's Hunch, maybe even a Rainbow Map and you can see just about everything. At that point, it can be hard to make out anything of use.
But I certainly like the idea. I had thought about something similar but as a buff to maps, where if you're standing next to a survivor who's looking at a map, you would also see the auras. Could be a neat way to gives maps some love.
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They're being returned (right now) one by one. Don't worry, you'll get all the ones you have earned soon, it just takes time to send them out to that many people.
