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Peanits

Peanits

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Peanits
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  • But, what they did not mention and skipped right by, were the instances where the auto-aim goes through the motion of "auto correcting" the camera, but the hit either is not detected in an open space, or it auto corrects itself into colliding with terrain or debris in the environment.

    You may want to rewatch that bit. We specifically stopped to mention that this does happen, and it's unintentional. We want to fix that.

    As for trying to reduce latency, this is not bias in the slightest. If anything, it's biased towards the killer side since latency has zero influence over their hits (you see it, you can hit it). Killers already get the optimal experience when it comes to hits since they are not subject to latency, so there's nothing for us to reduce there. This change will not make the killer experience any worse. It's purely to show both sides closer to where they should be.

  • He's a bird. He's taking you back to his nest, where he'll feed you and raise you as one of his own.

  • @Hoodied said:

    I’m so happy my username was pronounced right

    Of course. I still remember you from your old name.

  • @Archimedes5000 said:

    I really like that they COMPLETELY FORGOT the fact that Aim Dressing (it was called Animation Enhancememt just 2 weeks ago lol) can make you miss hits or hit walls instead...

    But yeah, its a jUsT vIsUaL

    Imagine a survivior hiding begind a corner of a wall.

    You can see the survivior's head, and you know you can hit it.

    So you press M1 to hit the survivior.

    The initial detection (yellow cone) WORKS THROUGH WALLS, so basically, it detects the survivior through a wall, CORRECTS your aim to point at the CENTER OF THE SURVIVIOR'S hitbox (ITS BEHIND THE WALL!) And makes you hit THE WALL, because the hit zone (red cone) detects THE WALL.

    So basically, a perfectly clean hit, with no lags at all, is turned into a miss.

    JuSt ViSuAl

    ItS a LaTeNcY pRoBlEm

    We specifically mentioned exactly that in the stream, saying that it's not intended and it is something that we'd like to fix.


    Anyway, thank you for the amazing summary as always @Fibijean !

  • @CrassardStreams said:

    Wait so when is this supposed to be happening? Where is this confirmed? The teaser is just a video of a chain being pulled taut lol.

    It was shown in the dev stream. It'll be included in the next update.

  • The next possible Tuesday that can happen from this moment forward.

  • It'll start this coming Tuesday (the exact hour has not been confirmed).

  • Just to clarify, we aren't trying to push this as a buff. This is just a quality of life change that's been asked for by the community for a long time. We are aware that this isn't necessarily going to make him stronger, it'll only make him feel a little better to play.

  • We do have a quick update for you: The issue we ran into before has been resolved and we're looking to send those cosmetics out to the people who earned them soon (hopefully within the next couple of days if all goes well).

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1090814#Comment_1090814

    Wait... when is the hit detection made?

    A random point during a lunge or dash? Not at the end of it when the weapon starts swinging?

    The game constantly checks to see if a survivor is inside your cone while you're attacking. If they go within that range, the game locks onto them and pulls you towards. At the very end of the animation, it'll check to see if there's still a survivor in range (or if there's an object in the way).

    The issue comes in when they're in range when you start swinging, but then go behind an object when the attack happens.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1090756#Comment_1090756

    Can't we just turn it off?

    The game registers a hit, so it locks onto them as they do their fancy spins and it hits them (as it should). Now take that away. You swing at them, but the moved to your side while you were swinging, maybe faster than you could turn. Now they're no longer in that hit cone and they aren't going to get hit.

    If the game detected a hit, what would it matter if they turned to the side?

    Is the dressing making the hit actually connect or just making it look good?

    Because one of those is auto aim, and it's bad.

    There's also the other side of things, where the survivor would then see ridiculous things with it off. You, as the killer, would miss a lot more just because the survivor is no longer in the cone. If you only check to see if they were inside of it at some point, you could lunge straight into a wall, smack the wall, but still hit the survivor just because they were inside that cone at some point during the lunge. Or take the Pig, for example; you could ambush towards someone, have that cone cross over them, and then continue sprinting off into the distance before swinging at absolutely nothing and hitting them.

    We would much rather just fix the weird cases where it doesn't work rather than getting rid of it completely.

  • There's a difference. Auto aim gives you a hit you should not have gotten (e.g. you were not looking anywhere near them). This only moves you once it detects a survivor is going to be hit. Auto aim happens before, this happens after.

    Like we've said in the stream, if it causes you to hit an object instead of that survivor, this is a bug. Please be sure to report it.

    @beck__ said:

    You misunderstood. When the game calculates a hit, it then performs animation dressing which turns you towards the survivor. However this is bugged and will sometimes make you hit an object instead.

    So this bug can make you miss where you should have hit.

    I think they should fix this as priority or remove the animation dressing until it's fixed.

    The issue with this is that it would cause a lot of hits that you currently get to miss. Say for example you're playing with a controller. You swing at a guy, your hit cone crossed over their hitbox. The game registers a hit, so it locks onto them as they do their fancy spins and it hits them (as it should). Now take that away. You swing at them, but the moved to your side while you were swinging, maybe faster than you could turn. Now they're no longer in that hit cone and they aren't going to get hit.

  • @Exerlin said:

    10/10. Was expecting something dumb, but we got a huge QoL update for a free killer!

    To be fair, the video was actually meant to be really dumb and over the top. We just knew that this is something y'all have wanted for a long time and wanted to announce it in a special way.

  • 2PM Eastern (about 30 minutes).

  • You're probably overthinking it. It's just a callback to the last time we had a SuRpRiSe (and it somehow turned into a meme for a while).

  • In about an hour (2PM Eastern). It's worth noting that it's not a conventional Q&A stream, although we will be answering a few questions towards the end.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1090048#Comment_1090048

    Riiiiiiight. This defense again.

    Humanoid also generally requires cognitive thought, and the "humanoid" tag wasnt used until recently. You guys used to say " is or was once human" then changed to this LOOSE humanoid definition to fit in...certain killers.

    So does this mean ravenous bears, dinosaurs and killer animatronic mascots are viable now? They all fit that definition.

    As does chucky.

    We can act like humanoid means bipedal with a head, but that's not the case.

    I mean hell, centaur/yuan-ti/mermen are humanoid yet dont fit your definition.

    It's not really a defense, it's the reason why. Non-humanoid killers would require completely different animations, since they would be rigged differently. To use Chucky, as an example, he would need a new set of animations because he's so small. Any time you hooked a survivor, he would either grow to be 7+ feet tall or stay small and hit the sickest three pointer you've ever seen.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1089811#Comment_1089811

    That would be SICK.

    And since the humanoid only things far out the window, why not!

    For what it's worth, all of the killers are still humanoid. Humanoid != human, it just means that they're human shaped (bipedal, two arms sticking off the side of their torso, and a "head").

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1089893#Comment_1089893

    what time is the stream today? sorry if youve already answered this.

    2PM Eastern (a little over two hours from now).

  • @Chmurkaz said:

    Today is devs stream, maybe they'll also leak something else.

    And sadly it's not Jason :(

    We won't have any more details on the next chapter, but we may have a slightly different kind of SuRpRiSe.

  • @Daddy_Doctor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1089508#Comment_1089508

    That is ridiculous. Ban someone for wasting pallets?! Ever seen Pallet Peggy?

    Running around the map throwing down every single pallet while you're not being chased is griefing. It doesn't matter how you slice it. You are making the match worse for the other survivors.

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1089508#Comment_1089508

    is it enough to make a post game report, without video proof?

    Anything helps. Videos allow us to deal with it much faster, but even just an in-game report will do.

  • If they're running around throwing all the pallets for no reason (i.e. not in chase), just be sure to report them. That would be considered griefing and they would be banned for it.

  • I definitely don't. As a killer, people would expect me to farm or go easy when I really just wanted to play the game. A lot of the time they'll just sit there and refuse to actually get chased. As a survivor, we would be at a huge disadvantage right out of the gate and probably die.

    I'd much rather just move on to the next match.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087828#Comment_1087828

    Killers that do too well get punished by both DS, and the emblem system. Why is the same standard not applied to survivors?

    Survivors who only do generators as fast as possible and leave will also get hit by NOED and probably not pip.

  • I wouldn't really want to see that, personally. I definitely get the idea behind it, but you would effectively be punishing the survivors for doing well, which isn't something I think should happen.

  • Fun and variety.

    Not really a survivor main, I play both about equally, but everyone knows that stunning the killer twice with the same pallet thanks to Any Means Necessary is an automatic win, even if you die.

  • I'm not sure what this is in response to. We have no said anything about nerfing the clown, and I don't think anyone else has in a very long time.

  • It's extremely nebulous, so I can't exactly give you a number.

    For example, there's art, but that's also divided into technical art and marketing art. There's game design, but there are live designers and designers working on new content. You get the drill, it all depends on how you want to slice it.

    And there's also other teams that aren't exclusive to DBD, or teams that maybe don't make the game specifically (stuff behind the scenes, or the data team which is independent of DBD).

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084437#Comment_1084437

    Yeah, what happens to survivors that can't see the name of the killer who has caused issues in the past? Survivors just have to put up and deal with it. But Killers have the ability to exercise discretion and decide to dodge a Lobby if it contains a Survivor, they dislike for whatever reason.

    The same applies to both sides.

    Survivors can leave if they see a fellow survivor that has sandbagged them in the past.

    Killers can leave if there's a survivor that has harassed them in the past.

    There's no favourites here, please don't try to infer that we're picking favourites when we're not.

  • If you could grab us a short clip of this happening, I will definitely raise a flag with the team. We don't want to punish someone for an error.

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084531#Comment_1084531

    TL;DR - Take the L when you lose, and don't DC.

    BUT, what about people getting penalized for rank update errors and the like? It's been asked multiple times and you seem to conveniently gloss over those posts.

    I just got out of my meetings and have been asked that a grand total of one time since then, and have also answered that person. Rank update errors should not count since they occur after the match. If they are counting, please let us know (and send us a clip if you can). We have a kill switch ready just in case something like that happens.

  • This, I can't say. The rank update error only happens after a match, not during it, so it should not count. If it does, however, that's an issue and we do have a kill switch in place in case of something like that. If the rank update error is triggering it (particularly if you have a clip of it), please let us know.

  • I do agree that it's important to understand why people are disconnecting, but at the same time, waiting until every possible annoyance is gone before enforcing them is not viable. We can only change so much in an update, and making sweeping changes to the whole game can take years.

    But more importantly, there are quite a few times where people disconnect for no reason (or petty reasons). I've had people get caught out of position, dead hard into a tree, and then disconnect because they went down. I've had people disconnect because they chose to bring a hex perk and it got cleansed before they could use it. I've even had a Legion disconnect on me after failing to catch me at a Z wall. I'd love it if people only disconnected when they needed to, don't get me wrong, but in reality, there's a lot of people out there who will disconnect over petty things or arbitrary rules that they have set for themselves.

  • We aren't looking to punish leaving a lobby at this time. There are reasons why someone might have to leave a lobby (e.g. They forgot to select an archives challenge, they realized they aren't ready or have max BP, they see someone in the lobby that has caused issues in the past, etc.).

    If someone does dodge a lobby, that lobby remains open on dedicated servers and is pushed to the front of the queue, so it should fill back up very quickly.

  • For the time immediately following the release of the new system, they won't do anything (aside from give you achievements for reaching certain milestones on PC).

    Although should something go horribly, catastrophically wrong, we could always switch back to the old matchmaking system and fall back on ranks.

  • We had some issues with dedicated servers on Xbox and had to push them back until they were resolved. We're on it, though, and hope to have them out as soon as possible. Unfortunately I can't give an ETA just yet.

  • As someone who used to deal with those in-game reports, yes, they absolutely do.

  • @[Deleted User] said:

    Really sucks they are not doing to fix Demo's addons, so many of his iri and purple add ons are just useless compared to even his browns.

    We haven't confirmed anything one way or the other about the Demogorgon or the Oni.

  • We did actually mention that the Pig would probably be looked at at some point (even if it's just add-ons) during a dev stream back in July last year. There's notes and a link to the VOD here: https://forum.deadbydaylight.com/en/discussion/77678/

  • To clear a couple things up (although I'm sure this same thread will pop up again in a few days anyway):

    1. He is not a game designer. He does not make balance decisions. We have a design team with a lead designer that handles that sort of thing.
    2. The people making balance decisions are knowledgeable about the game and keep an eye on experienced players.
    3. He's a busy guy that doesn't get a lot of time to play anymore. He knows he's not the best player, he has said this himself many times.
  • Just to clarify a few things, because I'm guessing this is probably going to be a hot topic for a while:

    • Mobile and core are two different projects with two different teams.
    • Mobile is currently in beta, so there's a lot more freedom to try out new features.
    • With mobile being, well, mobile, a lot of people may lose connection unintentionally (lost reception on the go, for example). On core, disconnections are typically someone choosing to disconnect. As a result, punishing people on mobile for unintentional disconnects wouldn't make a lot of sense, and replacing people with bots on core wouldn't discourage people from disconnecting in the first place.

    None of that means that the core version of DBD will never get bots. We are still under the same roof and we do share with each other. However, it's not a priority at the moment since we're looking to solve different issues.

  • I don't want to spoil it in case you haven't watched them, so only click this if you've either seen the movies or don't mind having it spoiled.

    Spoiler Spoiler Warning ▲▼

    After surviving her game, she was mentored by Jigsaw to take over after he dies. She rigged her games, though, and killed people who should have lived.

  • @Ohlookahook2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080308#Comment_1080308

    Then ill just do what everyone else does and DC when he's the killer. Problem solved.

    You probably won't want to do that when the disconnection penalties make a return.

  • I think that misses the whole point of the original suggestion, which is to slow things down before the killer can get in a chase and prevent a generator from going off before you can possibly get there. Slowing it down once they're already in a chase seems like a blanket nerf to survivors when the killer is failing to catch them.

    More importantly, this would be a huge (probably unnecessary) buff to slugging. Either you'd have someone down (and as a result, there's fewer people on gens), or they'd get each other up and generators go 50% slower. That's a no lose situation for the killer.

  • Huntress is the one I always seem to come back to. There's a very high ceiling for what you can do with her, so I always feel like I could be doing better with her.

    Lately I've been playing a lot of Demogorgon, though.

  • A: I'm flattered.

    B: We don't base our decisions off of just one person's experiences. We also do a lot of research, discuss things with highly experienced long time players, and we're very active on Twitch watching people play. I, for one, watch guys like ScottJund, Scorpionz, Zubat, Tofu, and Otz on a pretty regular basis.

    C: That's not quite how matchmaking works. The game pairs you based on your nearest data center, not the people closest to you. That means that us in Montreal would be matched with other people who are closest to US East, which could match us with someone from Florida, for example, since that's their closest server as well.


    But more importantly, we are working on a new ranking/matchmaking system that should better reflect skill so things like that don't happen. We're well aware that there is a large disparity of skill in the red ranks, and we're hoping to make it far more consistent.

  • It's not reportable, no. Any reports for it will be discarded. We'll have it fixed before long, in any case.

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