Peanits
Peanits
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- Peanits
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How do you suggest we detect who's in voice chat and who's not? Scanning through someone's PC to see what programs they're using or monitoring their microphone is usually frowned upon, and it wouldn't stop you from whipping out your phone to voice chat or sitting in the same room as someone.
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The end game collapse and being slugged are not valid reasons to disconnect. In both scenarios, the game ends within a few minutes. With the EGC in particular, it might end even sooner if you try to escape and fail. I have yet to see someone disconnect because Distortion only has three tokens and the killer is using BBQ; most people will hop in a locker once they realize the killer is using BBQ to hide their aura.
If you're disconnecting over things as minor as that, you're disconnecting excessively and probably will be waiting for the timeouts quite often.
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I see the sky is falling again.
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@Mushwin said:
BHVR said it's because it's too much effort etc, too much time yet i think it's from the moaning minnies.
That's not it at all. We want the fancy events too, and they'll mostly likely be making a return in the future. For the time being though, we need to focus on game health.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/836861#Comment_836861
That's completely fair I was just wondering. Would there be a possibility of you adding a ingame code from these games or something for the people who made these purchases to get them in the cosmetics store by entering said code?
Also the unreleased exclusives will there be any chance these will be added in the future? Sorry I'm a Feng Min main and I like my cosmetics on any game I play.
It's been considered, but then you're right back at square one. People would start selling those codes instead.
As for the other cosmetics, I can't say for sure, but it's unlikely.
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Regarding the Katana Tsuba and Wakizashi Saya, it's not just a shot in the dark. We make sure to do our research first, and these were definitely too strong (especially when combined). This clip alone shows why way better than I could ever explain: https://www.reddit.com/r/deadbydaylight/comments/dwendd/a_well_deserved_nerf/
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/834776#Comment_834776
I understand your pain and feel for you, but this is also a kind gesture to the console community who are unable to get these outfits ever because these codes are unable to be used on consoles.
https://forum.deadbydaylight.com/en/discussion/comment/834874#Comment_834874
Curious question does this mean Deathgarden mask for Trapper and Meg along with the other exclusive outfits maybe become available for console?
I don't mean Legacy either.
It's in the same boat as the Bloodletting shirt; since you had to make a purchase to get it (unlike the others that were given away for free), we don't want to give it to everyone for free. It wouldn't be fair.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/835160#Comment_835160
While the store option is nice and optional it's not really the same when looking at the two scenario's.
The line is a bit blurry between the two. As right now it's here are some past skins for free you couldn't earn for all you amazing players but in the future its here are some nice skins you couldn't earn but only if you pay.
The current way of thinking seperates past and new customers from being treated the same way so I personally think chosing to either put them all on the store or give them all for free would be the better option as it means everyone new or old players are always treated in the same way which seems to be part of the reasoning for doing this ?. Just my thoughts on it and only for those skins earnable in game events.
I see what you mean, and it's an excellent point, but it has to do with some behind the scenes details. We've mentioned it elsewhere, but the early event cosmetics were handled differently from more recent ones, making it possible to lose them if your save was corrupted (even partially). Restoring them had to be done manually by someone trained to restore items, and it has the risk of further loss of progress.
Unfortunately with the amount of tickets coming in, we weren't able to keep up and it was creating a backlog, so we weren't going to be able to manually restore them forever. So if you were in the situation where you had earned them but lost them, you'd then have to pay to get them back. That's not something we'd want.
If loss of progress wasn't a factor, I'd agree with you 100%, that would be a better way to do it.
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The Bloodletting shirt won't happen because you needed to pay for it, and legacy won't be coming back because we promised that it wouldn't return. We don't want to go back on that promise.
The others, we'll have to see about. Since they use other people's/company's brands, we need permission before we're able to give them to everyone.
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In the old days, flapping meant camping. Although a lot of people don't realize that anymore so you can't really rely on it, so it's usually better to check just in case.
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@Rinthespooki said:
https://forum.deadbydaylight.com/en/discussion/comment/835139#Comment_835139
Question : are those changes (on dev update notes) FINAL (by that i mean nothing else about her will be changed besides only those mentioned in the notes) on spirit or you guys will pull out a revolver and shoot rin in the back in ptb?
Those are all the changes that'll be in the PTB, but nothing is ever final. This is a live game and if it turns out that these changes aren't enough, there could always be more down the line. We'll just have to wait and see.
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Why unlock the event cosmetics?
Unfortunately the way these event cosmetics were stored made it possible for certain players to lose them at random. They would need to be returned manually, but doing so ran the risk of causing further loss of progress.
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Anything that uses somebody else's brand is off limits unless we get permission first.
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@Skorpan said:
https://forum.deadbydaylight.com/en/discussion/comment/835747#Comment_835747
Well, the bad parts of the community wanted nerfs for legion and freddy soooo.
I suppose that's one way to look at it. I, for one, remember loads of moonwalking Legions or Frank's Mix Tapes being used to down someone with no counterplay, making it very unenjoyable to go against. I also recall Freddy being way too good at slugging since you had to wake someone up before being able to heal them.
It's important to remember why things were changed, not just that they were changed.
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@Valkari said:
https://forum.deadbydaylight.com/en/discussion/comment/835795#Comment_835795
Dweard, Street Meg, and those other exclusives also have monetary value to it.. You had to pay to attend those conventions which isn't free. There's literally no difference.
You paid to go to the convention, not for the cosmetics. The cosmetics were free. We have never charged a dime for them.
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/835676#Comment_835676
And what is about the bloodletting shirt from Dwight?
It required you to make a purchase through the merch store, so there's a monetary value attached. It wouldn't be right to make that free.
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Just to make one thing clear, we want fancy events too. We aren't saying that they'll never happen again. Just for the time being, they're on hold so we can focus on game health. Rather than focusing on something that's only going to be there for a week or two, we want to make sure that the game as a whole is in a good place.
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I feel like this is one of those hypothetical titles mocking someone that doesn't actually exist.
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@Mr_Digi said:
https://forum.deadbydaylight.com/en/discussion/comment/835616#Comment_835616
Please explain why hype nea is not included. Thats also a code being sold by resellers, if you want to stop resellers and scams. The hype nea is a part of it, that should then be free too
That (along with the other few remaining streamer exclusives) has someone else's brand on it- in this case, Diatech. Much like the Left 4 Dead shirts, we can't just do whatever we please with them.
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@Clevite said:
So amulet makes her slower at base speed, not while phasing correct?
Just her phasing speed.
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Cancelling all codes cancels the ones that have been used too. That's not an option. It's not as simple as you'd think.
I don't see the reason why it has to be all or nothing. The best option is rarely an extreme one. We've tried to explain why we've done it the way we have as clearly as possible, and we've specifically mentioned that legacy would not be returning in the past. We don't want to break that promise.
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@CosmicGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/835360#Comment_835360
While the two reasons are completely understandable and I aprecciate the solution you're offerring to many, it does not answer some of the things I've mentioned. People who worked hard on them and earned the event exclusive items are pretty much avoided in favor of this and that's something I, and many others, do not like, of course.
That does not mean I hate you and I hate the game and all, I love it, and I love the support you've given to it, but it's the first time I really dislike one of your solutions, and I feel put aside.
Thank you.
pd: To everyone commenting about the event being easy and all, it's irrelevant. People who earned it through dedication to the game to achieve the exclusive item should have the rewarding feeling of having it because someone did not do it, whatever the reason.
I can understand that, although the people who did earn them got to enjoy their exclusivity for over a year. You got to have something special that whole time, and now everyone has a chance to use them as well.
@ProfoundEnding said:
@Peanits Is the black and red Infected shirts coming to console at all? Those are still PC exclusive.
That's a bit of a different story because it's another brand. It's got the Left 4 Dead logo on it so we can't just give them to everyone without permission from Valve first.
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Deactivating all codes means deactivating the ones that were already used (so people who did already use them would lose them). That's out of the question.
I do understand your point, but it was also unfair for a console player to go to a convention and leave empty handed because the codes only worked on Steam. If you had those codes before, you got exclusive items to wear for a few years before anyone else.
For the Bloodletting shirt, it's not being included. That was given out through a promotion with the merch store and required you to purchase something. Since you had to buy something to get it, it wouldn't be right to give it out for free. Showing up at a booth and spending money for it are two different things.
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There's two main reasons:
- Loss of progress. There is an issue where early event cosmetics would sometimes disappear due to an error. We would have to manually re-apply them to each person one by one, which can take quite a while. Often times we would get a surge of those tickets and it would make a huge backlog of tickets, slowing down support across the board.
- There's no way to get them. Lately, we've started to make sure that things are available to everyone. The Hallowed Blight and Withering Blight events are a good example of this; you play, you earn event currency, you trade that currency in for cosmetics. Missed the event but really want a particular outfit? You can grab it from the store. This way you can earn it for free, but you're not totally out of luck if you miss the event.
The simple version is because we want a clean slate. We want to make sure that everyone has the same opportunity to earn them going forward.
As for legacy, we're not looking to re-release that because we have promised in the past that it wouldn't be returning. We don't want to go back on that promise if at all possible.
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@Purple_Orc said:
I have a question about removing the Spirit's collision. Does this mean that she can not be stunned by pallets while using her power?
She can still be stunned by pallets. The only difference is that if you're phasing, you don't bump into survivors and instantly know exactly where someone is.
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@Thatbrownmonster said:
But thats pretty much up to the survivor though
If a survivor is that close to the window he is asking for it
And this was part of her mind game, this is the only change I do not aprove of this recent announcement
A mindgame is something you do to outsmart someone, it's not running in a straight line after someone and leaving them with no way to tell what you're doing. You can't really expect the survivor to not be close to the killer unless you give them a way to always maintain distance from the killer, which is tricky when the killer can turn invisible and catch back up at 7.2m/s.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/835225#Comment_835225
Or they start tapping
That's still slower than just doing the generator.
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@Mr_K said:
Removing the collision while phasing should of made pulling survivors off gens a little harder to do. Now they just stop working if they hear the vaccum.
?
Sounds good to me. I wish survivors stopped working on generators any time I used my power as Huntress or Hillbilly. I'd be able to chase people and take people off of gens at the same time. Sign me up.
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@twistedmonkey said:
I think it's a great idea to unlock all exclusives which are unobtainable with codes to stop those scammers.
Now onto past event ones. I can understand its for those who didn't own the game or have access to it at the time. My question is about the serum from events. Will the serum amounts you can earn will be given to all players will after a time?
Unlocking event skins due to those who couldn't play or earn them and since new players will always be coming into the game each event the missed out on means 6 cosmetic pieces they can never earn.
Nope. Recent events are a little different. Since the cosmetics are available in the store, you can always get them even if you missed the event. Getting the Serum just gets you them for free. This way you can earn it for free if you're there, but if you miss a cosmetic that you really want for your favourite character, you're not completely out of luck.
Simplest version; we're doing a clean slate. Starting now, we're going to try to make sure that stuff is accessible for everyone equally.
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Basically for the reason you've said. You go to a window (like shack)- which can easily be dealt with through mindgames and knowing how to run the tile- and the survivor has literally no way to tell if you're actually vaulting or if you're just standing there. If they stick around to wait and see, it's too late. If they start running around and find out that you were really just standing there, it's too late. It's a blind gamble and something we'd like to avoid.
We'd like for the mindgames to be something you actually do, not something that just happens for you.
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Look up a few posts.
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@CakeDuty said:
https://forum.deadbydaylight.com/en/discussion/comment/834904#Comment_834904
So with that logic you should also unlock legacy? They got to have it 3 years before other players? It's really unfair to just give event cosmetics to everyone since they cant be unlocked through code. We had to go through long queue times, lots of grinding, survivors sabotaging event hooks etc to get these cosmetics, but now Little Timmy who plays the game for the first time gets it as well?
I know the grind for prestiging back then was rough and people with Legacy deserve to have them. But so do us that were there and took the time to do the events.
For legacy, we have specifically mentioned in the past that we won't be bringing it back. We aren't going back on our word.
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@JonathanTF2 said:
I don't know if you've seen my suggestion - why aren't these items on the Rift thing instead, somewhere high up? Means people would have to work to get them so there is still a level of exclusivity, but it's free.
Since you just added the Rift, it confuses me that you didn't choose this.
The Rift only has new items or variations of existing items. We don't want to put items that already exist in The Rift because it's not fair to the people who already own them. For example, say for tier 20, the reward is Dweard. If you already have Dweard, you get nothing from that tier. We want everyone to get the same amount of rewards for progressing to the same tier, not less based on how much stuff they already have.
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@Kenshin said:
https://forum.deadbydaylight.com/en/discussion/comment/834874#Comment_834874
and whats with the ppl who spent a lot of money to travel to the events to get the codes? thats not funny.
If you went to the events, you got some special cosmetics to use for a couple years before anyone else had them. More importantly, if you were a console player and went to a convention, you left empty handed because these codes only worked on Steam.
If you bought the codes from a reseller, that's unfortunate, but we have always advised against it and never guaranteed that they would remain exclusive.
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@Kenshin said:
here we go again. another ######### you to the community and ppl who bought this stuff for a lot of money or went to the events. just spit them direclty in the face bhvr.
We've explained exactly why we're doing this in the dev update and have never condoned people buying or selling codes.
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@Gay Myers (Luzi) said:
It shall become yellow soon
With bright blue text. Comics sans.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/829491#Comment_829491
So, by that logic, you nerfed her across all ranks and all platforms simply because of 4 survivor ranks on PC?
How exactly then can we believe that you CAN balance for all 4 (about to be 6) platforms when you openly admit that you changed the nurse specifically for 4 ranks on 1 platform?
Furthermore, should the rest of us non-PC non-red rank survivors then not even bother with performance complaints and balance concerns, since only red rank survivor stats are Paramount?
If we balanced around all ranks, we have people tell us that we needed to balance around good players. If we balance around good players, we have people tell us that we need to balance around all ranks. We try to be as fair as possible when it comes to balancing, but there's so many different skill levels out there that it's not possible to make it perfect for everyone every time.
If you were to balance her around low ranks (16-20), for example, we would have needed to buff her. I don't think I need to go into details of how ridiculous that would be for high level players. The Nurse has been considered one of the harder killers to play for a long time. The audience for her is not casual players.
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I would argue that your gripe is then with the emblem system rather than balance.
I do agree that if you're getting 3/4 kills in a match, you probably should be pipping (unless you're just camping whenever you hook somebody, for example). Though if you're getting two kills and not pipping, it sounds like it's doing its job just fine. You're at a rank that you're comfortable in and performing as expected. Ranking up further would mean that the system is failing you, and if that happens, you'll wind up getting paired with people above your skill level and have a bad time.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/829640#Comment_829640
I never got why 2k is the target. It doesn't seem to lead to the optimal results when properly balanced. Personally I think somewhere between 2k and 3k average (like 2.5k) would be better.
Obviously an above 3k average is still bad but like, why 2k?
The optimal result is totally subjective, is the thing. To the killer, the optimal result is more dead than escaped. The the survivor, the optimal result is more escaped than dead. Two is the most middle of the road no-favourites number. If the killer plays well, one extra kill means they win. If the survivors play well, one extra escape means they win.
Though we tend not to mind if things are a little stronger (e.g. 60%) as long as it's still fun. We aren't rushing out to nerf a killer the moment they pass 50% or anything. There isn't a single killer below 50% right now, even in red ranks.
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@Lost_in_the_Fog said:
I swear I remember reading a post on this forum not long ago where @Peanits said they were working on a Robert Englund Freddy cosmetic. I remember being very excited when I saw it. Maybe I was just in the dream world. . .
Definitely just in dream world, I would never announce cosmetics ahead of time like that (unless we're literally announcing that they're out).
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@BottledWater said:
https://forum.deadbydaylight.com/en/discussion/comment/829640#Comment_829640
If a 2k is a good spot for a killer to be in then why do you get punished for only getting 2 kills in red ranks? You rarely get a pip or just straight up gain a black pip it doesn't feel right at all if you get told that getting 2 kills is a good balance but then you don't get rewarded for actuall killing two survivors instead I need to pray to gain a pip or I'll just not gain a pip at all
I would argue that your issue is then with the emblem system rather than balance. Although getting a 2k basically means it was a draw. Obviously massively simplified because there is no hard win/lose condition, but y'know what I mean. If you draw, you aren't meant to rank up. You're meant to rank up if you did really well. Once you get to a place where you're just doing okay, you should ideally stop pipping. You are playing with people of your skill level, that's the point of ranks.
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It's possible, although there's a ton more that goes into a map than just a design, since they are largely procedural and change each time they're generated. The only thing that's consistent for maps are the landmarks and shape.
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@BottledWater said:
https://forum.deadbydaylight.com/en/discussion/comment/829468#Comment_829468
Are you taking all ranks into account? Like rank 5+ Legion maybe? I for one can't imagine that masked mess even getting more than 1 kill on a team of competent survivors you shouldn't look only at data and actually take the general feedback into account. Legion is no where near a decent or fun Killer he feels clunky and boring
All ranks and high ranks (red ranks). We can filter for whichever ranks or rank range we'd like.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/829491#Comment_829491
Would you ever consider make a public dynamic page with some statistics available for everyone?
For example, a kill ratio for every killer plotted against rank (for every platform of course), pie charts with the most used perks, number of totem cleansed per game, average DC per game...
Or, if not this dynamic, at least uploading those data at the end of every update cycle - in other words, when a new chapter / mid-chapter comes, we get the statistics for the timeframe of the past update?
I'd like to see that some day, even if it does have to be done manually through a few infographics. We would need a good set of data that people would want to see every three months or so if that were to happen, though. If there's enough support for that, I'll run it by the team and see what we can do.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/829491#Comment_829491
Peanits, I believe your data at red ranks is polluted and is not reliable because you have a lot of experienced nurses decimating survivors that make their way to red ranks for the 1st time. Also, why look at it strictly from a killer perspective? What about highly skilled survivors versing average killers (nurses for example)? An average nurse would in no way win against a good survivor team, even before the nerfs. The nerf was unfair.
Skill isn't something you can filter for, the closest you can get is rank. When we're talking about red ranks, you'll have a mix of high skilled and average players, yes. This goes both ways though. You'll have some survivors that are great, you'll have others that make you wonder how they're even there. Likewise, you'll have some killers that are fantastic, and you'll have others that run four slowdown perks on the best killers and don't manage to get a hook until two or three generators go off. There's a bit of it on both sides and it all averages out.
Even so, it's not the be-all end-all. Again, the stats are not everything. We do our research.
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@Luke_Atmey said:
Of course, the balance should not be adjusted by statistics alone.
But you said, “There is no killer with a Sacrifice rate below 50%.”
Isn't it judged only by statistics?
Why do you think the feeling of the player is different from the sense of development?
The crown needs to be strengthened
It's just a target. It gives us something to aim for when designing new killers. It would be very easy to make each new killer the next best thing, but that's not the goal. The goal is to make something that is more or less in line with what we hope the game to be (average of two kills and two escapes).
While the kill rates aren't everything, they can be a red flag if something is way above or way under what is expected. Say if one killer is averaging one kill per game, that's bad. That means that they're struggling. We'd look into it and see why people are having such a hard time with them. Likewise, if a killer is doing too well and getting three or more kills per game on average, that's also bad, so we'd look into it and see why they're getting so many kills.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/829581#Comment_829581
Yeah, I understand that. I'm just asking because many people here don't believe these stats because they think dc's are included in them.
Also, are you guys going to release some stats any time soon like you did before?
It is something we are considering, but I can't say for sure. It depends on how busy the data team is.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/829491#Comment_829491
Do you guys exclude matches that has any dc's in them when calculating the stats along with suicides on hook (if you can detect them)?
We can, but again, the stats aren't everything. They might show us where to look, they don't show us what specifically is wrong.
To give an example, say you're trying to sell your house and you get it appraised. They tell you it's not worth a lot. Do you just go in and start fixing stuff and redecorating hoping that the value goes up, or do you figure out why it's not worth much and try to make that specific thing better?
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@HatCreature said:
If they actually start pulling things from the maps and seeing if anyone notices that would actually be pretty cool. I would love to see how long it would take people to notice that Maurice the horse is missing.
I would notice and uninstall immediately. Maurice is the only reason I play this game.
/s