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Peanits

Peanits

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Peanits
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  • @Awakey said:

    https://forum.deadbydaylight.com/en/discussion/comment/666165#Comment_666165

    Dedicated Servers aren't being implemented all at once. There are multiple steps to the transition and it will likely take months to go through.

    Can you confirm @Peanits?

    It's a gradual rollout, but it does indeed start in Summer (very soon). The PTB is the first step. We'll have more info on dedicated servers and their release (per platform) next week.

  • The actual update is planned to launch sometime in September, but it will be available on the PTB starting tomorrow.

  • @justarandy said:

    It's currently not possible. It should be, but bhvr seems like not to care. I personally don't see why it's not a thing. Especially after bill got released on console aswell. Maybe one day it's gonna be a thing.

    But then: what about people who got a certain amount of progress on one platform and another amount of progress on another? How you gonna put them together? BP compensation?

    It may seem simple, but it's actually a huge amount of work. We would need to create a system that allows you to sync the progress between multiple platforms. To do that, we would need to create "DBD accounts" that you can use anywhere, since you can't just log into your Steam account on a PS4, for example.

    And then if we get into sharing DLCs, for example, that brings up a whole different set of issues. That would have to be negotiated with each platform, since buying it on one platform and transferring it to another means any other platforms you transfer it to don't get their share of the sales.

  • It's not possible at the moment, no. I also wouldn't count on it being a feature any time soon- we have a lot of stuff in the works, so it's not very likely we'll be able to squeeze it in.

  • We haven't announced the dates for any blood hunts yet, only that there will be on soon™.

  • They are, for gameplay reasons. The same way a survivor is able to look behind them while working on a generator, a killer is able to move backwards. We put gameplay above realism.

    For what it's worth, there's an acceleration to movement. They cannot walk towards a locker and immediately go backwards at full speed. It takes a moment for them to slow down and start moving in the other direction.

  • @Chaotic_Riddle said:

    @Peanits @not_Queen Would the team be interested in making changes like this to newer players?

    I have noted it and will share it with the team, but I doubt it would be something that could change in time for the next update. Changing text is harder than it seems. We can change the English (and even French) text very easily, but every other language would need to be sent off for localization.

  • Yes, if you're on console, you need to wait for the update to go live.

    For what it's worth, it'll only be on the PTB until the update goes live on PC as well (should be the same time for all platforms), and on the PTB, nothing is saved. PTB players are only going to be testing it, they don't get faster progress in the meantime.

  • This one's a little whacky.

    Wraith: Play With Your Food, Furtive Chase, your choice of remaining perks. Swift Hunt - Blood, Blink - White.

    Find your obsession. Cloak, get a PWYF stack. Uncloak, chase them. Cloak, get another stack. Repeat until you have three stacks. Hit them, cloak, get another stack, hit them again (preferably grab if you can). Hook them. When someone unhooks them, they become the obsession, and you repeat the cycle again (you'll probably have two stacks at this point from the last guy).

    In short, you're fast.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/659596#Comment_659596

    At the same time, the more it's used, the more fast actions may be dismissed by the killer as a "pebble". Works both ways after all.

    And by poised and dark sense I meant perk limitations overall, that's my unpopular opinion in that some things should just stack

    I would agree if you managed to land a pebble right on a generator, but if I see a pebble out in the middle of nowhere, there's a pretty good chance I'll be able to tell that it's a pebble. It's not often you'll see someone miss a healing skill check in the middle of the map outside of rank 15. If they do, that's a hell of a ballsy play and it worked out for them. Good on 'em.

  • I'm not sure how Poised fits into that. It just activates whenever a generator is active, it's not a token based system.

    Diversion, I'd be against though. Controversial opinion, but the less it's used, the better. If I start seeing random loud noises all over, I'm going to catch on right away.

  • It depends, but yes and no. We'll have more information on dedicated servers, when they're going live, where they'll be located, and what changes they'll bring on launch soon.

    Dropped my ™.

  • Head On.

    I feel like a god when I use it.

    I feel like an idiot when it's used against me.

  • @BruhMoments said:

    https://forum.deadbydaylight.com/en/discussion/comment/658260#Comment_658260

    people don't learn from mistakes or from a silence. Sorry to say that I've been there and sometimes still get toxic vs people. It wouldn't be abusing ur powers, it would be exerting them and punishing the insolent. And if you're being accused of abusing your power, then just show screenshots of the chat and be done with it, it would just mean having less ''special'' people in our community. A warning is alright I guess, if they only use mild insults or call you toxic or stupid or something like that. But most people tell me they've slept with my mother or they killed my whole family downstairs. Or because I live in Germany, even tho I'm not German, call me a nazi.

    Don't get me wrong, I 100% agree with you, but a lot of these people saying terrible things in post game chat will try to spin it as "dev abusing their powers", and then learn nothing from it because they're convinced they were wrongly banned.

  • @BruhMoments said:

    https://forum.deadbydaylight.com/en/discussion/comment/657729#Comment_657729

    u work for the game right? Can't you just instantly give them the punishment they deserve? Like a silence or day ban or something?

    I could, but naturally then you get accused of abusing your power. If they're directing it at me, it's gotta' be really bad for me to step in. I'd rather tell them not to do it again and hope they learn, because at least then they can't say I didn't warn them.

  • That's a question I still ask myself to this day.

  • It should not be matching you that far away from your rank (by design). We've collected various cases and are looking into why it's occurring.

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/657729#Comment_657729

    From curious side. Do you can ban them by yourself Peanits?

    I could, but I tend not to unless it's something really bad. I'll typically just laugh it off or tell them, "Hey, you probably shouldn't be saying that." I've seen a lot worse.

  • I tend to laugh it off and move on. Someone going all red in the face and typing in all caps hundreds of miles away from me doesn't make my day any worse unless I let it. If someone gets that worked up over a video game, that's a them problem, not a me problem. If it's particularly bad, be sure to report it and we'll take care of it.

  • That doesn't sound like a DDoS attack. Typically you would just lose connection, your computer wouldn't lock up. Since you're the killer, even if you're losing connection, you have authority over the survivors. You would still be able to move around, pick people up and even hook them up until the point where you lose connection.

    In any case, if you were to get hit with a DDoS attack, you would likely have to report that to the police (double check for what the procedure is where you live first) if you're serious about. I would suggest contacting your ISP first though, since you'll want to be sure before going that route.

  • You always get that shirt. It's unlocked by default for everyone (as long as you have Feng Min, of course).

  • It's still August, not even September yet. There's still plenty of time.

    To be fair, we do always say that you shouldn't count on trends. Just because a PTB comes shortly after a trailer one time doesn't mean it'll always be like that.

  • We have shared all the details of the next chapter, including the perks and even some extra outfits. This is the most we have shared for any chapter. The only thing we haven't mentioned is an exact date, as it tradition since you never know what might pop up. There's really nothing else to share at the moment. We'll let you know more as soon as there's more to know.

  • @fcc2014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/657487#Comment_657487

    @Peanits is the bloodweb grind change coming with the next chapter update or can we expect it sooner in a QOL update patch?🤞

    It's in the next update, yes. (Same time as chapter 13.)

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/657487#Comment_657487

    Maybe you will like knowing that wiki has a date for a bloodhunt

    We are aware. That wiki is not run by the dev team. I wouldn't rely on any information that has not been officially confirmed.

  • There is no stream today.

    We also have not announced any dates for a blood hunt yet.

  • A while back, but it was brought up in a recent Q&A. The Freddy rework one, if I'm not mistaken. The short version is that while the goal was to bring solo players closer to SWF, it just ended up giving SWF more info as well. The gap wasn't any shorter, it just shifted.

  • Ruin's in the shrine right now, so if you want to grab it from the shrine, now's your chance. Otherwise it depends on how much you care about the other perks. Would you (she?) ever use Devour Hope or Third Seal- or the Hag herself? Is so, I'd say go nuts and grab the Hag. If not, shrine's probably your best bet.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/656523#Comment_656523

    I know it's not what you are talking about.

    But Corrupt Intervention literally does that.

    In a sense, but you can still go to one of the generators that aren't blocked. It more funnels you towards a different place than stops you from progressing. If the killer starts chasing someone while Corrupt Intervention is active, you bet I'm getting on one of those generators.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/656025#Comment_656025

    He made single mistake that costed him 4 generators and 25% on 2 other generator. so one mistake means you should lose entire game. That's like saying a single mistake for survivor should be 1 hook. Don't really agree with it but your entitled to your opinion I suppose.

    It's definitely way more than a mistake. Any time you blink and miss, you made a mistake. A small mistake, but it's a mistake. You can't disregard them. If you do, that's saying, "There is nothing I could have done better here." and that's not true. When you then lose that survivor at the start of the match, that's a bigger mistake. Everything at the start of the match is magnified. You need to get that pressure up ASAP.

    That's not to say anything about the killer. We all make mistakes, we all have bad matches. I have my fair share as well, there's no shame in admitting it. In the same way the survivors can make a mistake and turn a good situation into a bad one in a matter of seconds, the same can happen to the killer.

    You cannot expect the survivors to not do generators just because you messed up. Having the game tell you, "No, you can't do the objective yet." would be unreasonable.

  • There is a file size limit on those attachments. The tool wasn't really designed for attaching videos, it's typically used to attach pictures or crash logs. I would suggest uploading it to a site like YouTube (you can set it to unlisted if you don't want other people to see it) and dropping a link in the ticket.

  • That's a glass bead. It's a map add-on that allows you to play a marker that other survivors can see.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/656335#Comment_656335

    No thank you, I am sorry but with all due respect I cannot agree with you've played this game enough to see what I needed to..

    I've been playing since the alpha, actually, and I even stream the game on a regular basis in red ranks and without ruin. If you don't want to discuss something, that's fine, you don't have to, but telling someone that they don't play the game enough isn't an argument.

  • Your safest bet is to stick close to the cap regardless. Spend some points when you get close. As long as you stay on top of it, you won't be caught with your pants down.

  • This is precisely why we haven't just done something simple like, "Increase generator times" (at least not since early 2016, when they were increased from 60 seconds to 80 seconds). Tightening the skill gap is also out of the question, though. That essentially means "make skill not matter as much", which is a really bad move for any game. Rather, you'd want to make sure that the skill level of both sides scale equally.

    (It's a whole can of worms, not going to go into it, it would be a novel and a half.)

  • I would agree to an extent. There are some killers that play similarly to others, and so you would need to take that into consideration. If I play Wraith, for example, I'll probably do just fine as the Pig. They have a lot of similarities. Same deal with Ghost Face and Myers. If you completely separate their ranks, I could play one at a rank 1 level and swap to the other and get paired with new players. It wouldn't be fair.

    (Also, that extent is basically that any killer that can move forward and swing their weapon should be considered similar. Which basically leaves the Nurse all on her own.)

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/655991#Comment_655991

    But at least she has them...killers have been forced to run ruin for almost 2 years

    No, they haven't been. Though this is off-topic, there's a thread on the front page of General Discussions right now if you'd like to discuss ruin.

    https://forum.deadbydaylight.com/en/discussion/83284/

  • @Freudentrauma said:

    https://forum.deadbydaylight.com/en/discussion/comment/656025#Comment_656025

    In the early game survivors have a huge amount of pallets, very spread out points of interests and like you said best gen efficiency by the lack of essential side objectives like hooks/healing etc.

    So the chance for a killer having a bad game just because of that quite strong early phase is quite likely.

    It's still very manageable. Once they throw a pallet, they have two options:

    1. Immediately run to the next one.
    2. Stay and force the killer to break it.

    If it's the former, you're more than likely going to get a hit as long as the pallet's even remotely unsafe. You'll also get rid of pallets incredibly fast if they're playing like that, letting you snowball in the late game.

    If it's the latter, go around to the other side before breaking it. This is called zoning. You're forcing them to run back to the area that they came from (where they already used pallets) or run past you to get to another (another easy hit).

    Doing so, you can get a down pretty early on with any killer.

    Of course, none of this is applicable to the Nurse. All the Nurse has to do is blink and hit them.

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/655999#Comment_655999

    Spine chill isnt given the credit that it deserves.... it shows when the spirit is looking at you and when not.... here while shes in phase you know when shes taking a turn and not looking at you or when shes heading straight for you giving you the opportunity to make a play before she strikes... you dont even really need iron will to "counter her"

    It's decent against Spirit, I won't deny that. The issue is that most people won't take a perk just in case it's one specific killer.

  • That does tend to happen when you don't down someone for the first 1:40 of a game. There's nothing to fix there. The survivors have nothing to do but generators. They're healthy, nobody needs a rescue. The fix to that would literally be preventing survivors from doing their objective if the killer is having a bad game, and I would very strongly disagree with that.

  • Spine Chill still requires you getting lucky and bringing a perk before you know the killer, which goes double because Spine Chill does not fall into the regular meta. Strong windows, sure, but depending on the map, that won't be an option. You really don't want strong windows to be common enough to be considered a counter either, that would be brutally unfun for any killer.

  • I would argue that she actually has less counterplay than most killers (not Nurse levels, though). Her counterplay is more related to which perks you brought, which makes it a little more rough. If you didn't already have Iron Will equipped, oof.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/655944#Comment_655944

    Although, I don't throw streamers as to be the all knowing all wise as some people do. There was a recent post by Tru3Talent

    https://www.youtube.com/watch?v=EsvZm6LlAZw

    Although, it looks click-bait esk the loop in question is no doubt strong. You had two strong structures and two strong loops alternating in a line. Luckily RNG of pallets caused one to not spawn and it was only 2 strong structures and a strong loop combo.

    However, due to tile rotation the loop structure created is almost unbeatable without the survivor making a severe foolish mistake. Which yes can happen, however, in many cases not likely.

    Yes, it was a non-meta killer and yes both sides made a mistake which caused the capitalization on the killer's side be a miss. However, the amount of 'Loop money' as you guys call it to a competent survivor could waste all 5 gens there on almost any killer.

    I do agree the killer could have played more optimally in that situation. However, to a decent survivor say against a billy. Could still waste 3 gens minimum on that alone before getting hit. Which there were also smaller loops nearby as well for safety nets as shown in the match as well.

    I wouldn't deny that some layouts can be a little too strong. In this case, the killer made a lot of mistakes and could have dealt with that setup much faster. This is something that's getting better over time (we're much more careful about where maze tiles can spawn in newer maps). Though this is a little off topic- ruin or not, if you can't catch the survivors, ruin isn't going to make a difference.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/655907#Comment_655907

    Perks are also not needed but that does not mean there is a balance problem with time for most killers in the game even with Ruin on. Just so you know that is just an example from today - this game I had couple of minutes ago playing solo and I can tell you this match was FAST:

    https://imgur.com/DTYZ5Zp

    There was nothing this Huntress could do to stop it.

    I won't judge from the end screen alone. There are so many things that the killer could have done wrong and the end screen shows none of that.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/651804#Comment_651804

    yes you do need ruin, on every killer. It's pretty much manditory at red ranks because otherwise gens are done in 5 mins. Almost all streamers who play DBD use ruin, because it's needed too even have a chance of winning. Please add a second objective so red ranks isn't just loosing or playing Nurse.

    You absolutely do not. I can say that as a fact as someone who does not use ruin and does use off-meta killers in red ranks.

    If you feel like it's worth a perk slot, hey, the more power to you, but there's nothing stopping you from using the perk. Adding it to the base kit is highly unnecessary.

  • We'd have to be talking about the great skill check success zone, since that's the one that really matters. Hitting a good skill check is easy but still gives a huge amount of regression (as well as pausing progression for a few seconds). You can make the good skill check zone massive and it wouldn't change anything as long as the great skill check zone is tiny.

    But then there's a different issue: The great success zone is already incredibly small. You can't get much smaller before it just stops existing.

    At its core, it's a perk that relies on the survivors messing up skill checks. If you're going against good survivors, I would just recommend running a perk that doesn't rely on them messing up.

  • There are no plans for this at the moment. While we can add new rules to gate spawning, we cannot fully prevent that from happening. You would need to make sure that no point on the map has line of sight on both gates, and even then, you could move slightly to watch one or the other. You'd also have things like the ski lodge on Ormond that would allow you to see right over and obstacles and easily watch both gates.

    Regardless, it's going to be tough to escape sometimes. At that point, the survivor has failed to power the generators and failed to find the hatch first. The collapse is meant to end the game at that point, not necessarily to give them a third chance to escape.

  • We haven't announced anything just yet, but there is one soon.

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