Avatar

Peanits

Peanits

About

Username
Peanits
Joined
Visits
6,101
Last Active

Comments

  • Once. You can only be in the struggle phase once, next time you're hooked, you're dead.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/644258#Comment_644258

    May I ask why you (bhvr) cannot help? I remember back then eac made a mistake and banned hundreds of people in rust who were using a macro and they all got unbanned.

    Automated bans are not handled by BHVR. It would be at the discretion of the anti-cheat. If something is a false positive, there's a good chance that they would be reverted, but we cannot guarantee it.

  • We do not actively ban for macros (i.e. hunt people down for using them), except for bots. However, any third party software risks triggering the anti-cheat. If that happens, we cannot help you.

    A list of whitelisted software can be found here: https://www.easy.ac/en-us/support/dbd/guides/whitelist/

  • The hatch exists so the game ends. Picture for a second that the hatch does not exist. You're a survivor, there are three generators left to be done. You now have to sit on a generator for 80 seconds while the killer patrols the map. The killer can check every generator before you have time to finish one, and even if you manage to pull it off, you have to do it three times- each time getting more difficult as they have fewer generators to check.

    So what would end up happening previously (where the hatch would only spawn when two generators were completed) is that the survivor, not having a chance to do a generator, would just hide until the killer gave up.

    The hatch exists to get rid of scenarios like that. Either they escape or you close the hatch and the end game starts. You don't have to sit around for hours waiting for someone to make their move.

  • Adding to the post above, it's not currently supported on the mobile version of the site. If you're on mobile right now, you'll need to request the desktop version for the button to appear.

  • Basically because the killer could just stand there and wait for you to unhook yourself and instantly down you. The amount of situations where it would actually make a difference and lead to an escape would be incredibly slim and it's not worth wasting everyone's time just in case the stars align and you get away.

  • This wouldn't actually solve as much as you might think. Generator times were increased from the original 60 seconds to 80 seconds way back, but as you can see, that alone doesn't change much.

    Adding extra time to a generator doesn't make the game significantly longer. To give an example, let's say the generator times goes from 80 seconds to 100 seconds. That's a 25% increase- 20 seconds longer per generator. However, over the course of the entire game and between all five generators, that's only a total of 100 seconds. Worse yet, this assumes that all generators are being worked on sequentially, but that's not the case.

    Realistically, three survivors are going to be working on separate generators while one gets chased. 100 seconds later, three generators are going to go off. They can then split off to three others, start working on those, and then 100 seconds later, the remaining two are bound to go off. (These are obviously worst case scenarios, if they're doing it that fast, you are doing a terrible job applying pressure.) In total, you would only gain about 40 seconds from that 25% increase.

    Unless you go to the extremes- which is going to feel awful to play against- it's not going to make a difference. We're talking old Freddy half speed levels of slow. Realistically speaking, that would make the vast majority of games incredibly killer sided just to balance around the few games that go quickly (which often times, the killer fails to apply pressure in). Increasing generator times seems like an obvious move on the surface, but in practice, it wouldn't accomplish much.

  • We generally don't mind if someone is using our assets for something creative, but recreating the game goes a little beyond that. You'd be getting really close to infringement at that point.

    If you want a definite answer, I would suggest contacting support: https://support.deadbydaylight.com/hc/en-us

    That is where we typically handle these sorts of requests.

  • There's actually 60 killer perks. So you'd be looking at:

    40 levels per killer to get all their teachables.

    40 * 16 = 640 (to unlock all teachables)

    60 * 3 = 180 - 43 = 137 levels to max out a killer afterwards.

    (137 * 16) + 640 = 2832 total levels to get all perks on all killers. You can multiply 137 by the number of killers you want to max out and then add the teachables (640) to scale it however you like. In this case, 16 is for all of them currently.

    There's going to be a huge change to that very soon, though.

  • @LordGlint said:

    I have video proof that Leatherface is OP and MUST BE STOPPED!!!

    https://www.youtube.com/watch?v=yeInSY1Khnw

    @GrootDude figured youd like this...

    Stop, your irrefutable evidence is conflicting! You're breaking the system!

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/640909#Comment_640909

    But I am curious on what Stranger Things is about as well, like what's the story behind ST

    Without spoiling anything, Stranger Things is a sci-fi show set in a small town (Hawkins) in the 80s.

    There's some strange things happening. There's a lab running strange experiments. They've opened a portal to this other realm called the upside down. A creature from there, a demogorgon, is the next killer.

    Beyond that, I'd recommend watching the show. It's good stuff. I don't want to spoil it for anyone.

  • It's not revealed yet- we'll have a stream on Thursday to go over the details. Don't worry.

  • @SaltySwag said:

    https://forum.deadbydaylight.com/en/discussion/comment/640584#Comment_640584

    Does Behavior have permission to alter cannon for characters in a licensed product like that though?

    If yes then okay. If not they are skirting to something dangerously not legal.

    It's not about altering their canon. Their canon still stands. The only difference is that the Entity took them a couple years after the fact. Since the Entity rebuilds trails from memory, they might end up wearing the same clothes as they did a fear years before, for example. This is also why Dwight can wear his first job t-shirt. He's older now, but the Entity can recreate it from his memories.

  • @OnryosTapeRentals said:

    I'm a Nurse main who has played her since her release.

    The double stun ruined her pressure in a chase. Being unable to interact for over 3 seconds was frustrating and very unfun.

    3 seconds doesn't sound like a long time but in Dead by Daylight it is very significant. In 3 seconds a survivor can cover 16m. This puts a significant amount of distance between The Nurse and the survivor. Considering The Nurse moves slower than a running survivor, it forces The Nurse to blink, hit and get double stunned again. The double stun wastes a lot of time that could be spent on chasing, generator pressure or elsewhere.

    A good Nurse could still cope with the double stun, although the experience of looking at the ground for a lot of the game led to The Nurse being irritating to play. I think that it was more a question of enjoyment rather than balance.

    Just to clarify, they can move 12m in 3 seconds.

  • While they are underage in the show, the Entity could have taken them at a later point in their life.

  • Your progression is tied to your account, not your copy of the game. You should be able to switch to the digital version without any issues.

  • @Locker_Monster said:

    Hey, can someone drop the name of BHVR's twitch channel? For those of us whom have not been there before?

    It's twitch.tv/deadbydaylight. We'll post it again the day of.

  • The harvester? No, it's not.

  • We will be holding a stream this Thursday and spilling the beans, yes.

  • It's definitely something that's being considered, but there are no solid plans I can share.

    It's trickier than it seems. Increasing the times a bit doesn't slow the game down much (even if you add 20 seconds to a generator making it 100 seconds, that only adds an extra 100 seconds over the course of the game, some of which can be done simultaneously).

    Meanwhile, reducing that time and adding additional objectives around the map removes points of contention. Suddenly it's way harder to find survivors because they're not clustered around generators, they're spread out all over sneaking around.

    And then there's always the conundrum of 'if it's harder, it's more fair for the top 5%, but less fair for everyone else' thing.

    We are trying to see what we can do though, but it's definitely a lot more complicated than adding a new objective and calling it a day.

  • I don't normally say the names of emotes outside of Twitch or Discord, but,

    Pog.

    That's all.

  • Best thing I could suggest is to try to keep the pressure up as much as possible.

    Hooking a survivor, for example, means that one person is on the hook and the another needs to come rescue. That's two people off of generators. If you down a second person and leave them slugged, that's two people out of action and a third that needs to come save. Best case scenario, only one person is free to do generators at that point.

    Injuring people in the early game either force the survivors to heal or make your future chases much shorter (one hit instead of two). Later on, not so much since they can just knock out the last generator or two for adrenaline, so there's less risk to staying injured.

    If all else fails, try to defend a cluster of generators. You'll be able to slowly whittle down the pallets and eventually get some quick chases while defending the last three generators.

  • I assume you mean when you start the game? The simple answer is because of file size. Each time we change that video, you'd have to download a new file. Some people have download caps or slow connections, so while it would be neat, it would really get in the way for some people (and they'll probably end up skipping it anyway).

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/638640#Comment_638640

    No peanits. That defines bipedal. But okay. If that's how we do things now.

    Xenomorph when.

    Raptor from jurrassic park when.

    Cantaur. When.

    Because theyre not humanoid. They're bi/quad pedal. I've played plenty of DND to know what humanoid means. I know it doesnt mean "human ". I know it also doesnt mean "stands upright".

    I'll just refer to the definition: https://www.google.com/search?q=define+humanoid&rlz=1C1GCEU_enCA842CA842&oq=define+humanoid&aqs=chrome..69i57j0l5.1890j1j7&sourceid=chrome&ie=UTF-8

    Google, why you make such long links. :<

  • No. Some perks will become very rare by the time they're tier 3, others will remain as rare.

  • The demogorgon is a humanoid, for what it's worth. Not human, but still a humanoid.

  • Soon™.

    We'll make sure to announce it first, don't worry.

  • There's also Bill. Bill came without a killer.

    There's going to be 17 killers and 19 survivors once the next chapter launches. Take that how you will.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/638612#Comment_638612

    Humanoid killers. Being the big one.

    Horror as a main point being another.

    Also taking 3 seasons to mature is a shallow excuse. Was the demogorgon still the threat in season 3? Did they really not have any better ideas?

    Or are they just mixing to make it work and appeal to fans.

    Humanoid does not mean human. Humanoid just refers the standing upright with the same arrangement of limbs. If something's not humanoid, it would require redoing every animation just for that one killer.

    As for the rest, I would say just watch the show. I don't want to spoil anything, but the demogorgon is still around.

  • @AshleyWB said:

    BloodStench - blah blah blah any blood within a 20m radius can be seen through walls and obstacles at 30%/60%/90% increased intensity.

    Works like whispers.

    That actually sounds like a really neat perk, not gonna' lie.

  • @Locker_Monster said:

    @Peanits Not trying to call you out; I just see you as a more frequent dev on here, so I remember your name.

    Can you, or another dev, clarify:

    Is 1-frame gen animations something that was overlooked?

    Regressing gens takes 2 seconds, but stopping a Regression can take 1/60th of a second. This does not allow any sort of chase pressure or risk. A Survivor being chased can tap the gen 2 times faster than the blink of an eye.

    If so:

    Will it be looked at in the future?

    I'm not asking for a time frame. I'm not asking for results. I know the Stranger Things DLC is out some time next month, and they still have to hit the PTB between now and then. Full plates are full.

    I just want to know that devs are, at the least, aware of this, and if it's allowed, or if it will be addressed later on.

    I hope you understand that it's frustrating in my mind to find what seems to be a very abuseable oversight, make a thread on it, and then see devs post in 6 or 7 other threads while this one seems almost ignored. That's the only reason I at'd you.

    Anyways, cheers with the Stranger Things DLC! I'll be buying it when it releases; I've not seen the show but the Demogorgon looks really neat, and it will be fun to have a killer with a profile so clearly inhuman! :)

    It's not being looking into at the moment. The idea is that you would chase the survivor away first and then kick it, not kick it and then chase them away.

  • I can't say anything just yet, but when the Darkness Among Us trailer dropped, The Legion were listed as a single killer in the end slate. This one lists the survivors separately.

  • @LCGaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/638068#Comment_638068

    Quentin, Laurie and maybe Claudette are all underage

    All other survivors are at least 21

    Technically speaking, they could be adults. They could have been taken a couple years later, for example. The Entity rebuilds things from their memories (which is why survivors are seen wearing outfits from different points in their life, like Dwight with his first job shirt).

  • For anyone wondering: We'll be able to share some more details very soon™.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/638005#Comment_638005

    And at least with original chapters if something needs a change that doesn’t fit their character then it can happen.

    Balance is something we can do no matter what. Our hands aren't tied just because it's a licensed character.

  • @KillermainBTWm8 said:

    Two survivors?

    Yes.

  • These are usually fun. Pinning this for a while.

  • There's no need to be divided, we're already working on the grind. I would say hold out for details on the archives first. We've barely mentioned anything about the archives yet. For all we know, they could help reduce the grind.

  • If a killer were to leave the match, it would immediately end. Since there's only one killer, the game would basically just be a free farming session until you leave, and that's not ideal.

    You will, however, receive emblem score as if you had finished powering the remaining generators, opened the gates, healed up and saved anyone that was on the hook, and escaped. (Or alternatively, to prevent this from being abused, the match is cancelled and your offerings are refunded if it happens early on.)

  • @UltraBanana said:

    I think it's kinda dumb that it can spawn with 0 generators done now, very rewarding of bad play, survivors should at least have to do 1 gen for it. Would give left behind a purpose again as well. Previously left behind wasn't actually THAT bad since DC's during load were so common that you would get put into 3 or 2 man lobbies while trying to rank up and it was your only hope for getting a gen done solo to escape.

    This is how it was before. What happened was that survivors in this scenario would hide and wait for the killer to give up so they could do a generator. The killer could patrol the generators faster than a survivor could fix one, so touching a generator was a death sentence. Now, worst case scenario, someone escapes, you only get three kills instead of four, and you all move on to your next game.

    in Hatch Comment by Peanits
  • It does not affect chests at the moment, no.

  • @Cornpopers_Evan said:

    I hope they announce something but man that message @Peanits just made has me just a bit worried not gonna lie.

    Neat, I just learned that I apparently posted in this thread.

  • @Boss said:

    Lol no, i'll use it once it does something.

    It does actually do something, it's just for internal use. (i.e. It won't affect your matches. People would abuse that so hard.)

  • This would be silly and will not happen.

  • It is actually used, yes. It's a way for us to check for trends and to see if what we're seeing is a problem for everyone or just a vocal few. It's definitely not the only thing we check, but we do check it.

  • That seems a little bit unnecessary to me. Pallet saves are already fairly rare and easily avoidable, having a perk that ignores them on top of that would be overkill.

  • This would be pretty interesting to have, I can't see anything wrong with it. I'll let the team know!

    I'm not sure how much assistance it would be in the meantime, maybe you've already figured out something, but I would suggest giving Spine Chill a try. It's not a perfect replacement, of course, since it does take a perk slot, but I've spoken to a few other deaf players and they have mentioned that it helps them a lot.

  • It doesn't change anything within the game, but these stats are tracked. It's used by our team to spot trends. For example:

    • We see some threads saying that brand new parts are not fun.
    • We want to get a better idea of the situation- do a lot of people feel this way, or is it just this vocal few?

    It's not the only thing we consider, it's just a handy tool for us to make sure we're on the right track.

  • There's two types of bloodpoint bonuses:

    • Bonuses that apply during the trial
    • Bonuses that apply after the trial

    Anything that applies during the trial (like Distressing) is capped by the usual 8,000 point limit. Anything that applies afterwards ignores all of that; it takes your end score and multiplies it.

    The multiplier after the match is a total of all the bonuses that you have active. For example:

    • Base: 100%
    • Bloodhunt: 100%
    • Streamers: 100%
    • WGLF (3 stacks): 75%

    So in that scenario, you would end up with 375% bloodpoints (3.75 times whatever you end score is).

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/632567#Comment_632567

    I was told that everyone was unbanned for the aslyum exploit shortly after.

    It was before the softban system existed, so the bans were lifted when the exploit was fixed and those bans counted as their first strike when the softban system launched.

1 … 67 68 69 70 71 … 127