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Peanits

Peanits

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Peanits
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  • Ghost Face is in a pretty good spot. There's some edge cases we'd like to iron out (cases where you can't reveal him when you probably should be able to, cases where you can reveal him when you probably shouldn't be able to), but overall he's performing pretty well.

    The Plague is still being monitored. We don't have anything to announce just yet. We've got a long list of killers that we're planning to look at. We need to weigh our options and figure out what's the most important thing to change first. Right now, that's an add-on pass for the Nurse. Who knows what the future will hold.

    It's not a matter of being radio silent, we just don't have anything to announce yet. There's only so much we can do at once.

  • @AshleyWB said:

    https://forum.deadbydaylight.com/en/discussion/comment/628332#Comment_628332

    Grasping at straws... Maybe the clues we think we have are not as big as what we think but I still wonder why this thread in particular would make you feel like you should dismiss the legitimacy of a stranger things chapter directly.

    Clutching at straws is exactly what someone who knows "omg they're onto us" would say, in my opinion.

    I mean until I find out any other hint I'm still gonna thing that it has to be Stranger Things.

    I have said nothing about the rumours, I've only mentioned the quote from the OP.

  • They went the way of the dodo.

    They were actually combined into general. We found that they had the same topics anyway, but divided the community further. We combined them into one to get more eyes on each post and to unify people a little more.

    We also cleaned up a bunch of other stuff while we were at it. I'll have a bit more info soon.

  • @thesuicidefox said:

    Wait this just happened because I was just in those subforums LOL. I didn't even notice.

    Seamless.

  • We're reorganizing things. We noticed that most of the discussions in those subforums ended up being the same as General Discussions anyway, except they only served to further split the community. By combining them into one, they'll get more attention and (hopefully, I can dream) bring everyone a little closer together.

    Anything that was in those subforums has been moved to general. Nothing was lost.

  • @AshleyWB said:

    https://forum.deadbydaylight.com/en/discussion/comment/628316#Comment_628316

    But why would you address the misquotation if it was leading to speculation on a big Stranger Things crossover idea if it wasn't true?

    Because I don't want to be misquoted. You're really grasping at straws here.

  • Wait, what? I did say that I'm excited for it (and the next few updates)- and I am- but I never said that I expect "a big boost in players". That's not something I would say.

  • We're not looking to make any significant changes to the Hillbilly at the moment. A long cooldown would be excessive since his ability is easy to avoid. We'll be taking a look at both his and Leatherface's add-ons at some point in the future, but that's all that we have planned.

  • It's not a bug (note: just because it's not a bug doesn't mean it won't ever change).

    Bloodlust resets on offensive actions, like swinging your weapon, using a chainsaw, etc. Placing a trap is not an offensive action. Like the Hag, placing a trap does not reset bloodlust. You won't notice it as much on the Hag since you need to start moving in order to place her traps, so odds are you will lose the chase briefly. Since Freddy keeps moving, it's easier to keep it up.

    I'll let the design team know so they can decide how they want to handle it.

  • Macros are still a grey area. The EULA specifies that you're risking a ban by doing so. Like EAC, we're only concerned with situations where macros could be used to gain an advantage (e.g. botting).

    If you're worried about whether or not what you're using it for is okay, you're better off playing it safe and not doing it.

  • @Clockso said:

    https://forum.deadbydaylight.com/en/discussion/comment/626475#Comment_626475

    but in the wiki it says they're both voiced by the same person, is the wiki wrong?

    Yes.

  • It's likely because there are far more uncommon items than ultra rare. When an uncommon item appears in your bloodweb, it could be any number of different things. When an ultra rare appears, it can be one of three (one/one for some killers). Naturally, you're bound to get more of them as a result.

    Especially if you're going out of your way to take the ebony moris but not ivory moris, you're going to end up with more of one than the other.

  • It's definitely possible, but it was actually changed in the first place due to popular demand. As you've mentioned though, if we did decide to switch back, it would be a very low priority.

  • @Aceonfire said:

    Mettle of Man: After being hit 3 times by the killer, Mettle of Man activates, allowing you to heal yourself at 150% normal healing speed. Self-care or medkit NOT needed. Does not stack with other perks or items. Once the perk activates and you reach full health, all tokens are lost. Reusable.

    That's actually a very interesting idea. Might be a little steep to consider it reusable, you'd have to get hit 6 times in a game just to use it twice. But it would make healing in the late game more viable over just rushing generators for adrenaline, and it could be used to heal up quickly and go for an end game save.

  • It sounds interesting, but compared to borrowed time, it just seems like a downgrade.

    If I'm healthy and rescue someone with borrowed time, the other survivor can take a hit without going down.

    If I'm healthy and rescue someone with this perk, the other survivor can take a hit without going down, but I get injured with deep wounds.

  • Fortunately hacking is not allowed. It's all over the rules. Those that do it are quickly banned.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/626369#Comment_626369

    @Peanits with that in mind along with the stats released about groups and the % of matches they're in, why can't we opt out of going against swf groups?

    The stats show that the impact of "splitting the playerbase" wouldn't be as bad as people make it out to be.

    Additionally, why can't the icon be added to the tally screen at the end of a match if everyone is so scared of dodging?

    If we're going purely based on those stats alone, a 4 man group has an average survival rate of just under 50%, which is the target for balance. But as we know, that doesn't paint the full picture, which is exactly why we recommend not drawing any conclusions based on stats alone.

  • @Jesya said:

    If @Peanits didn't use crows to attack in the same manner as the wicked witch with her monkey's I would be very disappointed.

    https://us.v-cdn.net/6030815/uploads/783/3F3Z8DEGW0TA.jpg

    I would be happy with a murder of crows.

  • We are not planning on releasing a new game any time soon (not a DBD2, at the very least). Last year at The Game Awards, we announced that we plan to support the game for the next five years.

    I wouldn't say it's too late. It's really simple to pick up, but there's a lot to master. It still boils down to:

    • Survivors need to fix 5 generators and open a gate to escape
    • Killer needs to stop them from escaping

    Beyond that, all the perks and powers just change the game slightly. You'll definitely do better the more you play, but you can pick it up and get the hang of it pretty quickly.

  • As far as frequently asked questions go, generally people are going to ask them anyway. There actually is a section called F.A.Q. and Rules with info on a lot of common topics (how do I report someone, etc.), but it doesn't get read.

    I would be interested to see how a "Quick Questions" subforum would go, though. A place where anyone can go in and ask a question with the sole goal of getting an answer, not necessarily for having a huge discussion. (e.g. Does botany knowledge work on medkits?)

  • There's a lot of really good feedback here, I'll let the team know!

  • @Dr_Trauts said:

    https://forum.deadbydaylight.com/en/discussion/comment/626305#Comment_626305

    probably an obvious question but ill ask it anyway. I assume as addons are getting the most attention, mainly being changes to a few of her already existing addons, will there be addon adjustment. e.g. the introduction of 2 new ultra rares.

    Whenever we do an add-on pass these days, we bring them in line with other killers. There's a standard for add-ons now.

    • 4 common
    • 5 uncommon
    • 5 rare
    • 4 very rare
    • 2 ultra rare

    What those add-ons are going to be, I can't say.

  • As always, about once per week between the last update and the next update.

  • I'd like to be optimistic and assume people would use that information to prepare for the match, but realistically, that's just going to make people dodge.

    The safest bet is to just prepare for the worst. That way you're never caught with your pants down and worst case scenario, you do better than expected.

  • @Killmaster said:

    They could easily add a blood overlay to every outfit if they really wanted to.

    It's a lot more complicated than it seems. To keep it simple: When you create a 2D texture for a 3D model, you need to unwrap it first. Otherwise you're trying to stick something 2D on something 3D, and it's like sticking a round peg into a square hole.

    Here's an example that I found on Google:

    image.png

    (Source: https://i.pinimg.com/originals/d3/87/3b/d3873bc48632cea842b1c6724c767d09.jpg)

    Obviously ours are going to be a little different, but you get the idea. Parts of the character are flattened out into a 2D form that the artists can paint. To save space, parts are shifted around and rotated in order to fit into the smallest space possible. This keeps the overall file size of the game down, and when you have dozens of outfits, that's a pretty big deal.

    That creates another problem though: You can't just slap a layer of blood on top of that and call it a day. Notice how the pants (the tan section in the bottom left) are beside the torso. If you put a blood layer on top of this texture, there would be a very noticeable seam between the upper and lower body. The texture would not line up. You would see a similar thing happen between the front and back of the torso, between the head and the neck, the arts and the hands, etc.

    This is why prestige isn't available on every cosmetic. An artist would need to go through and bloody each cosmetic piece one by one. It takes a huge amount of time, and that's time that could be spent working on completely new outfits that everyone can have (not just those who are P3, since not everyone likes to prestige).

    TL;DR: It would be great, but it's not quite possible. It would take a ton of time to do since they need to be done individually.

  • A hotfix wouldn't be possible, no. Typically hotfixes come out a week or so after the last update and include only bug fixes- the exception being 3.0.1, which included balanced changes that were planned and didn't make it in on time. There is not enough time to balance and update perks or killers in that time.

    To use an example, an update comes out on Tuesday. For the next two or three days, we can make changes. At that point we need to lock down the update and send it off for certification. It wouldn't be enough time to properly test and balance things, we would just be changing numbers and hoping for the best.

    Just to reiterate on the nurse; we are primarily focusing on her add-ons. Any changes to her base kit are going to be very minimal.

  • Not by design, but yes, it's to be expected. This is purely because there are more killers than survivors lately. There's just not enough survivors to fill each lobby. There's not a whole lot we can do here, but there is a system in place that will gradually accept survivors from a larger range until you get a match.

  • Two major points:

    • You cannot treat SWF differently. If you do, people will just queue up separately and dodge lobbies until they find their friends to avoid the penalty. Meanwhile, the casual groups that are just hanging out with friends get punished.
    • I could still put on all four perks and an ebony mori and I'd be at 19/20 points. That still would not make it fair. Or four perks and an insta-heal.

    It's a neat idea and all, but it's way too lenient to actually prevent the things you're aiming to prevent.

  • This topic has to have grown faster than any other thread I've seen. And it's all about people taking their shirts off.

    ... I love this community.

  • I would only be in support of seeing that after the game. Whether you like to admit it or not, people would dodge SWF groups just because they might be a challenge. If you're playing to win, you might as well prepare for the worst all the time. Worst case scenario you win by a larger margin.

  • @GingerDan97 said:

    The new update sounds awesome its really cool we're getting the inner working friends list so we can play on with swf and stuff. Only thing some people like myself somtimes just wanna game in quiet will this new system show others that your on the game and if so will there be a feature to hide yourself? Just a query because I know some games do and some others dont

    Keep up the great work devs, on this awesome game!

    This is a great question. I'll check and see if this will be possible, and if not, I'll bring it up with the team. (No promises, though!)

  • Now I'm not saying that we should free the nips, but the Hillbilly has always been showing a little bit of his torso. It's nothing new. When you're a big burly man or woman outcast by society, odds are your clothes are going to get a little torn up at some point.


    For real though, we're not going out of our way to take shirts off. If it doesn't fit with the character, it won't happen.

  • (A link to the developer update can also be found at the top of the screen, for anyone wondering. Unless you already dismissed the message.)

  • CrowGuns.png

    The fact that I need to type stuff after that to meet the character limit makes me sad. The crow says it all.

  • Possible for sure, just not something we're looking to do right now.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/621780#Comment_621780

    Very confident in the next chapter ay? Wonder why haha 🤔

    Having played it, I am very excited. Same with the mid-chapter after it.

    But I can't say anything at the moment. *wink*

  • @jeyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/620391#Comment_620391

    Game is actually losing players, not gaining.

    Why ? Many reasons, but as someone else said, need new devs at this point.

    Curious to see where you're finding these stats. There are publicly available numbers for player counts (on Steam, at least) that show that the game has grown even in the past month alone. This is even keeping in mind that we are between releases at the moment, it'll shoot way back up when the next chapter launches.

  • Being real for a minute, it would more than likely be used by cocky people who dominated in a round as one last taunt, then they'd laugh as the other guy(s) decide not to rematch. Otherwise if both sides decide to rematch, then bringing the most powerful stuff you've got doesn't really prove a point, it just shows that you needed powerful stuff to do well.

    The best case scenario is that you had a fun match and everyone would like to keep playing, but that would likely be the vast minority of cases. Even then, part of what makes it fun is the unpredictability. If I go into a match knowing how altruistic the survivors are or how the killer mindgames at loops, that takes a bit part of the fun away for me.

  • There are no servers yet. Dedicated servers are planned to launch later this summer. Until then, you're connected directly to the other players.

  • This actually came up earlier today. I'll just link to the answer to save time: https://forum.deadbydaylight.com/en/discussion/comment/621468/#Comment_621468

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/621646#Comment_621646

    And those players who maintained rank 1 and did very well are the players I am speaking about.... you guys found the stats for the cream crop prettymuch even though "you did the stats wrong"

    Right.

    Only your comparing the cream of the crop to absolutely any killer that ended up at rank 1. I could take a champion peewee hockey team and have them play against the best NHL team out there, but that would still go very poorly.

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/621609#Comment_621609

    Surviving was still a big importance towards pipping back then..... I'm not going to disagree with you... these percentages are only rough... ROUGH estimates.... but I think that 81% is the most accurate since it was a smaller portion of players..

    The number was not accurate. There was an error when retrieving those stats. It took your rank after the game, not before. At rank 1, depipping means deranking, so anyone who died would have almost definitely deranked (unless they did insanely well), making their death count as a rank 2 death. That leaves only the people who lived or did very, very well in the rank 1 section of the stats.

    It was actually 43%.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/621461#Comment_621461

    Would you guys be able to get the average hook count from these matches? Not sure if that is tracked by the game or not.

    In theory, yes. They are tracked, but it's a little more complicated to get than a simple kill rate or escape rate, so unfortunately I don't have that handy. I would need to pester the data team for that, and they're pretty busy as is.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/621505#Comment_621505

    Honestly, he is right with the inflated R1's that are so garbage with like 200 hours it isn't even funny. Plus I don't see how removing all the games with Disconnects would only leave marginal changes.

    @Peanits what is the timespan that you guys do these stats. Last month, Last week, Last Year? Like how long of a span of games do you include?

    The example I just gave was from the last week or so, well after the last rank reset so ranks aren't so much of a mixed bag.

  • @Duty_Sucks said:

    https://forum.deadbydaylight.com/en/discussion/comment/621399#Comment_621399

    I know that, but they didn't change legion's animations, they only made them a̶k̶w̶a̶r̶d̶ slow, they could've done the same thing with the other animations, they could've just sped em up so they wouldn't make the game so awfully boring. Really takes the fun out of catching a survivor.

    I'm confused here. Are you advocating for making them faster, or slower? You wanted the old slower animations in the OP, but now you're saying that Legion should be faster.

    To answer the question though: Animations change because just speeding them up isn't good enough. When the Trapper was updated a while back, his setting speed was dramatically increased. If you were to use his setting speed add-ons on top of that, you can set a trap in almost no time. Yes, the old animation was pretty, but you would be doing it so fast that you wouldn't be able to tell what's happening. His arms and legs would be flying all around the screen.

  • Once upon a time there were rare, very rare, and ultra rare tier 3 perks. Ultra rare perks were later reduced to very rare (being ultra rare made them harder to find, and would also cost more after the bloodweb update).

    So then you're left with just rare and very rare perks. We just stuck with it for consistency's sake. It is a good point, though, I will bring it up with the team.

  • @gantes said:

    Escape rates would be a good number if they didn't count DCs and more importantly, if DBD was a competitive game, which it's not.

    The lack of division between ranked and normal queues (not that I think it should be divided, it's a whole other discussion) means that people meme around, deliberately die, deliberately don't play optimally as killer, etc.

    Let's be real, when it's a Nurse or Spirit people try. When it's a Bubba or Trapper the chance they will meme around is absurdly bigger. No one wants to meme against a strong killer, everyone wants to meme against a Bubba because that's pretty much what he's for in this game.

    As long as this game isn't to be taken seriously and DCs aren't punished, stats shouldn't be used for balance unless they're absurdly high or low.

    EDIT: not everyone tries against strong killers obviously, some people DC. But my point still stands that people don't take this game seriously enough for stats to be reliable.

    They're still below 50% even if you exclude DCs, for what it's worth. The average kill rate for- according to kill rates- the weakest killer on the worst map at rank 1 is only 54.90% (45.1% escape rate). That kill rate only goes up from there for stronger killers and more killer favored maps.

    We typically include DCs because people typically disconnect when they're losing. If you exclude DCs, you're excluding the matches where someone is doing so poorly that they rage quit. Removing any data at all will always skew things.

    Still, these numbers are not worth making assumptions on. They are vague and may not show the full picture (e.g. when keys are used, when moris are used, when ultra rare add-ons or instaheals are used).

  • @Perelie said:

    Hah that's so weird, I made a thread yesterday and still got no reply, isn't that odd :O

    It's not too strange, most of the community team was out of office yesterday. We answer as much as we can, but there's a lot going on. We can't afford to spend all day on the forums responding to every post.

  • @Zertix said:

    To be honest, I am seeing a lot less DCs compared to months ago. It is playable (at least in purple and red ranks).

    Dedicated servers are coming very soon and with them, the DCs issue should be resolved.

    With the stability increase over the past few months, we are back to the regular DC ban system. Things are on track and it's starting to show. (Insert happy crow.)


    But as for the original topic, we are not ignoring it. I would suggest reading through the developer updates (which can be found in the news section). There is a new system on the way that will punish disconnects better than our current system.

  • Soon™ intensifies.

    For real though, it's not too far away. Not today, though, before anyone asks.

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