Peanits
Peanits
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- Peanits
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/586273#Comment_586273
But the rematch should be accepted by both parties, not automatically triggered for all. So if the killer steamrolled you, why would you accept a rematch? It's not like it would be imposed.
I don't mean to suggest that the other side would accept, it would just be used to taunt. I would compare it to teabagging at the exit gate, basically. Toxic people would absolutely use it to request a rematch and taunt the other side knowing that the match wasn't even close.
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No, it is not. There wouldn't really be any point.
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While I like to think optimistically, I've also gotta' think about how things would be used in the worst case scenario. What I really feel would happen:
- One side steamrolls the other
- That side asks for a rematch just as one last 'ggez'
In a perfect world, I would love it, but I feel like it would just be misused more than anything. It also might be weird if one or more survivors decide not to rematch, since they could be playing solo.
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Thanks for the feedback. These are, more or less, what we've noticed as well. Most of these are being worked on in some capacity, or at the very least the game is now designed with them in mind. When we make new mechanics, perks, and powers, for example, we try to make them as intuitive as possible so they're easy to pick up and learn from both sides.
The trickiest one on the list is camping and tunneling. The issue is that there is a right time for it (camping in particular), so you can't have a blanket punishment for doing so. This is why even the emblem score for camping only takes effect under the condition that no other survivor is nearby.
We'll see what we can do to make it a little more 'friendly' for new players. With how much the game has grown over the years, it can be a little overwhelming at first.
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Technically speaking, The Pig in Dead by Daylight is Amanda Young. She's the only one here, there is no male Pig. Jigsaw himself wouldn't appear in the Entity's realm because he did not believe in killing people. He would give them a test, but how would not interfere. He believed that their life was in their hands, and their failures were their fault.
Now you might say, "But what about Hoffman?" That gets a shrug from me. I imagine the Entity didn't pick him before he died.
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My finger is hovering over the crow of judgement right now.
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Like a lot of things, some Trapper love is on the wishlist. There is no solid plans set in stone just yet, but one day if we can squeeze it in, we can take a look and see what we can do.
The simple version is that he's not forgotten, there's just other things that take priority.
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Many of the finalists were actually drawn or painted by hand. A ton of skill goes into it either way, and a physical artwork could have very easily won.
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@JawsIsTheNextKiller said:
If there is no reluctance to issue a ban for a minor offence, then why are people not getting banned? Are people not reporting them? Did anyone ever get a ban for Wake-Up or Sprint Burst exploits? Will we at least get a notice on starting the game not to exploit Sprint Burst?
@TheBean - Yes I agree. We can live without Sprint Burst for a few weeks. I somehow managed to play without Wake-Up.
We tried that in the past and people hated it, so we opted not to this time around. More importantly, putting a message in game just tips even more people off to it and causes them to go out of their way to figure out how to do it.
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Income/losing players is not a concern when it comes to bans. We are not worried about people who keep abusing exploits getting permanently banned; at that point, they have had many chances to change and refused. Each time they do something like that, they're making the game worse for people who are playing legitimately and driving them away. We'd rather get rid of the bad people and keep the good ones.
Ideally they should stop after the first one and realize, "Hey, maybe I shouldn't be doing that." If they still don't get it and decide to do it again, the ban gets longer specifically to discourage them from doing it again. Eventually it becomes permanent if they refuse to change. Giving them an endless number of chances and temporary bans would just make it safer for them to exploit, knowing that it will never become permanent.
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@NeonAlien said:
I also don't understand why they only chose 2 outfits. There were so many great designs, and tbf, many were better/more interesting than most of the official cosmetics.
Anyway,
Congrats to the winners 💕
Since they actually need to be added to the game, we had to keep the number of winners low. If we were to pick every one that we liked, there would probably be upwards of 50 winners.
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The issue here is that she moves slower than a survivor by default. If she was limited to only 8 meters, she would never be able to get close enough to a survivor to hit them.
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@OGlilSPOOK20 said:
Maybe they should make it just for safe hook saves then.
To play devil's advocate, that would make the perk more effective against the killers who leave the hook and less effective against the killer who camp and tunnel people off the hook. It wouldn't be the type of thing you would want to encourage.
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@MedicSpirit7 said:
https://forum.deadbydaylight.com/en/discussion/comment/584651#Comment_584651
@Peanits Why were there no cosmetic contest runner ups?
Good question.
The other contests worked differently. We took all the entries, narrowed them down within the community team, then sent out a survey to the rest of the Dead by Daylight team for voting. For the runners-up, we could easily take the fourth, fifth, etc. place entries and give them some recognition.
With the design contest, things worked a little differently. For starters, there were almost 700 entries- and a lot of them were very good. Beyond that, there was no voting within the team, the choice was left up to the art director (since he needs to pick something that would fit with the theme of the game, and he needs to pick something that would be reasonably possible to create). Since there was no voting, there was no way to tell which ones would have been third, fourth, fifth, etc. In fact, the list of finalists was over 50. Picking a couple to call runners-up wouldn't exactly be fair with that in mind.
There's also some legal hurdles, since some regions could not participate due to local laws, and people under a certain age were also disqualified, so we couldn't call something a runner-up without verifying that they were eligible to begin with.
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Even making it to the finalists was quite an accomplishment- there were so many amazing entries that didn't make it that far. Your entry was pretty great, I love the little details like the bird on the left.
Fingers crossed for next time, you've definitely got a shot.
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@BeanieBoyBob said:
I like the animal theme of the Clown outfit.....maybe we can tie it in with another, highly requested Feng skin possibly? 👀
Bunny Feng is unfortunately still not an option due to the way cosmetics work. If the hood is considered part of the torso, it would need to work with all the different head cosmetics without clipping (imagine how it would look with the one that won the contest alone). If it's considered a head cosmetic, you would be able to have a mysteriously floating hood whenever you're not using the matching torso.
It might be possible one day, but it's more complicated that just making the model. There would need to be something that locks both the head and torso together when they're selected in order for it to work.
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@jeridan said:
And if the gate isn't 99%ed
The progress on the gate would not matter, you can open it regardless.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/584556#Comment_584556
Now, I don't want to rush things... @Peanits when do you expect the feng cosmetic to drop?
Production on these outfits has not started yet. I wouldn't expect them any time soon, there's a lot of work that goes into making cosmetics. We'll try to get them out as soon as possible though.
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@Jesya said:
Wasn’t there supposed to be 3?
Nope, it was always planned to be two.
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@MedicSpirit7 said:
Thoughts?
I need me some elephant clown.
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..
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@PolarBear said:
Isn't it just latency? You go for the grab but the survivor reacts to it before you actually get the grab and their action of letting go of the generator overrides your grab.
That is the case. You grab them because they're still in the interaction on your screen, but they already let go on their end. The game can't grab them because they weren't on the generator on their end so it switches to a swing instead.
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Under these conditions:
- The gates are powered (five generators completed)
- The End Game Collapse has not started
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This definitely wouldn't be the first time we've seen this idea, and it's still a very interesting concept. There's a couple things I would consider:
- Overall, generators would be powered faster. I would hesitate to factor the time spent traveling to get gas since you already need to make your way to a generator. Odds are there will be gas at least somewhat nearby, so it would be a fairly low amount of time. Aside from the short interactions to collect it, you wouldn't be adding a whole lot of time- you might actually be making it shorter. Knocking half the repair time off would likely be too much.
- This would very heavily benefit coordinated groups over solo players. To give a scenario: I'm working on a generator alone. I can only do 3/4 of the generator before I'm out of gas. If I'm playing with friends, we can very easily both grab gas and hammer out a generator in one go. As soon as the gas I put in runs out, they add theirs and we finish it.
- This also removes points of contention from the map. A killer can patrol generators to find survivors without tracking perks. If they're scattered around the map and spending less time on generators, they're going to be harder to spot. There would be nothing stopping me from immersing around the map, sneaking it to make some progress on a generator, then going right back to crouching in the grass. Since regression affects the gas and not the progress of the generator itself, it would be viable to do so. Even if I just do ten seconds of progress each time, that progress is safe and can't be removed, so I'd get there in the end.
It's still interesting though; it would just need a ton of balancing to get it right. It would spice up gameplay, but it could also make it easier if you're not careful.
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@Kaelum said:
https://forum.deadbydaylight.com/en/discussion/comment/582738#Comment_582738
There is fault in your logic. Struggling serves absolutely no purpose, other than to annoy the player. If you think an option to die is needed, then make it an active decision, and not a passive one like it currently is. Do you want me to include all of the medical journals that condemn button mashing in video games? They also include the physical damage that the player endures due to the repetitive stress on the bones, joints, and muscles. You can’t say that you don’t know about these either, as there have been several over the past 40 years, and every video game producer is aware of them.
It does actually serve a purpose; it emulates what's happening to your character. You're fighting off the Entity, not just kicking back and enjoying some tea while you wait for a rescue. Now that doesn't mean you need to be mashing a button, it could definitely be changed to something else, but you should still be doing something- whether that's skill checks or something else.
More importantly, from a gameplay perspective, you need to have a way to either hold out or let yourself be sacrificed. Having no option at all would not be ideal.
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We have not yet tested dedicated servers on the live build. The only public tests we've done have been on the PTB.
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Blood Warden isn't too terribly common, so there's not a whole lot of risk to it. Though at the same time, it's not hard to tell if the gate is 99'd or not. If there's three red lights on, it's ready to go. Odds are if you can see the gate, you can check the switch too.
Basically either way, it won't make a huge difference.
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Legally speaking: Yes. There are terms to this contest so we need to stick to the two winners like we said. There were just short of 700 entries and narrowing it down even to a list of 50 took hours.
With that said though, hopefully if all goes well, we'll be able to do it again. There's some great ideas out there and I would love to see them get a second chance.
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@se05239 said:
I just assume they'll pick entries with the best art.
Not necessarily. We're more looking for the best ideas, not so much for art. The artists would have to plan it all out and make some tweaks anyway, so we're not looking for a genuine Bob Ross. That would only be the case for the artwork contest.
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Bold predictions, let's see how they play out.
I will say that at least one of those was very strongly considered. Whether or not one of those is a winner, I won't say. You'll just have to find out tomorrow.
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/582808#Comment_582808
@Peanits Is it enough to report in-game or is video proof needed to report cheaters?
Videos are always helpful, but they're never necessary. If you aren't recording or you can't record, don't worry, reporting in-game alone would be okay.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/582986#Comment_582986
@Emeal this wouldn't do much. Just like the penalty for disconnects do nothing. The killer gains the points if they tunnel or not. You know what they don't get when they choose not to tunnel? Pressure: It is easy to remove a leg of the survivor team than play nice and go hook and hook.
This isn't necessarily true. To give an example:
You tunnel:
- One survivor is in chase
- Three survivors have nothing to do but generators
You slug the guy that was unhooked and chase the other:
- One survivor is in chase
- One is down
- One needs to save
- Only one survivor can be doing generators
Killing someone early will definitely help once they're dead, but until then, you're applying no pressure to generators and they're going to be popping off left and right.
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I will say: Adding more BP to the killer side would be counter productive given the changes to survivor aim to bring the point gains up to the same level. That would just immediately widen the gap back to what it used to be.
On a more personal level, I'm not completely sure if that's necessary. You already get quite a bit of points for not tunneling, so throwing even more on top of that might be a little overkill. I could be convinced otherwise, but I don't feel like I'm every struggling to get points when I don't tunnel.
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/582753#Comment_582753
Trapper traps would be a problem.
But blendette and dark clothes in general are perfectly fine. :/
I think you missed the change in 3.0.0 where her dark clothes (as well as most other dark outfits in the game) were made brighter for that exact reason. We would rather not repeat history.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/582795#Comment_582795
Are you guys catching cheaters by yourself or you need hints from players who report the cheater and you can take a look at that?
Both. The anti-cheat catches as many as it can, and then we manually deal with the ones that get through. Reports help a great deal with the latter part.
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- If you have them unlocked on a survivor already, you keep them.
- They will not appear in new bloodwebs until you've unlocked the teachable version.
That's basically all there is to it.
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Is it possible? Sure. No matter how many times we detect their cheats, new ones are going to pop up sooner or later. They're definitely not common, though. I would sooner assume that they're just a good billy and they saw someone's arm poking out or something, or they're just good at predicting survivor movement.
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@D3v3S3aTp3An3S said:
Dude her voice was annoying as all hell. Even Laurie over exaggerates her wounded state. Like ugh shut up already lmao.
I know right? Like I get it, a big burly man just hit your across the back with a machete after you stepped in a bear trap. It happens every day, no need to cry out in pain.
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There are certain things I would say should not be changed. Something like the wraith's bell is pretty safe; it doesn't matter what it looks like, as long as he's dinging it, you know what's going on. Same goes for a chainsaw; as long as they raise it above their head and start revving it, you know what's happening.
But something like a bear trap needs to be easily identifiable. You wouldn't want to have ones that look different because one might blend better than the other, and then you end up in a pay to win scenario.
It would definitely be neat, but my concern would just be how selective it would be. I can only think of a handful of killers that could actually work with that (wraith, hillbilly, huntress, clown), and that would leave the rest of the roster behind.
For the hillbilly head part: It's not as easy as it seems. Since his head is disfigured and attached to his shoulder, separating the head from the body isn't as simple you might think. Separating the two would cause a lot of cosmetics not to line up. If you were to compare the Hallowed Blight cosmetic with the default one, you'll notice that they flow seamlessly together: There is not spot where you can cut it off and say "This is the head, that is the body." And even assuming that there was, you would end up with a sharp edge if you were to mix and match outfits since they were not designed to blend together like that.
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@Jdsgames said:
@Peanits what are your thoughts on this?
I have gotten plenty of people agree on other remove struggle posts that this is way better than its current standing. This mechanic also keeps the struggle in struggle phase without being cumbersome on the user. It is fair and has rewards/detriments on both sides of it. It also makes camping early game not as worth while as you are then wasting more than 2+minutes at a hook.
@TAG @Lametart @fluffymareep @se05239 @Netharon
To name a few.
I don't know about completely removing it and making it automatic. There should still be a way to let yourself die in case you just want to tell your teammates, "Hey, LEAVE. Don't come save me, it's not worth it." You should also need to do something while struggling. But with that in mind, we do know that it's not for everybody. If this is something you guys want to see change, let it be known and we'll see what we can do.
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/581498#Comment_581498
Jeeze Peanits, think through.
Scenario: you down a survivor at a pallet, you can see another survivor nearby.
Option 1: You pick up the dying survivor and it's virtually gauranteed the pallet will be used on you. For the cost of a single pallet(which have now been repurposed for this task anyway), the survivors get yet another 2nd-chance to add to all of the rest.
Option 2: You move towards the other survivor to chase them away, then go back. The survivor has followed, so you chase them again. All this time, the dying survivor is recovering. The option then becomes a split-decision whether to chase the other person entirely, allowing the dying survivor to be healed or to keep going back-and-forth. Either way, the killer is being stalled and has no real choice in the matter.
People say stuff like 'well, it was up to the killer what they did', but it's a catch-22 and the game is full of them, but only for killers. It's one thing to have to choose between the least-worst option(like survivors have to when a killer camps a hook), but entirely something else when the only choices on offer are a kick in the nuts or a punch in the mouth.
This wouldn't change anything though; the other survivor would still be there ready to pallet stun you one way or the other. The only thing that changes is whether or not they time the pallet perfectly. This is something that can happen on live right now.
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I don't mean to be the bearer of bad news, but #4 almost certainly will not happen. Bloodpoint gains are disabled in KYF for a very good reason, and enabling them isn't very likely. It would likely just result in a bunch of people farming for bloodpoints for hours on end, which isn't fun for anyone and is just going to cause people to burn themselves out more than anything.
We are taking a look into the grind and seeing how we can lessen it, though.
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I'm assuming you mean after the game, not during the game? If so, it is something we are looking into. I do not have an ETA just yet, but we are investigating. As for during the game, if that's the case, please be sure to report it.
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We've definitely heard this one before. I wouldn't give it a concrete "no", but we aren't too keen on bringing back double exhaustion in a chase. It was intentionally paused while in a chase for various reasons, and having it come back would be a step backwards.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/581465#Comment_581465
Well we tested out that change with a pallet saves and was terribly abused by leaving this without any counter and lack of skill. Pallets saves are good as it is.
I don't recall pallets actually being an issue. If you were in a pallet, you would have gotten stunned anyway, whether the stun is queued or not. The only difference is that one required absolutely perfect timing which I would argue shouldn't be the case, though this is personal preference. I'm of the belief that if you messed up and carelessly picked them up in a pallet without knowing that the area is clear first, that was your mistake.
The bigger issue when that was tested was flashlights. This was back when instablinds were still a think. Someone could sprint over, just barely get the blind angle and save them almost every time. Without instablinds, that's much harder to do. You need nearly perfect timing and you have to be in position for longer. Sprinting in at the last second and timing the blind correctly takes a huge amount of skill these days.
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I make a point out of it and tell them no. Head shake and all. One hit as they're unhooking, a second after they finish unhooking, I've still got someone on the hook. Generally I'll just let the other guy go unless they're ridiculously bold and immediately try to farm the other guy back.
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I would be okay with the pallet bit personally. If I picked someone up in a pallet while another survivor was nearby, that was my mistake. I don't think they should need frame perfect timing to actually make the save at that point.
As for flashlights, they're already fairly easy to counter if you know what you're doing. Even if you don't know what you're doing, you could throw on lightborn and mess up their timing. I feel like removing saves from flashlights would be the final nail in the coffin, they're already on the weak side in my experience.
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@Raidoku said:
Its nice to hear a dev saying our feedback matters from console I know that it matters but the real question is do they listen or are we just " console players" because I one of the SWF on xbox where I meet 3-9 new players everyday from looking for group. And I meet low ranks and high ranks with good opinions who played this game for years and shared a lot of feedback about the game and when this conversation comes to those who play on PC its the "your trash" or "learn how to" talk usually making console players such as myself think where did this elitism talk come from. I can assure you that ps4 and xbox equals the same player base as pc or its close so why should our opinions and feedback feel secondary to a pc player just because they play the bigger player base console?
Unless you were to explicitly say "I am playing on this platform", we have no way of telling which platform you're even playing on. That's not something that's listed on the forums. This is a big part of the reason why we switched from the Steam forums to the official forums. We want to include everyone, not just PC players. As long as you've got good constructive feedback, we'll be listening.
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Of course you would still get a say. There are definitely differences between the different versions (notably lower sensitivity on controllers can make it difficult for some killers), but that doesn't mean that feedback from consoles doesn't matter.
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@FrenziedRoach said:
https://forum.deadbydaylight.com/en/discussion/comment/581308#Comment_581308
Context, my friend.
I said CONSISTENTLY. If somebody shows up in a stream and occasionally has the right counter build, that can be written off as coincidence.
But if somebody ALWAYS has the right counter build and plays to annoy, that's pretty blatant.
This is still a big assumption. Say I see OhTofu in my lobby. He runs Head On a lot, like me. If I run Iron Maiden every time I play against him, would I get banned? It would seem really blatant; I watch his stream from time to time, I know what perks he runs.
This is why we don't ban for it.



