Peanits
Peanits
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@FrenziedRoach said:
I'm not buying the "We can't prove it line".
I think if the same person consistantly shows up in the same stream and ALWAYS has the appropriate counter perks for that person's build, that's pretty flippin' blatant.
But I'm not surprised - how long did it take them to ban "he who must not be named?"
What if they are set to invisible on Twitch? What if they just use Twitch in an incognito window or log out?
We'd basically be going off of, "You had perks that counter that guy's build, you're banned." If that sounds ridiculous, it's because it would be.
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All versions of the game actually use the same build, there's just slight changes between them depending on the platform you're on.
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There's a few reasons.
1: How do you prove it?
Example: A streamer playing survivor accuses the killer of streamsniping because they keep getting spotted.
How do we prove that the killer is streamsniping? Unless the killer popped into their chat and literally told them that they're going to streamsnipe, you can't. And even then, anyone could pretend to be the killer to frame them. We don't want to ban someone just because a streamer claims that they're being sniped, that would be silly.
2: You are asking people to (where applicable).
Now this isn't always the case, but when you are plugging you stream in your name, you're actively inviting people to come watch you- that included the other side that can see your name. You can't ask them to come watch and then get mad at them for watching, that would be silly.
3: Being in the game with somebody is not bannable.
Being in the game with a streamer alone is not against the rules. There's nothing bad there. Now if you decide to use that to grief that person or harass them, then you're still subject to the same rules as everyone else. Streamsniping does not protect you from every other rule.
4: (This is the big one) It's out of our control.
We can only enforce what happens inside the game. We do not have logs of who's watching you on Twitch and a way to link that to their account in-game. It would be a total mess if we decided to ban for that and incredibly easy to frame someone.
Short version, we can't prove it, we don't want to falsely ban someone for it, when you invite people to watch you play the game you are choosing to run that risk, but they're still subject to the rest of the rules. If they're griefing you, report them for that, not for streamsniping.
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Could we? Absolutely. Will we? Now that's a loaded question.
Technically speaking they are in order of release on console. Things came out slightly out of order on the console versions due to licensing (we needed to renegotiate the Halloween chapter for a console release first). For the console versions, that order is correct, and to the average console player, the order they came out on their own platform is what's relevant to them.
Granted, we totally could change it, but it would only be to the benefit of those who play on PC and a console regularly. I wouldn't give it a hard "no", but I can't guarantee that it'll be synced up with the PC version either.
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I've always thought that having different moris available would be interesting. It might spice up mori games a bit.
Vaulting animations are a little bit different- I'm not sure how possible that would be. To give an example, having Tapp dive through the window and roll out of it would cause issues with other animations. You would need to regain control at the same time as a regular fast vault, so the roll would have to be incredibly fast to make it work. You'd also need to regain control in the exact same place as you normally would, so the roll would have to end about two feet away from the window (would look silly). There's also a little bit more to it than just dropping a new animation in, animators would have to go through and make sure the new animations transition into the other animations smoothly.
There's also an issue with hitboxes in that regard. When he dives through the window and rolls, he would be very low to the ground. You'd have two choices here: Make the hitbox smaller (pay to win), or keep the hitbox the same (would cause some wonky looking hits). To give an example of the latter, the huntress would be able to throw a hatchet through the window and hit the area three feet above him.
On a related note, being able to judge whether or not you can get a hit is important. Having different animations could make that tricky. If you dive through a window and roll, for example, the dive would likely be faster than a typical vault to give the roll some time. Even if the hitboxes are exactly the same, it would not line up visually and make it hard to judge a hit.
That's not to say that it would be impossible, but we would have to be very careful with it.
@Lametart said:
These are two ideas I had for new vaults:
https://us.v-cdn.net/6030815/uploads/847/ZPFECEPOKU0N.gif
https://us.v-cdn.net/6030815/uploads/890/24DN1MJ0FDUX.png
While they look fun and new, they aren't silly, so it stays within the mood of the game.
Since Survivors are basically skins, we could buy these animations once and equip them in the customization menu on any character. Maybe we could select them as our primary slow/fast vaults, OR we can have a "random" option so we have varying vaults during the same match.
For killers of course, Moris/animations will be sold separately lmao.
What do you guys think?
These, for example, are pretty safe. They could very easily line up with the original animations. The only issue I can see here though is that sooner or later (probably sooner), you're going to run out of ways to animate vaulting through a window while still following all the rules. These are different enough from the originals, but could we possibly think of dozens more to warrant making a huge change? (Genuine question, I don't do parkour, maybe one of you can fill me in on the 1001 ways to jump through a window.)
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I see rha already found my previous answer, but yes, there are different rules for different platforms. As long as an trophy is still possible, it's very difficult to change it. It makes sense it would be a little unfair to the people who earned it before it was decreased, but there's only so much we can do.
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Rotten Fields, we meet again.
This is not a nerf being reverted, they never fully went away and it's actually working as intended. I'll try to keep the explanation simple:
- Each map has a minimum number of pallets.
- The game will spawn those pallets as evenly as possible until the minimum pallet count is reached. It does this with a rule that basically says, "No pallet can spawn within X meters of any other pallet." (NOTE: This does not apply to key locations, e.g. the Asylum, the Shack)
- If the minimum number of pallets has not been reached and there are no remaining valid spawn positions, it will break the rules and spawn it wherever it can.
This happens more often on maps like Rotten Fields since the most of the map is corn (no pallet spawn locations), and the rest is maze tiles (could be LT walls which have no pallet spawn location). As a result, try as it might, there may not be any other option.
The silver lining is that when that happens, the map has the absolute minimum number of pallets.
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Hi. Not sure why I'm tagged, but there's nothing to be worried about. That graph is incredibly smoothed (it's favoring a pretty visual over accurate data). The big hump at the start is two peaks bridged together. Notice how the all time high player count from about two months ago isn't as high as the previous peaks.
Here's a more accurate graph: https://steamdb.info/app/381210/graphs/
It also highlights free weekends, which is handy.
The average player count from between releases (like we are now) is almost exactly the same as it was a year ago. Not to mention that the console playerbases has grown significantly since then, and with mobile rolling out and Switch on the way, we're expecting to grow even more. DBD isn't going anywhere any time soon.
TL;DR: The graph isn't very detailed, you're better off looking at actual numbers (or at least a more accurate graph).
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@artist said:
breathing is toxic
Did you just call something toxic? That's toxic.
Real answer though: No, they're not toxic. It's just an item. Using an item in the game isn't toxic. Now if you were to sabotage a hook right in the killer's face and teabag furiously, then it would be toxic. But at that point the toxic part is you teabagging, not the toolbox.
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@TAG said:
Wouldn't this effectively destroy Ruin's ability to slow down the game, or am I mistaken?
The amount of greats you would hit wouldn't change. You might hit a good instead of a miss, though, although that would still be affected by ruin (also you would be a silly goose since all you had to do was hit a good and you still messed it up).
It basically wouldn't be any better against ruin that it is now.
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@kamisen said:
https://forum.deadbydaylight.com/en/discussion/comment/579772#Comment_579772
@Peanits Hey Peanits, glad you joined the discussion.
Just to be clear: I'm not talking about slugging in general, but the kind of slug that only serves to waste a player's time. A killer who is refusing to engage in hunts with other survivors and who is making sure that one player in particular is staying on the ground, is a griefer in my book. Likewise, someone who spams the mori, is a griefer in my book. All intended game mechanics, but abused beyond intention to ruin someone else's experience. I would love to get to know BHVR's stance on this.
While I wouldn't DC in a normal game, I don't want to sit through that BS in a PTB. Again, I'm referring to cases where the killer is griefing (my definition) not using various strategies in the game.
Mori spamming would be a no-go, there's no practical reason to do that. Assuming it's on live, it would be considered griefing.
Slugging someone regardless wouldn't be bannable though. They will bleed out after a while, and there are times that slugging might be the right move (if they have DS for example).
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The winners are currently being selected. We should have an announcement sometime this week.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/579845#Comment_579845
You are hyping me. I might install the PTB now lol
Best of luck to you, because the PTB just ended. 😃
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I was already using it before, but I'm loving it on the PTB. It feels super solid and the stun is instant.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/579751#Comment_579751
What about reports, e.g. death threats (or anything else along those lines that should be an immediate ban) sent in postgame chat on the PTB?
That would still be bannable and we would transfer that to the live version. There's no excuse for it, and a test build isn't a free pass. It's along the same lines as cheating; there's no excuse for it no matter what build you're on.
Gameplay-wise, what happens on the PTB stays on the PTB. We wouldn't ban people for testing something in the test build. If there's something that could be abused, we'd want to know about it, not have people feel scared to report it at the risk of being banned.
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@kamisen said:
https://forum.deadbydaylight.com/en/discussion/comment/579727#Comment_579727
@ShrekIsHot I mean, the purpose of the PTB is to test new features of the game. It would be utterly pointless to go through all that hassle just to disconnect whenever they meet a Freddy.
As for me, when I play on the PTB I don't want to waste my time in matches where a player is griefing by (as in my case) slugging to death.
That's not griefing. Slugging is a playstyle. There are perks that help with it (Knock Out, Deerstalker) and even perks that counter it (Unbreakable, No Mither, Buckle Up). Disconnecting from that kind of match isn't helping anything.
To put it into perspective, let's just assume that slugging Freddy's are a problem (they're not, let's just assume they are): You disconnecting from that match invalidates the data from that match.
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No, it's completely separate from the live game. Though you still shouldn't do it since it's just for testing, and disconnecting defeats the whole point of the test.
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That's easy enough. If you know someone's using Spine Chill, look away from them as you approach. If you know they're using alert, don't break stuff as your approach. You can save yourself a perk slot just by using your noodle, even.
Spine Chill actually used to be meta back in the Wraith/Spine Chill meta of early 2016. There's definitely counterplay there.
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@ZacKdbd said:
https://forum.deadbydaylight.com/en/discussion/comment/575242#Comment_575242
Wait so his perks become teachables? That means if i have his perks on my other survivors already I have to unlock the teachable and get them on all my other survivors again? @Peanits
If you already have them on another survivor, you can keep using them. They will not appear in new bloodwebs until you unlock the teachables, though.
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To use a four lane pallet as an example, you do not want to stay there and vault back and forth until they break it. They can lunge around and hit you very easily. You'll ideally want to stun it and continue running around the long way around. By doing this, you'll be able to get quite a few loops before bloodlust kicks in. The longer path will cost them enough time to make it a decent time waster if they decide not to break it.
If you don't manage to stun them, you'll want to mindgame to get the into a position where they're behind the pallet and you're in front of it and they try to trick you into vaulting back. When they break LOS, run. By the time they realize, you'll have a decent amount of distance and should be able to make it to the next pallet.
Not every pallet is meant to be super safe. There is a way to use them well, but it's not as simple as "wait for the killer to break it".
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These are pretty nifty. I'll give you a hard one.
C-41, Trapper.
Good luck, you'll need it.
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@Johnny212 said:
How about action speed penalty only for swf members that last until all their swf mate are sacrificed? Since the problem with swf team is that they're usually very coordinated and doing everything so fast.
They could queue up separately and leave the lobby until they're match up with the friends to avoid this, though. This is how things worked back when SWF wasn't a thing.
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This is by design. There are some pallets that are safer than others, and others that are not as safe to use. When the pallet is unsafe, you'll want to try to get a stun with it (if you absolutely must use it). Worst case scenario, run around the longer side and vault back over it. The killer will have to take a longer path and have a very hard time catching up (Haddonfield truck, for example). If the killer is already next to the pallet, you messed up and you're probably going to get hit.
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@TeambossFloze said:
When is this coming to Consoles again @Peanits
It'll be in the mid-chapter update, July 23rd.
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/575242#Comment_575242
@Peanits Wait so was it just a rumor the whole time when people said that Valve/Steam said no to Bill being on console?
Yes, it was just a rumor. There was no console versions at the time to say no to.
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Follow-up
In this developer update, we mentioned our intentions to award survival points based on the time spent in the trial. A side effect of this change would have been to lower the amount of points awarded for escaping, since those points would be distributed through the new scoring event. During our internal testing, concerns rose over players remaining in the trial longer than necessary in order to maximize the amount of survival points they could earn. This was not something we wanted to encourage, so the change was reverted before the PTB launched.
We are currently re-evaluating this change and will share more when we have an update. In the meantime, the points awarded for escaping the trial have also been reverted to their previous value.
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@[Deleted User] said:
One caveat with the gen time suggestion: we need to keep in mind that yellow rank gameplay and red rank gameplay are two different games. It's apples and oranges. 100 second repairs wouldn't be a problem to implement for red ranks. It would go a long way to balance red rank gameplay. However, it would basically guarantee a killer 4k at yellow ranks because of how inefficient survivors are with resources and objectives at those ranks. There's a reason I hate rank reset as a survivor. I'm decent but I don't play that often, so I get to rank 5ish then get dropped back to immersion world. Imagine those players with 100 second gens.
For what it's worth, the amount of times I've been left on the hook for an entire hook phase at yellow ranks is nuts. The extra 30 seconds he suggests would often give me an extra hook. Since a bit gets taken from both sides, it should balance out.
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The Plague is pretty tall, for what it's worth. Same with the Huntress.
Generally speaking survivors won't be much taller or shorter than others so they don't get an advantage.
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They should be.
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We all thought the wraith was called the banshee, and that he was actually a lady.
The alpha days were crazy times.
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There was no wrongdoing or unfair treatment on Valve's part, just to clear that up. The Left 4 Dead crossover happened before the game was released on consoles, and as such, it was only cleared to release on PC. It's not because they didn't want him on consoles. We just needed to get it approved first, and with mobile arriving and Switch close behind, it made sense to get it all approved at once.
Yes, it includes the other cosmetics. Bill's perks also become teachable perks (whereas they are generic perks right now).
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I wouldn't mind someone playing for themselves (e.g. leaving when the gates are open instead of going back for the save), but I would definitely not want to see incentives for hurting other people's chances. Solo can be a challenge as is, I can't imagine what it would be like when you have to worry about someone stealing your stuff. You wouldn't have to worry about it in SWF either, so that would widen the gap.
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The fences are not a magical wall that stops any incoming attacks, the killer can hit over them by design if you stay too close to them. The same can be done with the fences around the Thompson house.
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This is the most fitting crow I have for the situation.
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/572512#Comment_572512
@ArecBalrin Hang on a moment . . . .
@Peanits Can we have that missing Livestream back? Because if that's true, then something is amiss. Especially since the Devs directly said that SWF was always planned to be implemented in the October 2018 stream (or around thereabouts), which seems like convenient revisionist history on their part if what he says about the now missing Livestream #6 is accurate.
I definitely do not have that just lying around, I only started here a couple months ago. Although being an OG alpha player, I recall that being said about Kill Your Friends, not SWF. SWF was not even a thing at the time.
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I'll send it over to the design team. These are all reasonable suggestions.
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@Horus said:
https://forum.deadbydaylight.com/en/discussion/comment/573824#Comment_573824
What about a dedicated hex slot a slot for hexs only they break easy so they wont affect the game that bad
That's the risk you take with a hex perk. You're taking a more powerful perk at the risk of it being destroyed. Having an extra slot that could be destroyed and still having four perks to work with would remove that risk and essentially give you a free perk.
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Sounds neat. I would say that it absolutely must be based on your highest rank during that season, though, otherwise you would get people who would get to rank 1 and then stop playing just to play it safe.
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@Ghostingmyteammates said:
https://forum.deadbydaylight.com/en/discussion/comment/573564#Comment_573564
Translation : We will nerf him so survivors will no longer feel any fustrations when playing against ghostface and have easier time escaping from him.
Im sorry for posting this but from the recent patches, this is the feeling im getting from you guys.
Proper translation: We have no plans to change him at the moment (as mentioned).
We take feedback from everyone, not just one side or the other. This is why there was a massive update during his PTB to address the killer side of the issues.
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Limiting perk slots is by design. It forces you to pick something you want to specialize rather than letting you be a jack of all trades. While there are more perks in the game, you are not meant to equip a whole bunch at once, you're meant to make sacrifices and swap out one for another.
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@JESUS_CHRIST said:
Im pretty sure survivors being able to get somewhere safe is intentional so I doubt that'll change.
It is definitely intentional, but it could also be a little lower without being completely unfair. I can't promise that it will be lower, though.
I wouldn't understate the effectiveness of the teleport, personally. Being able to hook someone, spot an aura with BBQ and then teleport across the entire map and instantly start a chase is pretty huge. Even if you do have to catch up, you're saving all the time you would have spent running over and they could very well have started running then as well.
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Nothing changes. You keep the progress you currently have and continue from there. Instead of having to manually pull people into the dream world, you'll gain progress as people fall asleep either passively or by hitting them.
Basically it works exactly like you'd expect it to.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/573649#Comment_573649
@Peanits couldn't this be resolved with changing a ######### brown addon to allow old freddy mechanics or double him up on the roster? I mean do you have to throw away all that work on old freddy entirely?
There were things that were frustrating and annoying for players on both sides with old Freddy. While we dealt with that on the killer end, we also addressed the survivor side. We'd like to avoid bringing that back.
On top of that, this would be incredibly confusing for new players (and even some old players). It's important to be able to recognize which killer you're playing against in order to be able to play around their powers. Allowing them to change their entire base kit would make it impossible to tell what you're going up against. (See: The Demoman from TF2, for example.)
And beyond that, all of the other add-ons have changed, so they would not work with old Freddy.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/573637#Comment_573637
While we are on the subject of ghostface @Peanits did you get the clip I sent you about the issue with revealing. It was on discord since I don't want to share it.
I did, yes.
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@Dr_Trauts said:
https://forum.deadbydaylight.com/en/discussion/comment/573583#Comment_573583
its been proven that the grind to get a character p3-50 all perks is actually a lot harder than the original legacy p3-50 all perks due to the amount of perks added to the game
You also get way more when you grind for all perks, so it's a bit silly to compare the two. The requirement for legacy was prestige 3, not all perks. But as far as that's concerned, bloodwebs used to be even larger and bloodpoints were much less plentiful. There were no +100% all bloodpoint category offerings, there was no BBQ, and there were far fewer scoring events in general.
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@Anvil said:
https://forum.deadbydaylight.com/en/discussion/comment/573620#Comment_573620
You could be right about that, though it's tough to say without the DBD chiming in. @Peanits, is this an intended use of the power? If so, it needs just the slightest nudge so trying to see where the killer is (.5 seconds?) doesn't expose your proximity but trying to break them out of stealth (longer) does.
It is definitely intended. This way the killer gets some use out of their power even if the survivors are alert and efficient at revealing them. Adding a delay wouldn't really be an option since the amount of time taken to reveal the killer is very short, so they need to be able to react and hide as soon as possible.
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There are many posts every day, we do not get the chance to post on every one of them. We're still reading the feedback (the BHVR Read tag will show you that we've seen it), and we are passing the feedback to the team. We could always revisit them in the future, but we don't have anything to announce right now.
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That would be easier said than done, since Freddy is a licensed character and any new cosmetics for him need to be approved first. Beyond that, though, we wouldn't want to bring back legacy out of the blue like that. People who earned the original legacy had to put in a ton of work for it, meanwhile Freddy players would just have to own Freddy before a certain date. There's a bit of a mismatch there, and if anything, it would just be seen as a cheap way to boost sales.
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Just dropping by to clarify; a generator actually takes 80 seconds for a single person to power, not 60 seconds. I'll also drop this here for the sake of conversation.
And now I'll go back to lurking and see what kind of suggestions everyone has.
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We're still keeping an eye on him and seeing how we can make adjustments to make it feel better for both sides, but there is nothing planned at the moment.

