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Peanits

Peanits

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Peanits
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  • There were quite a few people who have been asking for changes. Over the past couple years, most maps were changed to include more line of sight blockers. While this is great for most other killers, it is unfortunately not ideal for the huntress. Loops that you could previously throw hatchets over now feature higher walls and obstacles that get in the way of hatchets.

    In the right hands, she can still be pretty powerful, but she's definitely not quite as powerful as she used to be. While this is a fairly minor change, it's not necessarily unwarranted.

  • @Boosted_Dwight said:

    Wait, why? Nothing against the change I'm just wondering :P

    More or less the same as last time. People would abuse them and down vote hundreds of someone's posts overnight. We wanted to give them a second try, but it ended up the same way as before.

  • Yes, there will be a stream this Thursday, specifically about the upcoming Freddy rework. I am excited.

  • @anarchy753 said:

    I really hope dream pallets actually do something. It's so rare to see Doctor's fake pallets have any impact so it'd be sad to have a whole power based around them. Snares at least impacts a chase.

    This is all assuming the 60 second sleep time they talked about got scrapped, because he'll be entirely worthless if it takes a minute to be anything more than an M1 killer.

    The Doctor's fake pallets disappear when a survivor gets near them, immediately letting them know that it's not safe and forcing them to move on. Freddy's Dream Pallets are different; they appear just like regular pallets and do not disappear when you get close to them. The only way you'll know it's fake is when you throw them down. It won't stun Freddy and it'll be instantly destroyed. If the survivor is looping a Dream Pallet, it's basically a guaranteed hit.

  • That would be a very extreme definition of tunneling, to be perfectly fair. You're not tunneling if you hook a guy, hook two other people and then chase the first again.

    I haven't done that, since that's going way past not tunneling, but I have played in red ranks without tunneling fairly recently. Shortly after the Legion rework, I played Legion with no ruin without tunneling and did about as well as could be expected. I won some, I lost some. I'm not sure if the VODs are still saved at this point, but I was streaming the whole time.

  • Not quite sure I follow, but you will always have the generator teleport in addition to whichever trap you're using. You'll definitely be using your traps quite a bit, though. They're plentiful and can be placed on the fly. We'll share some more details this Thursday in the livestream.

  • I've had the pleasure of killing a couple different people from here (and also some from the official Discord server). It's always nice seeing someone you know, even if they are on a hook and being sacrificed.

  • All of the cosmetics that we've shown will be released periodically between 3.0.0 and 3.1.0 (the mid-chapter update). There is no specific date for each cosmetic, though.

  • It is not bugged at the moment. I use it on a regular basis and I haven't noticed anything out of the ordinary. It can be a little tricky to land the stun depending on latency (the timing is a little different when you have 5ms ping as opposed to 150ms), but once you figure it out, it should work every time.

    *Assuming you time it right.

  • Snares are his base trap at the moment. We should have more info to share this Thursday during the livestream.

  • Wow. That's some wicked poetry. I'm sharing this with the rest of the team.

    On a related note, I'm glad that the game helped you through some dark times. Hopefully you're feeling better these days!

  • @Rydog Yes, we have tried pausing/slowing the timer when the killer is near the hook. This was actually tested way back in one of the first PTBs. The issue is that people will abuse this and run the killer around the hook, making them play defensively to protect their kill while the remaining survivors are free to do generators. Of course, you could just unpause the timer if there's another survivor nearby, but this would also give the killer additional information; now you would know when someone is in the area or not, which would hard counter stealthy saves (encouraging people to just sprint straight in instead).

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/559252#Comment_559252

    Not really a hard timer for killers. The killer gets points for sacrifices done by the collapse, to me that isn't fair bc you didn't earn that sacrifice.

    Survivors also get points for escaping. Much like the killer, you do not get points for failing to do your objective. If a survivor does not escape, they do not get escape points. If a killer does not prevent them from escaping, they do not get points either.

  • You dunnit now.

    If we did that, the game would need to be rated arr.

    What has eight arms, eight legs, and eight eyes? Eight pirates.

    What's orange and sounds like a parrot? A carrot.

    What are the ten letters of the pirate alphabet? I, I, R, and the seven Cs.

    Why do pirates have such a hard time learning the alphabet? Because they spend years at C.

    How much do pirates pay for corn? A buccaneer.

  • I'm not quite sure what you're referring to. Huntress hatchets are a projectile, they aren't just checking a portion of your screen to see if you hit. You cannot add 8% to that like Ghost Face. For what it's worth, her hatchets already have a fairly large hitbox (slightly larger than the hatchet itself, but as a sphere that gives more leeway horizontally).

    As for the Clown, his gas already covers a fairly large area, and they aren't intended to be used for direct hits normally, so increasing the size of their hitbox would be unnecessary.

  • This is going to be a long response either way, but I'll try my best to keep it short.

    We are always working on fixing bugs. You can take a look at the patch notes for any update and find a long list of bug fixes. Some issues are more difficult to reproduce and fix than others, so unfortunately it takes time. Cosmetics have nothing to do with bugs, though. The artists making new cosmetics are not programmers; they cannot fix a technical issue.

    We do not buff or nerf things without thinking. Following the first PTB, there was a large amount of negative feedback. We made changes to Ghost Face in time for a second PTB, at which point he was received very well. At that point, we also began seeing feedback of people having a hard time revealing Ghost Face in the open. This is something that we aimed to address in the hotfix, and something we'll be keeping an eye on going forward. All of these changes were based on feedback.

    There have been no changes to deranking. Just like before, you cannot derank past 15 (rank resets aside, although again, this has not been changed).

    Regarding matchmaking: There's a couple things to address here. First, both solo players and SWF groups appear in the lobby the exact same way now. Ever since the new matchmaking system was implemented, the game will find an entire group and then put them in the lobby all at once. They may appear a few seconds (or more) apart or all at once, but this is due to loading times. For the rank specifically, this can be caused by the wait times as killer at the moment. The game starts with a fairly tight range (rank, region, etc.) and tries to find you the best match possible. As you wait, this range grows and eventually takes whoever it can get to fill your lobby, since we would rather give you some game rather than no game at all. The wait time is due to the amount of people player killer compared to survivor, and this should return to normal over time.

    Camping and tunneling, while unfortunate, are strategies, and sometimes they are the right strategy. Punishing them universally gets tricky. For example, if the survivors are being way too altruistic and unhooking just seconds after the killer leaves, camping would be the smart move. We can't punish a killer for that. Killers are penalized in the emblem system for staying near the hook when there are no other survivors in the area.

    For disconnects, we are currently working on a new system to punish disconnects and it is expected to launch soon (along with dedicated servers). We'll share more on that soon.

    Hopefully that addresses some of your concerns.

  • There isn't quite a double standard here: Both sides have the capacity to waste the other's time if they're petty enough. The irony in it is that they're wasting their own time as well. The survivors could, in theory, just hide once the generators are powered, 99ing the gates and setting up a tent in their favourite dark corner. It works the same way in reverse, the killer can open the gates and force them out once the timer is up.

    It is unfortunate that there are people out their who will abuse the End Game Collapse purely to waste people's time, but someone who is determined to grief will always find a way. Prior to the Collapse, a situation like this could have gone on for hours. The EGC gives a hard time limit to both sides, guaranteeing that the game comes to an end one way or another.

  • @Riddick said:

    An official response stating the position from the devs would be appreciated. I've wondered this myself a lot of times as well. I understand the rationale given by @drimmalor, but it is rather misleading as it was posted concerning the Pig's addons.

    We've gone over it in the past, but it's mostly a matter of simplifying it for new players. Having a wall of numbers on each item and add-on can be overwhelming, while saying 'slightly' and 'moderately' is a lot simpler. There are also cases like the mist offerings where the things they modify don't make sense as numbers. If they said "makes the mist 50% thicker", that wouldn't really be helpful. On top of that, real numbers can be misleading with the way math works in video games; take a look at old Enduring for example.

    One of the suggestions I've heard before that I think would be interesting is having a simple and advanced mode for descriptions. By pressing a button, all of the "slightly" and "moderately" parts of the descriptions are switched for actual numbers. This way it's simple for new or casual players but the numbers are easily accessible for more experienced players.

    It's good feedback, though, I'll bring the feedback up with the team.

  • These sound like pretty reasonable changes. The ultra rares scare me a little bit, but I suppose they probably should (though I can see how they might be really cheesy if they're too good). I'll share this with the team.

  • This would be pretty interesting. I'm not so sure how much of an effect this would have on disconnects since people who DC already lose everything, so not getting a few thousand bloodpoints likely wouldn't deter them. I'll bring this to the team, nonetheless.

  • Thanks for the feedback. This would definitely cut down a big chunk of the grind. I do really like the idea of having to use the perks to level them up; it would give you goals to work towards and encourage you to switch things up if you're a completionist.

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/72432/question-involving-ghostface-and-killer-instinct

    No, that's probably just a mechanic in place to prevent you from snowballing as Legion.

    More specifically, it helps you find the people who you have not yet hit. If it showed the location of all survivors, you might run over to the next guy only to realize that it's someone you already hit. It wouldn't give you any benefit since you could already continue chasing the last guy you hit, the only difference is that you wouldn't be able to chain together four deep wounds as easily.

  • We are looking into it right now, and we're hoping to have that fixed as soon as possible.

  • @fcc2014 said:

    @peanits so Chrome is finally useful for something.

    Crow of Judgement.jpg


  • It'll lower it to 4 meters with Monitor and Abuse.

  • Basically, it's the same situation it's always been: They each have to be agreed upon with the people/companies that own those characters. We'll try our best to give them some love.

  • @FredKrueger said:

    https://forum.deadbydaylight.com/en/discussion/comment/552442#Comment_552442

    Well if those features are more cosmetics, I'll pass. I would also like something different. A new mode, or 2vs8, some type of change that's also permanent. I'm burnt out on cosmetics and same mode everytime. Cosmetics are just for LOOKS, they serve zero purpose really.

    Cosmetics do not impact the development of the rest of the game in any way. Artists create cosmetics, they do not design and program new features.

  • There seems to be something to do with Firefox and mobile browsers. Switching to another browser (like Chrome) for the time being should fix that. In the meantime, we'll take a look and see what's going on.

  • To keep it simple, the game tries to even spread out the pallets as much as it can. It'll keep placing pallets in "valid" pallet spots (where there's no other pallets nearby) until the minimum pallet count is reached. If the minimum pallet count has not been reached and there are no valid spots, it will break the rules and place the remaining pallet(s) wherever it can.

    The silver lining here is that when two pallets spawn next to each other like this, you have the absolute minimum number of pallets for that map.

  • That is strange. Freezing in what way? As in the page is not responding?

    Everything seems to be fine for me, but we'll check it out anyway. Which browsers are you guys using? Are you on mobile?

  • Could it be possible? Sure. But there's a couple things to consider.

    1) It would be a ton of work for it to work well, and only a small number of people would use it. Time would probably be better spent on features everyone could enjoy.

    2) It wouldn't really be a good way for people to learn. Computers can't think like people. (e.g. If I loop around a rock a couple times, a human killer still knows that I'm there. An AI might go, "Golly, I haven't seen him in a while, guess I lost him.")

    3) They would likely still have a hard time switching to live games, where people know how to mindgame.

    It's not a terrible idea, but it would have to be worth the time invested into making it work.

  • It would definitely be possible, sure. Admittedly it would be a fairly low priority change since there's more pressing issues we'd like to address first. I could let the team know.

    On a personal note, I sorta' like having it there. I carelessly spend bloodpoints and it let's me know to stop when I've hit 50.

    EDIT: Ahh, I see what you mean. For when you stay level 50 and continue leveling up without prestiging. Gotcha'.

  • To play Devil's Advocate here, say you can't reveal Ghost Face from behind. What's stopping me from turning around whenever I start to get spotted to avoid ever being revealed?

  • @OMagic_ManO said:

    @weirdkid5 @ClogWrench

    I understand that but I will have Survivors run to me while I stalk to break me out of it, what am I supposed to do? Run away from the Survivor so I can stalk them? I just find it too easy to make him M1 the entire game, a coordinated team will do all their effort to make Ghostface M1.

    My advice would be to switch targets and get to cover. If you can hide before they reveal you, their reveal progress is going to reset. From there you should be able to peak around a corner at them and get a quick stalk off. Worst case scenario they're persistent about it and give you a free hit (which basically has the same end result, you just need to hit them once after that to down them).

  • @o0DcSniper0o said:

    Yeah I'm new here and on a mobile atm, sorry. I'll get better at it soon I hope.

    That's okay, no worries.

    To answer your question, we'll have a final list of data centers when dedicated servers are a little closer. As time goes on, we'll be monitoring their performance and possibly adding/removing/moving them around as need be. If there ends up being a high demand in your area and no support, we'll see what we can do.

  • @littlejohnny said:

    Everything should be attainable in KYF. Bloodpoints and trophies definitely should be. Just make it non ranked. I like the idea of a weekly bp cap though. It would probably solve some of the SWF issues people seem to complain about.

    I definitely wouldn't go that far. If achievements/trophies could be earned in KYF, it would take away the entire purpose of having them in the first place. Something like Skilled Huntress is a goal for people to work towards. If it just meant going into a private lobby and farming with a couple friends, it wouldn't mean anything. Anyone with time to spare could get it easily.

  • In terms of realms (new themes), we tend to only do so when it is necessary. Mount Ormond is a completely new setting and wouldn't fit into one of the existing realms, for example. When we can, we would rather use an existing realm when creating a new map. This has a couple different advantages.

    • This saves time. Rather than creating all new assets, we can use existing ones and focus our time elsewhere. This gives us a chance to do things we otherwise wouldn't have time to do, like adding new tiles (see: Red Forest).
    • There's no need for a new map offering. Each realm has its own offering. If each map has its own unique realm, there would be a lot of offerings cluttering the bloodweb. This way existing offerings get more use.

    Going forward, we're going to be changing the way we handle maps. Rather than creating new maps with every chapter, we'll only be creating a new map every other chapter. In between, we'll be reworking existing maps to bring them up the more recent standards and applying what we've learned over the past few years.

  • @Kebek said:

    • Removed the proximity Sound that the Killer generated while in Night Shroud (only his clothes emit sound while he moves).

    @Peanits Does this mean that that 8m radious sound he emmited is gone now ? If yes that's amazing, if no what does this mean.

    Does anyone else have different understanding of this change, I want to be sure.

    Yes, that's what that means. Only his clothing will make noise when Night Shroud is active now, and only within 8m.

  • That's quite a bold statement considering the patch was only released less than an hour before you created the thread. We'd love to hear what you think when you've had more of a chance to try the changes.

  • @Pike_Trickfoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/549829#Comment_549829

    This. People need to stop using console as an excuse. I'm on console. I advocated for them to change detection consistency, which has nothing to do with range.

    This change is not range. This change only affects the area on your screen that is checked to see if you are looking at Ghost Face. We significantly reduced it in the second PTB, but it ended up being a little too much. After that, a lot of people were looking at Ghost Face but not revealing him because the conditions were too strict. We've increased it by a very slight amount (4% larger in each direction) so it feels a little more consistent. It's still significantly smaller than it originally was.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/549797#Comment_549797

    @Peanits I think they are referring to if you are looking at him at edges of walls like some people do in haddonfield gen to look down the stairs. If he is center enough will it proc if you are not wildly waving it.

    If you have a clip of that happening, I would love to take a look. Things like that shouldn't be possible though- if Ghost Face leans around a corner carefully, he cannot even be revealed since at least 20% of his body needs to be visible in order to start revealing him.

  • You still cannot spin your camera to reveal him. The buffer that was added to prevent that remains unchanged.

  • I'm judging you for not seeing him coming, but yep, he's pretty quiet now.

  • The Freddy rework is in the mid-chapter update. There's no exact date for that yet, though.

  • @wisdom said:

    @Peanits

    why then are killers “searching for lobby”

    they havnt done this in the past

    This is just a change to how matchmaking works. Previously you would get put into an empty lobby and wait for survivors there. Now, you start searching for survivors immediately and then everyone gets placed in a lobby once a match is found. This shouldn't have any impact on your queue times.

  • It is on console as well, the only difference is that there's no textbox for console reports (and also no chats to log).

  • Unfortunately that's not really something we can "fix" outright. In this case, the reason why you're finding lobbies instantly as survivor but not as killer is because there are a lot of people trying to play killer right now- so many that there aren't enough survivors to fill all of their lobbies. Even if the matchmaking was 100% perfect, we can't fill lobbies if there's not enough people to fill them.

    This is something we're going to try to keep in mind going forward, though. Certain things do tend to cause people to play one side over the other, so we could try to plan things in a way that balances that out a bit more.

  • Yes, you can. The following conditions needs to be met:

    • The gates have to be powered (i.e. they need to finish all five generators).
    • The end game collapse cannot already be started.
  • An in-game report is the button you click after the game (troll face, etc.). This logs the match and saves important details for our ACM team to review, such as the chat log. You need to do that no matter what.

    The latter (tickets) are for attaching extra evidence to your report. These aren't necessary, but they can help us deal with a report faster. This is just a way for you to attach a video to your report, for example, without needing to wait for the video to upload just so you can leave the game.

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