Peanits
Peanits
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- Peanits
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Yes, we recently did a pass on several cosmetics and tweaked them to be more inline with the rest. Some were far too dark and allowed people to blend in way better than other outfits. Naturally wearing bright pink is going to get you spotted from a mile away and picking something a little less flashy is going to help you hide, but we also need to make sure that you can't hide in plain sight based on the cosmetics you picked.
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Unfortunately there's not much we can do here. I can only suggest filing an appeal here: https://support.deadbydaylight.com/hc/en-us
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It is normal for not every perk to be very rare (purple). Some perks will only be rare at tier 3. It is not normal, however, to stop receiving perks before you have all tier 3 perks unlocked. If that's happening, I would suggest creating a support ticket here: https://support.deadbydaylight.com/hc/en-us
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I'll definitely bring your feedback to the team, but I can't guarantee that it'll be changed just yet. We're still keeping an eye on him (and his perks/add-ons), so fingers crossed.
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It's way more complicated than it seems. Not all groups are super coordinated and trying to win as fast as possible, most are just a couple friends hanging out and chatting while they play a game. How would you suggest doing so in a way that would unnecessarily punish the casual groups that are not trying as hard as possible to win? And how could that not be avoided by queuing solo at the same time as your friends?
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@Perelie said:
https://forum.deadbydaylight.com/en/discussion/comment/540930#Comment_540930
That's so long away that you guys should really do something about DC's before then. You can't keep holding it off, it's a huge problem with the game so please stop ignoring it.
We are still banning people for disconnecting with our current system in the time being. We have not stopped just because a new system is on the way.
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I'm flattered, but it is my job to come around, talk to you guys, and bring your feedback to the team. Actual insults aside, we do recognize that the fact that people stick around and complain about things is because they're passionate about the game. You wouldn't take the time to type out lengthy, detailed feedback for a game you don't like day after day, you'd just uninstall it and move on. Even if the feedback is negative, it's awesome to have a community full of people to stick around and let you know what they don't like.
Thank you for the kind words, though, I'll be sure to share with the team!
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To keep it simple:
Red bar = You're working slower than you could be
White bar = You're working at the normal speed
Yellow bar = You're working faster than normal speed
(These only reflect your speed. It can still be faster overall since there's multiple people adding progress to it.)
Generators have a repair speed inefficiency to them when multiple people are repairing the same generator. The more people repairing it, the slower each of them works. This does not affect your toolbox usage rate. Even if the bar is red, your toolbox is still letting you repair faster than if you were doing a regular repair.
The more complicated way of explaining it is that each survivor applies one "charge" per second to a generator, and a generator takes 80 charges to complete. Each additional survivor on a generator decreases your charge rate by 0.1. For example, with two people on a generator, each person will output 0.9 charges per second (for a total of 1.8 charges per second). With three people, you'll each apply 0.8 charges per second (for a total of 2.4 charges per second).
Because you are outputting fewer than one charges per second, your bar appears red to let you know that you are working slower. The colour of the bar only shows your output, not the combined speed of everyone on the generator. If each survivor was working on a different generator, they would be putting out a total of 4 charges per second. Prove Thyself can counter this penalty and allow multiple survivors to work on the same generator while still applying 1 charge per second each.
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They're still on the way. As others have mentioned, though, summer ends around mid-September.
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Zero. Dying is not a bannable offense.
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We're going to be reworking maps going forward and it should partially address your issue. There will be more pallets on average than there are now, but these loops are going to be much shorter. It will be possible to mindgame around them to get a hit. This will mean a lot less time looping and a lot more potential for skilled plays.
We showed an example in the anniversary stream. Currently there's a lot of pallets where the only option is to break it, giving the survivor a huge head start and greatly extending the chase. There's going to be less of these and more of the ones where you can try to outsmart each other.
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@Leatherbilly said:
https://us.v-cdn.net/6030815/uploads/339/T35AMJX9ACBB.png
https://us.v-cdn.net/6030815/uploads/777/HTLB0V5NYO3J.png
Just some more examples of the Emblem system literally not accomplishing anything. It doesn't facilitate matchmaking nor does it assess skill. It also fails to encourage any healthy playstyles but rather achieves the opposite.
@Peanits Is this system being reconsidered for Killer?
Devour hope is a bit of an edge case and we'll have to take a look at that when we get time (the game doesn't treat a mori from devour hope differently from an offering right now). We're taking a look at some of the issues on the killer side of emblems right now, but I don't have anything set in stone to share just yet.
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@Blueberry said:
I wish we could at least get a dev response here confirming they know about it and are looking into it.
Maybe even an announcement similar to when we had the Legion bug telling people not to do it or they will receive bans.
We do know about it and we are working on a fix. We still need to discuss how we'll handle this, but even if we do decide to ban people who are abusing it (like the Legion blades exploit), there is no need to report it. We can see everyone who's abusing it.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/538332#Comment_538332
Is that pallet stun duration that much shorter than the pallet break duration? I don't actually know the times for them.
A pallet stun is 2 seconds by default, reduced to 1 with enduring.
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The event ends July 2nd at 2PM ET. You will still be able to use any offerings that you have earned after that time, but you'll stop finding new ones.
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I would be very impressed if someone managed to do so. I wouldn't offer a prize for it or anything, but you would have my respect indefinitely.
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It's not your character model, it's just your camera. The key is consistency more than anything. You don't just have to get him in the center of your screen, you have to keep him there. If he's outside of that zone for more than a split second, his reveal progress is going to start regressing.
Beyond that, at least 20% of his body needs to be visible in order to start revealing him. I would suggest angling your camera down at him slightly to help you see over obstacles a little better. If he's peeking around a corner very carefully, you may not be able to see him at all. In that case, you'll just want to make a run for it and break LOS.
We've got a couple minor QOL changes on the way that should make it feel better.
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The Spirit Fury + Enduring combo is pretty powerful, as other people have mentioned. They'll have to either throw pallets down early (fewer loops) to avoid it, or get greedy and go for the stun and end up getting hit.
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We've contacted the winners. Check your email, specifically the spam folder because a message claiming you won a raffle probably ended up there.
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I'm not sure where the 2-4 weeks bit is coming from, but that's not the case. You could see that in action with the PTB changes, even.
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@AIG1992 said:
People not wanting the event extended...something I'll never understand. Must be horrible getting more bps, smh!
It does also extend queue times for people playing killer, to be fair. Generally when there's double bloodpoints (or a bunch of bloodpoint offerings flying around), people switch to killer to maximize their bloodpoint gains. It ends up being counterproductive in the end since so many people are queuing as killer so there's not enough survivors to fill their lobbies, making them wait around for 10-20 minutes (sometimes more). They would be better off switching to survivor and getting double the games in the same amount of time, even if they earn a little less per game.
But it is understandable. Some people do not care about the points and just want to play the game.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/537853#Comment_537853
Will people be disqualified if they put the steam id instead by accident?
We're still able to get it from that, but it takes a while. I will judge you harshly for it, but you'll still have a chance.
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@PinkEricka said:
https://forum.deadbydaylight.com/en/discussion/comment/537775#Comment_537775
@Peanits I got an A. I only missed two questions. So does that guarantee me auric cells or is it gonna be a drawing?
It's a raffle, so you'll be entered for a chance to win.
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It's listed under the prizes, but:
"20 prize of 2 225 Auric Cells raffled between the examinees who obtain A and A+ during the first hour of the exam."
You can still fill it out for fun for the next day or so, but the winners are already being drawn.
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To settle an argument, corn behaves the same for both sides. It obstructs vision, and if enough of your vision is obstructed by it, you cannot reveal or stalk. This is the same for Myers, for example, and is necessary to prevent someone from staring through an entire corn field and gaining stalk/reveal progress without actually being able to see anything.
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Your cloud ID is what we would need to add shards to your account, so without that, you would not be eligible to win. In the future, we'll try to ask for an email instead so we can contact the winners for their ID when it's convenient.
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@AetherBytes said:
I miss my blendette. I can't loop for #########, so I took up stealth as my way of avoiding the killer, to the point I became a ninja. RIP stealth clothes, I only had you for 4 days, but you will be missed.
Seriously, @Peanits , is there any chance I could get an iridescent shard or auric cell refund on those? I had them for 4 days for this exact purpose, only to get that taken off me, so if I'm forced to not use stealth, at least let me replace them with something flashy and that didn't look like I went diving in a sewer.
You could contact support, but I can't guarantee that they'll be able to provide a refund for that.
Though on a personal note, as someone who used to play stealthy all the time, that's not stealth. Stealth is about not being seen, not being seen and hoping they don't see you because your clothes are dark enough. I'd recommend breaking LOS and using sharp corners to throw them off momentarily, possibly throwing Q&Q into the mix.
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@Rex_Huin said:
Ghostface all the way on ps4 last night....have no idea what I'm supposed to be doing against him. I've tried staring at him but he still insta downed me. What is the red meter? I really have no idea.
The red meter means you're exposed. He fully stalked you. The best advice I would give is to keep an eye out for him at all times. If he's already stalked you, it's too late and now it's time to run. If you do see him, try to break line of sight as soon as possible and don't take your eyes off him.
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It's important that the perk stays active long enough to prevent two things:
- So they killer can't just wait out the stun.
- So the person using the perk isn't punished for not immediately going down.
The first one should be pretty self explanatory. If it's, say, 15 seconds, I could easily just wait 15 seconds after they were unhooked, pick them up, and rehook them. If it's a whole minute, sure, I could stand on top of them, wait it out, then pick them up and rehook them. But I would lose a lot of time in the process, and that gives the rest of the survivors a whole minute uncontested to do generators.
Or if it's 30 seconds, even, the survivor would have to try to go down in time, which would make it painfully obvious to the killer that they're using DS.
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We definitely are. We've been keeping track of all the feedback surrounding the grind for a while now and I am happy to say that we are actively looking into it at this point.
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They stack, yes, but the bonuses add together before being applied (they don't multiply each other). So instead of doubling once and then doubling again (x4), it adds up the totals and then multiplies your score. So:
100% (base) + 100% (bloodhunt) + 103% (gateau) = 303%
So the game takes your score and multiplies it by 3.03.
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@DBDbuildsYT said:
Same on my prestige characters ( survivor) I'm getting more streamers than gateau, I agree the drop rate should be higher.
@Peanits can you shed some light on this matter please?
All there really is to say is that random is random. You might get a bunch back to back and then get none for a while. It's down to luck like just about anything in the bloodweb. I could definitely let the team know about the drop rate, but depending on when the hotfix goes out, it might be too late to change it in time.
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Ideally, audio is very important in a game like Dead by Daylight and needs to be carefully protected. Being able to hear footsteps clearly or hear a survivor groaning in pain is a big part of the game, and being able to tweak the settings of different things would give you an advantage over someone who's playing with the default settings. If you could turn chase music all the way down, for example, you would be able to very clearly hear a survivor at all times, making it next to impossible for them to lose you.
Naturally this poses the question, "Well what's wrong with that?"
To keep it simple: Audio adds a lot to a game. If you strip out the chase music, suddenly chases feel a lot less intense. It affects the way the game feels much more than you might think, and we wouldn't want someone to feel pressured into turning off the music and killing the mood just to be on a level playing field with people who have it turned off.
Moreover, it is-- by design-- a part of the game. The music does mask some sound and make it more difficult to track things like footsteps. It is meant to make it a little harder to track survivors. That doesn't mean that it should be so loud that you can't hear anything, though, but being able to turn it off completely (or even just way down) would give you a leg up on the people who don't.
We'll try to find the right balance between loud enough that you can hear it and quiet enough that it's not blowing your eye drums out.
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There are various audio issues since the 3.0.0 update. While the chase music is supposed to be lower, it's nearly silent for some people. That's not intended, for example. We're keeping an eye out for any issues that pop up and passing them on to the QA team. If you find any audio issues, I would suggest posting them here: https://forum.deadbydaylight.com/en/categories/sound
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No they do not. You won't get new ones after the event ends, but any that you do have will still be usable.
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I need to clarify this again because this is a common misunderstanding: We are not increasing the range at which a survivor can reveal Ghost Face. We only increasing the detection area, which is just the portion of the screen that is checked to see if you are looking at the killer, and only by 8%. It's very small right now so a lot of people are looking close to Ghost Face but not quite close enough. Increasing it slightly should have a very minimal effect on being revealed if the survivor does not actually see you.
If you aren't already, I would suggest leaning. It'll take the stalk time down from 5 seconds to 2.5 seconds. It'll take them a total of 1.8 seconds to reveal you, leaving them with only 0.7 seconds to notice you and start staring at you. They've gotta' have some pretty crazy reaction times. In addition to that, at least 20% of your body needs to be visible for them to start revealing you, so if you're careful about how far you lean, they won't be able to reveal you at all and have to run instead.
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@Outland said:
https://forum.deadbydaylight.com/en/discussion/comment/532581#Comment_532581
I respectfully disagree with a couple points you made here.
First of all nerfing the PC game because a controller is harder to use is not a PC problem and we shouldn't be punished for it. I know you want ot keep the code bases as close to the same but once you start stunting your PC product because of Console limitations you hurt the people that made consoles even viable.
Second, I've seen games where people just run through the game dropping pallets, rank 20s drop pallets when they hear a heartbeat. Just because the pallet was dropped doesn't mean the Survivor saw anything. The excuse they must have seen you to drop a pallet is false.
Dropping a pallet alone does not break him out of stealth, he needs to be stunned by a pallet. In the event that someone is panicking and dropping pallets because they heard a heart beat, he would not be broken out of stealth. Moreover, they wouldn't hear the heartbeat and start panicking in the first place because Night Shroud removes the terror radius. This is consistent with other killers like the Legion, Leatherface, the Hillbilly, the Spirit, etc. Pallet stunning a killer nearly universally ends the killer's power.
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@Someissues said:
People need to understand you can't move your camera at all when getting him out of Stalk, if you move once it will reset
90% of the survivors does not know how to play against Ghostface atm, he was trash on the PTB when survivors can detect him out of stealth in 32 meters
Hes broken now due to one Bug, Infinite Stalk Duration, due to being able to stalk marked survivors.
Also, Ghostface can just marked you at 99%, then mark you immediately later to get u fully marked, like Myer
Even if you see him, if he has you marked at 99%+, you will get exposed, there's no way to get out of this
This isn't quite the case. You can move your camera while revealing Ghost Face, but you'll need to keep him within the detection area. If he's outside the detection area, you've only got a short window to get him back in the detection area or else his reveal progress will start to regress.
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@Boosted_Dwight said:
I remember @Peanits saying this event wasn't going to be big. Correct me if I'm wrong :P
This is correct.
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@JakConstantine said:
https://forum.deadbydaylight.com/en/discussion/comment/532581#Comment_532581
I think the problem is that ghostface shouldn't be changed or thinking about changing him at all at this moment since he just came out live. He should be given time and chance to see if the changes are needed. The PTB alone won't solve that cause not everyone played the PTB especially console owners.
This is a double edged sword, though. By the same logic, we should have gone forward with the original version of Ghost Face that hit the PTB since not everyone plays the PTB. Much like we did with the first version, we kept an eye out for feedback and made changes as they were necessary. After we made those changes, we received a lot of feedback about it being too hard to detect Ghost Face while being chased. This is why the changes are focused on his ability being used in a chase rather than before hand. The effect should be very minimal while stalking an unsuspecting survivor while also addressing some of the issues with detecting Ghost Face once you've seen him.
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That might be a wee bit much on top of the bloodhunt that's running right now. They do stack, after all, so between them and party streamers, chances are you're going to have quite a few in your matches.
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4% to the left, 4% to the right. 8% total.
It's basically like radius vs. diameter. Both are true, it's just whatever floats your boat.
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I'm not sure where the detection range bit is coming from, but that is not changing. The detection area is something completely different. This is the part of the screen that Ghost Face needs to be within for the reveal to begin (after the buffer, of course). This is being increased by about 8% (4% in either direction). It won't make him easier to reveal, but it will make it a little easier to keep him within that zone while being chased.
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It was changed. It's now even faster for pallets but does not affect the stuns of Head On or Decisive Strike.
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@Daddy_Doctor said:
@Peanits are they event use only or like BPS?
They will only appear during the event, but you'll be able to use them after the event ends. The other event offerings are disabled since they have an effect on the game itself and spawn additional things.
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@Rotison said:
I am main killer and even myself can see that something is wrong with his detection. I can chase people while standing still and they look at me and dont break me out of stealh.
The problem is the mechanic. Its not reliable at all. Sometimes they spot you too quick and sometimes you never get spotted even when there are 3 swf looking at you (The last one is tested).
In my opinion i think that the killer spot mechanic needs to be changed, i dont think that the problem is only the "detection range" of ghostface. Probably they will release the changes and there still are going to be weird detections or not detections...
To clarify, detection range is not being changed. The detection area refers to the area of the screen that needs to be over Ghost Face in order to start revealing him. We're making this very slightly larger (8%, or 4% per side). This just makes it a little easier to detect Ghost Face during a chase if you have a hard time keeping the center of your camera on him, it won't make him any easier to reveal if you don't know where he is.
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This is very well said. I will just add to the detection area bit: This does not necessarily make him easier to detect like some may thing, this just makes the area of the screen that is checked to see if you are looking at the killer a tiny bit larger. This is mostly to help people who have a hard time keeping their camera on the killer during a chase, which as you've mentioned, is not meant to be the case.
Your points about level design and emblem scoring are definitely valid and I'll be sure to bring those up with the team. The latter isn't necessarily a Ghost Face specific issue, killers that instantly down survivors can have a rough time with emblems. It's definitely worth discussing.
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The event only started at 2pm ET. If you were filling out bloodwebs prior to that, you would not have found any.
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It's in the known issues in the patch notes. It's purely a visual issue. You'll get all four stacks, but it will only show three.