Peanits
Peanits
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- Peanits
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/509641#Comment_509641
But you don't share anything with the community you keep it away from us and don't really ask for our opinion except one time. Again you have the PTB so you can see what happen if you try this thing or another thing but you don't. You always say we need more feedback and we need more feedback and we have something in mind or we try something but never ever try this on the community.
I'm not exactly sure what you mean here. Using the EGC as an example, that went through two PTBs before hitting the live build, with multiple versions tested along the way. If you compare it to when we first tested the hatch closing, you'll see just how much it changed in that time. The entire purpose of a PTB is to get feedback and that's exactly what we're doing here.
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Assuming you decided to activate Night Shroud directly in front of an AFK survivor, sure, although that'd be a silly thing to do.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/509605#Comment_509605
To be fair, the Hatch close idea was tried a while back. I doubt it was your idea specifically that they had in mind when they implemented it how it currently is.
A big part of that is community feedback. It was suggested a lot at first, and so we tried it. It basically made it impossible to escape (community feedback as well), so we made it power the gates (community feedback). This just made it a gate standoff rather than a hatch standoff (again, feedback from the community). We took all that and came up with the EGC.
Now whoever gets to the hatch first either wins or has a significantly increased chance to win. If the hatch is closed, the game will end in two minutes or less. There's no standoff.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/509502#Comment_509502
Ok. PTB is for Feedback. I think we all get that @Peanits.
But tell us then. What are the devs changing about Ghost Face?
The design team is currently looking over the feedback and figuring out what changes would be best in the time we have left. I don't have anything to share at the moment, but we'll let you know as soon as we can. It's only been a day since the PTB has gone live at this point.
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First and foremost, there are nowhere near 500 people on the Dead by Daylight team. BHVR is a big company with all sorts of different teams and projects, DBD is only one of them.
Beyond that, there are many more devs playing the game than you might think. Most people here do not stream and do not have the BHVR tag in their name. A lot play on console in their spare time, even. We have people from a wide variety of different skill levels.
We go through many iterations before anything hits the PTB. What we played even a day before might be different from the version that first hits the test build. We try to give you the most up to date version possible when the PTB goes live, and naturally this means that some bugs and issues appear.
The PTB is not the final version. We still have time to make changes before it goes live. The entire point is to get your feedback.
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The detailed routine decreases the distance at which Ghost Face sees a detection indicator, i.e. the little while thing that points towards the person that saw you. This means that people who are much closer to you will have their location revealed.
The driver's license, meanwhile, decreases the distance at which the survivors can detect you.
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That does sound like a lot of fun. You might need a way to make more fair for the killer, though. If the only limit is how fast you can run, a particularly fast survivor could outrun the killer.
I would also suggest making the survivors wear velcro suits, as well as making the hooks velcro. That way you have to literally peel someone off of the hook, which would be funny to me.
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That is essentially what the archives are. They're going to delve into the lore and backstory of the different characters while giving you objectives to do in-game.
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Depends what you mean by survive. As the tagline suggests, death is not an escape. Even if you died, you would end up back at the campfire and the whole thing would start all over again.
If you mean escape through the gates, no, absolutely not.
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@ReneAensland said:
No. The forums are a mixture that look like this.
https://us.v-cdn.net/6030815/uploads/188/MUI8B5JXMS5R.png
Obviously a LFG.
https://us.v-cdn.net/6030815/uploads/416/SXED02K2NHXA.png
A Legitimate Constructive Criticism Topic.
https://us.v-cdn.net/6030815/uploads/044/2YZ20NCSS2HP.png
Asking the community for tips.
https://us.v-cdn.net/6030815/uploads/141/XHUVART6643V.png
Pretty obvious.
https://us.v-cdn.net/6030815/uploads/399/HVLCEJD6NKI8.png
A compliment thread for BHVR for making the hair cosmetics look great.
https://us.v-cdn.net/6030815/uploads/732/6XSNEC7MMCOJ.png
Pretty obvious.
Anyways, you all have eyes and the forums aren't just loaded with complaints.
Stop fueling this pretense. We have enough negativity already.
In the OP's defense, there were previously a bunch of PTB threads in General Discussions that I moved to PTB feedback.
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They could totally have that too-- if they entered the "Design your in-game cosmetic" contest and won.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/509018#Comment_509018
Add also perks are terrible and slower movement speed during crouching.
I was just talking about Ghost Face specifically, not necessarily the perks. Though the reduced crouching movement speed is intentional and won't be going anywhere. Having a killer move around at 4.6m/s while being short enough to hide behind just about anything isn't something we're looking to do at the moment. Even so, I have see people use it very effectively to mindgame at certain loops.
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@MrsPiggyIsSoSneaky said:
But thats the problem, they don't get the message, no matter how many times we spam them, and even if they do, they only get like 10% of our message
Spamming is never the way to go about it. It's way better to have a single detailed post on what you don't like rather than saying "bad" a dozen times. We've been keeping an eye on the feedback though, you can let me know if I'm on the right page here:
- Too hard to use the power (gets spotted way too quickly)
- When you do manage to fully stalk someone, 20 seconds is too short
- The map-wide audio queues give you away and put everyone on high alert
- People can peek around corners using the third person camera and spot you without being visible to the killer
- Ghost Face's movement in general is too loud (footsteps, etc.), making it hard to sneak up on people
- Certain perks (OoO, Spine Chill, etc.) hard counter Ghost Face's power
- Camera is too low when crouched, making it difficult to see/stalk
We're always taking feedback, but time is also a factor. We'd love to address everything as soon as possible, but sometimes we don't get the chance to squeeze everything in before an update.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/508884#Comment_508884
If I'm being completely honest I always forget that part of the forum exists sadly.
To be perfectly fair, it only appears when the PTB is live and gets archived afterwards, so you don't really see it most of the time. It's understandable. I've been moving the ones that I see over (they're not just disappearing).
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That's okay. That is what a PTB is for, after all. We look for feedback to see if we need to make balance changes before it goes live.
If only they were posted in the right section so the design team could find them. REEEEEEEE
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We'll give you a chance to start over on a new account if you are permanently banned, but if you take advantage of that and break rules again, we can and will ban you completely.
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@Skittlesthehusky said:
This may be a bit more of a repetitive question, but have you guys ever considered reopening moderator positions for both in-game and on forums? I'm interested in hearing about this, because I've noticed that a lot of problems here on the forums as well as in-game spawn without immediate attention to them.
I'll go ahead and answer this right now, but we've actually got a bunch of moderators joining us any time now.
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@Ihatelife said:
Use resilience.
That was fixed a while back.Oops, I stand corrected. We added it in officially.
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Much like pallets, there is a minimum hook count. If there are no more valid spots and the minimum hook count has not been reached, it will break the rules and spawn them wherever it can.
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Enduring wasn't quite nerfed, it was changed. Previously it increased stun recovery by 75%. Now it reduces stun time by 50%. With the way it's calculated, it's actually faster than before.
1 / 1.75 = 1.14 <--- Before
2 * (1 - 0.5) = 1 <--- After
So pallet stuns are now even shorter, but it doesn't affect perks. This allows us to better control the stun time for perk based stuns without needing to crank them up to 11 just in case the killer has enduring.
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I'm not quite sure what you mean by "another game". If you're referring to Deathgarden, then you should probably know that it was reworked from the ground up with feedback from their community, and the reception has been great so far.
In any case, we wouldn't ban you for criticizing the game. Plenty of people do that on a daily basis without being banned. The key is constructive criticism. We can't do anything with "bad game, bad devs". If you let us know what it is you don't like, we can work with that and try to find a way to make it better.
In addition to that, we do not pay any content creators to say good things about the game. The closest thing we have to that is the Fog Whisperer program. They are not paid outside of little benefits here and there (a little bit of promotion, free Auric Cells, DLC codes to give away, etc.), and they are free to criticize things they don't like. The only thing that we ask is that they keep their feedback constructive, just as we would expect from anyone else.
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/comment/504708#Comment_504708
The reason:
They already announced it xD
This is true. We Soon™ when we don't have an exact date to share yet.
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This is basically it. They're just meant to give you a way to try the different killers without needing to own them.
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It's a SuRpRiSe™!
(Don't eat me.)
Also to set expectations realistically, it's not a full blown event, just some fun little things like before.
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The current plan is to release it on all platforms on June 18th.
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No it will not. The Freddy rework is currently planned for the mid-chapter 12 update (the next big one after Ghost Face releases).
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@kornz2dope said:
https://forum.deadbydaylight.com/en/discussion/comment/503472#Comment_503472
I’m not sure as I only play on Xbox . @not_Queen , can you or @Peanits offer some reason why killer lobbies take so long on Xbox ? No matter what time a day and survivor I can get in instantly . I’m only a rank 9 killer
If you are getting instant lobbies as one side but not the other, the most likely answer is that there's an imbalance of killers and survivors on your platform in your region at that time. It varies wildly depending on where you are in the world. Some places have an abundance of killers, others have a ton of survivors. If there's too many of one side and not as much of the other, queue times are naturally going to increase. Player count alone wouldn't fix that, it's all about the ratio of one side vs. the other.
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We are considering it, but unfortunately we don't have anything set in stone just yet. If we were to do that, we would need to make sure that it's never needed on any map first. Disabling it only on the maps with no strong loops wouldn't really be an option since that would be incredibly confusing for people who don't know exactly which maps it works on.
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/504417#Comment_504417
And again why you just don't take away the obsession mechanic from the survivor because do nothing and just give hint to the killer about those perks or give them o downside if the killer does not use any of they obsessions perk?
You basically said it yourself, even if you (as the killer) are not running an obsession perk, you will will see that someone has become the obsession and be able to guess what kind of perks they're using. Or to use an example from a little while ago, if someone was the obsession, there was a good chance that they were using the old DS.
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Technically speaking, it's because you cannot use any items when you're dying and keys are treated no differently from the rest. I don't believe we're looking into changing that at the moment, for consistency's sake at the very least.
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By default, the obsession mechanic does not do anything, which is why no obsession will be chosen if nobody is using obsession perks or add-ons. The effects of being the obsession are purely based on the perks and add-ons that the survivor and the killer have equipped. Because of that, the effects of being the obsession can either be beneficial (the killer doesn't want to kill you, e.g. Save The Best For Last) or hindering (the killer does want to kill you, e.g. Dying Light, Rancor). Running an obsession perk increased your chance of becoming the obsession, which could get risky if the killer is using one of the latter.
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@Micheal_Myers said:
But I do have a proposed fix for this.. that @Peanits might like for the Pig with the RBT.
https://us.v-cdn.net/6030815/uploads/020/4H3DINIIN2Z0.png
Rework "Tempered Timer"
Rarity: Ultra Rare Addon
Description:
A timer that has been fiddled with. A spring in the mechanism forces the gears to turn faster.
- Moderately reduces the Reverse Bear Trap death timer. (to 90 Seconds -> 1Min 30Secs)
- Slightly increases the time it takes to put the Reverse Bear Trap on a Survivor.
- Reduces available Jigsaw Boxes by 2.
- Disables the Survivors' ability to see Jigsaw Boxes highlighted until their Trap is activated.
The LAST Ability is up for The Dev's to decide vvvv IF balance still needs to be improved with this Idea =P
- Disables The Pig's ability to see Jigsaw Boxes' Auras. (When EGC Starts or in General)
"Let The Games Begin." - Jigsaw
If there's only two boxes, what would prevent me from running to the other box and crouching in front of it when I hear someone fail to remove their trap at the first box? It's not a terrible idea, but it could be easily abused.
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It's per character, and it's a very slight increase. It's meant to be optional for those who play a lot, not necessary if you want a fighting chance.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/500324#Comment_500324
damn i was expecting a "longTM"...
but thats even better ^^
Two hours is pretty long™ anyway.
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The former wouldn't quite work. Having them in preset places allows for some control at the very least. You can manually place objects like bushes and barrels in front of it to hide it from certain angles. If you just place it close to any object, there's no guarantee that it'll be hidden at all. Sticking it up against a tree might mean that you can't see it from one side of the tree, but from any other angle it would stick out like a sore thumb. Beyond that, there would be a bunch of buggy locations. A totem could spawn behind a hook in an inaccessible area, making it impossible to cleanse, for example.
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@BBQnDemogorgon said:
@Peanits Not doing a Peanits twitch stream for 11 days and counting is probably effecting your health
You know what to do 😎
We've got guests from out of town and whatnot. I'll get around to it some day, maybe.
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Should be around two hours, if I recall correctly.
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@AntiJelly said:
@Peanits well, you're living now, yes?
I am at least partially alive, but not alive enough to spell correctly.
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We'll be talking about all of these when we're live, but the stream is still a little over four hours away.
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Around the map, you've probably noticed some bundles of sticks and skulls bound together. Those are totems. When the killer is running a hex perk, one of those totems will become lit at random, making it a "hex totem". If there is no hex on a totem, it's a "dull totem".
Basically lit = hex, not lit = dull.
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Every once in a while, we put some of the Auric Cell only cosmetics up for sale for Iridescent Shards for a limited time, though it's not guaranteed to happen for everything.
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It's a bit of neat tech, like crossing the hole in Badham Preschool, but we aren't going to be banning for it. If it ends up being a big issue-- which so far it's not-- it would make much more sense to just move the pallet back a bit.
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@[Deleted User] said:
That's RNG dependent. You could (and I have been) completely shut down for 40s because you kept getting checks one after another.
It gets worse if you have multiple people on the same gen, and they suck at skill-cheks too.
So while Gen-Tapping isn't the most efficient, it IS consistent.
You shouldn't be completely shut down. So long as you let go of the generator while it is sparking (when you can't progress anyway), you cannot trigger another skill check.
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You're actually not accomplishing much if you do that. You're not progressing for part of that so you're still taking significantly longer to finish the generator than you would if you did it normally. So long as you're hitting at least good skill checks, you'd be better off just powering through it or finding the totem.
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@MonsterInMyMind said:
@Peanits Ive had death garden in my library since alpha ive never got my masks is there a way to contact someone about this?
I would suggest contacting support: https://support.deadbydaylight.com/hc/en-us
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@LvGamer34 said:
https://forum.deadbydaylight.com/en/discussion/comment/499094#Comment_499094
The only reason most people don't stay in the PTB is they can't find lobbies... TAKE out KYF's and have NO rank in the PTB or reset it make everyone rank 20. GIVE everyone 1mil BP's too. It's not like anything you do in the PTB goes to live anyway.
Removing KYF from the PTB might be counterproductive. If I'm having a hard time finding a lobby as is, getting a couple friends together to test might be my only option. In the example of testing killer perks, this would be even worse since the majority of people would want to test as killer.
We are able to "disable rank" in the PTB though; last time we ran a PTB the game would accept any rank.
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Pallet spawns have not been changed recently. Each map has a minimum and maximum pallet count. It will try to space those pallets out as best it can by not spawning pallets within a certain radius of other pallets. If the minimum number of pallets has not been reached and there are no valid spaces left, it'll break the rules and spawn them wherever it can. This is why you'll sometimes end up with double pallets.
The silver lining is that if that does happen, you have the lowest number of pallets possible.
