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Peanits

Peanits

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Peanits
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  • No. Basically when you play Dead by Daylight, the game checks to see if you have Deathgarden in your library. If you do, it unlocks the mask. When there's a free weekend, Steam temporarily puts the game in your library. So when you're playing DBD, it sees Deathgarden in your library and unlocks it.

    If you don't own Deathgarden, it'll go away once the free weekend's over.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/498762#Comment_498762

    @Peanits Out of curiosity, does the chat in lobby (before the game starts) get recorded when reporting someone as well?

    Yes it does.

  • We brushed upon this in our last dev update: https://forum.deadbydaylight.com/en/discussion/63559/

    In short, we are still working on optimization (for all platforms, console included). Running your console for a while will contribute to that-- it'll heat up while it's on no matter what you're doing, and the fans will kick in when it starts getting too hot. Ultimately though, it will vary from game to game.

    When you're playing a sidescrolling game, it's a lot less intensive since you only have to display a small number of objects, most of which have no collision, with pre-baked lighting (i.e. it's not casting light in real time, it's putting the light effect on objects to make it look like it). You don't need to worry about the collision or lighting of that rock way in the background; it's not going to move and the player is never going to get anywhere near it.

    When you're dealing with a game like Dead by Daylight, where maps are procedurally generated and you can go just about anywhere you can see, that's a different story. You can't cut corners and remove the collision on distance objects because you can actually go to those objects, for example.

    We're still working on optimization, though, and we've got a team dedicated solely to optimization in addition to other parts of the team helping out where they can. Our goal is to reach 60 FPS on consoles. We're not quite there yet, but we're still working towards it.

  • There's a couple issues with this:

    1. Making a PTB takes a lot of time. It's not quite as simple as uploading our current dev build on to the PTB (to put it simply, you know what happens when we do that). There's a lot of work to do to get it ready and we would have to put out only the changes we want to test.
    2. Having multiple versions of a perk ready for testing is also a tall order. We can take our best design, prototype it, test it on our internal build right away before sticking animations or anything in, then spot any major gameplay issues and scrap it in a short period of time. Making multiple somewhat polished variants and having them all in a test build would take a ton of time. We can't afford to spend weeks making options for one perk just to scrap all but one of them in the end.
    3. Beyond that, it's not exactly easy to test multiple variants of one perk. Someone could toss on all the variants simultaneously which defeats the purpose. Or in the case of insidious, if you know the killer's using it, that's going to make it even harder to properly test it (if you expect the killer to be using it, you won't get caught off guard).
    4. People are not going to play for a single small change. I'm optimistic, but while you might want to try all these little changes ahead of time, most people are not going to opt into the PTB just to test one small change. Even in the larger PTBs, most people opt out after a couple days. We'd ultimately be getting feedback from a couple people, at which point we might as well test it internally.
    5. We could always toss these things into one of the other PTBs. Just because it isn't the focus doesn't mean we can't try it. Take the PTB self care, for instance.

    Not to say that using it more is a terrible idea, but it just doesn't work well if it's always on with minimal changes. It's much more efficient for us and appealing to more people if we put a bunch of changes in at once.

  • @BoredByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/498726#Comment_498726

    You're missing my point. In SWF it is a regular occurrence. It happens all the time because people use voice chat and plan the move whereas in normal mode they can't and is a lot less likely to happen. In regards to dropping the survivor I wasn't able too as the distance from the hook was too great and they were sabotaging hooks. Literally planning the move to troll. This is 100% trolling regardless of your opinion.

    I see what you mean, but there are options. If you're near a hook, you can always drop them and hit the other survivors first. You'd have to be really far from any hook for that to make the difference, at which point it would probably be down to poor hook management.

    We actually dropped stats recently for SWF groups.

    PARTYSIZE.jpg

    If we're just looking at 3/4 man groups (one person blocking the hook shouldn't cause you issues), we're only talking about ~18% of all games.

    Even so, if that is a common issue for you, I would suggest running Mad Grit. That perk will completely counter a bodyblocking SWF group, even if you're not near a hook.

  • @Tsulan said:

    So many downvotes for the OP.

    Meanwhile, killers body blocking the hook (aka face camping) was removed over a year ago because to many survivors complained.

    Double standards at its best.

    There's a big difference there. Survivors could not force the killer to move out of the way, but the killer can hit the survivors to force them to move.

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/498874#Comment_498874

    @Peanits Will that include filters for no-SWF servers? Or servers that have Nurse/Spirit/Hillbilly banned?

    No. We are not looking into adding something like that.

  • This should be a thing of the past for the most part once dedicated servers launch. Instead of being connected to individual people, you will be connected to the nearest data center, so your ping should be roughly the same in almost every lobby (barring edge cases).

  • Blood lodge has not been changes in a long time. The minimum pallet count is the same as it has been. You may have just gotten unlucky with the way the pallets generated, but the overall count should be about the same.

  • Pretty much. It's the same as before except the hatch will always spawn when there's only one survivor left, regardless of generators completed.

  • It is reportable, yes. All you would need to do for this is report in-game. That'll save the chat logs and all the information we need to handle the report.

  • @BoredByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/498657#Comment_498657

    Fair enough, but I had 3 survivors blocking 1 hook. I swung and hit but they just swapped resulting in me dropping the survivor. Yet another case of SWF benefits. How is this fair?

    You could always drop the survivor if there's more than one in your way, although bodyblocking is not exclusive to SWF. I've taken hit for total strangers before and complete strangers have taken hits for me as well.

  • @Shad03 said:

    I actually know how they COULD make hood cosmetics work, but I'll probably never be able to get someone from the Dev team to see how I think they can fix that kind of thing.

    It definitely could work, it's just way more work than a typical cosmetic. You'd have to make it lock the head and torso if you're using a cosmetic that covers both, and that takes more than just artists to do.

    But yes, the reason is basically because the torso and head are two separate slots. So either: A) All head cosmetics would need to work with every hood without clipping (a ridiculous amount of work just for one cosmetic), or B) You would have to lock the head slot whenever a hoodie is equipped.

  • It is not. Bodyblocking is only bannable when it is used to grief (by holding the game hostage, or by blocking teammates to get them killed). In the case of someone blocking a hook, you can hit them to force them to move.

  • If you get banned for doing that, that means that the system works and we won't be making an exception. That's exactly the sort of thing that we aim to prevent.

  • Well you see... The Rope sure is rope. And that GreyTape definitely is grey tape.

    But I'll let you guys speculate away.

  • Yep, I just put the whole phrase in quotes so it's more clear. But no worries, it's not a mistake.

  • "The Icon of Halloween" is a nickname for Ghost Face. Not the Halloween franchise, just Halloween itself. Like the day. Basically if you type "The Icon of Halloween" into Google (in quotes), it'll come up with Ghost Face.

  • We are changing the way we handle maps going forward. I can't give any details just yet, but this will be one of the things we talk about during the anniversary stream this Friday.

  • We have been using it a little more as of late and we do plan on using it more going forward, but it's also a tricky situation. Any banner you see needs to be in the game files ahead of time. If we decide to have any images with a news post, or a trailer for example, we would need to have that in the files ahead of time. Naturally someone's going to poke through the files so that's not an option.

    Imagine if we put an image of Ghost Face in the files just so we could use the in-game news when we were ready to announce him. That would ruin the surprise!

    But being serious would like to use it a little more in the future, though.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/497671#Comment_497671

    "You would still be able to use DS on me even though I did not intentionally chase you off the hook.

    To add to that, I could toss on no mither and keep jumping in front of you while you chase someone and you'd have to eat the DS and hook me or put up with me getting myself up and blocking you over and over."

    I mean let's be honest, this is exactly what happens in its current state just with a minute timer on it. That isn't an anti-tunnel perk.

    The timer just needs to be 45 seconds. At a minute it goes far beyond an anti-tunnel perk.

    This is true, although if I find you by chance nearly a minute later, I just have to wait a few seconds and the timer runs out. If it only deactivates when someone else is hooked, it'll never deactivate.

    I do feel like reducing the timer isn't 100% the way to go with it since making it shorter would make it easier to slug the guy that was unhooked and wait out the timer, but I'm still keeping an eye out for feedback nonetheless.

  • That would be interesting in theory, but say I, as the killer, intentionally look for someone else after you are unhooked. I do my best to track them down but they vanished like a fart in a wind tunnel. Instead, I go back to patrolling only to find you by random chance a minute later. You would still be able to use DS on me even though I did not intentionally chase you off the hook.

    To add to that, I could toss on no mither and keep jumping in front of you while you chase someone and you'd have to eat the DS and hook me or put up with me getting myself up and blocking you over and over.

    I think it's important to keep the timer on DS. Finding someone a minute later would not be tunneling.

  • @PolarBear said:

    Can we assume that Ghostface and Ash will replace one chapter or will there be a new chapter coming soon? @Peanits

    Naturally I can't confirm anything that has not been announced, so I cannot say whether or not a full blown chapter is coming soon.

  • Now I don't want to spill any beans, but I would highly recommend watching the stream this Friday for the map rework bit.

  • It is just Ghost Face. There is no survivor or map this time around.

  • @UkilledLegion said:

    what about survivor?It will Sidney Prescott????

    "Roman Bridger.Producer and brother!"-Scream 3

    As mentioned previously in this thread, there will not be a survivor or map this time around.

  • @ASpazNamedSteve said:

    In the 3 year anniversary stream panels one of them is talking about future map reworks, so MAYBE there'll be some changes for maps coming up?

    That is the case. I can't give details right now, but I will say that it's some good stuff and you should definitely tune in.

  • Totems are cleansed fairly quickly (14 seconds without Thrill of the Hunt). If progress was saved, there would be pretty much no way for the killer to protect them. If you were to catch someone cleansing your totem and chase them away, it would basically be as good as gone since all someone else would have to do is run up to it and tap it to break it. It makes sense to save progress on longer actions, like powering a generator, but a totem is a short interaction. If the killer is camping the totem, you can go do generators. If they leave the totem, that's your opportunity to cleanse it.

  • The serious answer is that they were intended to be a limited time thing. Escape Cakes, Survivor Puddings and Bloody Party Streamers were all meant to be part of the anniversary event one year and then be retired afterwards. Due to popular demand, they were left in.

    BPS used to be common, actually. But I guess I could tell the team to make them very rare or ultra rare if you'd prefer it. *wink wink*

  • We brushed upon this in the recent May developer update. Right now our system for punishing disconnects is not ideal, but we are already in the planning phase for a new system that is expected to launch at the same time as dedicated servers this summer. Unfortunately this system will depend on dedicated servers to work, so until then, we are stuck with the current system. There is some good news on that front, though, another wave of DC bans has just started going out.

    We know it's frustrating and all I can say is that we are working on it. It is our top priority at the moment.

  • @FeelsVeryBadMan said:

    Most maps don't even have a 50% survival rate, so, I'm pretty sure maps are ok. Like Peanits said, survival rate isn't the only factor here, but I'm sure most maps are fine the way they are.

    Infinites should be fixed, although i'm not sure how and I think boarding up the window permanently is bad choice.

    It's not so much a matter of open/closed, there's a lot more we could do to change a loop. We could also open up a way, for example, which would shorten the loop and cause it to get blocked much sooner. Since maps like the Ironworks were created, we've come a long way and now have much better tools to determine how strong a loop can be and a better understanding of how we can limit that power.

  • @Kenshin said:

    https://forum.deadbydaylight.com/en/discussion/comment/496473#Comment_496473

    nice thing that u guys seem to actually know whats the problem and have a solution. but why havent u done something about it in the last 3 years? and the new changes on the corn maps is not enough at all if u wanna bring that up.

    We're going to be revisiting some of the older maps going forward. Historically there has not been enough time revisit old maps while also creating new maps. I'd suggest watching the anniversary stream this Friday, we'll be talking about our new map rework philosophy.

  • This seems relevant so I'll drop it here. Might spark some interesting conversations.

    MAPS_RATE.jpg

    Obviously survival rate alone doesn't paint a perfect picture, things like the ironworks window are totally valid criticism in spite of the average survival rate. A complete rework might be a little overkill for a map like Wretched Shop when the issue boils down to a single very strong loop, for example. It's a lot more helpful if we can identify why something is a problem rather than scrapping it completely and starting from scratch. If you don't know why something is an issue, you're doomed to repeat it.

  • There's a bit of an issues there: Someone could just restart the game after disconnecting to avoid that. It would count as a different session so the counter would reset.

    We are currently in the planning phase for a new system to punish disconnects, though. It's a very high priority for us and we're hoping to have it out at the same time as dedicated servers. For more details, check here: https://forum.deadbydaylight.com/en/discussion/63559/

  • We are currently looking into various audio issues. This was actually mentioned in our last dev update. You can read more about it here: https://forum.deadbydaylight.com/en/discussion/63559/

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/496359#Comment_496359

    @Peanits

    Wait, if you get banned by EAC, can't you appeal the ban if you contact EAC and explain it to them? Just curious.

    You can, but that would be up to their discretion. We cannot guarantee that you'll be unbanned.

  • @AntiJelly said:

    @Peanits, I see this same discussion pop up all the time every once in a while, so I've seen your "If EAC detects; we won't ban" spiel quite a lot, but can I ask why you can't unban for that?

    That would be an automated ban. To us, it would just appear as you modifying files. We wouldn't necessarily know which, that'd be up to EAC.

  • @realJimbo said:

    You think if i got banned and told the reason to devs i could get unbanned?

    No, we wouldn't be able to help you there. If EAC detects it and bans you, it would just appear as if you were modifying files (which you were), so we wouldn't be able to unban you. If you choose to do so, you'd be doing it at your own risk.

  • @HavelmomDaS1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/495901#Comment_495901

    You would know if someone DCed to give hatch, DCed out of rage, map, killer. This would change how I play and how I would treat the rest of survivors.

    Would also give an overall picture about how common that DC bug is atm.

    That wouldn't change the fact that they've DC'd, though. They're still not in the game regardless of how they did it.

  • Once you factor in the increased movement speed, you're actually catching up faster.

    OLD: 3 * (4 - 2.7) = 3.9m gained during fatigue, 3.9 / 0.4 = 9.75 seconds

    NEW: 4 * (4 - 2.7) = 5.2m gained during fatigue, 5.2 / 0.6 = 8.66 seconds

    With the new base movement speed, you'll actually catch up faster than you would have before. The amount of time you save also increases the further away you are when Frenzy ends.

  • @DoubleTap said:

    Cheating I've encountered in the last week: Survivor uses Bond to locate other Survivors and point them out to Killer so they can farm the other 3 Survivors for bp.

    Something that EAC cannot stop.

    That would be griefing, not cheating, and we do ban people for that. Be sure to report them and we'll deal with it as soon as we can. In terms of actual cheating, it's incredibly rare. Almost all of it is caught right away through the anti-cheat and those that slip through are caught shortly after by our ACM team.

    As for tunneling, while it is unfortunate, it is a strategy. If a killer decides to focus on only one survivor, that leaves the other three free to work on generators unopposed. You may want to look into decisive strike. It'll give you a second chance and allow you to waste the killer's time if they decide to tunnel you. Likewise, you might consider running Borrowed Time to help protect the other survivors if they get tunneled.

    Ultimately it is a strategy though, and while we can give you tools to fight back and make it less viable, we are not looking to completely remove it as an option.

  • Just to clarify something mentioned in the OP, the usage rate for the nurse is only about 22.39% of all matches played at rank 1 on PC. On console, her usage rate is significantly lower. She's definitely not used in 4/5 matches, it's much closer to 1/5.

  • The obvious one is points. Throw on some tracking range add-ons and you'll be showered in points for doing pretty much nothing.

    A more practical use would be to find totems. Throw on a red twine and a stamp and you'll be able to track totems (as well as hooks, traps, etc.) This saves loads of time since you won't have to check every single spot for totems. The red twine is also handy for bloodpoints since it adds a ton of new things to track. Alternatively, you could swap out the stamp for a crystal bead so everyone sees the auras, or a glass bead so you can mark a specific thing (say, if you found the hex totem).

    In a more niche scenario, you can use it to track and mark the hatch if you're playing with someone who has a key.

  • @Cymer said:

    As far as I understand the issue, the leave button simply disconnects you from the host.

    On the h host's end it just register a DC, but not why.

    Yes you could program it, that when you click on the leave button a package would be send and inform the host of the nature of the DC.

    But I think they spare it for the dedicated servers.

    @Peanits correct me please if I am wrong.

    We could definitely tell the difference. The issue is more about why you'd need to and what you gain from it. At the end of the day, that person is out of the game. Whether it was intentional or unintentional, they're not in the game anymore. Knowing if they're doing it intentionally is not going to change that. Ultimately if the intentional (clicking the leave game button) DC is treated differently, someone could always disconnect their internet to make it seem like an actual DC.

  • No it is not.

  • Out of curiosity, what would happen if I opted to give up my add-on slots as survivor and ran Ace In The Hole? I couldn't take an item with add-ons in with me, but I could still get one.

    I feel like this would be a little much. Aside from a select few (instaheal, other ultra rares), you would almost always be better off with an extra perk slot. At the same time, this would discourage someone from playing one of the more add-on reliant killers since those that don't rely on add-ons would be able to sacrifice their add-on slots for an extra perk.

  • @Arroz said:

    https://forum.deadbydaylight.com/en/discussion/comment/494995#Comment_494995

    So, make that they need to send a proof (video) from the match?

    But your right, the system could be easily abused

    This opens up a whole different can of worms. For starters, you would need a whole team of people to review all of that footage. The ACMs are already tied up with reports and appeals so that's not really an option. The support team is busy too, so that'd be out of the question. Beyond that, there's the dilemma of what is a good reason to blacklist someone? Is it just based on the game rules? If it is, we might as well just ban them like we already do. If it's not, then the question becomes why it's not and if it's worthy of blacklisting someone.

  • This is not something we're considering at the moment, we are focusing solely on disconnects from an ongoing match right now. While it would be nice to punish people who dodge lobbies for an easy match, there are too many factors that cannot be accounted for. For instance, if the ping is bad, you should not be punished for leaving in the lobby. Or if you recognize a player who was griefing before, you should still be able to leave without being punished. Punishing people who excessively disconnect from ongoing matches is much safer since they would have had the opportunity to leave during the lobby if they see something bad.

  • @Arroz said:

    https://forum.deadbydaylight.com/en/discussion/comment/494896#Comment_494896

    So why not add a system that let you black list players, so you dont face them again?

    Or when you get 150+ ping you get kicked

    I dont think is fair to be waiting 10+ Minutes waiting a match just for a killer that cherry pick who wants to play against dodge

    What would stop me from blacklisting anyone that beat me? As in, "This guy's a good killer, I'm going to block him so I get easier matches." Or "This survivor is good in chases, I'm going to block them." That could be very easily abused.

  • To play Devil's Advocate, how would you enforce such a rule? First you would need to blacklist every voice chat program out there (which would be tricky since Steam itself has built in voice chat, and you could even use Discord through a browser so you'd to block every browser as well). But that wouldn't stop someone from using voice chat on their phones to circumvent that entirely, or prevent people in the same room from communicating.

    Ultimately it's not possible to do and trying to manually enforce that would be a guessing game. It's not something we're looking to do.

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