Peanits
Peanits
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- Peanits
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During the dedicated servers test, the chat would end a set time after the match ended. This was to free up servers since there was a very limited capacity during the test. When dedicated servers go live, the chat should not end as quickly.
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It's a bit trickier than it seems. Punishing disconnects is pretty safe to do since people had the opportunity to leave in the lobby if there's an issue. Punishing people for leaving a lobby gets messy because there's multiple reasons why you might decide to leave. For instance:
- Bad pings
- Racial slurs
- People being toxic in chat
- Negative past experiences with one or more people in the lobby
In simple terms, we wouldn't want to punish someone because they don't want to play a laggy match, or for avoiding a guy that started insulted everyone last time they played and so on. Something like that could only work if there was a robust system that could determine if someone is a problem player and allowed people to leave, but that's out of the question at the moment. For the time being we are just focusing on disconnects from a match in progress.
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We are working on a new system to punish people who disconnect excessively. We are already in the planning phase and hope to have it out as soon as possible (currently aiming for the same time dedicated servers go live). Dealing with disconnects is a top priority for us. For more details, you can check our May developer update: https://forum.deadbydaylight.com/en/discussion/63559/developer-update-may-2019#latest
We do not discuss bans in public though, nor do we allow the discussion of specific bans, which is why you do not see any posts from people who were banned. Typically when a banwave goes out, there will be a bunch of posts for a day or so. Most people tend not to publicly out themselves when they get banned, though.
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@Gardenia said:
https://forum.deadbydaylight.com/en/discussion/comment/491932#Comment_491932
See I think I've tried doing that and I didn't see a prompt or anything. Is there some special condition?
There's two conditions.
- The collapse cannot be active already.
- The gates need to be powered.
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You can always open the gate yourself if you want to use it to your advantage. For example, if you have Blood Warden and the survivors are leaving the gates at 99%, you can always open a gate by yourself to force it to start. You actually have more control in that scenario than you used to.
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If there is another survivor near the hook, you do not receive a penalty to your emblems. You would not be penalized if someone sprints over to the hook before you can leave.
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@Axiant said:
@not_Queen @Peanits do you guys feature these kinds of things on dev streams?
Not on the dev streams, no. We typically don't feature community content on the dev streams too often these days aside from the odd video here and there. Instead, we put them in Mash It Ups. Though it's a little tricky to show a website in a Mash It Up.
This is awesome though and I'll see if we can feature that somehow.
In terms of feedback, it would be great if people with a smol brains like me could see pictures of all the different add-ons when makinga build. I can't even remember what they're all called on my favourite killers, let alone all the rest. It works great even now, though.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/64723/new-spirit-skin
Lets stretch it further!
If you look she is crying white liquid....possibly the same white liquid as in The Evil Within 2!
Next survivor confirmed!?!
😉
Hi, my name is Gary from the Conspiracy Depot.
I regret to inform you that your shipment of aluminum foil, red string and push pins is going to be delayed.
Sorry for the inconvenience.
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We do not have plans to revert the changes to Decisive Strike at the moment. If someone goes down very early in the match, Decisive Strike by design is not meant to activate. Right now it acts as a second chance if the killer decides to chase you immediately after being unhooked. Making it activate at the very start of the match would reward the survivor for playing poorly. Doing so also eliminates all of the killer's momentum which is crucial at the start of a match.
For a more detailed explanation on why it was changed, you can check here: https://forum.deadbydaylight.com/en/discussion/48381/
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The past four chapters are:
- Curtain Call
- Shattered Bloodline
- Darkness Among Us
- Demise of the Faithful
Ghost Face is not out yet and Ash is stuck in "is it a chapter or just a character?" limbo.
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Blocking someone will not affect the matchmaking. If it did, someone would be able to block anyone who beats them to get easier matches.
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I would say that enduring is a must have for the Legion. Your fatigue is 4 seconds. If you get stunned out of Feral Frenzy, you only get a 1.14 second stun instead (and take out a pallet while you're at it).
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/491549#Comment_491549
Spirit is also designed perfectly for the power bar and cooldown... she actually needs it since her power is what is... shes completely unpredictable where as legion... is legion, he cant down anyone in FF and is stunned for 4 seconds whenever coming out of FF....... like theres no need for the restriction... where as spirit is completely invisible and can attack straight out of phase, she needs the power cooldown
To play Devil's Advocate here, nobody really knows what Freddy's power is, so there's no sense in saying that the power meter is unnecessary.
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/491564#Comment_491564
The thing is the last 3 killers including Spirit have power bars
And Spirit is the only one that’s actually decent.
Legion is controversial and Plague is plagued with weaknesses and drawbacks where literally no one plays her and it’s like Legion is considered more the new killer rather than Plague (who never even got a skin collection to celebrate her arrival.)
Power meters are used when they are necessary, and often times they're not even used the same way. To use the Plague, for example:
- The meter is just used to display a timer, not a cooldown.
- Vile purge does not have a power meter, only corrupt purge does.
- Corrupt purge needs to have a timer, otherwise she would be an objectively better version of the huntress.
That doesn't mean that the Plague is 100% perfect and should never be changed/tweaked, but the fact that her remaining corrupt purge time is displayed on the UI has no effect on her actual gameplay. That's just a little QOL detail. Saying that she's not good because of the meter would be a huge stretch since it's just a visual timer.
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There's a couple major issues with that:
- If it's optional, not everyone's going to use it. I can safely say that I wouldn't. I turn voice chat off in just about every game that uses it.Typically my experience with public voice chat is negative. Someone leaves their mic on with a ton of background noise, someone talks way too much, and the second things go south, people turn on each other and start pointing fingers. If there's a chance your teammates aren't going to hear you, you've already lost the benefit of adding voice chat in the first place.
- If it's mandatory, you'd be forced to listen to other people's background noise and insults when they die. That's a nope from me, I wouldn't want to play a game like that.
- It kills the mood. Imagine you're a new player that's still scared of the killer and immersed in the corner hoping they don't see you. Just as Michael Myers sees you, X Gon Give It To Ya start's blaring over someone microphone.
- People might not even speak your language. Particularly in Europe where's a bunch of different languages right next door, you're not guaranteed to be able to talk to people anyway.
I feel like there's much better ways to convey the same information through the UI, whether that's an indicator that tells the others you're being chased, a totem counter, or some other QOL changes. A totem counter won't blame me when someone else dies, for example.
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For the former, what would prevent me from queuing up solo at the same time as my friends and leaving if we don't get in the same lobby, like the beta? I can see the intention, but it if there's a group out there that's committed to take full advantage of it, they will. At the same time, it would be discouraging for casual groups of friends who just want to hang out and play some games.
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I think we ought to see what the power is before we say it's good or bad. A killer like the Spirit has a power bar and she's one of the best killers, after all.
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Thanks for the suggestions! These sound pretty reasonable, I've passed them on to the design team.
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You will not be banned. Our team of ACMs review each report on a case by case basis. They each have plenty of hours in the game and know when something's not right. So long as you're not actually cheating, you'll be fine.
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@Cymer said:
https://forum.deadbydaylight.com/en/discussion/comment/490651#Comment_490651
I am not talking about killer specific add-ons but things like mist add-ons, Moris, Blood Points and Map Offerings.
I don't know how your program is structured but would it be possible to flag those universal add-ons and offerings and saved them in a shared box available to all killers?
Same thing could be done with survivors, it would even make it easier for leveling up different characters and more viable survivors = more opportunities to sell cool cosmetic $.$ same goes for killers ;)
Oooooh, offerings. Yes that would be doable. I can't say whether or not we plan on doing that right now, but it would be nice to have and I can't see the harm in it.
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This probably wouldn't be possible since all killer add-ons affect different aspects of a power and not all powers are treated equally. Decreasing setting time on a bear trap is no big deal, for example, but decreasing the charge time on a chainsaw can be dangerous. Because of that, even though the add-ons do something very similar, the numbers behind them are completely different.
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@Dehitay said:
The truth that the development team doesn't want to tell you is that without dedicated servers, they're actually heavily reliant on that disconnect button to track disconnects. The reason their coding keeps glitching out in so many disconnect situations is because disconnecting by the in game menu is the only way the game knows for sure somebody disconnected.
If you were to remove that button, it would be even easier for people to get away without punishment for intentionally disconnecting.
This is not true in the slightest. All disconnects are treated exactly the same, regardless of how you do it. If other players in the lobby see that you have disconnected, that data is already logged in the backend.
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For the time being, they are treated just like any other disconnect. They are tracked automatically by the backend and they will be banned if their disconnects pass beyond a certain threshold. At the moment, we're not looking to change that, however, this is something that we could potentially handle differently once dedicated servers come along. We are currently in the planning stages for a new system to handle disconnects, and this is something we are going to take into consideration.
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@Keene_Kills said:
SuRpRiSe™
For the record, we're drop-dead serious about that Clown man-kini cosmetic.
"But where's he put the finger collection?" *coughing fit, then... prrrfffftttt*
We are too, that's why there will be no jokes about it.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/490012#Comment_490012
But what if they target you until you are dead and then just play the rest of the game normally, no farming. They just see you and come right for you, play like they would throw the game just to kill you, then if the others just happened to not do anything to escape they go back and play normally?
Also anyone that saying stuff like "you deserve it because you were toxic" or anything like that I hope gets banned themselves in the future.
That's fine. Taking someone out ASAP is a strategy.
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😉
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/490189#Comment_490189
Wait does this mean there will be another round of them or just next experiment?
I can't say for sure if there will be, but it's possible. Depending on how this goes we may decide to do something similar in the future. It is an experiment, after all.
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They have been sent out. If you did not receive one, you were not selected this time.
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It's not forgotten, it's just been a lower priority. We'd still like to revisit the add-ons for certain killers when we get the time.
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@RepliCant said:
https://forum.deadbydaylight.com/en/discussion/comment/490102#Comment_490102
Not to mention, leaving the gate at 99% is a strategy on the Survivor's side of things.
To avoid Bloodwarden, safe unhooks prior to EGC, etc, I'm glad this version never went through.
This is part of it. The survivors can do that to avoid Blood Warden, but the killer can also open the gate and then hook them to force it to happen anyway. It's a little bit of interaction and makes the game a little more interesting.
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This is actually one of the many, many iterations that was tested prior to the PTB. It doesn't really work too well for a number of different reasons. It was decided that since the killer can open the gates and force the collapse to start, it was a little redundant. You have the power to open the gate and start if if the survivors decide not to open it fully.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/490069#Comment_490069
Im not aware of behind the things stuff but just for the sake of curiosity couldnt you guys just in theory work on something of this scale behind the scenes and just release something like this in multiple sections instead of one big patch
What you've basically described is the way we already do things. We're working on a bunch of different things at any given time, but rather than waiting for a ton of stuff to be ready and release them all at once, we release them over the course of the year (typically in updates every six weeks or so).
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There are some very interesting predictions in this thread. Keep 'em coming.
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/490026#Comment_490026
I prefer a healthier game to play more "balanced" than to get new content to the game, the more content is more unbalanced, therefore, the game will never be ... more or less balanced.
You would be going a year if not more without balance changes if there was an update on this scale, is what I mean. That's why they're typically done little bits at a time rather than all at once.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/489968#Comment_489968
Do you know if we'll have a new roadmap coming soon?
Yes there is. You should see it pretty soon.
Oops dropped my ™
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It's a carry over from the olden days. Each character used to have one perk of each rarity (rare, very rare, ultra rare). Later on the ultra rare perks were toned down to very rare. Since then, perks have been following the same scheme basically out of tradition. Two very rare, one rare.
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That would be a spicy update, but that would take an insane amount of time. You'd maybe only get one update of that scale out in a year if you're lucky, and even then that's a pretty tall order. That's a long time to go without new content, balance changes or bug fixes.
On a personal note, the one thing I'm really not crazy about are the prestige changes. I'm all for reducing the grind, but I'd rather see the grind reduced while keeping prestige the same (if not adding more). That would you could make it easier for people to get all perks, for example, but leave prestige as an option for people who like to grind or who dump thousands of hours into the game and want a goal to work towards. Prestige is totally optional and shouldn't be considered as mandatory, and making it easier to do defeats the whole point in it being there in the first place.
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@Raccoon said:
If someone is a strong player, and I know this, I'll make sure they die asap every game I encounter them.
It's 100% legitimate to do so.
You are perfectly fine if you do that. It's when you decide to kill that player and farm with the rest that it becomes an issue, particularly when you do it over several games.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/489992#Comment_489992
Long weekend? Why is this weekend long?
This past Monday was Victoria Day in Canada, so the team was out of office.
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That's quite the leap, I only said there might be a short video later today. No, Freddy is not being shown off today. It was mentioned in the last developer update that he would be shown off in two weeks, so we're still a little early for that.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/489989#Comment_489989
Ah so the determining factor would be if you're treating that one individual different than everyone else on the team? IE tunneling ONLY him repeatedly.
Correct. So if the killer is tunneling everyone they hook, that's not cause for a ban. It's only if they're targeting that one person specifically.
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The roadmap slipped through the cracks this week because of the long weekend. Sorry about that! There's no stream, but there may be a short video popping up later today.
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If they're targetting one single person over the course of multiple matches, it would be considered targeted harassment and would be reportable. This does not mean "This guy tunnels every match", but rather, "Every time I play against this guy, he tunnels me and only me and then lets the rest of the survivors escape." (Or something along those lines.)
Again, you need to have proof that you're getting intentionally singled out over the course of multiple games.
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I will say on a personal note, I think decreasing the cooldown and making the pebble more plentiful/frequent would be the wrong way to go about it. The only reason why it works is because it's unexpected. Naturally the more people using it and the more it goes off, the less convincing it'll be. This is why most killers stopped falling for it around the time it was released; there were so many pebbles flying around that they expected it to be a fake notification.
If anything, I would say change it in some other way. Make the pebble land at a nearby window, locker, chest, or generator (where applicable) instead. That way it's more convincing than a random loud noise in the middle of nowhere.
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Leatherface is on our radar, but it's a very, very big radar. Killers like Freddy and Legion took priority over him in the past since they were more in need of changes. I can't promise anything just yet, but we have been watching and we've seen your feedback and suggestions.
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A lot of the things I'd really like to see are already happening, so I'll pick a simple one: Remove the cooldown on Windows of Opportunity.
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I summon @not_Queen
Brace yourself. Also put a helmet on, there's a pebble coming your way.
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@Leatherbilly said:
https://forum.deadbydaylight.com/en/discussion/comment/488921#Comment_488921
Mine just had a photocopy of M. Cote's middle finger.
It checks out, that's the real email.
Darn. Better luck next time.

