Peanits
Peanits
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- Peanits
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@ba_tetsuo said:
https://forum.deadbydaylight.com/en/discussion/comment/488710#Comment_488710
I would love if DBD implemented something like Overwatch and League of Legends. In those, when your report results in action, you get a pop up letting you know a recent report resulted in action, without telling who you reported, or when.
Reporting kind of feels like screaming into the void currently. Knowing your report resulted in action, even if you don't know who or when, adds weight to reporting.
That would be great to have. We'd love to do that one day, but it's not on the table at the moment.
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Still no, not yet.
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To play Devil's Advocate, that exact scenario can already happen, only you'd have no clue that the unhooker is using it until it's too late. On top of that, you have the choice between going for the unhooked guy and getting hit with DS (totally avoidable, expires in 60 seconds), or going for the guy with MoM, which does not expire and will remain active for the rest of the round until you hit them.
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Please do. Reporting them saves a chat log for our ACMs to review. I can say from experience that they do work and we have banned plenty of people for chat abuse. Like you mentioned, there is a line. We wouldn't ban someone for something like "lol ez noob killer", only for things that are excessive. Each report is reviewed individually, so it's definitely worth reporting.
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Traps applied after the last generator is powered will not activate, and as such, survivors can leave with them on their head. If the trap is applied before the last generator is powered, it will still activate and they'll need to take it off before they can leave, just like before.
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You will also get deviousness points from Bleeding and No one escaped. Originally high bloodpoint gains were higher, although they had to be lowered because they were too high. Other kills can earn more through their power alone, but their powers require a little more effort to use. A huntress hatchet will provide 500 points, for example. That's the same as leveling up Evil Within once or stalking survivors for five seconds.
It could always be changed, but it's not something we have plans for at the moment.
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@AntiJelly said:
@Peanits Okay. I...thought so. Just making sure.
So, do two of the same add-ons stack additively? I've always heard they're multiplicative, and it matters what order you put them in.
It depends on the add-on. If it's doing something positive (e.g. increasing cooldown recovery) it will be added together and then calculated. If it's negative (e.g. reducing healing speed) it will be multiplied together.
For example:
Say you have add-ons and perks that increase pallet break speed. I'm pulling these numbers out of nowhere, these aren't actual numbers for all I know.
2.6 / (1 + 0.2 + 0.5 + 0.25) ~= 1.33s
Or if you are reducing the speed of healing speed, for instance (using coulrophobia and sloppy butcher in this example):
16 / (1 * (1 - 0.5) * (1 - 0.2)) = 40
McLean explained it a bit here: https://forum.deadbydaylight.com/en/discussion/comment/178984/#Comment_178984
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The first one. When your speed/rate is increased, the effects are added together (with a base of 1 CPS) and the time is divided by the total. Positive effects are additive while negative effects are multiplicative.
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Hi, responding as requested.
In the vast majority of cases, it does not make a noticeable difference. Full groups are fairly uncommon (~3-6% of all games) and the survival rate on average is within 10% of solo players and still below 50%.
You can find these stats here, if you missed it: https://forum.deadbydaylight.com/en/discussion/61114/
Most people are just hanging out with their friends, they aren't all incredibly coordinated and relaying a constant stream of information. Being in a group doesn't make them harder to catch in a chase either. The issues really start when you run into a group of good survivors who know what to do, whether they're using voice chat or not. If they're good at recognizing when someone's being chased and they know to do generators, you're going to have a rough time regardless. I've seen completely solo teams blow through a game in no time because they all knew what to do.
What it really boils down to is good players. If good players get together, they're going to do well, whether they're talking to each other or not.
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We'll Make It is great if you want something consistent. It'll work every time as long as the killer is far enough away. Autodidact is a risk. It could pay off, but it could also backfire horribly. You don't need an unhook, but you do need to get lucky and get skill checks. I would personally recommend running Spine Chill if you want to really make it work. The increased skill check chance will work wonders and increase your chances as the killer heads your way.
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I don't have the actual stats at hand, but I can say that in my experience, it's way less than before. I played a ton of Legion around the time the update was released and it was way down (one disconnect every odd game instead of three or four almost instantly).
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They haven't gone out yet. Our pockets are pretty unremarkable, though. I've got a phone, wallet, keys, and other normal boring things in mine, same for most other people.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/487379#Comment_487379
I can't wait, and will you be on stream again? Like last time or the time before last time?
Nope, it's going to be a pretty tight schedule. We'll share a little more details on it soon™. I'll likely be keeping an eye on the chat as it flies by at the speed of sound.
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@Huntar said:
https://forum.deadbydaylight.com/en/discussion/comment/487248#Comment_487248
It'd also make it super hard to play against Freddy, since his grass is an easy way to see him coming way before the lullaby. With stuff moving naturally, that advantage would be lost.
Then again, the boy kinda needs as many benefits as he can get.
For what it's worth, it would probably make it more difficult for killers to spot survivors as well. Spotting something that's moving against a static background is easy, but if there's bushes or corn swaying around, you're going to have a hard time spotting movement.
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There's still stuff you have not seen yet. We don't keep all of our eggs in one basket. It should be a pretty interesting if not entertaining stream.
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@Huntar said:
https://forum.deadbydaylight.com/en/discussion/comment/487351#Comment_487351
What is the appropriate way to report them? What additional information should be provided for Fog Whisperer reports?
If it's something they're doing in-game, you could always create a ticket and attach any information we'd need here: https://support.deadbydaylight.com/hc/en-us
Otherwise you could contact a CM through the forums, Discord, or Steam and we'll get back to you as soon as we can.
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@ClogWench said:
The protection idea is fine. People get bodyblocking hits all the time anyway. Last I checked that counts as protection.
This is true. If you wanted, you could get one stack each time someone gets downed. If all four survivors are running MoM, that could make it really difficult for the killer to get a hook while also building up MoM stacks.
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It wasn't so much because of a "few fringe issues", it was a fairly common complaint. If you go back a couple months and took a look at the forums, you could hardly get through a single day without seeing at least one post about hatch standoffs. Any time the killer managed to kill three survivors before the gates were powered, you had a pretty good chance that it would turn into a standoff. It wasn't really a fun situation for either side and the only way to win was to not play it. It might not seem so common looking back but it was by far one of the most frequent complaints we received.
With that in mind, it's not final. We can always tweak it and make balance changes as it is necessary. Whoever makes it to the hatch first is going to have a huge advantage, and if the survivor does not make it their first, they're going to have a rough time escaping.
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@Detective_Jonathan said:
https://forum.deadbydaylight.com/en/discussion/comment/487327#Comment_487327
tell that to the one hacking game files to have infinite addons.
Oh wait, they’ll probably just get a slap on the wrist 😂
We have checked each one to make sure they have not cheated prior to bringing them on. If you believe we made a mistake an missed something, you are more than welcome to report them and we'll take a look.
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@AStupidMonkeyy said:
Survivors bugs will always get fixed almost immediately. A killer bug is very low priority.
This is not true in the slightest. We do not distinguish between killer bugs and survivor bugs. We always focus on the highest priority issues, and window blockers is one of those issues. We recently put out a tentative fix which does seem to have helped, but we weren't able to reproduce the bug internally so we weren't able to fix it completely. Earlier today we added analytics to the game to help us track when this issue happens so we can pinpoint the issue better. We're still looking into it and hoping to have it fixed as soon as possible.
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Fog Whisperers do not need to play both sides or have completely unbiased opinions. They are free to play what they like and share their opinions. Not everyone is going to see eye to eye on everything in an asymmetrical game, that's to be expected. We're not looking to change that and cherry pick people with certain opinions- if anything having a variety of opinions and personalities is a good thing.
With that in mind, though, for those mentioning toxic behaviour, please report that to us. We'll look into it. In terms of bans, they are subject to all of the same rules as anyone else, and if they're promoting negative behaviour, we will warn them and cut ties with them if need be. Hopefully it won't come to that, but we do have a code of ethics that our Fog Whisperers are expected to follow.
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It would be pretty interesting, although it would definitely take a toll on performance, especially on vegetation-heavy maps like Rotten Fields. Animating something that isn't normally animated would always have an effect on framerates.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/487165#Comment_487165
@Blueberry Is a straw poll link even allowed since its an outside link to a different website?
@Peanits I @ you cause I never see straw poll links in posts so I have zero clue if its allowed.
They're allowed, as long as you're not asking for personal information or anything fishy.
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They are done by hand. To keep it simple, in order to make a texture for a 3D model, the model needs to be flattened. When you do that, things aren't going to line up, so bits are moved and shifted around. The arm might be rotated and put below the torso, for example. With that in mind, slapping a layer of blood on top of that wouldn't work. You would get a bunch of sharp edges around the different parts of the model. Blood on the shoulder wouldn't line up with blood on the torso because the arm isn't next to the torso in the texture.
EDIT: Take a look at this, for example: https://111426studio.files.wordpress.com/2015/11/unwrap.png
This is also why prestige/legacy prestige isn't just a toggle for all cosmetics. It's not something you can slap on top of anything, you'd have to make each one individually, and there's not enough time for that.
In short, yes, someone manually makes them. There's no strict standards for how bloody something has to be, though.
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It just occurred to me that attempted murder is not in the forum rules.
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I'm not necessarily against the idea- it could be very nice for solo players- but the distance would have to be much higher than 40 meters for it to be useful. To give a comparison, Bond is 32 meters and shows you the location of all survivors within that radius all the time. For this to be picked over bond, you would need to have a significantly higher radius, otherwise it would just be preferably to give yourself the extra information and go to them instead.
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There is no way to force that to happen, no. It can happen by chance, but there's no way to do it by design aside from KYF.
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@legion_main said:
oh man a dirty nea main
Well no, the issue as the OP described is that Nea isn't dirty enough.
Thank you I'll be here all day.
Back to the original topic, I don't believe we're looking into that at the moment. The blood not appearing on the arms was a bug and was fixed, but the bloodiness of the head is just down to the way it was designed.
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@legion_main said:
@Peanits version 2.7.1 is out?
It is.
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@KrazyAce13 said:
I get that there’s nothing about 1.61 for ps4 trying to know what I am currently installing.
You would be installing version 2.7.1. The number that appears on the update is specific to PS4, but the version number in game is shared across all platforms.
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Patch notes can be found here: https://forum.deadbydaylight.com/en/discussion/comment/486783/#Comment_486783
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/486693#Comment_486693
But how can I tell as killer:"This survivor has Sprintboost".
And yes 8 is a big number.
But now use the math:
Current version:
6,4*2,5 = 16
My version:
8*2,5 = 20
SprintBoost: 6*3=18m
Thats only 4 m differents.
And she doesnt have addons for the movement speed.
Spirit has addons for it.
I think my idea is still worth for the PTB.
We could test out the movement speed and then decide @Peanits
The first time, you wouldn't. You'd probably miss that first one and that's okay. After that, you'll remember "this guy has sprint burst, I shouldn't try to ambush them". You might want to crouch up to them and then uncrouch at the last second, possibly using your ambush at a short loop down the line.
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@Exerlin said:
https://us.v-cdn.net/6030815/uploads/714/309F74YXC9ZB.png
Here's a picture of overcharge's skill check, taken in a KYF game on live. Seems normal to me, but I don't have a picture to compare it to.
That's about what I remember it being as well. Seems exactly the same to me. It would be much smaller with Unnerving Presence, though.
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@KillermainBTWm8 said:
your breaking name shame with the post chat you have to blur the names out. Stealth play is perfectly fine just because you don't like it doesn't mean it shouldn't be viable.
No, that's okay. As long as you're not directing attention to them, the names can stay. In this case there's nothing wrong in the chat and the OP is not calling anyone out.
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I'm not sure if I could agree with that. To use the pig, as an example, if you decided to ambush someone as they sprint burst away, you shouldn't catch up. You used your power at the wrong time and so you missed. Even though you may not have landed a hit, you will close a decent amount of the gap.
If you increase that to 8m/s, though, that's an insane amount of speed. That's enough to make just about any pallet an unsafe pallet. I could crouch at every loop and get a hit nearly every time.
Maybe it's just me, but I wouldn't want to see people be rewarded for using their power poorly. If they timed it wrong and didn't plan for the sprint burst, that's on them.
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Toss on Monitor and Abuse and you'll be a pretty scary fella'. You'll move around at full speed and only have an 8 meter terror radius outside of a chase. As long as you come from an unpredictable angle, they won't hear your terror radius until you're within half a tile.
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I did. Didn't have a chance to respond yet, but I'll go do that now.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/486562#Comment_486562
@Peanits Hold on, what loop do you mean with coal tower? U got a clip or something?
Also sometimes it happens by accident that I get on top of one of the cars next to the preschool. I just took the opportunity and "outplayed" the survivor on that loop. I don't feel like it's an exploit but just badly designed collision. Why shouldnt I take advantage in that situation?
For Coal Tower, depending on how the windows spawn, you could lunge on top of the car and skip over part of the loop. Though this might have changed, it's been a while since I've seen it done.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/486562#Comment_486562
@Peanits So if I understand this correctly, I won't be banned for lunging around the giant tractor/combine on corn maps to get on the hay bale and hit the survivor on the other side of the tractor?
No, you won't be banned for that.
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We've got plans for special forum profile pictures in the future, but unfortunately we're going to keep it simple for now. Poorly photoshopping inflatable crowns into profile pictures is only one part of our job.
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If the map is made in a way that you can get on top of a pallet, you won't be banned for that. To give a similar example, lunging out of the coal tower window to skip part of the loop is not bannable. If you are using an exploit to do so, that would be a different story (e.g. you discover that by running into a pallet in just the right way, you can get on top of them).
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This is the first I'm hearing of this and I feel like it would have come up sooner had it changed, but if you could grab screenshots, that would be great.
Just to check, are you maybe thinking of the Overcharge skill check with Unnerving Presence? It's pretty common for killers to run both together, which would make the skill check pretty tiny. If you're not running it, it should be about the same as before.
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@Mister_xD said:
i thought they would be working on that?
i might be mistaken with that though.
maybe @Peanits has something to say about this idea? i bet he can tell you more than i do ^^
It's not something we're planning on adding at the moment, but it would be nice to have some day.
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Sorry for the late response, the team was out for the long weekend. This should be fixed in the next update. I know how it feels, I'm a trapper player myself.
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We do not ban for farming alone. We'll only step in if someone is farming at another player's expense. For example, if you and one of the survivors team up to kill one of the other survivors by repeatedly unhooking and immediately downing them.
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/480071#Comment_480071
the actually enduring is 0,5 seconds, the new enduring is 1 second. its a big nerf...
Not quite. This is actually part of the reason why we're changing it; it's confusing for a lot of people. Current enduring increases your stun recovery rate by 75%, so the math looks like this:
2 / (1 + 0.75) ~= 1.14
New enduring reduces the stun time by 50%, so it will work like you expect it to:
2 * (1 - 0.5) = 1
It'll actually be faster than before.
Regarding the OP: Maps already have a set minimum and maximum amount of pallets. This varies depending on the map, but it is already a controlled value. It is not based on distance between pallets alone. The game will attempt to distribute pallets evenly by not placing them within a certain distance of each other as much as possible, but if the minimum number of pallets has not been met, it will break this rule and place them in any available pallet spawn location. This is why you might sometimes see a double pallet.
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Two things:
- The way it works
- What it effects
Current enduring makes you recover from all stuns 75% faster. This is confusing for people since that makes it sound like it only last 25% as long as a normal stun, but the way it actually works is like this: 2 (example stun time) / 1.75 = ~1.14
- Current enduring affects pallet stuns, decisive strike, and head on.
New enduring reduces stun time by 50%. This work like most people think it works. A stun lasts half as long, like so: 2 (example stun time) * (1 - 0.5) = 1
- New enduring only affects pallets.
In short, new enduring is a little bit better for pallets but doesn't affect perk stuns.
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@dont_ask_me_again said:
https://forum.deadbydaylight.com/en/discussion/comment/481684#Comment_481684
Unfortunately when I click play it starts the video from 00:00... I have had the stream running a couple times now and keep missing this? :P
The timestamps might not work on all browsers/platforms.
https://www.twitch.tv/videos/425662801The discussion on that starts at 25:55.
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It could be considered normal. The game will start by trying to pair you with people in your area and around your rank. Over time if you are unable to find a lobby, it will progressively broaden the search and start accepting people from further ranks and regions.
Depending on when you're playing (if there's not a lot of people playing in your area at that time), you might get worse matches. This is because the game would rather give you some match rather than have you wait around all day for a slightly closer one.
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/481457#Comment_481457
And in the last Data sheet the complete survivor escape rate was 65%-80%.
And Dcs are kills,too.
I rly dont trust data in DbD.
That was a mistake that was explained since. This data does not have that issue.