Avatar

Peanits

Peanits

About

Username
Peanits
Joined
Visits
6,101
Last Active

Comments

  • It is not reportable, but it will be fixed in the next update.

  • https://www.twitch.tv/almo2001 <--- Ethan, from the last Q&A. Game designer.

    https://www.twitch.tv/not_queen <--- Lead Community manager

    https://www.twitch.tv/lmclean_bhvr <--- Resident meme guy

    https://www.twitch.tv/mc_ote <--- Game director

    There are many more playing without streaming as well. If you look carefully, you might even spot a wild Horvath.

  • Naturally, even if there were, we wouldn't be able to say. We can't announce stuff until it's ready to be announced, and saying, "Yep, there's a trap killer coming" would spill the beans.

    But that aside, we haven't abandoned the idea trap/setup based killers just because there hasn't been one in a while. There could always be one in the future.

  • From a technical side, there's been a lot of changes to the game including multiple engine updates. Among other things, they affect how the lighting works. While we could try to get something similar, it's not quite as simple as flipping a switch and putting the old one back in. The real question is whether or not that would be worthwhile, since some like the old one and some like the new one. At the moment, we don't have any plans on changing it back.

  • I wouldn't rule it out, but there's no plans for something like that at the moment.

  • @ba_tetsuo said:

    @Peanits Can a box have more than one key? Or is there always a 1 to 1 correlation?

    Yes, they can. Only one box will have your key, but your key can be in the same box as another key.

  • @memento said:

    It's been mentioned before that we would like to close the gap between SWF groups and solo players. 

    Why do you devs buff solo players not nerf SWF? Do you think it is really right way?

    Simply put, you can't take away voice chat. Even if you were to detect every voice chat program out there, and even if that was something we wanted to do, there'd be nothing stopping someone from using their phones, for example. The only other way would be to add something to the game to "nerf" SWF groups. This also wouldn't work since a group that really wants to avoid those SWF penalties would be able to queue up solo and dodge lobbies until they find their friends. This is what happened in the beta for the game before SWF existed.

    Ultimately there's no realistic way to bring SWF down, so you would need to bring solo players up and then buff killers to compensate.

  • I'll do short answers to spare the word wall:

    1: It would be possible, but it would take a lot longer to do since you would have to gather data for each date range and then average them together, and it would also be less accurate as the meta changes and updates shift things around.

    2: This isn't something we did this time around but it's something we could potentially look into in the future. This gets muddy though since someone could disconnect when they would be dead anyway. People will also disconnect when things aren't going their way, so if you exclude all disconnects, you'd likely end up with a "perfect scenario" set of data.

    3: That data is based on the amount of players in a party of that size alone, not the odds of any two group sizes appearing together. Basically of all matches played and between all the survivors in those matches, about 28.62% (on PC) were playing a two man party, for example.

    4: See the above. Basically it's all individual, it's not per match.

    5: This data was from the period of time where it was very difficult to rank up as a survivor. On top of that, these stats take your rank after a match, not before. So in short, usually if a survivor died at this time, they would derank, and as a result it would count as a death towards rank 2, not rank 1. This made the survival rate higher for rank 1 and lower for rank 2. It's a bit of an oversight, basically.

    6: It would basically just be a ton of data and we had a very limited amount of time to get it all set up. We could maybe do that next time, but we'd need to plan it ahead a little more.

    7: I don't have the exact stats on hand at the moment, but we could look into that next time.

    RE: The Q&A: It was just a Discord Q&A, it was not a stream.

  • @MystiKasT said:

    https://forum.deadbydaylight.com/en/discussion/comment/457017#Comment_457017

    @Peanits Just be honest and say

    "We know 4man SWF is a massive problem, we aren't stupid. But we can't do anything about it. We can't prevent them from using voice communications, and if we got rid of 4man SWF, tons of people would complain and maybe stop playing".

    I'm going to duck out of this conversation here because this is not the way to have a constructive discussion.

  • @SmokePotion said:

    @Peanits

    Thank you for that. could I get some clarification on the process though?

    In my experience the right box is usualy the closest box to where the trap was placed on you.

    So my question is: How are the boxes numbered by rng? Are they numbered at the start of the match, and fixed? (Meaning: every time you put a trap on, the roll is static. Box 1 will always be the the one in the south corner ie)

    Or are they dynamic? (Meaning: Each time you place the trap all boxes get numbered at that time, and the game rolls on this new set . So the closest box might be '1')

    McLean has a good clip on it here: https://www.twitch.tv/lmclean_bhvr/clip/SnappyRamshackleIguanaPupper?filter=clips&range=7d&sort=time

  • @MystiKasT said:

    https://forum.deadbydaylight.com/en/discussion/comment/457001#Comment_457001

    Out of the 22 extra perks survivors get for playing SWF, you chose Beast of Prey as unrealistic. This may be true, but it doesn't change the fact. (also, the other 21 additional perks, any problems there?)

    One survivor on a SWF knowing the survivor has beast of prey? Now all know.

    That is the most important thing.

    Everyone has information they should NOT have because of relays over voice comms.

    Is BHVR doing anything to address the extra 21 perks (-beast of prey knowledge) that SWF get? @Peanits

    Beast of Prey is an example, but perks like Whispers, Make Your Choice and Monitor and Abuse are also things you can very easily figure out on your own. I'm not going to pick them apart one by one but there's a line between what you can figure out with a bit of game knowledge and what you can only do with a group.

    It's been mentioned before that we would like to close the gap between SWF groups and solo players. Since you can't remove information from groups, this would have to be done by adding information for solo players and then buffing Killers to compensate. There is no ETA on this at the moment.

  • @Kees_T said:

    https://forum.deadbydaylight.com/en/discussion/comment/456974#Comment_456974

    https://forum.deadbydaylight.com/en/discussion/comment/456982#Comment_456982

    I was doubting this because playing two matches successively and both matchs the last box was the one correct one, so its just RNG making fun of me.

    https://forum.deadbydaylight.com/en/discussion/comment/456971#Comment_456971

    IDK, I'm rank 9 now (was 8 but de-piped real hard because I suck)

    You can doubt it if you like, but this is undeniably how it actually works. I can promise that it's not just speculation, that is how the traps are coded to work.

  • I can honestly say I have never seen anyone relay to their buddies that the killer is using Beast of Prey. That would be silly. That would require having someone run over to watch you get chased when you could just use your peepers and watch for them yourself. Their terror radius doesn't disappear and you'd still be in a chase, you just wouldn't see the stain.

    I won't disagree with all of the points you've listed, but when you list things that aren't true just for the sake of listing them, it doesn't make your point stronger, it actually makes it appear weaker.

  • @HavelmomDaS1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/456954#Comment_456954

    Btw, is there data about how many players have prestiged? For example 10% prestiged once, 0.2% prestiged 30 times etc?

    Would be interesting to know how much of an addict I am lol

    I'm sure there is somewhere, but I don't have them at hand.

    @brokedownpalace said:

    People can argue it's because she has Self Care or because she's harder to see, and I'm sure those are reasons for some people. But I just love Claudette as a character.

    I'm sure it's for a variety of reasons. She's a free base game character, she has good teachable perks (including the most used perk of them all), and of course, muh stealth.

    in Stats Comment by Peanits
  • When you put a trap on someone, it picks a box. To get the trap off, they need to go to that specific box to take it off. Technically there's a 100% chance to get it off at that specific box and a 0% chance at any other box.

    In practice, since you don't really have any way of knowing, it's like having a 25% chance. But there actually is a correct box and the rest won't do anything.

  • There sure is.

    PC

    Rank 1: Feng Min

    Ranks 2 - 19: Claudette Morel

    Rank 20: Meg Thomas

    PS4

    Rank 1 - 20: Claudette Morel. Literally all Claudette.

    Xbox

    Rank 1: Jane Romero

    Rank 2 - 5: Ash Williams

    Rank 6 - 18: Claudette Morel

    Rank 19 - 20: Meg Thomas


    You can imagine why we didn't bother to make a fancy graphic for it, it's not very interesting. Xbox is the only real surprising one, as it appears people there tend to play the newer stuff.

    in Stats Comment by Peanits
  • I feel like you're comparing two stats and drawing a completely unrelated conclusion here. The amount of players playing in SWF between two points in time does not indicate that removing the feature is a good idea.

    A better comparison would be 46.79% of survivor matches are in SWF, so removing SWF would anger about 46.79% of survivor players.

    Even so, you wouldn't have an accurate statistic, but you could at least tell that it wouldn't be a great idea. You'd be turning away about half your survivor players and drive up queue times for everyone. That wouldn't be ideal.

  • @rated said:

    @not_Queen @Peanits

    hello to you im here I would like to explain to you my ideas that I had the games since June 2017 I like very much like the console or the exclusive dress for the players who have played since 2017 on certain character its seras really cool for the players his console close a lot of pleasure that you think of that? Thank you in advance for your reply cordially.

    We had no plans on bringing legacy back in any capacity at this time. They were originally given as a reward for those who prestiged back when it took significantly longer. This was before the console versions of the game launched and, as a result, there was no way to earn them. We are not planning on distributing them again as it wouldn't be fair to those who earned them originally.

  • @Dwight_Confusion said:

    If the data is true and not tampered with... I think we all need to chill out about SWF stuff. It's still annoying, but even I think it is required for this game.

    It's healthy for the game in the sense or friends playing with each other etc...

    ANd it is an advantage, but not like we all think.

    I can guarantee that it was not tampered with, although as mentioned in the data post, these are very vague statistics. They do not show how it might effect survival rate at specific ranks, for example. I would not recommend making any conclusions based on them alone.

  • @Crythor said:

    Did you see the avrage survival rate of rank 1 survivors is above 80% ? And the avrage rank 1 survivor is bad.

    It's been explained a couple times, but the short version is:

    • This data is from a time when it was hard to pip as survivor.
    • If you escaped, you were more likely to pip.
    • If you died, you were more likely to depip.
    • It used your rank after the match, so if you died and deranked, it would count as a rank 2 death, not a rank 1 death.
    • It was very hard to die and maintain rank 1 at the time.

    Combine all that an the survival rate appears very high. I got a more accurate statistic from around a week after this morning. It's a lot closer to 43%.

  • We've got one more stat for you.

    OPERA.jpg

    Average Opera Attendance

    This graph shows how frequently our players attend the opera.

  • To play Devil's Advocate, it wouldn't really change much. Say the Survivor brings a yellow medkit. It has 16 charges. If you hit that Survivor, the 10% of the charges it loses drops it down to 14.4 charges, which is not enough for a heal. You basically rendered the item pretty much pointless with that one attack, they'll need to find someone else to finish the heal anyway.

    Buffing the durability loss would also seem great on paper, but there's a very simple counter to it: Just drop your item. Once you know the Killer is using it, all you have to do to completely avoid the durability loss is drop it before you get chased. You're not going to use a map, key, or toolbox in a chase anyway, even flashlights would only provide a tiny benefit against a decent killer. This way not only will your item not lose durability, but you'll also know exactly where it is when you go get it later.

  • @Galklife said:

    about reading stats @NuclearBurrito @brokedownpalace

    chart is about "percentage of all players"

    and following your way of thinking ~6% of 4mens = 1,5% of games because chart is showing percentage of players not percentage of lobbys (to guys that wanted to divide soloQ players/4 but SWF not)

    i wont even comment RNG lobby which is madman's doing

    so lets toss away your way of reading stats

    6,5% is 4men, 11,5% is 3men so from 54% of soloQ survs we have to - 11,5%/3 = ~50(i know its 50,166 but its faster this way)

    28% are 2men but we can all agree most of 2men can play with other 2men so lets take 3/4 of 2men can play with eachother, 7% needs same amount of players so 50-7=43%

    6,5% + (11,5+4)% + (28+7)%+ 43%

    those are chances for 4men/3men/2men(with both 2x2 or 2x1x1)/ all 4 soloQ

    and if some "math god" wants to tell me you have to divide 43/4 then you have to divide every single of 4men 3men 2men etc why? because its amount of players not amount of lobbys ready to go xdd

    i know i may made some mistakes(some because i wanted to make is easier to read) but its closer to truth than dividing 53%/4 or making weird as fck RNG xddd

    It's based on the total number of matches and the groups inside them, not the number of players. I could play in SWF group and then play solo, for example. It's not how one individual plays, it's how all of the matches were played overall.

    To keep it simple:

    • 6.22% of matches are four-man groups on PC.
    • 11.95% of matches are three-man groups on PC.
    • These two cannot co-exist in the same lobby, since that would be 7 survivors, so we can just add these two together (18.17% total)
    • 28.62% of matches include two-man groups on PC.
    • Two-man groups could potentially be playing with other two-man groups, so we can't just add that straight on. At the very minimum, if they all played together, we can count half the total (32.48% total).

    So in total, somewhere between 32.48% of all matches and 46.79% of all matches, depending on how the two-man groups and matched with other two-man groups, include some amount of Survive With Friends. 18.17% include a three or four-man group. 6.22% include a four-man group. You can't get the exact number for any group without getting the actual stats.

  • @NullSp3c said:

    Is it bannable to farm BP or to have your name something related to it?

    No, though forcing someone to farm when they don't want to is.

  • @Orion said:

    @Peanits The only shocking thing for me overall was the survival rate at rank 1, but your explanation basically confirms what @Delfador said, which makes sense.

    Can we get a weighted average of rank 1 and rank 2 survival rates, to get an idea of how often the very top DbD players survive?

    Also, just so we're clear, stuffing more potatoes in top ranks doesn't make the game more balanced. It just makes ranks less significant in determining skill levels. I say this because you mentioned the survival rates after the pipping threshold was lowered, but all that means is that a significant portion of survivors pip despite failing at their chosen role.

    A weighted average is something I can't do this time around. We only requested the average survival rates, not the number of players in each rank. The best I could do with the stats I have at hand is average the two averages, but that wouldn't be accurate as you already know. We could definitely look into that next time around, though.

    Regarding the last bit, that is true, although it's important to note that it was significantly easier to rank up as killer compared to survivor at the time, meaning that an average killer might find themselves in rank 1 and be paired with the best of the best survivors. If it was equally difficult to rank up on both sides, it would be a lot more fair (or at least, a better representation of equally skilled sides), but since it was a little lopsided at the time, it's naturally going to be unfair sometimes.

  • @Orion said:

    @Peanits I meant the killer usage rate, separated by rank, but that's nice as well.

    Ah, my mistake. There's a couple different conversations going on here. For that data, we've only requested the most used killer for each rank per platform, so I unfortunately don't have the data for every killer. If it helps, I can share the usage rates for each in a bit, but as mentioned before, there's nothing particularly shocking.

  • @Orion said:

    @Delfador You know what, Delfador? You raise a very good point that I hadn't thought of. However, even if we take the survival rate at rank 2 into account, it's still a 60-80% winrate (since we'd need to group up rank 1 players as well, but don't have enough data to do a weighted average). It's way too high.

    @Peanits Can we get this discretized data in full?

    Regarding the survival rate at rank 1? Funnily enough I actually spoke to the data team this morning. There's a few things that affect that data:

    1. The data was collected between April 1st and April 7th. This was after the 2.6.0 update that made it harder to pip and before the update that would lower the survivor pipping thresholds.
    2. The data uses your rank AFTER the match, not before.

    With that in mind, generally speaking, the survivors at rank 1 at the time were not your average survivors, they were the best of the best, the ones that could maintain that rank while everyone else struggled. In addition to that, were they to die and derank, their death would have been counted as a rank 2 death.

    Generally speaking, at the time it was incredibly hard to die at rank 1 without depipping, so naturally, the survival rate at rank 1 was very high since those who did die would likely derank and be counted as a rank 2 player instead. Being able to die and not derank at that time was incredibly rare, basically.

    We ran a quick test and checked the survival rates after the pipping thresholds were lowered and the survival rate was much closer to 43%.

    (I've also updated the blogpost with this info. This is why we suggest not drawing any conclusions from the data, there's a whole heap of factors that could affect them.)

  • Regarding the Nurse pick rate: While the Nurse is the most played Killer at ranks 1-4 on PC, the most she's ever played at any given rank is 22.39% at rank 1 (on PC). This is the highest pick rate for any Killer at any rank on any platform, but she is still only used in roughly 1 out of every 5 matches. Second would be Huntress at rank 20 on PC, at 20.18%, followed by Trapper at rank 20 on Xbox at 18.36%. The rest of the most used range between ~9.5% and 18%.

    The point being, while she is the most picked, it's not a landslide victory, she's still picked in the minority of matches by far.

  • @Mat_Sella said:

    please tell me you ignored 20-16 at the least? that data should be entirely discarded.

    We know that those ranks are for new players and those who haven't played in a while. We expect wacky stuff to happen there. It's still good info to have, but we're not going to drop everything and start making changes because Spine Chill is a meta perk among new players.

  • Game length is the time from the start of the match to the time where the match ends. Not generators powered or gates opened, absolute start to absolute finish. As in everyone's out of the match and looking at the tally screen.

  • @BBQnDemogorgon said:

    @Peanits So no chance at any info for q&a tomorrow?

    The Q&A that we're doing in the Discord tomorrow is going to be on the stats we gave, not for new stats. New stats take a long time to prepare. We closed off submissions and requests these ones Tuesday and only got all them back by the end of Wednesday, for example.

  • That would be nice to have next time. Since it's been a while since we've released stats, we felt like keeping them more general would be best, but we could definitely go into the specifics later on.

  • Working on it as we speak. We've got all the fancy graphs ready to go, I'm just writing up the post right now and then it'll be out.

  • You were correct. At the time I'm posting this message, it'll be just over two hours away.

  • @Kilmeran said:

    I think I might have to skip this one, unfortunately. Working on getting the final versions of my new novel uploaded and set-up with Amazon for ebook and paperback, and then have to start on the next book this weekend.

    Ah well, maybe next time.

    Just give up on all of that and retire to a life of playing Dead by Daylight, it's clearly the right choice!

    No but seriously, congrats on the book! Hopefully all goes well.

  • UPDATE: It actually starts at 2PM EST. Looks like things got shifted around. Sorry for the confusion.

    Also, surprise!

  • @MasonMyers69 said:

    @Peanits where can I find this count down

    https://www.webcountdown.net/?a=hZCvhjb

    You can also find it posted in the Weekly Roadmap in the Developer Activities subforum.

  • We'd like to keep it around for a while and see how it plays out first. It was originally removed because it had some unwanted functionality that would hide a post if it received too many down votes. In a normal forum, this might be nice since it essentially allows the forums to police itself, but with an asymmetrical game where everyone has a different opinion, that obviously doesn't work. We had to get rid of them originally.

    Why bring them back, then? Well for starters, that doesn't happen anymore. Your post doesn't get hidden if it receives enough down votes. On top of that, it also helps show people that they're not alone if they disagree. When you open a thread, see something you disagree with, then see a dozen people agreeing with the OP, chances are you're not going to say anything. You'd think that you're the minority there and posting is like painting a target on your back and running naked through a paintball match. It sorta' becomes a mob mentality.

    With down votes, though, you can anonymously show that you disagree, and others can do the same. When you see that half the people agree with the OP and the other half disagree, you'll be a little more comfortable explaining why. You'll know that if you say why you think something's a bad idea, there's going to be some people that have your back.

    All that in mind, down votes do not prevent you from posting. You can have a controversial opinion and get down voted and that's okay. We are not going to be banning anyone just because they get down voted, and ultimately the number is just for show. It does not do anything, it's just a way for people to show how they feel.

  • @BBQnDemogorgon said:

    @Peanits Can you change the roadmap to say Midnight 3rd UTC then?

    It still says 2nd UTC

    It's been completely replaced with a countdown. Time zones have confused people for the last time.

  • @BBQnDemogorgon said:

    @TheBean It'll be tomorrow at 8pm EST

    00:00 May 3rd.

    Which is sad because @Peanits originally said May 2nd to May 6th.

    8pm tomorrow EST is 3rd to 6th in UTC which they announced the time as.

    We lost 24 hours of the event lol

    It starts and ends at the same time as any other blood hunt, and the overall duration is four days. Depending on your time zone, it may or may not start on May 2nd, though it should for most.

  • Those two things are apples and oranges. People on the dev team have different skill sets, they aren't all interchangeable. The artists that are making cosmetics cannot fix bugs, and the programmers can't make cosmetics. Likewise, making a cosmetic does not require programmers, so halting the creation of cosmetics wouldn't have an effect on bug fixes.

  • We can tell who's doing the exploit and who's playing normally. If you didn't intentionally do the exploit, you are safe.

  • @Caesar said:

    https://forum.deadbydaylight.com/en/discussion/comment/452710#Comment_452710

    Why don't you just do 11AM EST Thursday (like you always do)? That's a very friendly time for all time zones... Now it starts at 2am on friday for us in Europe... We basically miss a day of the bloodhunt because of this timing.

    You don't really lose a day, everyone's going to be sleeping at some point. You'd have to be really hardcore to stay up for four days straight. All past blood hunts have started at the same time, they have never started at 11am EST.

  • @IdeaJunkie said:

    https://forum.deadbydaylight.com/en/discussion/comment/452827#Comment_452827

    Starting it at Prime Time seems like a bad idea, but okay.

    It's scheduled this way so no matter where you are in the world, you get double bloodpoints for the whole weekend (+ a little bit before and/or after, depending on where you are).

  • We don't have an announced date for the mid-chapter update just yet. All we can say for sure is soon™.

  • Ahhhhhh time zones.

    It is starting tomorrow at 8pm EST and will run for four days. Same as the usual blood hunts, basically.

  • Out of curiosity, how would it affect skill checks? Would it make them more frequent, or less frequent? If they're more frequent, this might be a bad thing for newer players or for times when the Killer is running Ruin or Huntress Lullaby. If they're less frequent, this might be bad for players who can consistently hit great skill checks or with perks like Autodidact. Making skill checks larger is already an existing effect separate from luck.

    I'd be curious to know what else you think it could do. I'll move this to balance feedback for visibility.

  • All of the survey questions are purely to gauge interest. We want to see what you think about them before we start working on any of them.

  • @not_Queen said:

    Do you got to the Opera? @Watery

    "Don't you guys go to the Opera?" is my new favourite meme.

1 … 89 90 91 92 93 … 127