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Peanits

Peanits

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Peanits
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  • @BBQnDemogorgon said:

    @Peanits Wouldn't 00:00 UTC of the 2nd be 8pm est tonight? Wednesday?

    It's the 1st right now going into the 2nd.

    00:00 utc 2nd is just over 10 hours away.

    It's midnight UTC. It's a tricky thing to word, and timezone are the worst. Let me clear it up a little.

  • @[Deleted User] said:

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

    Thanks Peanits, i wish this was more clear or mentioned when its announced.

    This is basically 8:30 for us in Berlin.

    This website is very helpful https://everytimezone.com/

    I went ahead and updated the activities post with the times. We'll try to spread the word before it starts.

  • It'll start at 2PM EST May 2nd

    And it'll run to 2PM EST May 6th

    (EDIT: Updating with the new time.)

  • @LordziPL said:

    You are planning changing Anti-cheat to better one?

    The anti-cheat has been doing a pretty good job so far and there's no plans for that at the moment. Altering files in just about any game that doesn't explicitly allow modding will typically run the same risk. Making sure people can't edit files is an important part of an anti-cheat.

  • We do not actively hunt you down and ban you for doing so. However, since you are altering files, you're running the risk of triggering the anti-cheat. If that happens, it will ban you and there's nothing we can do to help. If you decide to do it, you're doing it at your own risk, but I wouldn't recommend it.

  • I haven't run either in a while. Lately I've been using Pop Goes The Weasel instead and I've been noticing some pretty good results. It doesn't slow things down quite as much as ruin, but good teams can't just power through it and it's a lot more consistent since it can't be cleansed.

  • @LordziPL said:

    You have planned date? Or it's really unknown - even for BHVR?

    We have a date planned internally, but in case there's any issues, we tend not to announce them ahead of time. We'd rather not tell you, "Hey, it's coming out on this date:" and then disappoint everyone if it gets pushed.

  • Soon™

    There is no exact release date just yet.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/451800#Comment_451800

    @Peanits should Beast of prey permanently remove it, or is that too bad for balance?

    I imagine having it permanently removed would make it a little too predictable, since the survivors would instantly know and start to play around it. Though this is more of a question for the designers.

  • While the red stain can be used by a survivor to tell which way the killer is going in a chase, you can also take advantage of this with the killer by turning around. If the survivor is depending on it to survive, they'll think you turned around and went the other way and start sprinting towards you. It's a great way to mindgame and can get you plenty of hits if done correctly.

  • That's alright, that's what the survey is for, after all. If there's something you really don't like the sound of, please let us hear it. It'll give us a better idea of what we should and shouldn't do going forward. You bring up an excellent point, though.

  • @Hoodied said:

    @MegsAreEvil Mori's punish the killer more than survivors you know that right?

    In terms of emblems, maybe. You'd have to really try to spin instantly killing a Survivor after only one hook into a disadvantage.

  • @MegsAreEvil said:

    Do we get the "not starting with 3 or less players"-Update before BP-Event starts? @Peanits

    That change will be in the mid-chapter patch, but there is no release date for that just yet.

  • It is part of the game. There are various perks and offerings that effect the chance to do it, and even achievements based on doing it. Right now there are no plans to change that.

  • The next blood hunt is May 2nd to May 6th.

  • @JoannaVO said:

    I don't know why it wouldn't be a feature, very illogical. I'm quite sure hatchets in your head would be lethal. Reward good players more please.

    Headshots on the huntress are actually much more common than you might think. Any time you hit a Survivor over a low wall, chances are you're getting a headshot. It's not exactly hard to do especially when you consider the size of your hatchet's hitbox, and it would be a pretty massive buff to an already very good Killer.

  • @PunL said:

    I am no fan of a downvote buttom either.

    Its one thing to vote smth up without giving an explanation, but to vote down is smth completly different. Especially in a communtity where there are tensions between the sides.

    This is just a test run. If it ends up getting abused or just makes everything feel negative, we can always take it back out. On the other hand, we also feel like it'll be a good way to show people that they're not alone and encourage them to speak up if they disagree.

    In any case, it's not permanent and we can make changes if need be.

  • @FSB75 said:

    https://forum.deadbydaylight.com/en/discussion/comment/449777#Comment_449777

    Thank you for the heads up. I didn't see an announcement and these forums don't have a "Dev finder" option (Where anytime a Dev or CM responds, those replies are listed).

    I really hope the PTB was a success and you got as much productive feedback as you were hoping.

    See you in the fog!

    You can find posts by people with certain tags by clicking the tags that appear under a thread. For example, clicking the community manager tag will bring you here: https://forum.deadbydaylight.com/en/discussions/tagged/community-manager

  • The 2.7.0 PTB is over. You won't be able to opt into it anymore.

  • @Poweas said:

    They didn't fix Spirit. @AlwaysInAGoodShape is back. I'm not as toxic as I used to be (thank god for this one). Er, Billy is now considered trash in comparison to Hag- who is 2nd best imo btw. Huntress is bugged with headshots instantly downing survivors.

    You missed a lot of bans, but mostly new people who didn't learn the rules though. Oh and Vote down is back, and I lost my 500 awesomes.

    @fcc2014 said:

    I didn't know about the insta down headshots on huntress. That actually makes sense though. Shame it wasn't an intended feature. They need to fix hit boxes though to make it work and be fair.

    There actually isn't any head hitbox to headshot, that's just a side effect of the very early dedicated servers test. We haven't done a pass on gameplay just yet so everything is designed to work on a peer to peer connection, and as a result, sometimes you'll have strange situations like a huntress hatchet applying damage twice before disappearing. It'll be fixed before dedicated servers go live.

  • @Theluckyboi said:

    @Peanits Is saying you are going to vote down a post bannable?

    Nope. Vote down is a way to show that you don't agree with something without having to type out a response. Saying you're doing it is a little redundant, but not against the rules.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/449503#Comment_449503

    But why no "Lol"...half of what I post isn't worthy of either a vote up or down...

    We could bring that back as well, although I would personally prefer a simpler up vote/down vote scale. You can always up vote something you think is funny. If it's something you guys want back, though, we can always reconsider.

  • @se05239 said:

    @Peanits Just a general observation but why have Vote Down taken the spot where Vote Up used to be? Shouldn't it just replace Awesome's spot instead?

    I'll see if we can get that changed. I don't have the ability to do that on my end.

  • @Orion said:

    @Peanits Let's put it in practical terms. Should I demand a golden statue à la Cristo Redentor, a golden pyramid, or just a small bust?

    A golden statue on top of a golden pyramid, filled with golden busts.

  • @SmokePotion said:

    @not_Queen

    Is this also the reason we have had reports of a few threads being deleted? (maybe some unforseen side effect?)

    @TheBean

    OMG weird science! I loved the movie, and the show.

    Totally unrelated. If you notice a thread disappear, it's either because:

    • The spam filter got hungry and ate it. It'll reappear as soon as a mod checks the spam queue and verifies that it's legitimate.
    • The post broke a rule and was removed by a mod.
  • The former is something we would like to do in the future, although nothing is set in stone just yet. We'll share more on this as soon as we can. The latter is a little trickier since it would require dedicated servers in order to work properly. If the Killer closes the game, for example, the match will end currently since the Killer is the host. With dedicated servers, it would be possible to keep them "in the game", but right now it's not an option.

    Regarding holding the game hostage and banning: We do already act on these reports, however, there's not always somebody watching around the clock. I'm not crazy about the idea of someone being held hostage and either having to leave and be timed out or stay and hope someone is around at that exact moment. This would go double since the person who's holding the game hostage could close the game and go do something else while continuing to grief.

  • @Orion said:

    @Peanits Now for the most important question... who else has Promote Read by BHVR reactions besides me, and how many do they have?

    Right now, not many, but that's going to change. We didn't really use it before and it should be much more common going forward.

  • We just made some changes to reactions.

    • Vote down is back. It won't hide your posts anymore.
    • Awesome has been retired (for now, at least). They did virtually the same thing as vote up but they were counted separately, making things a little confusing.
    • The mythical "Promote" was replaced completely. Now it's "Read by BHVR". Only BHVR staff can use this reaction. This is a way for us to show you that we've read your post even if we don't have time to respond.


    @Delfador said:

    Gen rush doesn't exist, it is just that killers can't apply pressure because they are bad at the game.

    Just checking down vote button if it works.

    Taking one for the team. We will remember you fondly.

  • @NoShinyPony said:

    @Peanits Can we please keep the "Awesome" function?

    For now, we're going to try going without it. Typically they were used for the same thing as up votes, but they weren't counted the same. You basically had two different scores that both meant the same thing. This way it's a little more consistent, your score isn't split, it's all together.

    We're just testing this out, though, we can make changes if it's for the best.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/449494#Comment_449494

    @Peanits he's pretty smart. Also forgive me for being a potato, but what is the vote down for anyway?

    The opposite of vote up. If there's something you disagree with, you can click that the same way you'd click vote up on something you agree with.

  • @Orion said:

    @Gay Myers (Luzi) Vote Down just came back. Was that you guys?

    I literally just clicked the button, how did you already notice?

    Yes, it's back for now. We're going to give it a try and see how it plays out. It won't hide posts anymore.

  • It's all part of my grand scheme, and I would have gotten away with it too if it weren't for you meddling kids!

  • @not_Queen said:

    Can we get your personal survival rate @Peanits 🤭

    It's about 0%, give or take. Probably take.

  • We're working on that right now, hang tight!

  • @SmokePotion said:

    https://forum.deadbydaylight.com/en/discussion/comment/449080#Comment_449080

    and NOW we finally get the real reason for SWF. it wasn't "always intended" it was a fix to a legit problem. Even if it's caused many more.

    That, or much less nefariously, it was a much requested feature and was added to make a lot of people happy. It was always planned, the question was when it would be added.

  • It'll be posted here when we have a date for it: https://forum.deadbydaylight.com/en/discussion/11/activities-and-livestream-roadmap#latest

    I'm not so sure about May 1st. The last one was half way through April so it might be a little soon. As much as I love those posts, doing them too close together would be a little pointless since there wouldn't be much new news to share.

  • @HarryToeknuckles said:

    How about publicly shaming them on this forum? That way we'll also know who to avoid playing with.

    That would be against the rules of the forums.

  • You would see something much like the beta where people would queue at the same time as their friends, check if they're in the lobby together, and then leave if they're not. It would greatly increase queue times for everyone. Survive With Friends was not around in the beta and it didn't stop anyone then, anyone who's really determined to play with their friends will still do so. The only difference is that you would annoy and chase away all the casual players who just want to play a game and chat with their friends.

  • @PiiFree said:

    So if I play with a friend and they forcefully pull the plug during the loading screen it won't cause an infinite loading screen? I don't think that's the case but I haven't had the chance to test it - but that's what I meant.

    If a player loses the connection to the host (for whatever reason) it causes an infinite loading screen. I suppose crashes are excluded from that, I already noticed that aswell.

    This would mean it's not really game related (or not exclusively) but can actually be done forcefully to piss off the other players.

    No, that wouldn't cause it. An infinite loading screen is when one person's game completely locks up. Only when that person closes the game through the task manager will it finish loading for everyone else.

    Pulling the plug could cause a slightly longer loading time as the game attempts to reconnect that player, but if it can't reconnect after a short amount of time, it will cut them out of the match and start without them. Even so, we're talking about a few seconds, not a significant amount of time.

  • To play Devil's Advocate, if you make chests less appealing for Survivors, wouldn't that encourage people to stop searching them completely and do generators instead? Ideally you would want them to search chests as much as possible since that buys you time.

  • @Ihatelife said:

    Tbh this problem should be more important to the devs than dedicated servers.

    In some ways, it is. The issue is that we'll need dedicated servers in order to do it properly. It was mentioned in the dedicated servers news post, but they will allow us to be distinguish between intentional and accidental disconnects and create a better system for punishing those who do it excessively.

  • @knell said:

    https://forum.deadbydaylight.com/en/discussion/comment/445284#Comment_445284

    @Peanits

    The Legion's power is not made to catch up with and then regular hit Survivors.

    Wait, I feel like I've completely missed something. From what I understood from the most recent Dev Stream, this is exactly what The Legion is expected to do.

    From the Dev Stream:

    Ethan: "So what you should do, is cancel Frenzy. You should not hit them a second time because it only gives them the speed boost and since it doesn't remove time from the Deep Wound timer anymore, it's a really bad move to hit somebody a second time with it. You should use the Frenzy to catch up with them and use whatever you use to cancel Frenzy..."

    not_Queen: "I'm going to play the Devil's Advocate here... but then you get a 4 second stun."

    Ethan: "You do, but if you hit them you get a 4 second stun AND they get the movement boost."

    I may just be having a difficult time following this conversation.

    @m1_hero

    Can you possibly make a spreadsheet of the numbers and calculations you made in the original post (and what they represent), as well as the calculations that Peanits made for us? It's a little too difficult for me to follow, so I would appreciate it.

    The context of that statement in the dev stream is that you already hit the Survivor with Feral Frenzy once. He's saying that you wouldn't want to hit them a second time with Feral Frenzy since that would give them a speed boost and also put you into fatigue, you would just want to catch back up and then cancel it.

    Stemming from that, what I'm saying is that the power is not made to be cancelled and then allow you to instantly press M1 to do a regular attack and down the Survivor before they have the chance to run away, which is why there's a fatigue when you cancel it. Basically you can use Frenzy to cover the bulk of the distance, but if you're counting on the fatigue being short enough to quickly catch up, cancel it and then get a hit, it's not going to happen.

  • Outside of Frenzy, his basic actions are exactly the same as any other Killer. Could you quote the exact bit that's confusing? I might be able to fix it if it's worded strangely.

    EDIT: I think I see the line you're talking about. It's giving you the time for similar actions for comparison. The Legion's breaking speed is the same.

  • @Lemming said:

    https://forum.deadbydaylight.com/en/discussion/comment/445241#Comment_445241

    You seem to be missing my point. Legion at his very best is a two hit killer. Being unable to down a survivor prior to the survivor reaching the next looping spot is basically the tale tell sign of subpar killers and why Killers who are a threat during the looping phase of the game are considered stronger. All the Legion's mobility means nothing for him in the looping phase as he can't down anyone during it with his power. Using his power for mobility results in a stun worse than a pallet or the NURSE. So he has all the weaknesses built in of the normal two hit killers but also lacks in the highs that are normally possible with other two hit killers such as Trapper's traps, Plague Broken, or Hag traps. It's a jack of all trades killer who fails at any individual role and doesn't stand out. He needs a niche and the current PTB version doesn't have one.

    To clarify that previous post, there's not really a situation where that would make a difference before or after the update.

    If you use it to injure a Survivor and then catch up, they would get a speed boost, the time you'd need to catch up, and then your fatigue time combined to get to the next loop.

    If you use it just to catch up to an already injured Survivor, they would get the time it takes you to catch up and your fatigue time combined to catch up.

    If you're already in a loop, you're a silly goose and using the power objectively wrong. This wouldn't have worked before or after the update, by design.

    In any of those cases, the Survivor would have plenty of time to get to the next loop, even before the update. The Legion's power is not made to catch up with and then regular hit Survivors. You would essentially just have a far more powerful version of the old Frenzy if you could.

  • @DarkGGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/445199#Comment_445199

    If the killer plays poorly then he/she can win if the survivors play even worst, on the other hand when the survivors play the best they can the killer can't win because you give so many slims chances. Best example when you play nurse for the first time you will lose the game except they are worse than you, but when you are master her you lose when the survivors use stealth and play save.

    What you've essentially just said is that if one side does better than the other, they will likely win. This is generally the case anywhere. If the Survivors completely outclass the Killer, they're going to stand a better chance at winning. If the Killer completely outclasses the Survivors, they are going steamroll right over them and kill all four of them.

    Although at no point is it a hard game over for anyone involved. As a Killer, you have an opportunity to kill somebody until they escape. As a Survivor, you have the opportunity to escape until the Killer kills you. When you end up in scenario where you have no chance to kill or escape, you're just waiting out the clock. That's something that's best to avoid for both sides.

  • @m1_hero said:

    @Peanits

    just want to thank you for the reply, and help with the calculations, as i could not find anything about the fatigue speed so thank you for that clarification. Also do you want me to edit a disclaimer at the top that they lack a key part of the equation that this post clarifies?

    with those stats i can properly calculate everything

    so without addons the 2.7.0A the time to catch up is now 5.2m in 8.7~ seconds

    while live is without addons is 3.9m in 9.75 which is pretty harsh again due to distance traveled.

    so now let's compare it with optimal addons for CDR

    2.7.0 : 3.055m in 5.092~ seconds with dirt and joeys

    2.7.0A : 3.9m in 6.5 seconds with dirt and joeys

    Live: 2.275m in 5.6 seconds with dirt and joeys

    but as we see it is both a nerf in time currently on PTB as well as distance, distance i would argue is far more important, and to call a 41.7% increase in distance traveled with a 15% increase in time it takes not significant is concerning.

    Distance means, pallets, windows and more are available.

    what i'm trying to convey is that these are some heavy nerfs 42~% increase from live in survivor distance gained is quite large this is why i'm suggesting a lower base fatigue time while also keeping a lower addon effect so as to give survivors time to escape if well positioned but if caught out do not have a guaranteed palet/window at their disposal.

    You don't need to update it. This is the point of a forum, after all, so we can discuss things. The real key here is that looking at this one change on its own is not the greatest way of looking at it. There's been a whole bunch of other changes to The Legion, more notably the base movement speed. The fatigue time goes hand in hand with the movement speed since that determines at which you would catch up to the Survivor after cancelling Frenzy.

    Ultimately it's a pretty nebulously thing since there's a ton of different factors to consider. e.g. Where are they? Where's the closest loop? Is the loop safe? Are you hitting them first, then catching up? What perks are they using? etc.

  • @Lemming said:

    https://forum.deadbydaylight.com/en/discussion/comment/445176#Comment_445176

    Most maps aren't corn fields. Dead Hard only provides a short amount of movement but it's often enough to reach the next looping spot. Right now Legion is lacking in mobility because of his long stun. It's gotten to the point on the ptb that I've taken to to just double stabbing the survivor with a button add on because it's faster than the stun.

    With that being the case, we're now talking about a scenario where:

    • The Survivor is already injured, you don't need to hit them
    • You used Feral Frenzy to catch up to them and then canceled it

    The most likely situation for this is if you were using Frenzy to injure them, then caught back up before cancelling it. If this is the case, the would have gotten a speed boost from the first hit which would allow them to easily get to a pallet or window.

    The only other situation is where you would for some strange reason use Frenzy to catch up to them when they're already injured and then cancel it. There's not really any sense in doing so if they're already in the open, since they have no pallet to use on you. It makes even less sense if they're already in a loop since they would be able to loop back around to the other side by the time your fatigue is over (in both scenarios).

    The scenarios where this predicament is actually going to be detrimental to you are very, very slim (if not non-existent). The amount of time you're going to save by closing the gap 50% faster in loops heavily outweighs the slight amount of time you'll be fatigued.

  • @Free_Hugs said:

    @Peanits So survivors should always have the right to escape no matter how bad they play, because they should always be allowed a "slim" chance, regardless of circumstances.

    Is that correct?

    You would be missing the last part of that post. If the Survivor plays poorly, they will go down, allowing you to hook them. If they do that enough, they will be sacrificed. As long as they're not dead, they still have the chance to turn that around and escape. It would be the same as a Killer that plays poorly. They might not win that chase, but they still have a chance to catch the next Survivor they chase.

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