Peanits
Peanits
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- Peanits
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You can prevent them from doing so by closing the hatch first.
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We're collecting info on audio issues in general (quiet footsteps, audio occlusion, spirit audio, etc.) and bringing them to the team. Unfortunately I don't have any concrete changes to give you just yet, but we are looking into it.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/436817#Comment_436817
You're a genius.
@Peanits can you also make sure those sound bugs with her that give her away are prioritised too?
We've seen a lot of feedback on various audio issues and we've been bringing them to the team. I can't make any promises just yet because bugs are unpredictable, but fingers crossed.
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Freddy is still in the early stages at the moment and is not ready for the PTB just yet. He will take a little longer since he is getting a full rework unlike the Legion. We'll be sure to share more info when it's a little closer.
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The killer is able to hit people through a window, though. It's not a solid barrier that blocks all hits. The hitboxes, for what it's worth, are working as intended. What you're noticing is most latency. The fast vault animation is very short (half a second). If you have even 100 ping, that's 20% of the entire animation from the moment you start vaulting to the moment you land and regain control.
There's also some movie magic going on where the game will move the killer and their camera to make the hit look like it connected, but that happens after the game checks if the killer hit them or not. The key there is that the hit detection happens first and then it goes through the theatrics.
The game will be moving to dedicated servers soon™, though, and with that you can expect some changes to be coming that way. We'll be reviewing the hit detection when that happens to make sure everything solid. Details here: https://forum.deadbydaylight.com/en/discussion/59068/dedicated-servers-status-update#latest
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@Cake1100 said:
https://forum.deadbydaylight.com/en/discussion/comment/438235#Comment_438235
Can you define 'last chance', please? Like do you mean that if they have been temp banned previously, since I've been previously banned before and on a new account after 2000+ hours on this account with a clean slate (meaning no temporary bans EVER on this account), I'm now again permanently banned for doing a bug which I didn't know was bannable until it was announced, although, I only did it twice.
Basically if you were previously on the last step of the ban escalation process. So:
1 day > 2 day > 1 week > permanent
If you were on one week before, your next one would be permanent.
This is NOT the case for disconnection bans, which follow their own system. If you had a one week disconnection ban in the past, you wouldn't be permanently banned for your next ban, for example.
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@Dr_Trauts said:
https://forum.deadbydaylight.com/en/discussion/comment/438235#Comment_438235
is there a time period between ban escalations? like if someone got temp banned a few months / a year ago. would their temp bans reset or could they be perma banned?
Right now, no, there is not.
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Orion nailed it. Temporary bans escalate based on your ban history. If someone was banned multiple times before and on their last chance, they would have been permanently banned.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/437103#Comment_437103
Will everyone in the PTB be playing on dedicated servers or is it going to be a (random) portion of players?
Once they are enabled, everyone who's on the PTB will be using dedicated servers. The progressive roll outs will be used when they are deployed on live, not the PTB.
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@ChesterTheMolester said:
Most telling part is that they thought Wraith needed a nerf.
The wraith was not nerfed. He only received two changes:
1: An audio change upon cloaking (not uncloaking).
2: Removing the delay after uncloaking before you can attack.
If anything, the wraith is more powerful than before.
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This is a good question. A big part of it is to make it easier for most people to understand. While a really hardcore player wants to know the exact numbers on every single add-on, it's going to be overwhelming for a more casual players who when they start looking through add-ons only to find a wall of numbers. Having to update add-on description is a fairly small factor. Generally when add-ons are balanced or changed, the descriptions need to be updated anyway.
It might be nice to have an option to toggle between detailed and simple descriptions, though this isn't something that's on the table at the moment.
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The hatch will spawn just like it did before. The only difference is that now regardless of how many generators have been completed, the hatch will always spawn when there is only one Survivor remaining. Basically if three people are dead and there's still 5 generators left, you don't have to play the hide and seek world championships.
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This is part of the End Game changes. With the Survivors on a short timer, they can't afford to go around taking a trap off before leaving. Putting a trap on a Survivor after the End Game has already started would be a death sentence particularly when paired with Blood Warden. Traps applied before the last generator was powered will still be active, so you'll still be able to
These changes are just on the PTB for now, though. We'll keep an eye out for feedback and make changes if needed.
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Keep in mind that this is going to be an early test. There's still work to be done. Please be sure to report any weirdness you see after they go live. We want to iron it all out before they go live.
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You will be able to, yes, although it will be fairly faint.
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@Mat_Sella said:
but why is my Open-Handed GREEN? DISGOSTANG!
I messed it up, there should be a very rare one now.
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@Plu said:
https://www.youtube.com/watch?v=JeimE8Wz6e4
By the way, do you think it would be possible to do one for each member of the Legion ? If not it's fine, i just wanted to know because i like my Susie.
Good question. Right now we're just using the character portraits, and all of the Legion members are together in that. I suppose it's possible, but we'd probably have to go bug the art team for renders of each one, and they're pretty busy as is.
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@Delfador said:
I really hope they add Items, powers and addons tbh. It doesn't seem likely but one can only dream.
I spent over an hour adding all the perks one by one, so it's definitely possible. Add-ons might be a bit ambitious, though. That's ~20 per killer alone.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/435512#Comment_435512
What do you mean with "set in stone"
Basically the regions we launch with are not permanent. If we need servers in a certain part of the world, we can always revisit that down the line. It'll make a lot more sense once we're ready to announce it.
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They are still on the way. Keep in mind that the ones we showed off today are for after the mid-chapter patch, and the PTB for that only starts tomorrow.
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I can't say just yet, but we should have more information on that very soon(™). When we do end up rolling out dedicated servers, we can always make adjustments and move into different regions as need be. The regions we will have are not going to be set in stone from day one.
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Yes, it's double bloodpoints. 1.5x was a Blood Rush, which was something we tested out.
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If you have seen these cosmetics before, I would be impressed. They're brand new.
Also Blood Hunt early May.
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@TheVVitch said:
https://forum.deadbydaylight.com/en/discussion/comment/434705#Comment_434705
Would you guys ever add a bunch of hooks in one area unique to one map. Similar to how there's now a clump of lockers on The Plague's map?
I wouldn't say that it's impossible, but lockers are not procedurally generated at the moment, they're baked into each tile, which makes it possible for that to happen. Hooks, on the other hand, have their own special rules and show up in different places each time. In a way, this is already the case with the basement.
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It's a little something that you haven't seen before. Nothing huge, but a nice surprise.
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@Milo said:
Also a question.... why do you have, in your name, on forums the same thing twice?
https://us.v-cdn.net/6030815/uploads/038/HMT1OOP8UDGH.jpg
Just noticed that
One is just a list of roles, the other is a handy-dandy button. When you click it, it takes you to the next post in that thread by a person with that role. Same goes for the tags in the subforums, they'll jump directly to the first post in the thread with that tag.
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The contests section has always been there, we just moved the old events into the archives to clean things up.
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Two steps ahead of you.
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Temporary bans will progressively get longer each time and eventually become permanent. Details can be found here: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
Outside of that, not much else happens. There is a record of your past bans but it won't affect the game in any other way. As Orion mentioned, we review each report on an individual basis. We do not ban based on reports alone.
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Once the PTB launches and you have feedback, of course. Until then, see the previous crow of judgement.
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@Hoodied said:
No, its tomorrow, they are getting ready for it today
Correct. I'm just cleaning up and sticking the old ones in the archive section and getting the new one ready for tomorrow.
@BBQnDemogorgon said:
@Milo I'm tempted to say first but i don't want @Peanits to send me to prison 👀
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Short answer: They might be.
Long answer: They are procedurally generated. The game will try to place them a certain distance apart as much as it can, but each map also has a minimum number of hooks. If that number has not been reached and there are no more valid spots for hooks to spawn, it will ignore the rules and spawn them wherever it can. This is why you can sometimes end up with two or three hooks really close to each other.
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@Entità said:
@not_Queen @Patricia @Peanits @Shelby With dedicated servers, could we have all the vintage versions playable, with ancient rules, maps, animations and mechanics? It would be amazing! **
Dedicated servers would actually make it harder for that to happen since those old versions of the game do not support dedicated servers.
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That was just a debugging command for demonstration purposes. You won't be able to open the gates at any time, only when they are powered.
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@Vortexas said:
https://forum.deadbydaylight.com/en/discussion/comment/427587#Comment_427587
For the same reason Legion looses his power if he misses a hit? That is if I read the nerf properly.
That is not the case. The Legion's power is canceled if they miss, it is not depleted. It's the same as just about any other Killer where missing your power puts you on a short cooldown. Or if you want a comparison, where a Survivor misses a skill check and blocks progression on the thing they were working on for a few seconds.
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Legion update Q&A WITH Ethan Larson
Following the massive turnout for our Q&A on the upcoming Legion update, we decided to take some of the most frequently asked questions and answer them today! If you don't see your question here, there's a chance it will appear in the livestream next Thursday.
Will there be an update to the Deranged Pursuit trophy?
We will be updating the description on some platforms to reflect the new requirement, which is as follows: "In public matches, as the Legion, down 25 different Survivors that have Deep Wound applied."
Since deep wounds no longer decrease within the terror radius, have you considered making mending a healing action so it works with Nurse's Calling?
With this change in mind, we have considered classifying mending as a healing action. This would mean that all healing perks, not just Nurse's Calling, would affect mending. Mending will not be considered a healing action for the PTB, although this is something we can experiment with in the future if it is deemed necessary.
Will you still gain stacks for perks while using Feral Frenzy?
This has not been changed. Any perk that could gain a stack from a frenzied attack prior to the update will continue to gain stacks after the update.
Will the Legion's scoring events be increased since Feral Frenzy will be used less frequently?
There have not been any changes to Legion scoring just yet. We will be monitoring how this plays out on the PTB and make changes if it is necessary.
What kind of add-ons can we expect with this update?
Many of the Legion's add-ons have been balanced or changed with this update. Here are a few examples:
- Iridescent Button: No longer requires a Feral Frenzy hit in order to break pallets.
- Smiley Face Pin: Added a 60 second Blindness status effect when Feral Frenzy hitting a Survivor with Deep Wound.
- Defaced Smiley Pin: Added a 60 second Mangled status effect when Feral Frenzy hitting a Survivor with Deep Wound.
- Frank's Mix Tape: Removes 25% of the bleedout time.
Why is Deep Wound now based on terror radius?
Previously, the Killer could turn around and follow the Survivor backwards to avoid a chase. This creates a situation where the Survivor could not stop running without getting hit and downed, but also bled out from their Deep Wounds if they continued running. With Deep Wound instead based on terror radius, this is no longer possible.
Don't see your question here? We may be saving it for the live Q&A session next Thursday. If you haven't had a chance to ask a question yet, there's still time. If there's something you'd like to see answered, you can post it in this thread: https://forum.deadbydaylight.com/en/discussion/57974/
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To play Devil's Advocate here, say the survivors power the last generator and I have one guy slugged and I'm chasing a second. I down the second guy, open a gate to start the collapse, hook my slug, hook the second guy. Now the remaining survivors have about 60 seconds (slowed) to save the people on the hooks and leave.
Not too bad, right?
Now let's throw bloodwarden into the mix. The gates are blocked for 60 seconds. Unless the survviors are super smart and leave them on the hook while bloodwarden expires, they're not going to be able to escape.
Or even a more likely scenario, you throw NOED into the mix and down someone as they go for a save. You hook them and that knocks off that last minute. Everyone's dead.
It's a neat idea, but it would be a little silly in practice.
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It will not, though the timer is slowed for the duration that the survivor is hooked.
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End Game Collapse Q&A With Guillaume Bourque
Due to the huge amount of questions received in our Q&A thread posted earlier today, we asked Guillaume Bourque some of your most frequently asked questions ahead of next week's live Q&A. There's far too many questions to go through in one sitting, so be sure to tune in next week if you don't see your question here.
Will the Left for Dead achievement/trophy be changed?
There are no plans to change the achievement at this time. A Survivor can still power the final generator before the Killer finds and closes the hatch, though the window for doing so is smaller.
Will the hatch still spawn if there's more than one survivor left?
The hatch spawning rules have not changed aside from scenarios where only one survivor remains. The hatch will spawn under the following circumstances:
- 4 Survivors alive: Five generators must be powered. Hatch is closed.
- 3 Survivors alive: Four generators must be powered. Hatch is closed.
- 2 Survivors alive: Three generators must be powered. Hatch is closed.
- 1 Survivor alive: Hatch will spawn regardless of generators completed. Hatch is open.
Will any end game perks receive changes?
Most end game perks will remain unchanged, but there will be tweaks to the following perks:
- Remember Me
- Left Behind
Will perks like NO One Escapes Death still activate if the End Game Collapse is triggered early?
Yes, these perks will still activate regardless of when the End Game Collapse is triggered.
What will happen to Fire Up if the end game collapse starts before all generators are powered?
You will keep the stacks you have at the time that the collapse begins, but you will not receive stacks for the rest of the generators.
If the hatch is opened with a key, can the killer close the hatch? Will this start the end game collapse?
Yes, the Killer can close the hatch if it is opened with a key, and this will trigger the End Game Collapse. The hatch can be re-opened once closed with a key.
Can the killer open the exit gates at any point in the trial, or only once the generators are powered?
The Killer can only open the gates when the generators have been powered.
How does the killer open the exit gates?
The Killer has a short interaction similar to the Survivors. This interaction is much shorter than the Survivor action and resets if it is interrupted.
When does this go live?
These changes will first appear in the PTB starting on Tuesday April 23rd. They will be included in the mid-chapter patch on live game at a later date.
Don't see your question here? We may be saving it for the live Q&A session next Thursday. If you haven't had a chance to ask a question yet, there's still time. If there's something you'd like to see answered, you can post it in this thread: https://forum.deadbydaylight.com/en/discussion/58169/
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Heyo. The forums have a spam filter built in to prevent bots and such. It also checks when you edit a post so someone can't get around the filter by creating a legitimate post and then later editing it to be spam. Sometimes it'll also catch a legitimate post, sadly. When that happens, the post gets sent off to the mods and needs to be approved before it appears.
I went ahead and approved it, it should be back now.
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@DarkGGhost said:
Why in the video ( 0:32 sec) the endgame start even tho the are 4 gens left and 4 survivors alive ?
To avoid some confusion, I'll just answer this now. That was just a debugging command used for demonstration purposes. That won't happen in a normal game.
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If you are not intentionally abusing it, you should not be banned. We are reviewing our data to ensure that only those who are intentionally abusing it are targeted.
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@TheBig_BadPig said:
@Hoodedfengm1n obviously fix all that stuff. I'm just talking about core mechanics between the Killer and Survivors.
You would also have things like 60 second generators, vault/pallet vacuums and permanently sabotaged hooks. The game has come a long way since then. If you need to fix and balance a bunch of things first, you're not really playing on 1.0.0 anymore.
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@Branflakes said:
https://forum.deadbydaylight.com/en/discussion/comment/421460#Comment_421460
Are the bans going to be permanent or similar to the asylum glitch where people got unbanned after about a week?
There are temporary bans and follow the normal ban escalation, as mentioned in the rules. The only time it would be permanent is if the user already has a history of bans.
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/424146#Comment_424146
@Peanits Why bother? You've already shown time and time again that you don't care whatever feedback we provide through the PTB.
You might as well just push the changes live and don't care more about it. It'll have the same outcome, except less community frustration from being ignored once more.
That's not true. The Spirit, for instance, went into the PTB with a pretty negative reception, then after receiving some minor changes, became one of the more popular killers. There may not be time to make massive changes to something on the PTB, which is why they will sometimes take a while to implement (Legion, for example), but minor tweaks are definitely possible.
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I was shocked that there weren't more threads about it. Compared to how many there were when it wasn't showing up, I would have thought there would be parties in the streets right now.
Where's the BBQ & Chili parade? 🙃
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It will be on the PTB first. If it is necessary, they could always be changed. It's worth noting a few things, though:
- Although the speed is lower, Feral Frenzy is longer. Overall, you'll be able to much much further than you could before which will make it easier to hit multiple survivors.
- Using Feral Frenzy against an already injured Survivor wouldn't be a good idea in the first place, since all it would accomplish is applying Deep Wounds to them.
- If you miss an attack, your power will not be depleted, it will only cancel. For example, if you have 75% of your charge left, you will start recharging from that point. It does not go back down to zero just because you missed.
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@KillermainBTWm8 said:
Would you consider giving less of a harsh penalty than losing your power completely for missing attacks?
@Supernaut said:
When missing with an attack, will the frenzy bar be completely depleted, or will you get a head start on your next charge?
Just want to clarify quickly because this has come up a couple times: You do not lose your entire charge if you miss an attack, your frenzy will just end prematurely. So if you have 75% of your meter left and miss, for example, you don't lose that remaining 75%, your power starts to recharge from that point.
