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Peanits

Peanits

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Peanits
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  • While that would be very cool and would make for some awesome scares, it's also something you probably wouldn't want to do in an actual game. You would have to position yourself ahead of time and just hope that a survivor comes by. The entire time you're in that locker the survivors would be free to work on generators, so there's a good chance you would be sitting there for over a minute with generators popping off left and right just for a chance to get one hit.

  • I love that tile. It's good for some Scooby Doo style shenanigans if you've got Quick and Quiet.

  • No, that is not something we would ban for.

  • That change is going to take a little bit of time to take effect. With the way the emblem system works now, it's not a straight shot to rank 1 like it was before, you're more than likely going to rank up and down on your way there. It may seem small, but the change was based on the statistics collected since the previous rank change. We are able to see how many people would have pipped depending on how the thresholds are moved, and these new requirements should bring the numbers way closer to where they need to be.

    But it will take a little time to notice the changes in action. Hopefully you will see an improvement tomorrow after the ranks are reset since everyone will be starting on a similar playing field and ranking up at roughly the same rate.

  • The new matchmaking system was better for some, but worse for others. There were also edge cases where ranks would be mismatched and where the pings would be too high. We've taken the new system offline while we tweak it and we'll be bringing it back once we've ironed it out.

  • It is not considered to be cheating, you are safe to use it.

  • I play quite a bit of Trapper myself and I could maybe get behind that change. Three things would concern me, though:

    • It would a little predictable. Trapping pallets and windows is what everyone expects and they tend to be the least effective when playing against good players. If it's guaranteed to spawn there, everyone would be checking pallets and windows every time.
    • You can throw the pallet down on top of a trap and vault over it. It's not super common knowledge right now, but if traps started to spawn in pallets consistently, people would quickly catch on and use that to avoid them. You would then have to move them manually anyway.
    • You can also just dead hard over a trap. This would be a problem with very safe pallets (basement of Badham Preschool, for example). The survivor could dash right over it while you have to stop and pick it up. Normally this would be your fault for placing a trap there, but if it just spawned there, you get hurt because RNG said so.

    With that in mind though, I do really like this idea. This would make The Trapper a lot more competitive in the early game. It would be really cool if they could spawn at random points along a loop, but I'm not sure how possible that would be.

  • The menu music tends to change with each chapter or event and tends to match the theme of the chapter or event. The one you're hearing right now is themed around The Plague. Eventually it should switch back, it's not permanent.

  • To play Devil's Advocate, why would I ever use Empathy if they had the same range? Or a perk like Aftercare where I get a longer range but have to earn it? Bond is already a pretty popular perk in its current state, buffing it drastically might be excessive. If you'd like a slightly larger range, you can always throw on Open Handed.

  • This would assume that four perks means one kill, which wouldn't be true in the first place. It would also generally hurt build diversity since you would have enough space to run just about all of the best perks, which would get stale sooner or later. The current system limits the number of perks you can equip so you can't become a jack of all trades.

  • We've been keeping an eye on the feedback for the emblem changes. We know it can be a little demanding sometimes and you might do well and still not pip. It's something we're going to be looking into as soon as we can.

    For the last bit, the percentages can be a little confusing. The number it's showing is not the percentage of the total for that thing but rather the percentage of the score contributed to your emblem. So in this case the iridescent lightbringer emblem requires a total of 270 points and powering a gate completely will give you 15 points. 15 / 270 ~= 6%. So powering one gate will get you 6% of the way to an iridescent emblem.

  • @OMagic_ManO said:

    Dedicated Servers.

    Soon™.

    I went ahead and pinned this thread for a while. Keep them coming!

  • This is an interesting idea in theory, but in practice you would mostly see a meta of the characters with the best perks (Meg, for instance, has two very meta teachable perks and Quick & Quiet, which is also pretty decent). With survivors being cosmetic, it also gives people the freedom to play whichever character they like and makes it easier for the killer to keep track of who's who. If everyone ends up playing the same survivor, you would have to keep track of small differences, like which cosmetics they have equipped.

  • We haven't announced what/when the next event will be, but we'll be sure to let you know once we've got some details to share.

  • The one major issue here is that it would take 80 seconds to fully repair a generator alone. In this time, a killer can very easily patrol all of the remaining generators and listen for one that's been worked on. This creates a stalemate where the survivor does not have a long enough window to actually finish a generator, so they likely end up hiding until they get an opportunity. You would end up with a very similar scenario to a hatch standoff, only instead of standing around the hatch they would be hiding around a generator waiting for an opportunity that will only come when the killer gets bored and gives up.

  • That change would likely bit a little much for solidarity. A standard heal takes 16 charges (1 CPS), and likewise, two heals would take 32. If you got a full heal from healing someone else, two heals would only take 16 seconds (half as long). This can be combined with a perk like We'll Make It to heal two people in only 8 seconds. That's a quarter the amount of time that it would normally take. Those two survivors would be able to go back to generators and repair, getting over half the generator done between the two of them.

    That's a pretty big game changer, all things considered. Unless the killer hovers around the hook they stand to lose two injuries in just 8 seconds. Not only is it a great for time efficiency, but it would completely remove a killer's pressure.


    That's an interesting idea for Corrupt Intervention, though. 120 seconds might be too long in the late game. I almost wonder if it would be better if instead of blocking a generator for a long time, it instead blocked the one that was closest to being repaired for a shorter time and showed you which it was. That way you can get a hook and make your way over to stop it from being powered, rather than having it block a generator that nobody's working on anyway. This way it would also work very well with a perk like Pop Goes The Weasel.

    Thank you for the suggestions!

  • Might be a silly question, but are you using headphones or speakers? You've really gotta' rely on directional audio to find people and speakers won't do that too well. You might also be able to predict where they're going just by using your noodle (e.g. Are they going to keep looping, or are they going to try to sneak away)

    Worst case scenario, you could always try to injure them first. A really quick phase will give you the speed boost at the end without making you lose them. At shorter loops there's not much they can do to avoid it. Once they're injured they should be much easier for you to track.

  • Back when the game launched, we all thought wraith was OP. Old, easily visible from a mile away, no windstorm after uncloaking wraith too, not this new actually decent wraith.

  • @BBQnDemogorgon said:

    @Peanits I miss when we would get streams or videos with info every Thursday.

    I don't understand how communication has been cut so much when the team is bigger than ever?

    Recently the community team has been busy with PAX among a few other things, and I only started a week ago myself. Aside from that, we tend not to do streams unless we have new information to share, just so we're not repeating the same news week after week. Lately we've mixed it up a bit and started to do other activities like play with the devs events. If you're ever not sure what we're doing, you can check here: https://forum.deadbydaylight.com/en/discussion/11/

  • We are working on fixing it, but unfortunately we don't have any news to share just yet. We have previously fixed some instances of the infinite loading screens and crashes that were causing that (notes: https://forum.deadbydaylight.com/en/discussion/55352), but there's still more to it. Unfortunately since bugs are unpredictable, we can't give an ETA. We'll keep you posted as soon as we have new info to share.

  • I'm not sure how much that would change, if I'm honest. Map offerings already allow you to have some control over which map you play. If you don't want to play a specific map, you could always burn an offering for any other realm.

    Being able to specifically block a map, on the other hand, means that you're actively preventing someone else from playing on a map they like. Or in the event that a new map is added, someone could ban the new map just to troll everyone else. More importantly, I can see that creating a meta for map bans where everyone starts banning maps depending on the survival rate, and then you'd never end up seeing those maps.

    Short version, you can already somewhat do this with the existing map offerings, and that way you don't lose the map variety in the process.

  • Currently the first part is not possible due to how the game works. Right now, the killer is the host, so when they leave the match more or less stops existing. Dedicated servers are on the way, however, and theoretically this could happen once those are in since the killer would no longer be the host.

  • @PolarBear said:

    @Peanits How about we delete the ability of opening the hatch with the key and also remove ebony and ivory moris from the game (or at least rework them). Both give a huge unfair advantage that shouldn't exist on either side.

    It wouldn't be my call to make, but if it's something a lot of people would want to see, I suppose it's possible.

  • Slugging (the term for what you're referring to) is a valid tactic and there are a bunch of perks that both help the killer slug more efficiently and help the survivors counter it. A killer can bring deerstalker, for example, to keep tabs on the downed survivors and knock out to stop the other survivors from saving them. Meanwhile survivors can run unbreakable or no mither to recover on their own or tenacity to crawl faster and recover while they're at it. If the killer does decide to do that, a survivor can quickly sprint over and get you up in a fraction of a second.

    Allowing anyone to recover from the dying state without any perks, even if it is only once, would greatly reduce the effectiveness of the strategy.

  • Pharmacy, especially when you use it in the basement. If someone's not running self care and needs to find a medkit, they'll look for a chest, and they're usually look there first because there's guaranteed to be a chest down there. One person brings the perk and anyone who needs it can get a quick heal. Then you can open the other chests quickly to boot.

  • @Raccoon said:

    Did you know that people should be able to converse before/after game without being exposed to racist, sexist, homophobic, and self-harm promoting vitriol?

    I leave my chat open, if only for a chance to get garbage humans permanently ejected from the community if they attack myself or others for no reason.

    :D

    Not all heroes wear capes.

  • @TheBean said:

    @twistedmonkey yee... I get what you are saying... but emblems are the reflection of skill and playing the way the devs want. If you are at the same rank, then you should be roughly the same skill level. So if you are the survivor being chased, it is important to lose the killer.

    The OP mentioned they couldn't lose them... so their skills are matched. Who then plays better?... The survivor who is trying to break the chases, but can't... or the killer who can't win the chase but won't leave that chase either.

    If you got someone who is really good at chases, they will want to the chase to go on for 5 gens, without them every attempting to lose the killer. That player shouldn't be rewarded.

    However how do you tell the difference between the legit player who can't beat the killer, or the player who can beat the killer no problem, but chooses not too.

    I'll throw a scenario I ran into the other out there just for thought, but you could also be going against a killer like Freddy who sees your aura once you leave his terror radius. I would agree that you would ideally want to lose the killer after a while, but it is also important to consider the times where that's not an option.

  • If you know about about how the maps are built, the average tile is 16 meters across (though a few are larger). Using that, you'll know that as soon as whispers (tier 3) activates, somebody is exactly two tiles away.

  • Having a key give you a guaranteed self unhook on your first hook would be a little much. It's crucial for a killer to get that early hook to get the momentum going in their favour.

    Hooks are one of the few ways killers can consistently apply pressure to survivors (so long as they are on the hook, they cannot work on generators and someone needs to save them or else they will die), while things like healing are optional. By making it too easy for a survivor to unhook themselves, the killer would lose their ability to apply pressure early in the game. The second the killer leaves, the hooked survivor would be able to hop right off while everyone else continues powering through generators. I would compare it to the old decisive strike where a DS after your first chase completely changes the entire match.

    Increasing the charges on keys would be interesting, though. I have experimented with keys a couple times and they are pretty handy. If they lasted a little longer I would definitely considering using them more often.

  • Thanks for the feedback. This would be very nice for someone who gets chased for the entire match and doesn't get a chance to work on any generators themselves. EDIT: I went ahead and passed this on to the team.

    @powerbats said:

    https://forum.deadbydaylight.com/en/discussion/comment/408618#Comment_408618

    Yeah but how do you determine it from match to match though, I mean the other 3 could be great in 1 match but horrible in the next and vice versa. I mean you could have it be that the more the others do in relation to the botter so to speak the higher the group reward for participating is.

    But then that's probably a royal pain to try and code if you take the 2 doing something while the looper keeps occupied. You also wouldn't get 5 gens with just 2 on gens since eventually the killers going to down the looper or switch targets.

    @NoShinyPony I'm not sure why the tagging isn't working properly.

    It has to do with the new rich editor. The old one would automatically @ the person you're quoting, but this one does not do that. We're looking into getting that fixed as soon as possible.

  • As long as you've reported them in-game, you're all good. We will take care of it. In-game reports will save the chat logs and all the other info we would need to deal with that report. I've passed this on to our ACM team as well just to be sure.

    Regarding the messages on Steam, unfortunately we aren't able to police what happens outside the game, so you'll have to report those directly on Steam.

  • It's not something we actively ban for, it is treated just like any other DC.

  • @BBQnDemogorgon said:

    @Slayer But then that one dev Janick or whatever would get downvote spammed every time he says he won't buff a killer after ptb.

    I think that's why LOL was removed. People LOL'd the devs.

    It's a little more complicated than that, but the short answer is no, that has nothing to do with it.

    Originally we have up vote, down vote, awesome and lol. Down votes, unfortunately, had extra functionality attached to them that would automatically hide a post when it reached a certain number of votes. In a perfect world that's good, it would get rid of spammers and bait really fast. But what ended up happening was that anyone with a slightly unpopular opinion was basically silenced because their posts would keep getting removed. Not ideal, to say the least.

    Once those went, lol became the new down vote. We were okay with this at first, but later on people started to abuse this by creating alt accounts to mass lol people they disagreed with. We also had a few run-ins with bots that would give people thousands of lol's over night. Some folks who were around at the time can verify that. We got rid of those before they became more of a problem.

    It would be great to have them back, but we need to make sure they can't be abused first. For now, if you disagree with someone, you can explain why our upvote a post that says what you want to say.

  • @Delfador said:

    I am a solo survivor, while I understand your problem with SWF and OoO, I get punished heavily just because somebody else decides to run a perk.

    I don't see this change happening.

    This is the issue I'm seeing with this as well. Particularly if you're a stealthier player, your playstyle gets dictated by a perk that somebody else on your team is using. One person on the team using Object of Obsession means the killer gets to know your location almost all the time.

  • A certain percentage of your total matches in a given period of time. Sorry, I should have been more specific.

    @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/405142#Comment_405142

    @Peanits, and that is the problem. In a Ranked mode, the first DC should institute some sort of temporary ban, with the time escalating for subsequent DCs until it reaches a permanent Season Ban. Enough season bans, and it's a game-ban. Which is how pretty much how every other Ranked mode in the industry handles it.

    I get that Behavior, for some mind-boggling reason, thought it a good idea to only have a Ranked mode in DbD. But you can't have only a ranked mode, and then treat it like it's Quick Play. In a QP format, there is usually a DC threshold before a punishment is enacted. You can't do that in Ranked where you expect people to grind the Rank and put their time and effort on the line. Ranked mode tells players that this mode is Competitive. There's no other definition for players.

    Either DbD needs a second non-ranked mode, rank just needs to be removed, or the penalties need to change to treat it like the Ranked mode it is. Right now, Behavior is treating it like a Ranked-Quick Play hybrid, and that is the core of the problem. You can't have it both ways in a single mode with the player base.

    This would be ideal. Right now we are doing the best with what we have available, but in the future we would like to move towards a system like you described where punishments for DCs are more immediate. With dedicated servers, we should be able to better distinguish between what is an intentional disconnect and not. It would definitely need a little bit of leeway though since everyone has an emergency every now and then.

  • Disconnects are not reportable. DC bans are all handled automatically once someone disconnects beyond a certain threshold.

  • A big part of it is down to the fact that a "win" is a nebulous thing in Dead by Daylight. For some, a win is getting all four kills. For other it's about ranking up. Some just play for hooks, some for points. The same goes for the survivor side of things, more or less. When someone is just playing for kills, it makes sense for them to camp or tunnel people. That is the fastest way for them to get to their goal. It wouldn't make much sense if they're after bloodpoints, though, since they'd be much better off spending their time chasing (especially if you consider BBQ & Chili).

  • One of the issues with this is that certain characters would be incredibly undesirable because not all of these perks are on equal footing. Take Boil Over and Mettle of Man, for example. If you had to choose between the two, it's a pretty clear cut choice as to which is the better option.

    The other thing that you would lose in this is build diversity. Saboteur and no mither go hand in hand, allowing you to capitalize on sabo-saves and get yourself back up when the killer drops you. By making both perks exclusive to different survivors, you lose that build (or at the very least, you need to go without saboteur and be less effective at it in spite of it not being very powerful).

    To a lesser extent, you also don't really want everyone to play the same survivor. Imagine you're in a lobby with four Laurie's and they're all running decisive strike. One gets unhooked by another injured Laurie, and now you can't tell which one is which because they're wearing very similar outfits. If you start chasing the wrong one, you're wasting your time because Laurie gets decisive strike and you just accidentally tunneled them off the hook, so you'll just have to leave them there and wait for the timer to run out. For killers it is not an issue since there is only one killer at a time, but being able to distinguish between two survivors in a given match can make a difference.

    Just spitballing an alternative, but if the idea is to stop multiple second chance perks from stacking, you could maybe have a status effect like exhaustion to prevent others from activating after one is used. That would have the same effect but still allow people to play whichever survivor they want.

  • @DwightsLifeMatters said:

    As far as I know steam doesn't allow Refunding DLCs, I might be wrong tho.

    They fall under their regular policy, where you need to make a request within 14 days and play it for under 2 hours. Though I think they're a bit more forgiving if you just bought it right before a sale starts.

  • @Hoodied said:

    @Peanits Xbox, NA

    Is DLC 30% off?

    (not online atm)

    From what I can see, Xbox NA has the Darkness Among Us and Halloween chapters on sale for 50% off.

  • The new matchmaking system was switched off a while ago, but there have not been any changes recently. The new system is going to be tweaked before it is put back online for further testing.

  • @Weederick said:

    https://forum.deadbydaylight.com/en/discussion/comment/404809#Comment_404809

    On PC, rebinding turn left/right to Q/E.

    When you press Q/E, it always steers the chainsaw the same way at maximum steering. You get the same curve and you can turn 180° instead of 90° in the first second for some reason. And you cant oversteer and lose control immediately after charging that way.

    The speed that you can turn with the mouse is the same as the speed you can turn with the keyboard controls. It's the same as if a controller player pushed the stick all the way to the left or the right, they all max out at the same amount. It's just a quality of life difference, it provides no benefit over whipping your mouse across the desk like it's on fire and you're trying to get it away from you.

  • The game is 50% off, deluxe edition is 60% off, and DLC should be 30% off, though it may vary depending on your platform and region.

  • F

    Depending on the platform you're on, you might be able to contact support and see if they're willing to refund the difference to you. Steam is pretty good about doing that, if I recall correctly, can't speak for the others personally.

  • The hillbilly gets a significantly reduced turning speed after chainsaw sprinting for a short distance. If they are charging towards you from outside your terror radius, they should not be able to make a sharp turn and hit you. With a little practice, you can dodge their chainsaw by positioning yourself behind something or by changing directions. The hillbilly will have a hard time correcting their chainsaw in time.

  • That's a very interesting idea. It sounds like they would be able to get around that map pretty easily. The terror radius bit might have to fade in and out so it's a little less obvious. Having an instant terror radius would be a dead giveaway that the killer is using their power.

  • @BBQnDemogorgon said:

    @Peanits Why do you guys let them insult others though/talk down to opponents? You guys have Fog Whisperers calling killers dumbasses and insulting for not playing how they want or picking on them if they're new saying how bad they are.

    You're in streams all the time peanits couldn't you keep tabs on toxic behaviour and report it?

    In terms of in-game bans, we cannot enforce what happens outside of the game. However, any streamers that are affiliated with us have guidelines to follow and will be warned if they stray outside of them. If the behaviour keeps up we would sever ties with them.

  • Thanks, I will save this for the team to review.

    @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/403382#Comment_403382

    3 times a year would be great, with balance fixes every month. The schedule could be like this:

    January- New DLC.

    February- Balance change

    March- Balance change

    April- Balance change

    May- New DLC

    June- Balance change

    July- Balance change

    August- Balance change

    September- New DLC

    October- Balance change

    November- Balance change

    December- Balance change.

    @Peanits would this schedule work?

    That would be way above me. I'm just here to take feedback and share news.

  • We don't give special treatment to anyone. Regarding disconnects specifically, the current system is based on a threshold. If someone disconnects above a certain percentage of their matches over a period of time, they will automatically be flagged and banned. There is no filter for who gets these bans, the system treats everyone equally. Some of the streamers you see play the game for six or more hours per day and play a large number of matches. In comparison, the percentage of their matches that they disconnected from ends up being relatively low.

    The system is not perfect at the moment and we hope to improve it sometime after dedicated servers launch. In the meantime, we are doing the best that we can with what we have available.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/403271#Comment_403271

    @Peanits

    I hope you also take into account the number of people using MoM. Because in my games I rarely see MoM used. I am either Solo or part of a 2 Man SWF, but other Survivors dont use this Perk. And I rarely see any Ashs after Release Day.

    I couldnt care less about a change of this Perk, because I am not using it, but it is ridiculous that people cry about it even before it is actually live for a longer time to give ACTUAL Feedback and not just Doomsday scenarios.

    Usage probably would not be too useful in this instance because it's still a relatively new perk, and for a paid character at that, so most people have not had the time to unlock it. When we collect feedback, we're looking for both what people like and dislike about it, not just a "nerf yes or no".

    We'll be sure to keep you updated when we have news to share.

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