Peanits
Peanits
About
- Username
- Peanits
- Joined
- Visits
- 6,101
- Last Active
Comments
-
@[Deleted User] said:
I just got a beautiful "GO K**L YOURSELF" just recently. Replied with "reported :]" and asked if he had anything else to say so I can bait out the ban lol. The weird part is I actually got at least 10-12 hooks on all survivors so I'm not sure what he was so mad about.
Baiting them on is not going to work. We read the chat logs and we'll see that you're egging them on. If you're trying to make them mad, you can't be shocked when they end up being mad. It's best to just report them and move on.
-
I'm torn so I'm going to cheat and pick two:
Change the trapper's random chance to escape a trap with a set time.
OR
Change Windows of Opportunity to be always active.
I'd love either of those.
-
@BACKSTABBER said:
But guys @Peanits @Chaotic_Riddle when you are doing a gen the killer is gonna find you and tunnel you to death, end of story
does anyone have video proof?
If they come to find you, start making your way towards the hatch, take a hit and use the speed boost to get there first. Very few killers will be able to prevent that, the exceptions being something like hillbilly that can instantly down you.
-
That would be pretty neat. It reminds me about what happened with the spirit: https://forum.deadbydaylight.com/en/discussion/14150/new-killer-teaser
(It totally wasn't a teaser, for the record, but it got people looking at tiny details to figure out what's coming up.)
But I'm a big fan of ARGs that lead to reveals, or just clues for what's to come.
-
Of course. Take the hatch. If the hatch is being guarded, work on a generator. If the killer comes looking for you, take the hatch. If the killer does not move, do another generator. Repeat until there are no generators remaining and then either power a gate and escape or if the killer leaves the hatch, go to the hatch and escape.
You've got the upper hand in a 1v1 once you've figured out where the hatch is. Only a small handful of killers can prevent you from taking it.
-
Yikes, that's definitely not okay. I wasn't planning on working tonight but I went ahead and took care of that now.
-
I don't know if I watched the wrong video or if I'm just missing something, but what I just watched was a guy who made some mistakes and had a bad game, even stood in the basement doing nothing for a while, but still wound up with a 2k. It's one thing when the killer is playing very well and the game is over in a couple minutes, but I'm not really seeing where the issue is here. If you mean to say that you should get a 4k when you start off the game getting looped around the shack and miss 5/6 hatchets and then sit still not applying any pressure for ~20 seconds, I would strongly disagree.
We all have bad matches. I have my fair share too, but I tend to look back and think about what I could have done better. Nobody's perfect.
-
That would essentially reward survivors for letting each other die and punish the killer for killing. All I would have to do is bring a map that tracks the hatch and then I could stick a marker on it with a glass bead. Once one survivor dies, there would be a lineup at the hatch and all three remaining survivors would escape. If you're playing with friends, your friend on the hook could also coordinate and let themselves die so the hatch opens for everyone else.
-
@Eninya said:
To be honest, original killers allow a lot more creativity in aesthetic and gameplay.
Sure, Michael Myers is iconic, but his gameplay isn't... particularly interesting from either side.
Comparatively, the Hag, Spirit, and Legion were a lot more interesting.
I would disagree there. Myers is the only killer to this day that still creeps me out. I love turning around to see him just staring at me.
-
@Dwight_Confusion said:
Yeah things are getting better.
Need to get the hatch stuff under control for sure. This is my favorite game, and I hope my passion isn't mistaken for rudeness. I enjoy the game and have invested lots of time and money into it.
You wouldn't be sticking around giving feedback if you didn't like the game. Even bad feedback is good feedback.
-
I don't see why not. This isn't the sort of game where you're at a significant advantage by using a mouse/keyboard. Survivors move the same regardless of your control type, as do killers. Certain killers can be a little harder to use on controllers (nurse, huntress), but the survivors you're playing against aren't going to change that.
Not to mention having everyone playing together means faster and better matches, and make it possible to play with a friend who plays on a different platform.
Bill might be an issue, though, since he's PC exclusive.
It would be pretty cool. Hopefully this will be possible once dedicated servers come along, although I don't believe this is planned for now.
-
You can find details of the deal here: https://www.starbreeze.com/2018/03/starbreeze-sells-rights-to-dead-by-daylight-to-behaviour-for-usd-16-million/
But it would be pretty silly to do that since Starbreeze recieves royalties from sales as part of that. Licensed killers are great, but there's also a lot of ideas for original killers in the works too.
-
@Nikkiwhat said:
And where exactly is the team taking said feedback from? Because I've had 3 great and reasonable matches and then one completely BS with the Matchmaking that honestly had a massive egative effect on my entire experience.
Most of it is collected automatically, like when a rank 20 player gets matched up with four rank 1 players, or when someone waits ten minutes for a match. That's something that is very easy to see with data alone. The rest comes from people reporting unusually long queue times or unbalanced matches. Just last week, for example, there was a test that caused issues for some people.
-
There is no way to tell for sure, although you may be able to guess if you've got a keen eye. Part of the reason why it doesn't display which matchmaking system it is using is to not skew feedback. If you know it's on, you're going to be paying extra close attention to queue times, ranks, and other things you might normally neglect.
The simple version is that if you get a bad match and it happens to be on, that feedback is still collected.
-
Not killing someone isn't bannable. If you force someone to farm when they don't want to, it is, but throwing gas bottles at them isn't forcing them to do anything.
-
Depending on when you play, you may or may not even be on the new matchmaking system. The new system is going through intermittent tests to make sure it works properly. A couple days ago there was a test that caused issues for some, for example, and it was later switched off.
-
I'm torn on that. On the one hand, it could be good, and it's a way to buff it without being overpowered and it would have counterplay. On the other hand, the killer can hard counter that by just remembering where the hooks are or by getting lucky and having a hook it in the open. It wouldn't be consistent, is what I'm getting at. Sometimes it'll work and be great, other times it'll do absolutely nothing. Other perks that follow that sort of design (unbreakable, for example) tend not to get used very much. Most people would rather take a sure thing if even if it is a little weaker.
I don't think it could hurt though. I can't see how that would be abused or break the game.
-
Could just give you bloodpoints instead, like the shrine.Condorloco_26 said:I'm on board. It would spice up gameplay a lot. Either BP or shards as rewards would be nice. @Peanits proposes even teachable perks, but what happens if we already have them?
-
I'm an Associate Community Manager, which is a fancy way of saying I'm one of the guys that deal with game bans. I just hang out here for fun and pass on the good ideas/feedback I see.yes said:@Peanits said:
Chaotic_Riddle said:Ah, so it would stop the negative affects caused by say...Ruin or Thanatophobia?
If I understand it correctly, it would prevent the killer from breaking the generator.
This is a sorta' neat idea. I'm not a huge fan of the current one. It's not really satisfying to use but it would be overpowered if it did more. Preventing a killer from regressing the generator would allow you to 99 a generator and leave it for later, and that could be interesting. The killer would know if they tried to break it but that doesn't change the fact that they can't do anything about it.
It also doesn't speed up progress, so I'm all for it.
Or maybe it could be taken a completely different way and prevent failed skill checks from regressing, but I don't see how you could "slow" that.
Are you a dev or one of the forum managers?
-
In-game will work as well, but you can also do a ticket if it's someone you didn't play a match with (or in case you forgot to report them).Slay___ said:@Peanits said:
Slay___ said:@Peanits said:
Save files are not saved locally anymore, they are stored in the backend and have been for quite a while now. You cannot just swap out your save file for someone else's anymore.
You may have a copy of it in your files, but it will not do anything.
This has been the case since 7.3.2018, however..
There still is a way I have seen people with Steam accounts created in May 2018 and after having legacy clothing in-game.
No idea how that's done with save file being in the cloud server and never touching your local hard drive.
Maybe the server accepts specific requests to the save file or you can alter it on first time you launch your game if it checks for existing save files on your local hard drive.
What you're talking about has been fixed since then. If you find someone that you think had cheated, you can send us a ticket at support.deadbydaylight.com/hc/en-us and we'll take care of it.
I have used in-game reporting for those, where I write the Steam account creation date - most frequently they have a private Steam profile but that doesn't stop me from reporting them and finding the approximate date of account creation.
Is ticket required?
-
Those of us who deal with reports play the game regularly and have seen it all. We know the difference between lagswitching and normal lag. We aren't going to ban you if you haven't done anything wrong.
-
That would be nice to have. Maybe you could even have teachable perks as rewards of they were hard enough to do. Something like "Get a merciless victory with 5 different killers".
-
What you're talking about has been fixed since then. If you find someone that you think had cheated, you can send us a ticket at support.deadbydaylight.com/hc/en-us and we'll take care of it.Slay___ said:@Peanits said:
Save files are not saved locally anymore, they are stored in the backend and have been for quite a while now. You cannot just swap out your save file for someone else's anymore.You may have a copy of it in your files, but it will not do anything.
This has been the case since 7.3.2018, however..
There still is a way I have seen people with Steam accounts created in May 2018 and after having legacy clothing in-game.
No idea how that's done with save file being in the cloud server and never touching your local hard drive.
Maybe the server accepts specific requests to the save file or you can alter it on first time you launch your game if it checks for existing save files on your local hard drive. -
If I understand it correctly, it would prevent the killer from breaking the generator.Chaotic_Riddle said:Ah, so it would stop the negative affects caused by say...Ruin or Thanatophobia?
This is a sorta' neat idea. I'm not a huge fan of the current one. It's not really satisfying to use but it would be overpowered if it did more. Preventing a killer from regressing the generator would allow you to 99 a generator and leave it for later, and that could be interesting. The killer would know if they tried to break it but that doesn't change the fact that they can't do anything about it.
It also doesn't speed up progress, so I'm all for it.
Or maybe it could be taken a completely different way and prevent failed skill checks from regressing, but I don't see how you could "slow" that. -
That is thy holy pizza delivery boy.
But the beam of light is a map add-on. It lets you place a marker that all other survivors can see. -
Save files are not saved locally anymore, they are stored in the backend and have been for quite a while now. You cannot just swap out your save file for someone else's anymore.
You may have a copy of it in your files, but it will not do anything. -
That changes nothing for a SWF group, though. We could all be on generators and ask each other how many totems we've cleansed. If you have to stop doing what you're doing to think deeply about the single digit number of totems you've cleansed I would agree with you, but you don't have to. You can keep doing things while you say a number to your buddies.MRose said:SWF currently have to communicate what totems are done and retain that information. Now they don't have to do anything. Going from Doing Something to Doing Nothing to get the same info? A buff.
You keep saying "I'm a killer main" like that means anything...
-
It would be a nice change. The issue I do see though is that so long as you're giving people everything, a lot of people are going to use the best things they've got available to them. While it's important to see what that'll be like so rarer add-ons can be balanced as well, if you can just use very rare and ultra rare add-ons every game as the new killer, a bunch of people would.
I think it would be best if you have everyone the same stuff to start out with. All perks, a couple of each add-on up to rare, then left the rest up to progress made from playing. That way very rare/ultra rare stuff stays rare and doesn't become the norm. Let's not forget that KYF is there if you just want to have everything and run the best add-ons the entire time. -
Little known fact, pizzas make a great shield in a pinch.benzos said:this is the best part of the outfit. who carries a pizza like that. lol im dying.

-
That would be pretty neat, although I think having the progress save might be a little much. You could 99% certain pallets to make people think they're safe only to instantly break them (shack pallet, for example, since it's a go-to place and you can count on someone going there at some point). It would also cause some animation issues since there's no good way to show the killer breaking the pallet in 1/100th of the normal time, so it would just look like it exploded.
-
Typically updates drop around 11AM. It's currently ~2:30PM over here.
That's not too say it can't come out after that or that it is or isn't coming out today, but that's just when updates are usually released. -
That is correct. The trapper's Rogi mask was made by a community member and later added to the game.Orion said:They have, actually. If memory serves, one of the first Trapper masks ever was community-made. The devs bought the design from its creator to be put into the game as an alternate skin.
-
If you want a serious answer, it's info like average queue times, whether or not there are any edge cases where people are not getting lobbies, whether the matches are good matches (decent ping, close ranks, etc.). It seems like there were some issues so it's going to be held off and tweaked until it's working properly.Master said:I really wonder what kind of data BHVR wants to collect.
How many games does it take to draw away a beginner killer facing rank 1 squads?
-
Wretched shop should not have two windows open on the same wall, but it is normal to have one on the big wall and another on the opposite wall (by the basement location). If you've got two open on the same wall, that's likely a bug.
-
I assume you're talking about the person that attacked Benedict in his journal entries? If so, that was not an upcoming killer, that was the trapper. You can tell by some subtle clues, but this one's also a dead giveaway.
Tainted with the foul serum, my wound had swollen with lymph, at which point my assailant returned. Most of our fight was a blur, but I can recall red tears trickling down his gruesome cheeks as I clawed at his face. And some moment later when I kicked him, sending him crashing into a brick wall. The power I felt then… there are no words for it. I now know that there is truth to Vigo's methods. Another cry. My assailant, now chained in the cellar, must be getting restless. This is just the beginning.
This lines up with the second cutscene seen here, in which you can see the trapper rocking his Hallowed Blight look:
https://www.youtube.com/watch?v=Qa_-lWHbT9QUnless we're talking about Benedict himself, in which case that bit's still a mystery. Though anything tying the Hallowed Blight entries to a new killer is purely speculation, it was never announced that it would tie into an upcoming killer.
-
I've been seeing a couple of reports recently and something may be broken. Some people are able to get lobbies just fine while others are experiencing long queues, mismatched ranks, and high pings. Unfortunately it's 3AM over here and everyone's asleep, but it should be looked into as soon as possible.
-
Oh no, how did it leak.
Welp, surprise's ruined, pack it in boys.
-
By that, I just mean slots, not necessarily points. I definitely don't think loadouts should be any more restrictive than they are now.Tom_Peters said:@Peanits said:
I've wanted that exact thing for quite a while. It would be a nice change, though I think 12 slots might be a little silly. I'd probably cap that at 8. One of the skills people (should) learn as they play is how to tell which perks their opponent(s) are using, and trying to nail down 12 would be a little much. I worry that if you can take 12 perks, you'd just become a jack of all trades.I do really like the idea though, it's a great way to make weaker perks worth using without constantly having to tweak and rebalance them.
12 relatively useless perks though. I mean, would having Deja Vu, Dark Sense, Kindred, We're Gonna Make It, No One Left Behind, Calm Spirit, Leader, Hope, Detective's Hunch, Lightweight, Premonition and Resilience, for example, really be that big of an issue?
I do understand your point though, on paper it seems like a lot. But I still don't think it would break the game at all. Those perks are all seriously not that great, even when you have that many of them.
The numbers are all subject to change though. Like if we used your example of 8, and the best perks cost 3, then that would make the current survivor builds impossible and that might make the game too hard for them.
It is up to the developers to choose what the perk's value is, but anything that allows you to sacrifice better perks to have more perks is a change in the right direction!
-
I've wanted that exact thing for quite a while. It would be a nice change, though I think 12 slots might be a little silly. I'd probably cap that at 8. One of the skills people (should) learn as they play is how to tell which perks their opponent(s) are using, and trying to nail down 12 would be a little much. I worry that if you can take 12 perks, you'd just become a jack of all trades.
I do really like the idea though, it's a great way to make weaker perks worth using without constantly having to tweak and rebalance them. -
The matchmaking currently sticks you into a queue and tries to find a good match. If it can't find a good match after a certain amount of time, it'll gradually lower it's standards until you do get a match (better to play somebody than sitting there waiting forever). In this case, the killer likely had a long queue since they're rank 20 and the game would have tried to pair them with other rank 20 players, which is a fairly limited pool since 20-15 is reserved for new players.
There's a new matchmaking system on the way and it should help with that. It will hopefully fix the longer queue times so it doesn't get to the point where it gives you whatever it can get. -
I used to volunteer for Starbreeze, the publisher at the time. They asked if we wanted to join an alpha test for an asymmetrical horror game.PhantomMask20763 said:
How did you find out about it, if you dont mind me askingPeanits said:Around March 2016. Boy how things have changed.
Then I never got an invite anyway, but I filled out the application like everyone else and got in the second round. -
I would be inclined to agree, but this change would basically be just for solo players. A group can already share how many totems each of them has destroyed to figure out how many are left, but a solo player has to check the entire map. Having that information available to everyone would help being solo players closer to a SWF level, which would allow killers to be properly balanced around coordinated groups. Putting it on a perk would mean that solo players have to use a perk slot to get the same information as they'd already have if they were playing with friends.Tzeentchling9 said:Include a token count based on the number of totems left to Small Game instead.
Not to mention it could benefit the killer as well. If you can see how many totems are left, you'd be able to tell if NOED is going to activate or not. -
It's a little harder than it sounds, but yes I'm on board. That's why I'm behind adding things like a totem counter somewhere in the UI. A premade group can easily share how many totems they've cleansed, but a solo player must check the entire map to tell how many totems are left.
-
Around March 2016. Boy how things have changed.
-
That would definitely be possible, and personally I'm all for it. But it would also increase the file size of the download by a fair amount. I'm not sure if it would be worth while in the end since some people have slow download speeds or download caps, and most people would end up skipping it after the first time they watch it anyway.
-
@Bbbrian2013 said:
@Peanits said:
They've got no reason not to. They have items, if they don't take them they're just going to sit there collecting dust. Not everyone is amazing at the game and able to survive no problem every time. If they go up against a good killer they might struggle, and the item might help them out.It's basically like me asking, "Why do killers bring add-ons? I can kill people without them." There's no reason not to bring them if you've got them.
So do i have your permission to bring Frank Tape+ Cold Dirt and an ebony? 8-)
You don't really need my permission, they're in the game, go for it. Have the time of your life and use your add-ons and offerings like they're going out of style.
-
They've got no reason not to. They have items, if they don't take them they're just going to sit there collecting dust. Not everyone is amazing at the game and able to survive no problem every time. If they go up against a good killer they might struggle, and the item might help them out.
It's basically like me asking, "Why do killers bring add-ons? I can kill people without them." There's no reason not to bring them if you've got them.
-
@AntiJelly said:
Hmmm. This one could be several maps. It could be Lery's, or Suffocation Pit, or any Autohaven Wrecker map, or Disturbed Ward. Possibly either of the Backwater Swamp maps.
Let's start with, maybe Suffocation Pit?
That's the one. I guess "a lot" was a little vague, but you got it anyway.
-
@Mc_Harty said:
Hint: Why is there a cow in here?Lery's.
I like this, this is neat.
Hint: A lot of people died here.
-
@Arroz said:
@Peanits said:
@Arroz said:
@TheMidnightRidr said:
I have to disagree. Just as @Peanits said in a previous discussion, using that philosophy, a mori will counter Hope, No One Left Behind, etc. since you never got to use them. The only real counter perk that is available (that I see anyway) is rancor which is fair.I dont understand you??
To explain a little further: A mori is not necessarily a counter to DS, a mori just kills you outright. You can't use any perks if you're dead. By the same logic, a mori counters Hope and No One Left Behind because they never have a chance to activate because you're dead.
That's not to say that moris aren't OP, and I'm totally okay with them and insta-heals going, but to say it's a counter is a stretch.
But my question is, how to use ds when you just got hooked against a mori?
I would like too see what you think about this dsSucced a skillcheck will auttomatically stun the killer for 3/3.5/4 seconds and dropping you. You get the broken status effect for 70/80/90 seconds. You get exhaustion for 30/35/40 seconds and Hindrered speed for 15/20/25 seconds..
So why this change they cannot use a insta heal or make the chase longer (is the principal problem of ds)You wouldn't, in the same way you wouldn't get to use an end-game perk if you died before the end game.
If it's not making the chase longer, I have to question what the perk is doing. Surely if they chase isn't longer you would hit DS and immediately go back down, but that wouldn't be worth a perk slot. One of the bigger issues with the current DS is that it can be used with no pre-requisite, meaning the first chase you get in a match can be extended with DS. This is a crucial part of the match and DS can wildly throw that off. If you don't get that early hook, there's no pressure for the other survivors to do anything but generators. I feel like as long as there's no requirement to activating it in the first place, it's not going to be any less frustrating, annoying, and powerful.