PhantomChimera
PhantomChimera
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- PhantomChimera
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Comments
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@Tanadris said:
I will continue to say it and I will DIE on this hill.
I STERNLY BELIEVE:
Maps are ALSO factored in your games if you don't use offerings. That is the hidden x factor in their MMR, along with putting you with better groups of survivors. I don't care if it can't be verified without thousands of player-side games. I don't care if I sound like I'm complaining.
Certain Killers I use CONTINUE to get the SAME MAPS that can be CONSIDERED UNFAVORABLE for their power. With a degree of consistency I DO NOT believe is coincidence.
Where did you read that MMR is a factor in choosing maps? Sometimes it may seem that way however I have not seen consistency to support that theory.
I frequently play killer and on some of them I get 3 to 4 sacrifices per match and still get sent to maps that are opt for them. Others I don't play so well on and will get maps that are difficult for the killer I am playing.
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I am hoping they add more to the survivor perspective of the Mori. I like the killer perspective however the survivor one seems lacking.
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Could have him say those lines to.
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@Thusly_Boned said:
IF the differentiation could be made between someone unplugging their cable and getting booted, I would be all in favor of absolutely dropping the hammer on people who DC multiple times in a day. Like starting at like an hour and escalating quickly to days of ban time.
Many of those of DC's I see are done after being picked up by the killer or being hooked. Perhaps a check could be used to see if they are DC in conjunction or within a certain amount of seconds following one of those in game events and add an additional penalty if it is.
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@Icaurs said:
The Dc penalty is useless, and your idea is flawed. Disconnect penalties simply don't work in a game like DBD, when a player can be removed from a match partway through. You could extend the timer so it starts at 24 hours Players will just tab out until the killer kills them. Currently all the DC penalty does is punish players being held hostage by hackers, people who legitimately lose connection and force people to remain in matches where they simply have no reasonable chance of winning, just to feed the ego of the other side. It should have been removed a long time ago.
Things were considerably worse when the DC penalty is not active so it isn't useless. Losing connection doesn't appear to be an significant issue at the moment. The only time I have disconnected recently was due to a problem on my end. If someone doesn't have a stable internet connection/meet the requirements for the game then they should resolve that before playing instead of negatively impacting the the other players(survivors and killers alike) in the match.
I have also never been held hostage by a hacker. Didn't know that was a significant issue either.
The DC penalty is a means to prevent players from disconnecting and negatively impacting the games of the other players. For the survivors this is a game of teamwork. If a player has no intention on being a part of the team then perhaps this game is not for them.
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@Aurelle said:
https://forum.deadbydaylight.com/en/discussion/comment/2809348#Comment_2809348
Usually when a new chapter comes out, it's littered with bugs that can either cause the game to crash or force you to DC.
Really this game shouldn't have a DC penalty with how buggy it can get, but it's here anyway so... Oh well, I guess.
I haven't been experiencing or aware of any game stopping or crashing bugs recently. To what are your referring?
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@Aurelle said:
No, I'm not going to wait 15-30 because my game crashed or an emergency happens. Until that issue gets sorted out, the DC penalty can stay where it's at.
What game crash issue? I am not aware significant issues at this time. I haven't had a disconnect due to a game issue in a while now.
As for emergencies perhaps you have however I have never had one resolved in less than 30 minutes anyways so it was of no consequence. I don't rage quit either so my penalties when I do get disconnected have rarely been over 5 minutes and never over 15.
I wouldn't mind waiting the occasional 30 minutes just to get the problem under control. They are negatively impacting the game from both a survivor and killer side.
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@Ripley said:
It's really frustrating when a player DC just as you pick them up or hook them.
I don't know why it happens so much in my matches. I try not to make it about me, because it is the player choosing to DC for whatever reason. I do think "this player was not having fun".
Do BHVR even care to analyse ragequits in matches to see what design problems cause it?
It's not a design problem. They are obviously not being camped or tunneled since it is only their first time being hooked for the match.
Someone has to be the first for the match. Someone has to be the first one to get caught and hooked. Disconnecting just because the player is the first survivor hooked or even if it is your first hook raises the question if this is the game for the player doing so or games involving teamwork for that matter.
A important telephone call or someone at the door that is potentially a reason to disconnect. Getting up to get something out of the microwave, tripping and breaking your leg(Yes I actually did this once. It was a different game however seem like a good reason to disconnect. :P) is a reason to disconnect. A match not going your way isn't.
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@Shroompy said:
I mean if you spent 10 minutes getting chased and your team didnt do gens, was it really a skilled play in the first place?
Obviously not. It was a waste of my time. Distracting the killer was pointless since they weren't going to do anything anyways. Sure wasn't a fun match.
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2798800#Comment_2798800
it is, people get them confused a lot i think
I was assuming the killer would be Sadako from Ringu. When the OP mentioned Samara I thought I maybe I had heard wrong and it was going to be based on the U.S. version.
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@Mercês said:
Samara Hype Hype
I thought the DLC was based on Ringu and not the U.S. adaptation.
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As a killer I just leave them on the ground to bleed out. If someone heals them then I tunnel them and put them in a dying state again. As a survivor I have started just leaving them in a dying state if the killer puts them down and leaves them their to bleed out for abusing this perk. If enough killers/survivors do this then perhaps they will stop.
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I use Lightborne if I see one. Not only does it make it useless it makes them easy to track down if they try to use it on me.
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@jamally093 said:
Basically teabag a teammate at hook and not bother rescuing it basically shows they never win in this game and wanna being a little #####.
But what if your playing Jonathan Byers and another survivor is playing Steve Harrington. If Steve was on the hook would it be OK to just watch as the timer dwindles down to nothing? 😀 Especially if their is a survivor playing Nancy Wheeler in the match.
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@Gigante said:
I entered a match where the 4 were abusing the boil over in the RPD, I didn't have to hook them because there was no hook nearby and they always escaped from my arms. If I left them on the floor, they'd be up with Boon in a matter of seconds. The match lasted a eternity until I gave up and left.
Is that reason to ban? They didn't want to play, just annoy and hold the game as long as possible. Frustrating and ridiculous.
If you left the match prior to it's conclusion then yes that is a valid reason to get the disconnect penalty.
If they are playing in this manner just go look around the map and let them go about doing the generators. Once they are all done open one of the exit gates yourself and start the EGC.
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@tippy2k2 said:
Those ranks mean absolutely nothing (to the point that I don't get why BHVR even has them on your opponents screen).
All those represent is how much you've played since the last ranking reset. So a baby survivor who has played a bunch of matches this month might be Red while a God survivor who has played longer than you've been alive somehow but just hasn't played this month would be Ash.
Your actual rank is hidden. No one knows what their or their opponents actual rank is.
I like the MMR system. It is much better at matching than it's predecessor. As for the displayed ranks if the listed ranking is for how much you have played why does it go down sometimes after a match?
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I don't know why survivors use Decisive Strike however from what I have seen it is not meta. Most of the time when I see a another survivor have they either never have a chance to use it, fail the skill check or the killer gets them anyways. Their are more effective perks to use to get away from the killer.
The the same can be said for Dead Hard to a lesser extent. You can use it more often that Decisive Strike however it frequently results in being caught anyways.
I either don't see Borrowed Time used that much or just don't notice it so not sure on that one however the other two are a waste of a perk choice.
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I will disagree on this. To begin with many players do want this system. Before MMR the problems were worse. Players were abusing the old system. Getting into matches that did not match their play skill by manipulating the old system on significant scale. MMR has done a lot to resolve that issue.
How many hours someone has played doesn't automatically coincide with the skill of that player. I have played for thousands of hours and their are some killers I am terrible at playing and their are some that I am good at playing. Same goes with survivor. Their are some killers I am good at playing against and some that I am horrible against.
Their is a post recently made on these forums that explains how MMR systems work. It is long however I suggest you might want to read it. MMR has improved the games matchmaking system considerably.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2776605#Comment_2776605
Thanks for explaining it to him.
https://forum.deadbydaylight.com/en/discussion/comment/2776608#Comment_2776608
Many people ask me what's the point in doing this. It's why I added the 2nd bottom paragraph to explain it. Clearly it isn't properly explained still.
Is there anything in particular I should clarify that would help others understand this better?
I was under the impression it meant to just do the red line stuff. Maybe add in something to the effect of doing them only and then explaining what the colors are for after that.
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@Midori_21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2776454#Comment_2776454
He's not saying only complete the red challenges. He's saying do every challenge, but only collect the ones on the red line, and don't collect the yellow circle challenges until later.
Oh ok I see now. Thanks for clarifying.
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@Midori_21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2776107#Comment_2776107
Because you can't reach later challenges without collecting prior challenges.
That's the case whether your follow the path above or do them all.
Following the red path in the OP provides 145,000 BP give or take. Doing them all gives another 275,000 BP give or take. Either way you have to unlock the earlier challenges to get the later ones however by doing them all you get more BP banked up to use later. Isn't the point to have more saved for later? Doing every challenge in Level 1 will give over 300,000 BP to save for later.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2775937#Comment_2775937
Read the 2nd bottom paragraph of the post
But why not just do the whole thing and save all the blood points instead of just the ones along the line? The goal is to save as many as you can for later isn't it?
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Just curious what it the point of following this path? Why not just do the whole thing and get all the bloodpoints?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2772180#Comment_2772180
Oh you were the killer, my bad.
Yea I was the killer. I frequently let the last one go. More time consuming if neither of us can find the hatch.
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@Seanzu said:
Must have been a UI bug as the hatch doesn't spawn unless there is only one survivor left now
Their was only one survivor left. They had to complete the generators on their own. I was nice enough to let them do it. Plus I got to keep searching for the hatch.
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@Sepex said:
I'm pretty sure it was there, sometimes it appears in weird spots.
Maybe beneath the map or in the sky? :P
I could not think of anywhere else to look. The survivor was even looking for a time and nothing before they started back up on generator(s) and I kept looking. I never found it and I can't think of any place on that map I left untouched.
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NOED is easy to overcome. It's always been smart to get rid of the dull totems. Now their is an even better reason to go after the dull totems with the addition of Boon totem options. As for Dead Hard I haven't seen anyone use it effectively in a long time.
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The players who disconnect when things aren't going there way.
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I went up against him twice last night
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@ThanksForDaily said:
BHVR why forcing us to play there?Who told you that we want that.
"But i like this map" Yes, you and other 10 ppl.
So, map offerings until the map is gone.
It's more than 10 people. A lot more. Many players want to play it before it is gone forever.
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How is Switch even able to run a game like this? Isn't it basically just a glorified hand held game system?
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When I'm playing killer and the ques are really fast like they are at night I give them 30 seconds to ready up. If they don't I leave to find another match. When the ques are fast for killers I frequently find matches faster by getting a lobby in which that all the survivors have already hit ready as soon as I enter.
If the survivors are waiting for 5 minutes or longer for a killer their is little reason for them to not be ready to go as soon as one joins the lobby.
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When I am impacted by a Steam disconnect I usually get 5 minutes and I have never more than 15. If your at 30 minutes their is something your not letting on to. The 30 minutes sounds warranted.
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It is way too early to tell one way or the other.
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@scachich said:
https://forum.deadbydaylight.com/en/discussion/comment/2518069#Comment_2518069
i can confirm steam did not go down
It did go down earlier. Affected more than just Dead By Daylight. I couldn't get into any of my Steam Games. Steam has had quite a few issues this week.
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@GannTM said:
My friend is streaming and he’s also having troubles. Apparently steam is down.
Yea I just looked it up on down detector and it is almost 60,000 reports of it being down. :(
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@Terrortot said:
Steam is having platform issues, apparently this is normal maintenance time but something else is wrong.
Cute :(
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@Aneurysm said:
Well they disabled dead dawg for having an uncleansable totem but didn't disable lerys which apparently also has one
Idk consistency isn't their strong point
Didn't they fix the one in Lery's? I haven't been on that map inaa while.
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@Acee said:
call me whiney all you want i paid 20 bucks and then some for this i expect the things i purchase to work correctly
Software always has bugs. Whether it be a game, operating system, productivity software and so forth. The larger the program the more likely they are to crop up and the more difficult they are to track down.
As you are probably aware Dead By Daylight is multi player and cross platform. Combined with the many other elements of the game it is no small program. Perhaps you should try and make a game of this size. It might give you some context. If you expect any piece of software you use to be bug free then your in for a disappointment.
Also $20 dollars is nothing compared to what many of us have put into this game or other games for that matter. The things you are complaining about are annoying yes, game breaking no. Scope wise you are complaining over pretty much nothing.
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@BlobberBob said:
This is the second time in three days my internet glitched and I have been locked out for 24 hours. #########?!?!
The ban is justified. Their are 4 other players every match who are negatively impacted when you disconnect. Stop queuing for matches until you get your internet connection issues resolved.
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@BrodieDBD said:
I keep getting disconnected from my matches for a network connection error and getting banned from matchmaking because of it. It's been happening since the bug fix patch so clearly it's something to do with the game, not my PC or internet.
If was the game or the patch more people would be experiencing issues which isn't the case. As such It would seem like it is on your end. The issue could be many things. It could be any of the hops between your computer and the game server. Run traceroute. It can you at least pinpoint where the issue is happening.
You are negatively impacting 4 other players each time you get disconnected. Since you are aware of the issue you are having you shouldn't be queuing for matches you get it resolved.
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@Purgatorian said:
I finally got low level players today, after being stomped on for the last few days.
I decided to let them live but a Meg was too scared to go near the 2 on the ground to heal them, one dc'd when I first downed her near the beginning.
I even moved to the other side of the map but they got close to bleeding out so I had to hook them. Meg was hiding very close to the hook so I downed her and gave her hatch.
Hopefully the matches balance out soon.
I find them balanced better with the new system versus it's predecessor. As for the Meg I would have hooked her for not helping the other survivors. If I noticed her doing it earlier in the match she may have been the only one I sacrificed and I would have let the others go.
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@[Deleted User] said:
I'm seeing this a lot in solo queue when there are 1 or 2 gens left and it's a really bad habit players have. The killer has zero gen pressure when they are chasing another player. Players are healing each other while the killer is chasing another player, and then trying to start gens again when the killer hooks the player they were chasing and is able to patrol. This makes no sense.
The only time you are going to have to work on gens late game is when the killer is occupied by another player in a chase. I don't understand why players are spending 32 seconds to heal each other only to get injured right away on a 10% gen they could nearly have finished if they had just started it in the first place. It's better to work on the gen and then immerse away from the gen to heal each other once the chased player is downed. Jump in lockers if you're that concerned about BBQ. Teams rarely ever finish the last gen in a 3v1 because they get stuck in a constant cycle of healing and never touching the last gen because they spend the entirety of late game healing each other and never touching a gen.
The tactic your suggesting is unsound for several reasons. The killer can break off at anytime. The survivor being chased might accidently lead the killer to the others or might get tired of chasing the one survivor. The cons significantly out way the pros of your idea.
Healing should be the priority if at all possible. No matter how many generators are done. Does little good having all the generators done if you can't escape after being hit just once. You get no burst of speed since you are not healthy. You just fall right where you are.
Healing frequently means the difference between escaping and being sacrificed. Even cleaning totems should take precedence over generators. That's a different discussion however.
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@MadLordJack said:
Yup. There is a balance to strike. A very, very, not-so-delicate balance.
I would say so. Two survivors ended up hooked due to it. The one with the puzzle box and a second one while the other two worked to fix the mess. Not one generator got done during that time and the survivor that picked up the box was sacrificed. At that point no one really wanted to rescue them after the fiasco they caused. Ended with only two generators getting done and only one survivor escaped due to the killer letting them go.
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For the most part they have been better for me. More balanced than before that is for sure.
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@coaltrain503 said:
https://forum.deadbydaylight.com/en/discussion/comment/2505496#Comment_2505496
Hardly anybody was for it! Everywhere I looked, I saw people begging for it to not be implemented. Of course, the devs didn't listen.
What are you talking about? The majority wanted it. It works better than it's predecessor.
Players now have to work for the rewards. They no longer get them handed them on a silver platter.
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@Sweet_Tour said:
SBMM considers absolutely nothing. There are no variables. Your kills and escapes are the deciding factor.
Developers are probably laughing every time some says something similar to this. Especially those sitting in front of computers looking at the SBM source code. I know I would be.
I don't code much anymore however I do make fake paranormal videos and photos and I know I am laughing to myself every time someone argues with me when I tell them it is real.
Same general type of thing here. Can be pretty amusing when the consumer, end user, recipient and so forth thinks they know more about something than those who created it.
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Have the killer spawn at the same location as the survivors. :P
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@Myla said:
Why does it matter?
Take a guess.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2499689#Comment_2499689
If hiding allowed you to go up in rank maybe that's an indication that they need better checks for skill as opposed to just hiding the numbers all together
Huh?