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Pizzaman

Pizzaman

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  • @George_Soros said:

    And/or remove generator auras. Would be interesting to see how well we fare if we have to memorize and navigate points of interest on a map without it.

    Would probably be horrible. But interesting nonetheless. 

    That's another interesting idea. But most likely too strong in favour of survivors.
    How about not highlighting the Exit Gates (neither to survivors nor killers?).

  • @DexyIV said:
    Definitely not. Same could be said if there were no scratch marks lol

    I was just about to say that. Remove the terror radius, but also remove scratch marks.
    Would be an interesting experiment.

  • Killers could make sure to pick up a survivor so that a flashlight save is very difficult, or just give damn and spam R when they notice that they fraked up and there's a flashlight in their face. It's far from being smart if you have to use it.

    Seems like a second chance mechanic for killers. God damn second chances.

  • @Jesya said:
    I wish the forums complained about the real game breaking issues even 1/4 of the amount of time they did about DS & NOED.
    Who cares about perks when you are stuck in an infinite loading screen? (for example)

    This! Nothing else to add

  • @borna_lk said:
    Anyone know whether this is the last dlc for a while? Or are they gonna continue making chapters every 3 months

    There's no official information. But, unless you hear anything else, assume that it will be every 3 months like it's been until now.

    Also, they are hiring (especially for DBD), which indicates that there should be some sort of game development, most likely new content (aka DLCs): https://careers.smartrecruiters.com/BehaviourInteractive/

  • I'm always bringing the crappiest items I have to bait Franklins (aka, Killer wasting 1 Perk Slot).

  • Good old exhaustion recovery during a chase

  • @AshleyWB said:
    If there were only a few pallets per match I would thinl pallet stuns should force the stun and drop survivor mid animation. The reason that is such a bad idea is because of how common pallets are. Its doesn't really make sense to have stuns which don't make you drop the survivor. As it is now is a good way to have it. Pallets shouldn't be used as free escapes otherwise survivors would be almost unhookable if they go to a pallet.

    If I get it right, you're argument is, that pallet saves shouldn't be that easy ("that is such a bad idea", "free escapes") cause there are so many pallets ("because of how common pallets are").

    As many things in this game, this situation (getting a pallet save) is also related to chance. How often were you able to rescue a survivor using a pallet? I'm approaching 1000 hours, and I can say, it wasn't that often.

    Usually I'm working on a gen (if i'm not the one that's getting chased). And as a solo player, I also don't know where the other survivors are (this includes the one that might get chased at the moment). Even running bond or empathy wouldn't change much, I still couldn't see if they went down in an unused pallet.

    So you are constructing this fictional situation (although you're not stating that, but it has to be like that), where every survivor is completely aware that another survivor is getting chased and where and they run towards the chased survivor that's being chased. Then they get ready to throw an unused pallet, on the off chance that the chased survivor goes down in that unused pallet, just so they can get a "free escape".

    Seems legit.

    PS: I'm still ok with the way it's now, and that the devs added this artificial difficulty (timing) for balancing purposes.

  • Honestly, to the end user, it doesn't matter how they would implement it. But even without knowing how it's done, it's obvious that even small fixes and improvements take a very long time.

    I don't want to reason about the design or quality of the code/blueprints, but if small changes take that long, either there are not enough developers or changes are unreasonably hard for them (due to whatever reason, technical difficulties, lack of / or manual test procedures or other organisational issues).

    The point is, other game devs are more agile and deliver these things without telling everybody that it's not that easy or will be discussed internally and maybe considered for an implementation later this year, but in the end never gets implemented.

    We're not even talking about implementing something overly complicated, like the possibility to record a demo as it's possible in CS. But maybe these discussions are unnecessary, because very soon™ a new patch will be released together with the DLC and it will fix all the issues that are discussed in this forum (lol, as if).

  • 1) Remove the healthy state. There's only the injured and dying state. Also, no healing necessary anymore.
    2) You can not free yourself from the hook anymore, because when you're hooked for the first time, you're already in the struggle phase. Surprise!
    3) Remove Pallets. Why? Git Gud!
    4) Remove Windows. Why? Git Gud!
    5) Remove Grass, Rocks and other obstacles that can be used to hide! Why? Git Gud!
    6) Remove Exit Gates. Why? You can only leave the trial by dying. Also: Git Gud!

    gg ez

  • These would be my major priorities for the DBD team if I owned BHVR:

    1) Make the game stable (no more freezes, and "Application inactive"). If people spend more time playing the game, they might appreciate the game more and spend more money on cosmetics. Get the point?

    2) Get a few "real" Unreal Engine Performance Consultants from Epic Games and finally improve the major performance problems in this game that a lot of people are complaining about, especially on the Ormond Map, but also on consoles in general. A lot of people that play this game don't have high performance PCs, they play it on potatoe PCs and Laptops, and they experience stutters through FPS drops, and that's not exactly giving them a great game experience.

    3) Quit a trial automatically if less than 4 People joined, and put everyone directly back into a "Search Lobby" screen. Nobody wants start a game and already have a disadvantage.

    4) Add a meaningful and reliable "connection quality"-indicator that is not (just) based on a naive roundtrip measurement over a very short time frame. Measure the connection quality (packet drops). Maybe use something like a percentile approach to make sense of the roundtrip time and packet loss and it's effects on the connection quality.

    5) Put the dedicated server initiative on hold and make it so that a killer also has a latency towards his "local server DBD process". Nobody should have an advantage, and if everybody has to deal with a delay, that's leveling the playing field. Once this is done, and there's a meaningful and reliable "connection quality"-indicator (for survivors), there might not be a need for dedicated servers anymore.

    6) If a killer quits his lobby, automatically do a "Search Lobby" again, don't make the player do this manually. Reduce manual actions. Again, get the people to spend more time playing the game, spend more money on cosmetics.

    7) Let people buy stuff in the Shop while being in a lobby. Make it more comfy for people to buy cosmetics.

    8) Rework the ranking system. Currently it's too easy for players to rank up (especially if the play SWF and get carried). I see players in red ranks that shouldn't be there (including me). The perceived quality of the game depends on who you play against, and this is directly related to ranks. CSGO, Overwatch and other games adapted sort of an ELO system. Wouldn't that be worth looking into?

  • @The_Crusader said:
    Who here can honestly say they've never hooked anyone within 60 seconds of them being unhooked? You hook a survivor, run off to check a nearby gen, nobody there, it's a map where you can't see ######### e.g. coldwind, yamoaka, then you get the unhook notification, run back, only see the person unhooked because they're bad at hiding but the other survivor has urban evasioned away.....60 seconds is a little punishing if you genuinely can't find any other survivors and the team is rushing unhooks knowing full well you can't hook that person again.

    If the killer wanted to camp due to having a visual notification well thats the killer wasting their own time.

    How do you know that a player has DS until he/she used DS?

  • Oh look a blogpost about a possible upcoming perk change.

  • @Caretaker said:

    @HeHeBoii said:
    Can't wait to use my DS when the exit gates are opened along with my buddy who has BT. :)
    On a side note I see that going to be a thing now. Survivors will just farm the hook in front of you like its nothing without any fear. Well we shall see how it goes I guess, I assume it will be on the next PTB first before live in game.

    Boom, someone gets it. Toss in Deliverance, Borrowed Time, some Unbreakabill. Delicious second chances.

    Exactly, dedicate all your Perk Slots to that "one moment"-situation.

    We've just accended to a higher level of consciousness

  • OMG people going through the roof, even though they didn't even understand what the new DS does.

    Classic moments like this are why I'm visiting this forum.

  • No0b3 is adressing issues that you can read about in this forum on a daily base. So the topics he brings up in the video are valid for a lot of people, and it's not "bitching and moaning". He's not just talking about Legion.

  • @Master said:
    Please no perks as bandaid fix for bad map design

    This. We already have a bandaid fix like this and it's called bamboozle, a perk that should not even exist.
    We don't need another one of those.

    If you feel like preventing a survivor to get fast vaults, why not just play clown and throw some bottles of afterpiece tonic? You can do it, it's already in the game.

  • To be honest, you should wait a bit and see how everything plays out.

    This game is in a critical situation. And if I had not bought most of the DLCs I would wait until game breaking bugs like the good old "DBD Process inactive", "DBD just crashed" and "DBD loading screen of Death" are solved.

    Remember, you're not motivating anybody by feeding them. Keep them hungry.

    And in my opinion, there's a lot of issues that need to be adressed, which were already introduced with the Unreal Engine Update. And I'm not talking about minor things like nerfs or buffs that would pamper either survivors or killers.

  • Regarding your Pallet Save: you probably dropped the pallet a tiny bit too early (could be a few milliseconds) and got the stun points but did not free the survivor cause the killer was still not able to move cause he was still in the "post pickup animation"-"stun".

    Regarding Flashlight Saves: as of now - just forget it. Either you're lucky and the killer is a moth or you're out of luck. Getting the right timing for a flashlight save after they modified the pickup animation AGAIN, is mostly pure luck. The former way was to look at the hand of killer and start the flashlight save when it touches the back of the survivor. Now, that the animation was changed AGAIN, you're supposed to look at the head of the killer.

    But honestly, you have no real good indicator anymore (and forget about counting when the animation starts). Looking at the head of the killer is just not good enough to get a precise starting point for a flashlight save. So imho flightlight saves are a lost cause now. And in that context that animation change was a nice nerf btw. if I may say so (intended to fix the feeling that the pickup animation is too fast, but it did more harm than good).

    You can of course try to learn the flashlight timing in KYF, but it's just not worth it anymore due to the lack of a good timing indicator (again, watching a the bobbing of the killers head is just not precise enough).

  • @The_Crusader said:
    I can understand a bit of it. I'm pretty sure they're asking "Where the hell is the DS nerf?"

    Nope, they want the lunar event back

  • +1 for a good QoL improvement suggestion!

  • Passive Phasing, the missing window vaulting animation and the non-existing phasing sound inside the spirits terror radius (as well as the non-directional phasing sound) do not involve any real mindgames.

    These are builtin mechanics and they do not involve skill (I have more respect for a skilled Nurse or Hillbilly moonwalking a Jungle Gym than a Spirit). And getting a hit because of them is more like winning a coin toss.

    You did not mindgame somebody if you won a coin toss. Only thing is, you can keep repeating to "toss the coin" many many more times, and at some point you will also get a 2nd hit on the survivor. Again, not much skill or mindgames involved here.

    So, you can keep tossing your coin and say that it's "Mindgames", but it's not Mindgames. So please stop overusing the term "Mindgame" for everything and everyone.

  • @Plu
    You should remove this screenshot or at least blur the names.

    Disclosing any kind of personal information is not allowed. Naming and shaming is forbidden too.

    https://forum.deadbydaylight.com/en/discussion/94/community-guidelines#latest

  • @Orion said:
    Killers are in the minority, and so are non-toxic survivors. There's a reason people quit playing killer.

    Yes, non-toxic survivors are a minority and people quit playing killer.
    Today is opposite day, right?

    @OP, btw. I'm always giving killers a +rep that are playing especially sweaty.

  • @Tucking_Friggered said:

    I recognize the pre dedicated server propaganda when I see it. I can't wait for this to come and to laugh at the outcome when it does. You are not going to have a killer community stuck with only SWF games. Whoever has sold you on this idea has did you a great disservice.

    The recent event showed you just how easy it is for a point discrepancy to shift the scales. Now when you have your majority mediocre killer players (most are not Marth, Tru, Tyde, or Monto) thrown to the wolves of dedicated swf groups how do you deduce it's going to go over well?

    Jeez. Are you watching me? My P3-50 Squadette Ops SWF Team is ready:

    -> all DS, 2 x Unbreakable, 2 x Borrowed Time, SC, SB/DH
    -> 2 x purple Flashlights with Green Battery + Low Amp Fillament, 2 x Instea Heals
    -> 4 x increased hook spawn distance Offerings
    -> Condenser Microphones for maximum quality voice coms to broadcast Killer and Hex Totem locations to the team mates in realtime, plan diversions and rescue missions, and orchestrate synchronised Exit-Gate T-Baggings.

    WE ARE STANDING BY, WAITING FOR DEDICATED SERVERS.

    gg ez

  • It might surprise you, but there's an easy fix to all this.

    The devs can just make it so that joining survivors will be displayed with a random delay, even if they joined the killers lobby all at once. Problem solved. Everything will look like it is right now. Killers won't feel the need to dodge.

    Dedicated Servers tomorrow.

  • @Master said:
    Oh and dedicated servers will just introduce a bunch of issues, trust me. Everybody is acting like it will fix every problem of the game, but it wont

    That's what I think as well. The introduction of the new UE engine version (aka "optimization patch", lul) brought it's own bag of problems. Dedicated servers by mid of 2019. New Killer/Survivor DLC every 3 months, which will introduce new issues. When do they want to fix all the bugs and issues? And there are so many issues to fix. Honestly, they should skip the development of 1 or 2 DLCs and iron out the existing bugs and make the game more stable.

    Coming back to OP. These bullsh*t hits through windows always existed. It's not a post patch issue, it's a game issue. I don't know how it could be fixed (increased tick rate [or what ever they call the clock that determines client/server updates) maybe?), but they should do something about it. Whenever this happens (and god, it happens A LOT) it feels like the game just cheated you of one health state.

  • @Jdsgames said:

    • Dc prevents you from getting the lantern

    It clearly states, that you have to escape with the lantern to get the points. If a DC happens (either Killer or you, you don't escape, hence you don't get the lantern points for an escape. Sounds logical, does it? Also, imagine if you got the points even though a DC happened. It could be abused. And it would be, you know it. People would collect laterns and pull the cable.

    @Jdsgames said:

    • It instant respawns and even when red survivors can pick it up

    Why shouldn't it be possible to pick it up, when it's red. Red only indicates that now the killer is able to destroy the lantern. Nothing else was ever communicated.

    @Jdsgames said:

    • They kill themselves lantern goes back to white.

    Lanterns are red, as long as a survivor is hooked. So, it's logical that however the hook is free'd up (unhook, or struggle stage ende) the Lanters go back to glowing white.

    @Jdsgames said:

    • If the survivors cannot leave with them killer is not rewarded.

    The Killer is rewarded for hooking survivors, which is is main objective. What's the problem here? If you want more points, you should raise this issue and ask for more points by hooking survivors.

    @Jdsgames said:

    • They added nothing to survivor side however the killer side has multiple objectives to try and watch over locate and find. (Gens, Hooks, Actual Moving Live Players, Lanterns, which lantern did which person get from)

    It sounds like you're making this up (btw. you forgot to add "keeping track of landing crows and opened chests"). Of course the lanterns were added for both parties (and everybody needs to locate them, not just killers. And if you get hooked, you again have to locate a latern that wasn't already taken or destroyed). Both sides have one more optional objective. Nobody has to do them.

    @Jdsgames said:

    • Survivors intentionally booking it across the map to prevent you from being able to break the lantern after hook. (Distance too far they unhook no longer red)

    Not sure what you're talking about here. Are you saying that survivors are strategically getting lanterns from specific locations that are intentionally spread far away? lul pls.

  • @Dwight_Confusion said:
    I wouldn't mind 4 or 5 limitation to it honestly.

    I mean how many times to you heal more than 4 or 5 times anyways? Not often.

    If you assume that it's ok to impose an artifical limit of 4 or 5 because (according to you) nobody heals more often than 4 or 5 times, then I could ask you as well: Why do we need a limit that nobody is going to reach anyway? Doesn't make much sense. If you're creating a limitation, it needs to be set to a lower value to have an impact on the game and to make sense.

    Also, don't forget the implications of turning the knobs of Self-Care. If survivors can not heal (or do not consider it viable anymore), they will prioritize repairing generators. Which will lead to the good old "GEN RUSH" meme.

  • Firecrackers OP
    pls nerf!

  • Along all the things they said, they also mentioned that the December Patch would be the foundation for an FPS optimization. I guess the Unreal engine version update was what they were referring to. That's done now and christmas & end of the year are getting closer (holiday season), so don't expect any major advances in the upcoming days or weeks.

  • @ReneAensland said:
    I agree with Skillchecks.
    If Hooks have Skillchecks (for some odd reason) why don't traps.

    That's actually a good idea. The Killer should also have a skillcheck, to hook a survivor. Because it's a challenging thing to skewer a heavy piece of meat on a free swinging hook. A difficult task, that could go wrong as well.

    I like that idea. Good job, very creative.

  • We all knew it, but nobody dared to say it out loud.

    Pebble OP

    :p

  • While we're talking about the "buff", they also introduced a "nerf":

    "When in a locker once the Bleedout timer has ended, Survivors will automatically exit the locker"

    Any killer main that also wants to complain about that?

  • Found the Killer.

    Just kidding.

  • You shouldn't just look at the color of the ping indicator, but also at the value(s) it does show you.
    Look at how these values change over time.

    • Is it moving much? Maybe even spike up frequently? Then leave the lobby (the host might have a WiFi connection or just a bad/saturated internet connection)
    • Is it an almost constant value that's just moving around a bit? No major frequent spikes? Stay in the lobby.

    But even considering these basic rules, you might still end up in a laggy game.

  • @Khalednazari said:
    1. Imagine, its a nice Holiday season, the developers are on a well-deserved vacation, and there's a DDoS attack on the server. That's it then. 'Cannot connect to server' for days together.

    1. The Maintenance. There will probably need to be a maintenance day every week, where the game will be down for a few hours once a week. Not much of inconvenience, but still.

    2. Server Lags. Since the servers will be based where BHVR is located, i.e. Canada, player logging in from the countries far away in the east, middle east, will still have lags due to high ping.

    3. Hardware issues. Every game I have played with a dedicated server, has had atleast a hardware issue once where the game is down for multiple days together.

    In the end, like I said, dedicated servers maybe better, but it's still not a perfect system, and has its own cons too.

    1) DDoS attacks could already affect the servers now. Remember, this game is not completely based on P2P. There's always some central services involved (as of now, it's the matchmaking service, the shop, the profile service [saving your bloodpoints, perks and stuff], and probably even more). So that's not really a reason to not implement dedicated game servers, right?

    2) Maintenance CAN but doesn't always HAVE to mean having a service downtime. If you're designing a distributed system (which this exactly is), you can design it for minimal downtime and e.g. have rolling service instance restarts/updates. Also design databases and distributed datastructures to be extendable/open for extension. It just depends on having capable and experienced system architects on board that incorporate such a requirement into the design and using the appropriate technology (all that can be done using open source software).

    3) Wrong. You can have servers in datacenters all around the world. No problem.

    4) In times of "Infrastructure as Code" and the possibilty to spin up dedicated servers in AWS/AZURE (using an API) in a very short amount of time, this is also not a problem anymore. Worst case: Hoster can not fix the server asap? Just order a new system. Deploy the software in an automated way (use Ansible, Puppet, and what not). Register the new server/service instance to the infrastructure/matchmaking. Terminate the subscription of the old server. Done.

    Conclusion
    Other companies have managed to change their P2P system to dedicated systems (of even a hybrid system). So could BHVR. It only depends on them being willing to do so.

  • @Khalednazari said:

    1. Imagine, its a nice Holiday season, the developers are on a well-deserved vacation, and there's a DDoS attack on the server. That's it then. 'Cannot connect to server' for days together.

    2. The Maintenance. There will probably need to be a maintenance day every week, where the game will be down for a few hours once a week. Not much of inconvenience, but still.

    3. Server Lags. Since the servers will be based where BHVR is located, i.e. Canada, player logging in from the countries far away in the east, middle east, will still have lags due to high ping.

    4. Hardware issues. Every game I have played with a dedicated server, has had atleast a hardware issue once where the game is down for multiple days together. 

    In the end, like I said, dedicated servers maybe better, but it's still not a perfect system, and has its own cons too. 

    1) DDoS attacks could already affect the servers now. Remember, this game is not completely based on P2P. There's always some central services involved (as of now, it's the matchmaking service, the shop, the profile service [saving your bloodpoints, perks and stuff], and probably even more)

    2) Maintenance CAN but doesn't always HAVE to mean having a service downtime. If you're designing a distributed system (which this exactly is), you can design it for minimal downtime and e.g. have rolling service instance restarts/updates. Also design databases and distributed datastructures to be extendable/open for extension. It just depends on having capable and experienced system architects on board that incorporate such a requirement into the design and using the appropriate technology (all that can be done using open source software).

    3) Wrong. You can have servers in datacenters all around the world. No problem.

    4) In times of "Infrastructure as Code" and the possibilty to spin up dedicated servers in AWS/AZURE (using an API) in a very short amount of time, this is also not a problem anymore. Hoster can not fix the server asap? -> Just order a new system. Deploy the software in an automated way (use Ansible, Puppet, and what not). Register the new server/service instance to the infrastructure/matchmaking. Terminate the subscription of the old server. Done.

  • I think the last time this was brought up in a stream, they said something along these lines:

    Muh, not possible because maps are "proceduraly" generated by putting tiles together, muh.

    But still, the idea sounds interesting.

  • They could incentivize prestiging a char by adding a modifier per prestige level, which e.g. gives you a chance to get a bloodweb with perks that have an increased Tier level, compared to blood webs of unprestiged chars.

    P1/P2/P3 - 5/6/7% chance (per blood web) to spawn a Perk with +2 Tier (instead of just the regular +1)

    That could reduce the grind a bit, and it should be pretty easy to implement.

    Also, they could give you something like a prestige starter pack. Everytime you prestige your char, you receive 3 Escape Cakes, to incentivize playing the newly prestiged char. You'd still have to play good, in order to get the most blood points out of the Escape Cakes. So it's not just a free ticket to bloodpoints.

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