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Pizzaman

Pizzaman

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  • @Mistercookie said:

    Everyone is hating on this UI but they said they changed it for features they plan on adding into the game later on.

    There's a reason it's been changed and it's all a matter of getting used to the new one.

    Remember when they said the same thing when they introduced "Devotion".

  • @Noobe said:

    https://forum.deadbydaylight.com/en/discussion/217870/what-does-everyone-think-of-the-dev-update

    Love everything except the UI placement.. if they keep the looks but move the portraits to the bottom left and the hook counter i would like it a lot more.. something like this:

    https://us.v-cdn.net/6030815/uploads/YNIYAIR1ST4M/image.png

    Thought absolutely the same. I really don't want to be negative about it, but it looks like the new design takes up way more space and therefore kind of looks cluttered to me. At the moment we've got most widgets at the bottom screen, which is a good place (I mean, where to subtitles in movies usually go? Yes, also the bottom of the screen).


    I like the idea that hook stages are now visualized and that you can see the real avatars of the characters!

    But the new widget placement ... oof.

  • @Slashstreetboy said:

    Everyone with enough DBD experience knows object is a SWFs strongest asset that isn´t comms. There are a few Killers that Object will be a detriment to have against (god tier Nurses/Spirits/Ghostfaces) but pretty much every other Killer will be utterly destroyed by an object team, given said team is at least decently good at the game. Exceptions being 5k+ hours Killer mains facing non-tournament level survivors with object.

    As someone who "mains" Trapper, I have a very distinct opinion on object and people that use the perk. It´s very upsetting to know that the chief of balance thinks a 4man with Object against Trapper can be dealt with by ignoring it, and that the impossibility to use Trappers power to any reasonable capacity is just a "perception problem".

    I won´t repeat the shockingly long list of uncounterable benefits object provides, they have been posted before plenty of times. Never have I seen a good argument as to why Object in its current, extremely overpowered form should remain unchanged. In my book, this perk is way more of a problem than keys ever were.

    I don't recall ever having seen a good list of valid and proven arguments. Do you have any links to such threads or even better a link to such posts that contain a "shockingly long list of uncounterable benefits object provides".

  • @Mister_xD said:

    to be fair, they had competition.

    its just that DbD beat all of them relatively easily (Friday the 13th or LY:TN to name a few)

    "in the land of the blind, the one-eyed man is king"

  • @TruffleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1774993#Comment_1774993

    I'll assume you're talking about bloodlust. First of all ur assuming I'm a killer main I play both sides. And bloodlust in some situations is necessary due to some map designs. While its defo a problem if u hit BL2 or more but overall BL1 is not a big deal and rarely happens with good killers. It's only bad killers who abuse bloodlust

    I'm talking about the Lunge Attack (which is performed by holding a button).

    I did not assume you're a killer main, but I assumed you knew the game.

  • @TruffleTurtle said:

    In my own opinion, I feel like dh is too strong and in some cases it can carry survivors. Think of all the times somebody wouldve been down or killed if it hadn't been for DH. I dont find it a very skillful perk. All you have to do is click a button and get a free boost. Chases go on for at least another 10 seconds. I feel like if u had to use dead hard, you played the loop wrong. It's like the old ruin argument. Doesnt take much effort for the reward you get.

    Imagine complaining about DH while Killers literally have a builtin DH that has a marginal cooldown compared to DH, where "all you have to do is" hold "a button and get a free boost".

  • @MrPenguin said:

    Yeah there's no safeguards in place to stop either side from skewing results. They could disable unhook attempts as well and make struggle automatic for survivors, idk what you could really do for killers.

    Putting safeguards in place may also skew the data.

    The only important thing is, to perform the experiment in a timeframe where a lot of people play (which I think is done by doing it on a weekend), so that attempts to deliberately skew the data will just be regular noise because the majority of people are playing the game as usual.

  • @Wesker said:

    Are you really allowing the community to "test" bloodlust? Do you know survivors can die on purpose to provide "corrupted" datas on bloodlust to make ya' believe it's unneded? @Almo @MandyTalk Well you don't


    Are you saying there's a conspiracy? And the goal of the conspiracy is to get rid of bloodlust?


    derp-face-meme.png


    Seems legit

  • @RepostRiposte said:

    Don't say anything negative about the game, developers, or moderation team for a 𝘤𝘰𝘯𝘴𝘪𝘥𝘦𝘳𝘢𝘣𝘭𝘺 long time.

    Literally this, and have at least a 4 digit post count or even better 5.

  • Some maps can be incredibly dark (not just "regular dark"). Just brightening up your monitor or doing it in your regular software (usually it's just brightness, contrast, gamma and vibrance) may not really fix it for you. A few months ago, most maps became really dark for me, something I didn't experience anytime before. It was the first time I actually had to seek a solution for it. In the end I had to use NVidia Filters.

    I will show you the second best example I've ever encountered so far (I'll try to find some screenshots from a match on "The Game" where I chased a claudette on the lower level of the map and I knew she was in front of me, cause I could hear her, but damn, she was basically invisible).

    So, these two screenshots I've added, they show haddonfield and badham. Stairs are basically a black hole, don't come too close or it will suck you in. Second screenshot shows how this looks like if you need to mend down there. You basically can't see anything anymore.

    Every map should be bright enough so that most people won't feel the need to brighten it up with NVidia filters (or other ways). I imagine, people with bad sight/eyes do have an issue on dark maps already. Now imagine being in the Deep Wound State in a dark map while being chased.

    20200811223533_1_stairs.jpg 20200624213654_1_mend.jpg


  • The Rift Grind is definitely tedious, so once I got Rift 4 completely done (which to me was already too grindy), I started a very long break (that's still in effect) and I deciced to not even try to finish Rift 5.

    Kodus to anybody who still does it, and also thinks that the Grind is not really a Grind. If you enjoy it, go for it, nothing wrong with that. But I totally agree with the overall sentiment, that it's becoming too much of a Grind.


    Also, closely related: I'd like to recommend to you to watch this GDC Virtual Talk. It features Isabelle Mocquard and Dave Richard talking about Monetization in Dead by Daylight.

    https://www.youtube.com/watch?v=g064vF-bPlk

  • @VIle said:

    The atmospheric colors really sets the tones on maps. The Blue of mothers dwelling gives it a cold, damp felling. Dead Dawg Saloon has a nice dusky sandy tone to it which fits.

    I hope they keep some colours, or at least add them back later. It added to the surrealistic vibe they were going for much better than full bright high contrast HD white light that washes everything out.


    Couldn't have said it any better. The tint/color grading was indeed giving the maps a lot of atmosphere and identity. Something I definitely do miss on McMillan now.

    I feel like this a great screenshot to display the color grading of Autohaven, Screenshot is not up to date, but it does capture the soul of it so nicely.

    381210_screenshots_20161022204955_1.jpg


  • The concept art is phenomenal, as usual.

    But so far the implementation of the whole reworked maps severly lacked the atmosphere of it's predecessors and the concept art. Reworked maps usually seem bland and boring, without anything you could call an "identity" (where Badham Preschool seems to be the only notable exception to the rule).

    I hope they really step up their game for the Autohaven rework, as it has some great maps, and it doesn't deserve anything less than an exceptional rework.

    Also, please bring back the snow crawler in Ormond!

  • Lets start:

    - Announcing ones intentions does in no way threaten anyone

    - Asking for a refund is not bullying. Interestingly, you're trying to tell people what to do, which is: to stop asking for a refund. And you keep coming back to this discussion and repeat it, again and again and again. To me, it looks like somebody else is a bully. Elephant in the room.

    - Raising your voice to show what's bad about a situation is not whining, it's called feedback.

    - The login bonus is not a "refund". It's a general measure, or you could also say a bandaid, to calm the community and to keep the game activity up. A refund is something individual, because it considers the individual transaction(s) made by that specific customer (which is not the case for a non-individual measure like the login bonus).

    - Iridescent Shards are earned by playing the game (except for this "event"s login bonus), and the amount of Iri-Shards you receive is measured by the time spent in-game. There's a condition bound to them. You don't receive them, if you don't play the game. So, unless you invest time, you won't have them. And only if you invest a lot of time, you will have a lot of them. Again, they are not free. They are literally your time invested into playing the game.

    - Looking at other games and how their studios resolved the same situation makes a A LOT OF SENSE. The only thing that doesn't make sense is that this situation even exists and hasn't been resolved in a professional way that focuses on CUSTOMER EXPERIENCE. Does anyone really think this is going to do anything good to customers BRAND LOYALTY? All this situation does is to make people wary, so the next time an event happens or new skins are released they will behave differently (and this will affect their cashflow).

    - Nobody can predict that NEW cosmetics will be on sale 2 days after they were released. Something like this just should never happen, and if due to whatever reason it still does, people that bought right before the discount should be refunded. Again, think CUSTOMER EXPERIENCE.

  • @hagling said:

    wait so you used free currency to buy two full halloween outfits and now you're mad they're giving you enough shards for a third halloween outfit you also don't have to pay for? and you want a refund.. on your free currency.. so you can get more outfits for free? 👁‍🗨👄👁‍🗨

    i paid $10 for the yui outfit before i knew, but now i can get the feng outfit for free. that's.. not something to complain about.

    It's not "free". But you already know that.

    Also, it's great for you that you feel like this situation is Ok, but don't pretend everybody has to feel that way. And yes, indeed, it's pretty much a situation where people HAVE to complain.

  • @dastru said:

    oh boy if im pissed knowing that i only bought 1 piece before the sale i cant even imagine how the people who spent the whole 21k are feeling right now


    Well I can tell you how: I'm on the verge of qutting the game for good, if they don't refund the difference between the original price and the discounted price (and I'm not talking about login bonuses, I'm talking about getting my iri shards back that I grinded for months).

    I stopped playing the game for about 4 weeks after I finished the last tome (which also was quite a grind, but anyway), and was about to return now, but depending on how this situation plays out I might leave for good (after roughly 2400 hours and doing every tome until now).

    You may ask why. Because I don't like being treated like that.

  • @Demonl3y said:

    They never said they dont need a health chapter. Their team is big enough now to do content AND health updates at the same time. There are different teams dedicatet for each thing like balance, bug fixes, outfits and content etc.

    Inform yourself before you talk trash like that.


    Just watch the 60 seconds:

    https://www.twitch.tv/videos/737094054?t=0h27m32s


    Question in the Q&A: "Have you guys ever considered dedicating a chapter just for game health".

    They have discussed "dedicating a chapter just for game health", but the team is big enough to work on chapters (content) + "game health features" (not sure if that would include bugfixes) at the same time.


    So what does it mean?

    If a health chapter has been discussed internally, but there's no health chapter yet, and the "Product Manager" emphasises how the team has grown to handle both at the same time (content + health), it's clear that there won't be a dedicated health chapter until they decide otherwise (remember he said that they discussed it internally?).


    They don't need to explicitly say that they don't need a health chapter.


    Also, no need to be rude.

  • @Heartbound said:

    I want to drive a generator.

    If anything is driving, then it's the generators new sound. It drives me crazy.

  • @LaMeR said:

    Did he removed the video ?

    Yes, it's not available anymore.

    He most likely took down the video because of the issues that resulted from it. Turns out his community is not as chill as everybody thought. Some of them did in fact harass one of the streamers in the survivor team. Otz condemned their actions and where possible banned them. I feel bad for Otz, because it's shameful to him and also a bad way to find out that not your whole community is as peaceful and open minded as you assumed (I mean, imagine the thought process which lead to removing that video).

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1610985#Comment_1610985

    This is part of what I mentioned:

    whenever someone makes a post suggesting new modes/objectives for dbd, the same people celebrating f13 will come in and bash things down.

    it's baffling.

    Tbh I'm baffled too. Where is this happening? Could you provide some examples? I've never seen this being an issue in this forum. Could it be that you're exaggerating things a bit?

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1603687#Comment_1603687

    Of course. Everyone here agrees that this game has many toxic people. So i share this just to tell people that i'm glad and proud of myself to be one of the people that punishes these kind of behaviors.

    "many" is subjective, but I don't want to get into that. 2 years ago, I briefly played with a survivor that did just that, he just tbagged killers. He wasn't even that good, average yes, but not very good. And you know what, he did it just for fun and to get into the killers head. Playing the game the way it was intended just wasn't good enough for him. You probably went against some person exactly like that.

    Your title says this was the first time you've ever face camped. Is this (not to camp) your personal code of conduct?

  • @GreyWolfofNorth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1603687#Comment_1603687

    He punished the toxicity and let everyone go I don't see an issue with him sharing. I was entertained reading it. It's general discussion and it's better then the endless Nerf deathslinger posts we get

    It's a serious question. Not sure why you're responding, but OK.

  • Do you feel relieved, now that you have shared that information with your peergroup?

  • It's kind of funny, how people actually think that stretched res is such a big advantage, while they completely ignore that it also comes with big disadvantages.

    You gain a tiny bit more vision on a the part of rotation around the X-axis (specifically, moving your camera "up" so you can look "down"), but lose vision rotation around the Y-Axis (left and right). While in theory you should be able to see more when you move your camera up and down, you dont see more stuff if you move your camera down, because you cant see anything if you move your camera down, because of the map floor, you know? So that's not really an advantage.

    ALSO. Because of stretched res, you lose vision to the left and to the right. Which is another disadvantage.


    So to sum it up:

    - GOOD: you gain vision when moving your camera up.

    - BAD: you don't gain vision when moving your camera down.

    - BAD: you lose vision to the left

    - BAD: you lose vision to the right


    The downsides outweigh the upsides.

    3 downsides for 1 small upside. Yeah, probably the major game changer as it is displayed in this post and also discussed by streamers.


    PS: stretched res just looks ugly.

  • @Tricks said:

    I don't know what you mean good sir / madam.

    I'm simply . . . Educating our console players in the finer art of Nursing

    https://us.v-cdn.net/6030815/uploads/6EJCFBXHKIDO/nursing.jpg

    If it's any consolation they all had toxic meme builds and thoroughly deserved it. As predicted pre match in the lobby of cause.

    What is a "toxic meme build"?

  • @MeltingPenguins said:

    And that, my friend, actually constitutes as 'refusing to engage in regular gameplay'.

    B-But but I'm a killer main, and I want to post edgy stuff.

  • @clem1710 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1494309#Comment_1494309

    The hypocrisy comes from survivor mains who say that auras are fine. They are not. And as a survivor, you are much less reliant on auras


    The hypocrisy comes from people that can't acknowledge that it's a problem for both sides.

    That includes you, as you said it's fine for survivors (which is far from being the truth) but awful for killers. Saying that survivors are much less reliant on auras may be your conclusion, but it's not the ultimate truth. Survivors have aura reading without and with perks too (which depends on the used perks, but that no different from killers), and need to be able to see auras the same way as killer need to.

    If you can't acknowledge that, then it's your problem.

  • @clem1710 said:

    They are fine for survivor. But for killers it's awful. BBQ is almost useless right now and everything is hard to see (survivors, hooks, gens, exit gates...). Another problem for killers after countless nerfs

    How can it be fine for survivors and awful for killers? Both need to be able to see survivors auras.

    The hypocrisy of this forum is sheer endless.

  • You can still zoom across the map, you can still backrev after zooming across the map, you can still stand in front of a locker and keep your chainsaw revved.

    Imagine posting this out of a temper tantrum, when practically nothing has changed except for his addons (of which some were truly broken).

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460546#Comment_1460546

    It's scary that an idea that was objectively proven to be a failure is immediately shot down? People don't need to stick their hand in the stove twice to figure out it's hot, so why should we entertain the same proven failed idea twice?

    Solutions have been discussed to death. The problem is that some people are unwilling to accept that punishing the killer for proximity to the hook is why the original idea failed and no amount of "ifs" is going to change that. They're also unwilling to accept that a better solution would be to either heavily punish survivors for hook rushing/farming (the leading cause of "death by camping") or make it more rewarding for killers to allow free unhooks than it is for them to camp.

    I don't see solutions being discussed to death. But I always see the "has been tested and abused" bomb being thrown every time this topic comes up.

    Instead of building on top of that Idea, I see people trying to shut down discussions without expanding on ideas and innovating them. Yes, that's scary, but it does perfectly fit the narrow-mindedness that you already touched.

    The game already recognizes hook campers when it comes to calculating emblem points (or better said, substracting them if killers camp) and it already works with "ifs" (which is, it stops to substract emblem points of the killer if a survivor enters the hook radius). We already have the base mechanic in the game, but it's just used for emblem points.

    I'm all for punishing survivors for ruthless hook farming, but throwing more bones to hook campers to allow "free unhooks" won't change anything (we already have stuff like BBQ or Make your Choice that should be incentives to leave the hook).


    We've got 2 Ideas in the room:

    1) Slow down the sacrifice process when the killer stays near the hook

    2) Slow down the sacrifice process when the killer stays near the hook, unless a surivor enters the hook radius too


    Mechanic 1 was tested ("... and abused").

    Was Mechanic 2 tested? Anybody?

  • @Dead_by_Gadfly said:

    It amazes me how often this same suggestion comes up and how the same answer is always given. It should be obvious why tye suggestion is a bad one no offense

    What amazes me even more is that nobody actually tries to come up with a viable solution.


    People are already so conditioned to that "Has been tested and abused" mantra, that the person that is usually the first responder to these kind of posts doesn't even need to respond anymore, unless asked to do so. Scary.


    Anyway. Usually that's where every discussion like that hits a dead end. Just throw the "Has been tested and abused"-Bomb and the damage is done.


    Nobody actually talks about a Sacrifice slow down when the killer stays in the hook radius, UNTIL A SURVIVOR ENTERS THE HOOK RADIUS TOO (which is when the sacrifice process should return to normal speed).

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1419065#Comment_1419065

    I escape nearly every game as survivor

    Holding m1 or hiding in a bush to jump hatch is nearly braindead.

    I can counter every action a killer does 1v1 solo with a basic loadout and items found mid match and he's suppose to kill 4 of us ? Not unless we really screw up. Almost on purpose do we have to loose as a team.

    If that's true, then you are a unicorn. But I've never seen a unicorn. Makes me believe, you're not a unicorn.

    Anyway, enjoy your non-braindead M1 (maybe sometimes M2) clicking and Spacebar pressing!

  • Almost sounds like we've reached Peak Entitlement.


  • @luvcraft said:

    I was really intrigued when the devs mentioned the "start game" phase on the 4th anniversary stream. Is there any more info on that yet?

    No official information, but maybe watch this video. They could implement something similar:

    https://www.youtube.com/watch?v=LVnWIe-5Lcs

  • @Vox_Nocturne said:

    First of all, may I congratulate you on decimating a SWF company! It's so satisfying, right?

    Secondly, so long as you played within the rules, there is nothing they can do. It's just them nursing their self-entitled pride. It'll come to nowt, and simply leave them with a bad taste in their mouth, knowing that despite the obvious advantage, they couldn't win and they'll have to accept they're worse than they thought.

    "decimate" .... "satisfying".

    This attitude .... jeez. What is this place?

  • @Aven_Fallen said:

    Yes, great idea to punish Players for Ranking up.

    Can Red Rank Killers have Moris disabled and have to hook Survivors 4 times instead of 3 times? You know, for more of a challenge.


    Sound nice. And it would "make the game more fun and interesting for both sides".

  • Sorry my bad. I wasn't aware that you're the official spokesperson for "most killer mains".

  • @Dead_by_Gadfly said:

    So its hard to see but if you look at the very edges left and right of the screenshot youll notice 2 survivors are hooked right next to each other and theres 5 Gens left

    https://us.v-cdn.net/6030815/uploads/MFNA30IHMPTF/screenshot-20200627-144942-xbox.jpg

    This is a scenario where it's a really good idea to camp as I now have the advantage. If both play out their hooks and the other 2 continue working gens I'll still have plenty of time to kill the other 2. If they try and save their friends they risk a third going down with no unhook.

    My point is there are times when camping is the smart play and scenarios like this are why the devs dont punish camping. I think its good for survivors to see this from the killers perspective. This isnt me just being a dick this is a smart tactical choice.

    Anyone else have other scenarios where camping is the smart play?


    That's not true. They already "punish" camping when it comes to the calculation of emblem points.

    Check how the points for the emblem "CHASER" are calculated:

    • -3 points: deducted each second you are within moderate proximity (16 metres) to a hooked Survivor (only applied after 10 seconds)
    • -7.5 points: deducted each second you are within extreme proximity (8 metres) to a hooked Survivor (only applied after 10 seconds)


    It's just that this only affects the emblem points, but doesn't affect the outcome of the trial when the camping happens (which is what a lot people in this forum are asking for and would like to see).

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1386409#Comment_1386409

    That's how survivors make us feel when they gen rush us to death, even if we use all of the game delay perks.

    "us"

  • @RiskyShark said:

    So finished a game as wraith to get the new crown for him and it was a fun casual game at red ranks no Ds no flashlight spam just a fun causal game. I got a 4K on them and they got 4 gens done and I thought the game fine. Then I get a message from one of the survivors that's just stupid.

    https://us.v-cdn.net/6030815/uploads/LRQX9JGN6UDB/52439e96-e1a7-4c4d-aadd-d05385a3adaf.jpeg

    If you don't know getting reported multiple times on Xbox makes your reputation go down which is a horribly flawed system because I've checked my reports it's all unsportsmanlike and cheating and it only started happening when I played dead by daylight. So in short don't be a baby over these new cosmetics they aren't hard to get.

    I think you got it wrong.

    You're playing on a flawed platform, but you blame the community of a game for the flaws of the platform. This could happen as well for every other game that you play.

  • What if the progression resumes normal speed once a survivor enters the hook proximity while the killer is also in the hook proximity?

    Was this also tried?

  • All Indoor maps are subpar, to put it politely.

    So, PLZ, FOR THE SAKE OF THE ENTITY, no more indoor maps.

  • What I just read: I want ez kills

  • @TheCursedTitan said:

    Like I said I don’t want a nerf just a simple limitation and I would say it’s fair that a killer would have same said limitations

    A limitation is a nerf

  • @SkullKid said:

    Stretched resolution is when somebody has, lets say a 1920×1080 monitor and sets his resolution to lets say 1600×1080.

    If a person does that, they get more vertical field of view.

    And don't forget to mention that, if a person does that, they lose horizontal field of view.

  • It's not realistic to assume that your imaginary "Pro Looper" will never get even hit once.

    Also, I don't consider Monto to be god-like. His builds are creative, yes, but his videos are cherry picked and he's got kind a dirty playstyle (if you're really god-like, you don't need any of that).

  • This is definitely going to be one of the more controversial killers.

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