RainehDaze
RainehDaze
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- RainehDaze
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@Nicholas said:
I recently had a hand injury, which made me appreciate accessibility options in games. I had difficulty using my left hand and had to turn on accessibility options in nearly every game I played. These options are so crucial to people, so I fully support them. And if anyone cares, my hand is fully recovered now.
The question isn't "why change how wiggle works", it's "why add a great skill check to reduce the time even marginally".
Or, "why does the accessibility change also affect game balance?"
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2755436#Comment_2755436
Why don't you list the reason(s) that justify seeing names before the endgame? And your justification is a non-starter; the postgame summary can display both names to avoid confusion. This is done in many games without fanfare.
Because it's already a built-in feature of multiplayer platforms, which show you players that you've recently played with.
i.e. I can already do it regardless of what changes BHVR makes, so they might as well just show everyone everyone else's usernames out of the gate--including showing who the Killer is for fairness' sake
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@Nicholas said:
There is NO reason why The Killer should be able to see the usernames of Survivors. The names used in-game should be randomized like Mike, Susie, Allan, Tyler, or even the actual names of survivors and increment a number if more than one.
... reporting.
You can argue that names should only be visible postgame (I disagree because then knowing who you should be reporting gets infinitely more complex), but to say there's no reason and everyone should be perfectly anonymous is ridiculous.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2755173#Comment_2755173
End game chat would be enough.
Only if you're reporting them for what they say in chat.
If you're trying to report hacking or something, not being able to see which player is which in game is going to be an obstacle, isn't it?
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2755173#Comment_2755173
Absolutely. Names would still be available AFTER the match is over. This is only referring to pre-game lobby.
Pretty sure when it's not crossplay, everyone could also still check anyway. I know the PC players could through Steam.
Point is, making it harder to find information that has to be there and will be there won't really help much. And if you need to report someone, not knowing who it is until you're out of the match will not help.
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Names need to be visible somewhere for the sake of reporting.
If it's not the lobby, you're mostly just asking the people petty enough to do this to check in game.
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I dunno, to make it annoying for the Killer?
It's just small enough a change that as soon as it's in, it'll never, ever change because everyone will claim it makes no difference ever. But just big enough to remove any consistency from wiggling time. Result: players get a buff to deal with when the Survivors are consistent and unpredictability when they're not.
Just big enough to have an effect and be irritating.
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It's definitely a thing.
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@PlayTwink said:
https://forum.deadbydaylight.com/en/discussion/comment/2751618#Comment_2751618
And you think it's enjoyable for me to play against hackers and getting hostage just because I'm skillful?
On the balance of probabilities, more of the time you spend in the game, yes.
@PlayTwink said:
https://forum.deadbydaylight.com/en/discussion/comment/2752879#Comment_2752879
I'm so tired of these same statements over and over again in this. I clearly said that I want DC penalty to be temporary removed until devs will add a tools or improve anti-cheat system in order to handle against hackers. Can you guys read first before you make any false statement?
DC penalty system shouldn't even be added before recognising the problem in why people want to DC in first place?
Not only punishes people that are getting randomly crashes, but also gives an extreme high advantage for hackers over players by promoting taking up an in-game hostage.
Most people DC because they ragequit.
Your inability to recognise what literally everyone else has said on that matter and insist that hacking is way more common than sore losers isn't going to change any minds. You're just wrong, here. The DC penalty is necessary so that people can't just chain DC's five games in a row until they get one that they win easy. The fact that DC's are common and can be bad now is a pretty good idea of exactly how bad it would be when it's penalty free.
Number of hackers I come across: few to none. Number of DC's: one every few games, at least. Yeah, I think I'll take my chances of having to have a DC penalty because of a hacker taking the game hostage. Or go watch a video or something.
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@cordonrouge said:
they could introduce offerings that show survivors one totem position at the beginning of the game. for killers, hidden offerings that block totems for 40 seconds after the match begins and shows you their positions. also a killer offering that calls the entity to block a totem from being cleansed for x seconds after a survivor interacts with it.
Killers can already see active totems.
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They were so busy putting in counterplay to Pinhead's abilities that they forgot to stop and think what Pinhead is supposed to do with his abilities.
"Competent as long as your opposition falls apart and ignores the box" is not fun. Active skills that take a lot of finesse and do nothing, up to and including Pinhead breaking his own chains, except in a few very lucky loops are not fun. His one strong scenario is to get the box rolling and then basically track everyone the entire match so you know where it spawns, which is just a ridiculous level of awareness needed to do anything except be an M1 killer with nice aesthetics.
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@AsherFrost said:
If the survivor is downed/being carried. Yes, absolutely. Seems like it should be easy enough for the game to check that, if the survivor is down, count it as a hook (since the killer was 99.99% likely to get the hook regardless) if the survivor is injured, or completely healthy, it shouldn't count as a hook.
Then everyone just DCs before being downed. Which merely moves the problem a few seconds earlier.
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Midwich, Lery's, and a slight chance of something else!
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I want to know what game OP is playing where they have an enjoyable experience when everyone DC's the instant things go wrong. What sort of game is that?
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2750495#Comment_2750495
I feel like almost every Spirit except me and a few others runs that combo.
Where's the fun in having it available if I don't do it occasionally? 😛
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2749804#Comment_2749804
Grade means nothing it's literally directly after reset
Once a month, BHVR sneaks into players' bedrooms and bonks the gameplay skill out of their head, duh.
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Only time you could probably tell is if you weren't actually going to hit someone (e.g. someone else was close and you were obviously targeting them instead) and they still have a perfectly timed Dead Hard.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2748101#Comment_2748101
It's always good to take a break.
Sometimes. It doesn't necessarily address fundamental problems with why something isn't fun, however, and if that's tied into the community atmosphere and patch cycle, then it just turns into not playing, which is where the death spiral comes in.
When you get threads like this from long-time players at a rate of... what, one a week or so, on a small sample size of the official forums? It's a warning sign that something might be wrong with the game, not the attitude of the players.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2748030#Comment_2748030
100% agree. I respect @Pulsar, but I don't get why people take this game so serious. It's not a job. Take some time off if you need it. Hell, I took a 6-month break about a year or so ago. It can really make you feel a lot better.
If everyone with issues with the game does that, you get a death spiral.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2748055#Comment_2748055
I have 7500 hours on Empire Total War. I like strategy games.
I was gonna buy Civ 6 on my Xbox but the sale ran out before I could get to the store.
7.5k on Empire is one of the strangest combinations I've ever heard. I'd much rather have gone for Shogun II (in that time period).
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2748049#Comment_2748049
A video game is very different from a job I'm afraid.
If I quit my job, I become homeless, if I quit dbd, I don't have to deal with something that is making me feel down.
Practically? Sure, they're different. But you can get caught in the same emotional response, and we're not biologically locked into viewing jobs that way--it's all our social and mental responses. It's pretty easy for a game to take the same sort of place in your head.
Which is why something has gone very wrong if a made-for-fun activity is generating this sort of burnout regularly (and the downward trend of players). There's something very wrong with the amount of stress involved.
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@Marigoria said:
It's not that deep.
People need to turn off their computers/consoles and look around them, where real issues exist.
Which is, you know, why video games and sport and books and movies and basically all forms of human art have been created. And, for the most part, they're meant to be enjoyed! The more interactive ones will have their periods of frustration, but the end result is meant to be something to feel positive about and enjoy. They're not meant to fall into the same serious morass of worrying about the future and how to fix problems and stress that real life and all its problems bring.
How we experience games is subjective, and when more and more people are having the same sort of feelings towards a game as they would an unpleasant job (or worse), then something is really starting to go wrong with the game or its community.
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Queue.
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I don't know if it was my being bad for my MMR or the matchmaking going haywire, because I can't see the MMR. Kind of the problem, that: did I just play particularly badly and underperform compared to normal, or did matchmaking pit me against a much better opposition so I was expected to lose?
And vice-versa when I win: did I do well, or was I playing easy mode? I don't know. I'd quite like to.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2747713#Comment_2747713
Well, that is worthless...
If you think how many games you need to get there, then 250k is nothing compare to what you earned with those games, if you use BBQ / WGLF.
250k is basically 10 perk tiers. It's +/- 6 games with BBQ.
Nah, that just means it's not worth a lot. It has a value. Just a very low one. xD
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@Myla said:
Grades are worthless.
Incorrect! Red ranks are, what, up to 250k BP?
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@Steel_Eyed said:
I’m on the other end of this topic. My grind is pretty much over. Everyone’s P3. The killers and survivors I enjoy most have all perks unlocked. It really wasn’t that bad to do (often finishing multiple prestige project during events like the one coming up) and I don’t know if this game would retain players interest if everything was just automatically unlocked.
There's a big, big wiggle room between "everything is unlocked" and "your first 150 levels don't count and getting perks you want is pure RNG".
I've done one P3, since I explicitly set out to do that first when I unlocked the character and saved up 1 mil before (and at the end of each level 50). Plus getting lucky with BBQ. On the objective front, not so bad, I guess? But now I'm trying to unlock perks and whoops there goes any sense of progression, I'm just getting jank I don't need and hoping what I do want shows up so I can try new builds.
The only other Killer I play much of, I don't want to prestige because of how many things I already unlocked on them.
Prestige being more penalising the longer you've played a character is dumb, and the way perks work is ridiculous. Unlock teachables on character, then do dozens and dozens of levels as you pray to RNG to get the toys you want and have already bought/unlocked.
As for maths, to P3 a Killer and get all teachables unlocked it's: 150 levels for prestige, 50 levels to get back to 50 (and optimally get 60 perk levels), which leaves 210 perk levels to go, or another 105 full level 50 bloodwebs. 305 levels per Killer, 26 Killers, or 5330 levels total. Every new Killer update adds 3 perks with 6 levels, which is optimally 3 levels (though with how it eats them, maybe it's going to be anything up to 6), which is another 78 levels. And 308 for the new Killer. And the time after, it'll be 81 levels, plus 311 for the new Killer. This is a Bloodweb taking like, 70k BP a pop? So that's 5 mil BP just in new update perks, never mind the cost of getting to that point.
Survivors need 121 bloodweb levels after P3 50, for 321 levels per Survivor, 29 Survivors, for over 9000 levels, so... yeah.
This is ridiculous and it makes full build customisation a thing apparently reserved for streamers or people who do nothing else, no matter how many teachables you unlock or DLC you buy. Very fun. /s
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Because revising the system is apparently super difficult despite the geometrically increasing amount of BP needed per content update.
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Pretty sure Spirit with music playing wouldn't work well.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2746410#Comment_2746410
Moreover just because there are dedicated servers doesn't mean the hits aren't still decided by the killer, it's just on a server now instead of being hosted by the killer. It still takes into account the ping of the killer because they didn't truly make everything server-sided, they just jammed the old system onto a server. They are slowly making it server-sided however, like with pallet drops and Dead Hard.
Hits are literally the one thing that work on the logic of "what happened on the Killer's end?" Everything else has to either be validated by the server or has checks to confirm whether something is doable--grabs, pickups, hooks--which is where you get cheaters using lagswitches to block actions. That's also why grabs are so unreliable, because a Survivor can cancel the animation on their end and it reports back to the Killer "not a grab", which definitely shouldn't be working that way.
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@Grimzy said:
It shouldnt count. Since it creates a huge disadvantage to survivors having to play with only 3 people, why should the killer get benefits for it?
Because lots of the DCs are by people who would have died anyway. That is, there are players who will DC to deny the Killer something that they would have otherwise gotten.
The only time this would give the Killer a benefit they wouldn't have gotten is: A) someone DC's immediately because they don't like the map/Killer, or B) a genuine disconnect. But B seems unspeakably rare in comparison to ragequit, and most players seem to avoid A until they, themselves, are actually downed.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2746089#Comment_2746089
It happens a lot more then you think, plus it wouldn't have to be 32m to be impactful, it could only be 16 or 20 and that's a simple nurse blink away, hell blight can already reach people at the other side of the map and hit them before BBQ wears off.
I'm not surprised that it happens, I'm saying that "nearest hook is basically out of wiggle range or at the border" is not a great map spawn and we have a bigger issue there.
The body just standing around might be a cleaner solution but that leads back to the "so much of everything is clientside" problem that the game basically needs a rewrite to fix.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2746082#Comment_2746082
Well that could get weird too, what if the nearest hook is over 32 meters away and now the nurse can see the aura of someone they are currently in chase with. It's certainly not an impossible thing to happen with hook spawns the way they are on certain maps. The survivors already just lost a teammate they don't need more negatives put on them as well.
If the nearest hook is over 32m away, then your spawns are buggered and we have bigger issues.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2745991#Comment_2745991
I was unclear with my comment and I am sorry.
I was agreeing with you about DCs counting as hooks to get rid of "tactical" Disconnects as with my pop example you'd still get pop to activate despite the survivor disconnecting.
Ah, yeah, I get it now.
People disconnecting to deny Pop (or BBQ stacks, which is just petty, or DH opportunities, or...) is... mmm.
@gilgamer said:
It depends on how the DC procs the perks. Does it proc right the second they DC cause that could cause some strange interactions like with BBQ from where would the point of reference for the 32 meters be? The killers current location when the survivor DC'd or from where the survivor was when they DC'd. My preferred way that I think would be the most balanced would be the husk idea where when someone DC's it leaves the player model and to which the killer can simply down and carry to the hook which would then proc any related hook perks.
Nearest hook to Survivor, maybe?
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Instead, what Spine Chill does is turn the game into crab walking simulator (when its built-for use case is as a progress buff). Not sure that's really a step up.
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@Warcrafter4 said:
They should just to get rid of any possible "Tactical Disconnect" left in the game as being able to deny a game winning pop can be the difference between a 1k and a 3-4k.
I'd like to give solo queue survivors a teammate DC effect but every time I think up of one I realize how much greifing it would encourage.
Not sure how much you can get rid of someone literally shutting the game off, though. The person just pinging out of existence isn't helpful, but since the game is so reliant on the client to tell stuff like "where are you" and "what are you doing", they'd pretty much have to rewrite the whole thing to just... leave someone standing around.
Or dump all the processing on the Killer end or something, and imagine how consoles would take that.
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@selflessnea said:
https://forum.deadbydaylight.com/en/discussion/comment/2745531#Comment_2745531
How about I re phrase it then.
It is done to alter the killers priorities and have them focus solely on the one survivor. This is done to possibly cause the killer to throw the game to focus that one person down. It might fluster the killers thought process and they might end up making mistakes because of it. It is unfortunate that some gamers get mad at this kind of behavior even though it is a respectable tactic.
But it's mostly used for BM and to antagonise people, which means it isn't a respectable tactic. You can't change common usage by insisting that you can find an excuse for it.
Being a jerk is being a jerk no matter how much you claim it's for a good cause.
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@selflessnea said:
https://forum.deadbydaylight.com/en/discussion/comment/2744962#Comment_2744962
I was mainly talking about during the match for gaining an advantage not at the end. If it's at the exit gates who cares. You are taking things way to seriously if you let something so little get to you.
I would not say doing it midgame is unsportsmanlike though. If I can lead the killer on for a long chase then yeah im going to do everything in my power to try and get in his head and make him want to chase me. It's not being childish. It's not being a jerk. It's simply strategy. If it makes the killer throw the game just for me then fine. If the killer refuses to take the chase then good on them. They made the survivor waste their own time. If the killer gets frustrated about it and nearly instantly downs the survivor after the flashlight clicking or t bagging, then enjoy the dopamine boost and enjoy the game.
"I want to make someone mad because maybe they will make a mistake and I'll win my video game round!"
You don't think deliberately setting out to try and make someone else be in a bad mood so you can win a video game isn't unsportsmanlike? If anyone's taking something too seriously, it's you people who insist that it's totally valid and necessary to win at all costs including doing the thing that you insist shouldn't bother anyone because it might bother someone and trick them into making mistakes.
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@selflessnea said:
Uhm. Soooo. Flashlight clicking and t bagging imo are used to get un the killers head. And if it mad you mad or frustrated you then it worked. There is nothing wrong with those situations.
Also just someone uses DH for distance doesn't mean they abuse the perk. I honestly can't think of a way you could abuse any perk unless the perk it's self is bugged (i.e. breakdown when the hooks never respawned after a patch).
You can change the way you play all you want. It's not going to stop people from making fun of you in end game chat. Welcome to the internet.
Also I'm pretty sure over half the player base have there own win conditions. Some of which might have already aligned with what bhvr detailed there mmr being based off of. So the way people played before and after that was announced probably barely changed.
"There is nothing wrong with trying to make the other people playing the game mad if it gives you an advantage" is, at best, incredibly unsportsmanlike. But it's mostly just childish and the most pathetic excuse for being a jerk.
And most flashlight clicking or teabagging happens at the end of the game anyway. Please, enlighten us all how there can be a gameplay advantage to being annoying whilst standing at the exit.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2744117#Comment_2744117
Well [BAD WORD] they kinda have you beaten than.
"I'm against a good Blight in a bad area of the map with no resources" does seem like the situation someone should lose.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2740530#Comment_2740530
Buff her speed to 4.6 m/s, which would make her more accessible to new players. Where her kill rates are abysmal.
Nerf her blink to 1 blink with a massive cooldown which makes her much weaker in experience player hands. Where she has practically a guaranteed 4k.
"M1 killer with poor map maneuverability (or will enter chases with no power) who can maybe get one fast hit in before engaging in a long chase" sounds like killing a character to me.
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Sometimes, I just stand and watch and try to understand the interpretive dance...
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A is overrating Pinhead, tbh. Everything in his kit is too inconsistent.
If RNG aligns and the Survivors play bad and you hit the shots it can be wonderful. Any one of those fails and it all goes to pot and you're playing an M1 killer with sweet anims. Too many failure points.
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@EntitySpawn said:
Hooks. Always hooks
I would add individual hooks too (not second stage/1hooks) as every individual hook shows a chase and down. Each chase/down you must beat/outplay the other player.
If someone can outplay some multiple times it shows more skill than getting them once and camping.
I'd also add they should stop taking stats after the 5th gen is done, far to many hooks/kills are added after the 5th gen is done.
Why are kills after the 5th gen "too many"? There's a ton of perks that exist just for endgame scenarios. Why should those suddenly not count? It's not over until the Survivors get out.
And a lot of kills in endgame also happen because people get greedy and won't leave someone to die at the end.
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@liquidlight said:
Yeah, I'll agree the killer had skill, though an advantage immediately knowing where everyone was. I personally just don't get matches like this. I don't see how it's fun for either side. I guess the killer gets to show off and brag about it? But I don't know. Playing out the match, experiencing the challenge, having those clutch moments, and most importantly the game lasting for more than a minute... 🤣 that's what makes the game fun to me. Kind of feels like a waste of time otherwise.
Eh... pulling off something like this is fun? It's the challenge of doing something very technically demanding.
It's just a different avenue for it being fun.
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Paragraphs. Paragraphs help.
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I think the interesting part is arriving at Midwich being fair and balanced... when it's also one of the most annoyingly dull ones. Just getting anywhere on the indoor two floor maps is so annoying if you're on the bottom floor for any reason.
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It's the people who DC on last hook when BPS are in play that confuse me to no end
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2740599#Comment_2740599
Well after 5th run, it was so easy for sure. But my first time, i wanted break my pc so many times.
https://forum.deadbydaylight.com/en/discussion/comment/2740596#Comment_2740596
Nurse gives you info yeah. She is telling you i am gonna down you. Because you have nothing against her. You can try mind-game her but she can mingame you back. You can break LoS but she can use first blink for distance and second blink for hit. Nurse is broken too. You just have mind games against her and both players can mind game each other. Not fun against her.
Ain't that every game you're not used to? DBD with new killers is no exception. xD
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I mean, until you tilt, but that goes for DBD too.
... unless you start factoring in challenges or NG+ runs, then I suppose it would count as hard just because you lose all room for mechanical error at all in a game about it.