RainehDaze
RainehDaze
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@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2708765#Comment_2708765
They can see over the walls bcuz BHVR is an indie company, like I said, that doesn't have the man power to fix everything.
If they don't have the manpower (with over eight hundred employees) to manage basic resolution functions, they're in the wrong business.
This is not a hard or demanding thing to fix. Why are you defending it like it's a total game rewrite?
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@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2708760#Comment_2708760
The devs should have accounted for stretched res when designing his power is what I'm getting at.
Why
Not
Disable it instead? It's not hard. Most games do not have this sort of weird camera abuse.
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@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2708745#Comment_2708745
That's a ghostface problem & not a stretched res problem.
It's a problem created by people being able to see over walls they shouldn't. I don't know how you think that's a problem with ghostface, when the power would work as intended if people could only play the game at a supported aspect ratio.
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@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2708718#Comment_2708718
They're just video game developers, nobody is coddling them you're just pretending people do.
Defending them as "a small indie company" to justify why they don't do such things as fix the resolution being changed also altering how much of the screen is drawn, which is a pretty basic expectation for any game that wants restricted FOV, is coddling them. Not fixing things like this is indefensible. Doing balance passes with big lump changes in three-month increments isn't necessitated, and it's probably just exacerbating problems. Especially when a lot of the balance changes end up being numerical adjustments, which hardly take any time at all.
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@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2708703#Comment_2708703
https://us.v-cdn.net/6030815/uploads/CBYXRDSM3M4F/screenshot-20211221-155121-chrome.jpg
They've worked on other projects besides dbd
I, too, can read wikipedia, you don't need to paste obnoxiously large screenshots.
My point still stands. Yes, they've worked on other things. They also have one major, ongoing game that needs more balance work and has enough of a playerbase to support it.
They do not deserve or need to be coddled like expecting the bare minimum of quality control is demanding too much from them.
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@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2708689#Comment_2708689
https://us.v-cdn.net/6030815/uploads/Z9JXTBKZ8O2T/screenshot-20211221-154230-chrome.jpg
If Activision can't, BHVR most definitely can't.
BHVR has one major game to work on.
Slightly higher balance expectations are not unreasonable; basic things like having the game's viewing area not be manipulated by the resolution and this manipulation to not also interact with powers is so far within their power it's not even funny.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2708640#Comment_2708640
And it's still better data than anything you have provided or anyone else has on this 7 page long one-side vs the other-side rant.
The difference between you and I is I'll admit the developers data isn't very good and you really can't base much on this data. Your problem is your data is much-much worse than the statistics the developers gave us, yet you want to draw conclusions from your highly-biased bottom-of-the-trashcan cherry-picking and hear-say.
If you want to draw conclusions from something, then the best thing you have is the developers data, which is mostly meaningless. But at least base your opinion on something that kind-of holds some water.
Bad data can be worse than no data. And quantitative data which is only provided in summarised form, with no statistical analysis, is very bad to try and use--it's already been selected out of the raw information to try and demonstrate a point
Qualitative data, in the form of detailed verbal accounts from a small number of sources, can actually be more useful if those sources are a representative sample of a population. The general question is, though, are they; and what population? The entire DBD community? High MMR? Hard to say.
Anyhow, "I have numerical data" doesn't add any validity unless the data itself is good.
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Risky is any time they're doing more than holding W away from you as far as possible. Those things are a pain to aim with dodging.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2707506#Comment_2707506
Yeah it is. The DBD community will really make you shake your head.
Fortunately it tends to get less as you go up in MMR. At that point a whole new form of sore loser'ism will rear its ugly head and you'll probably want to disable chat functions and make any profiles private.
DBD is a great game marred somewhat by a really childish and sorry player base.
If you can look past that there are some great people playing and you can have some great games.
I just thought Pinhead was supposed to be the one random solo queue hated. 🤣
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@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2708535#Comment_2708535
It's useful because it lets you know a survivor wasn't on a gen for 14s, therefore it means you've got gen pressure by doing absolutely nothing. Boon notifications are like hex explosion notifications, you use them for information on survivors whereabouts.
"Not on a gen" is most of the map, really narrowed down the location, there.
It's not useful, because it doesn't actually change anything unless I walk across the boon itself, in which case the boon noise was all I really needed anyway. Knowing that someone wasn't on a gen doesn't tell me anything I can make active use of except in the very, very specific scenario that I can tell what totem it was through some other means and get between them and gens. But that's the sort of constructed scenario that is less useful than DAMN IT STOP THIS REALLY LOUD THING that overrides local sound.
That they weren't on a gen might, maybe, be useful (if they don't get use out of the boon). Telling me by DOOM THUNDER is not useful.
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@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2708501#Comment_2708501
And what are killers doing during that entire 14-24s the totem was being blessed? It's very useful because it lets killers know at least 1 survivor wasn't on a gen. Killers just aren't utilizing it properly.
How is knowing what someone was not doing for the past 15s useful? What practical, non-constructed scenario do I actually put this knowledge into action? Especially in the first 20s of a match.
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@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2708476#Comment_2708476
The problem is clear here then, killers are spending way too much time trying to snuff a boon & not fit boon snuffing organically into their matches.
Which makes the global sound notification every time something is booned, as I said, the most useless sound notification in the game. It's not really information I can do anything with unless circumstances align.
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@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2708409#Comment_2708409
This isn't like whispers, if killers took the time to actually learn totem spawns & keep track of where survivors are then boons wouldn't be that big of a deal. You're telling me killers all of a sudden have lost the ability to figure out where survivors are & thus their boons?
Before I've ever seen someone and with the number of obstacles on a map... yes?
The notification is only helpful in the loosest sense of "oh I guess there are boons around", because the odds that I could go and snuff the boon without spending more time doing that than the survivors gain by my ignoring them are incredibly low.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2708384#Comment_2708384
Filters are also outside the program...
Discord too...
Any headset app to get better surround audio.
And stretch res is done by windows setting...
I call something cheating if you actually change ingame files / data. You can do something instantly / infinite times, immortal etc. or you gain support by some form of AI -> it's not your skill anymore.
"To set it to a display mode it should never be in". Yeah, it's just a simple change, but it's still a resolution the game doesn't officially support and it breaks killer powers, which is a very clear sign you've gone way past setup optimisation.
@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2708400#Comment_2708400
My old ass tv with an HMDI adapter just started giggling and almost fell over. The one brightness setting I have makes it look like nuclear winter when I screw with it.
Y'all PCrs might be overestimating us consolers' rigs sometimes. Sound cards, graphics options, M&K, more than 30fps....
I think I had a £20-£40 TV that I bought five years ago when I got a PS4, and it had enough picture mode settings to get most of the same stuff you'd get off filters. I don't think I'm really overestimating what most console players could have access to in light of that.
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@BreadTube said:
They're a waste of time if the killer makes sure survivors don't get their value. It's goes like this for complaints against boons(mainly COH)
- Killer hears boon notification, but doesn't bother to do anything about it
- Survivors gain that 14s of booning time back by playing strategically around it
- Killer has a difficult match or just loses because of this
Now what's going on here becomes clear, that they just got outplayed, but this the dbd player base we're talking about so instead boons are OP & need nerfs.
The boon notification may just qualify as the single most useless sound notification in the game. When it isn't being annoying and covering useful information.
"Hmm, SOMEWHERE ON THIS ENTIRE MAP is a thing I won't otherwise detect until I'm 12m away."
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2708353#Comment_2708353
Filters are fair now and Stretched is so-so?
I must re-read my console manual again...
In fairness, a lot of what filters do can also be found in TV and monitor settings. Or if they're just miscalibrated.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2708348#Comment_2708348
I definetly don't think filters are cheating.
I just don't think stretch res is cheating (at least not ban level).
It's unfair, but it's just something that shouldn't be possible. So at best you can say it's abusing a bug.
Hm, it's kind of questionable. You're going outside the program to set it to a display mode it should never be in, in order to gain an unfair advantage in the game (that outright nullifies certain powers in ways it really shouldn't). It might not be banworthy, but ethically it would be cheating, surely?
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2708325#Comment_2708325
I am not sure it's a cheat. It's kinda on same level as filters to see better. Well, stronger...
It is just something that shouldn't be even possible to do.
Eh, stretched res is way more cheating than filters, because they actually reveal information that isn't otherwise available. Filters can only mess with what's there.
And if filters are cheating, then arguably any monitor is cheating, because they all display pictures differently. So, kind of hard there.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2708248#Comment_2708248
You can also win against flashlights. Their batteries end, then what?
If the survivors were doing a flashlight strat, they do the last gen and skedaddle in like 2 minutes, as they could have done at any point but weren't because "flashlight stun the killer who isn't doing anything" is apparently fun for them.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2708209#Comment_2708209
So what you're saying is that if 2 of my team mates dc at 5 gens, and the game is unwinnable to me, it's the same as holding the game hostage?
If the Killer keeps you off gens but makes no attempt to down you.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2708190#Comment_2708190
It's still not pseudo hostage. That's like saying impossible skill check Doctor having a 3 gen and survivors not being able to do gens because the killer just stays in the middle and doesn't let them get to one is the game being held hostage. It's not.
If the Survivors literally can't do gens in that situation and the Killer is refusing to even hit them when they're stood in his face, it's the same problem. Winning side isn't letting the game end, it's not TECHNICALLY against the rules because it is theoretically possible they might slip up before they get bored.
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Honestly, I think the biggest problem with chat is that it's ONLY endgame. You're pitted as enemies and only then do you get to say anything. Not even a nice glhf or apologising for playing weird because of a challenge.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2708159#Comment_2708159
I agree with you, I don't think this is a situation where the game was held hostage. There are times when you get bad games, either a 4 man slug on 5 gens with a Nurse or a flash-light survivor deathsquad. It sucks but it happens.
That's the question, isn't it? If a Killer wants to mess with weaker players, the game WILL end. Either they'll bleed out or refusing to down them will get the gens done and they can leave--maybe an extremely strange build with Surge would keep it from ever happening?
We should really have something that works in the other direction. No pseudo-hostage situations where someone is that outclassed but the game won't end because people are being jerks. It can already be forced if the gens are done.
Maybe start a timer to count how long since anyone worked on a gen? If the team is alive.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2708104#Comment_2708104
I wish I had survivors in my games who didnt do gens.
And I'm gonna be honest, I don't even know which "simple question" that is because at this point I'm just bored and not reading the novels people right that at the end of the day the TLTR is just "survivor op"
I mean I've stated it twice on this page alone: if the survivors are, for whatever reason, much better than the killer, should they be able to spend 10 minutes not doing the last gen even though they're not getting hooked or slugged either?
Doesn't require survivors to be OP in the general sense, just in an individual game. Like times a team has been waiting too long and you get 10k hours matched up against new players, or someone's playing an objectively terrible build on a bad killer.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2708043#Comment_2708043
Some people dont really want to have a fair discussion they just want to claim they are under powered in a video game in a place that just milks that idea dry.
Use lightborn.
I have no idea why such a simple question is so hard to answer. Sometimes matchmaking screws up. Sometimes people don't bring a perk. Sometimes, the need to bring the perk isn't obvious because it's a last second swap. Whatever the case is, games do sometimes get in a position where the Killer isn't going to get any kills. And on its own, that's fine, losing is part of the game.
But there's the question: is it fine if the Survivors then choose to not do a gen and drag the game out until they get bored of their superior position?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2706842#Comment_2706842
Sometimes it's more intelligent to not reply back when all you do is going in circles, so yes, enjoy your silence.
I don't think conspicuously not answering at every point someone asks "Okay, and is the game being dragged on for ten minutes because Survivors will not do the last objective bad?" is a sign of conversations going in circles.
I've thought that was quite a simple question, really.
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@Myla said:
Is it even possible to fix stretched res?
Presumably, if the game actually supported nonstandard aspect ratios, it would actually deal with this correctly and not draw more than the camera is meant to show.
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There's absolutely no reason for profiles to be anonymous in a public multiplayer game.
FFS, particularly the people suggesting steam profiles should be anonymous. You do realise that because steam profiles are used, steam itself will show them to you, yes?
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@WaveyTrey said:
https://forum.deadbydaylight.com/en/discussion/comment/2707710#Comment_2707710
It works in reverse too…
If they’re clustered on one side of the map a lot then use perks and add ons to compensate that. Killer Oaks will likely spawn them closer together for your convenience. Agitation and Iron Grasp lets you carry survivors to those hooks. These are things you gotta think about. If I get bad RNG with Pain Resonance I run one of the carry perks to compensate. Works like a charm.
Depending on where they’re positioned it can be good or bad. As it should be. The moment players start complaining about stuff too much the devs will make whatever it is worse somehow before ever making it better. This is a fact. Ssssh!! 🤫🤫🤫
Running multiple perks to make one of them work is a sign of a failure of perk design (consider how many hex totems are based around the idea of penalising doing totems and still they barely work).
Agitation and its kin are nice to haves, but you shouldn't be totally screwed out of the ability to use a perk without it (or sometimes even with it) because the map RNG decided to plonk you in Mother's Dwelling and put all the scourge hooks on the same side of the map as the Survivors' spawn and the first gens done.
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@WaveyTrey said:
https://forum.deadbydaylight.com/en/discussion/comment/2707701#Comment_2707701
Yup, and they got lucky. Is what you should be comprehending from all of that. I’ve been using that perk since Saturday. They don’t always spawn together like that. You act as if they’re clustered every single match. Sometimes they’re nowhere near each other. You’re mad because the RNG helped the killer. When RNG gives survivors obvious hex totem spawns, snd insane loops that’ll connect. Now there’s CoH that makes survivors heal insanely fast. Killers gotta go out of their way to stamp them out.
There’s plenty of ways to counter Scourge.
1.) Don’t fall anywhere near those hooks. RUN AWAY.
2.) Break those hooks when someone is about to be hooked on one.
3.) Use Oaks to increase the distance of all the hooks.
Every time killer gets something to balance survivors they whine. Then it gets nerfed in some silly way that makes it even worse. Like Hex Ruin. New Ruin is just awful (Brain Dead), and Old Ruin was more balanced.
I... how do you think that's a lucky spawn? Or that their complaint is a survivor-sided rant about unfair hook locations? The likely complaint is that all or most of the spawn hooks can show up clustered in one corner of the map, which is the exact thing you don't want to happen!
Or why on earth you think I'm mad. I love scourge hook perks as an idea and I don't even play Survivor. Chill out and stop tilting at windmills. <_>
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@WaveyTrey said:
Nope. It’s about time killer actually got something useful and balanced. Something that counters gen rushing for good outside of Pop and Ruin. The killer has to catch people to activate that power, and the hook spawn is totally random. Sometimes the hooks aren’t near each other like that at all. On all the corners of a large map Lery’s or that new Artist map. Making it weak during the whole trial unless you run Iron Grasp/Agitation.
Don’t get caught. Is the easiest counter to Scourge Hooks. If you don’t like them bring toolboxes and break them. I’ve been seeing lots of thay lately since I’ve been using this perk.
you realise the picture is from the Killer's perspective, right?
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is
is that a rabbit in a pig hat
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2707510#Comment_2707510
Keep playing. I don't judge games based on 3 matches.
What do you think I've been doing? Lol.
These games are still super weird, though; I've run into one team where two people were absurdly laggy. Got the adept, at least, that's nice.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2707506#Comment_2707506
I mean you played 3 games it's too early to ask don't you think?
I mean, 2/3 when I don't think I've run into this with anyone else I've even briefly played, even low-mmr Bubba, did sort of stick out.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2707504#Comment_2707504
Keep playing, you only played 3 games.
Oh, I plan to, I was just wondering if this sort of petulance is going to be habitual.
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@Myla said:
Maybe seems like low mmr where beginners play. DCs are very rare on my end.
I'd hope it's low, given I just bought it and I can't be that good on anyone else to bring the floor up much. Would be pretty miserable to try otherwise.
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Best part about trees is that they can spawn as part of a tile with a gap between them and, say, the rest of the tile that is big enough for a Survivor but not a Killer. Result: Bloodlust 3 is the only option.
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When it works, the cat and mouse stuff is fun.
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From a strictly mechanical perspective? Fix the damn audio; this game's sound is just bonkers. You have a 3d map with 3d environments and the audio seems to think it's perfectly 2d, even when it's perfectly flat.
From a playing experience (not a balance one), the utter stupidity of the grind. I did some thinking about it here (Is this supposed to be a casual game or a lifestyle choice? — Dead By Daylight), but ~80 hours to get 37 perks on 1 Killer with a 1mil BP headstart. Want to play anyone else? Whoops, play with a neutered version of any character, because limited perk choice gets real bad... and ignoring of course there's two sides to the game and the idiocy of prestige and this is still literally less than half the options.
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I don't think paying BM with BM does anything except annoy enough people overall that random others down the line also get BM'd. It's a positive feedback loop in the worst way.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2706726#Comment_2706726
If you cant then lose, your MMR will drop and youll get potatoes and get easier matches.
"Future games might be better" doesn't in any way solve the "I can't kill these survivors and they are obstinately not doing the generators" part of the problem.
You know, the "I would like to actually lose so I can move on to the next game" part that has been brought up. Repeatedly.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2706581#Comment_2706581
The game isnt being held hostage, you can still kill them.
"If you're not good enough to down them or have a terrible loadout, the Survivors have no obligation to finish the gens and get out" is a weird take. Does being outmatched mean you have to wait for the other team to get bored and end the game long after they've demonstrably won?
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I don't find winning necessary to having fun, but the feeling of having a chance at winning is important. Being played with isn't enjoyable.
And I hope to not be on the other side of it, either.
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@Mandy said:
I think if that was the way it was initially in the game, it wouldn't be so bad. But I think the game has come too far for that to work now - players will just dodge if they don't get the role they want etc. And also SWF playing together, if one of them is chosen to play the killer, then that's hardly going to be a great match for a random person or two that's put with them.
It pairs impossibly badly with unlockable perks and add-ons and characters, too. Particularly the ones that require monetary payment.
"You have a 1/5 chance for an opportunity to use this other thing you paid for". Not... great. Not even the flipside of 4/5 chance of Survivor opportunity.
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Hm, 1/5 chance of getting the role I get any enjoyment for and have things unlocked on (and bought) or play something else. Hard choice...
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Pretty sure that's not stretched res, just the scene geometry being really bad (a visual obstacle in the form of a window that is partially ajar not counting as an obstacle for e.g. flashlights).
Would probably be easy for people to test tbh.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2706436#Comment_2706436
But as soon as True catches on to that strat, he catches one off guard, picks them up while having his camera clip through a wall, and he still got blinded.
That smells more like hacking.
no, that's just the window being awful. It's spotted later on: there's a tiny crack in it.
So it might as well not be there as far as the flashlight is concerned, because logic.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2706368#Comment_2706368
The killer is also locked in an animation when picking up a survivor in the open. So what is the difference between being locked in that animation, and being locked in a locker grab animation?
And I do agree if the bean is outside of their POV, they shouldn't get blinded.
When someone's on the ground, they're not generally free to get up and run about if you address the flashlight nuisance, and you still have some choice of positioning to try and make it harder.
Lockers, if you don't grab, they're fine and dandy to get out and run away if you chase their flashlight pal, and you have zero choice about positioning or trying to avoid it.
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Depends.
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@NOEDENJOYER said:
I will preface this all by saying that Tru3 is jumping the gun by assuming these survivors are ''tournament level''. He's playing Legion, a contender for the worst killer in the game, with arguably, only 1-2 decent perks against a SWF, with good to meta perks. I assume they're on discord, or comms as well. So yes, if Tru3 played a top-tier killer with meta perks, this very much could've gone differently. But he is essentially, bringing the worst killer loadout, against the best survivor loadout. The power level here is drastically in the survivors favour, sadly.
But yes, there are glaring issues in this video, the fact that Tru3 isn't able to progress the game because they're abusing the flashlight save out of a locker mechanic (and he can't even pressure the rescuer, because they're on the top floor, meaning he looses either way). The fact that he stares at a wall and still is flashlight saved, by a bug or hacking, who knows. Then the fact that these survivors aren't even playing to win, do the generators ASAP and escape, they're playing to simply mess the killer around for a bit, do the gens, and then leave. The presence of COH and DH making the progression killers want to achieve extremely difficult. All together, there wasn't much Tru3 could've done to win this game. Yes, if we are nit-picking, he made mistakes and could've played better, but it's a hypocritical stance given how the survivors made mistakes, but abused an unfair mechanic (locker saves) and used DH repeatedly to have second-chances. So, if it really takes the killer to play perfect to achieve anything, whereas, the survivors can just mess around and still do very well, there isn't any other way I can tell you that there is a fundamental balance problem with the game.
If this was me, I would've just stood in a corner for a couple of minutes, browse the internet, go eat, do some tasks, if they want to hold the game hostage, I would disconnect. I'm a killer main, but if I'm faced with a clear ''bully squad'' as you call it, I don't bother. In fact, watching this video and hearing a flashlight macro + COH going up was enough for me to know this wasn't going to be a pleasant experience for Tru3.
It's not a bug, watching the full video it's because there's the tiniest little crack in the window he was facing at that point. Which the survivors knew about, because one brought an offering and is why they crawled there.
Which is just dumb interaction with maps tbh.