Red_Beard
Red_Beard
About
- Username
- Red_Beard
- Joined
- Visits
- 1,625
- Last Active
Comments
-
For some reason the last couple days I have been getting micro stutters and freezes when nothing in game even happens. I'll just be running along, looking straight ahead and the game just freezes for a second. No updates lately. Perhaps it is just as much server issues as it is coding.
The performance has just gotten worse and worse with almost every update and ignored for years. The very little communication they have done lately promising they are working on the issues is too little too late. Combine that with the game play "tactics" that have been allowed that both sides like to use that make the game unfun for whatever their justification is, to win or because being a dick to a random person on the internet is meta, this game just isn't for me anymore.
Good luck with your fight. I hope it works out for you. To anyone I have had a spirited conversation with on these forums, thanks for either or great discussion or sorry if I offended you in anyway.
-
I think they should give a huge blood point bonus to survivors that hold on as long as they can. This would an incentive to the survivor for staying in the game as long as they can to help the team without being a punishment for the killer that chooses to camp.
-
Yeah, I just had a match where I hit the survivor and heard the scream, then they just vanished. I turned around and they were 50 meters behind me, standing there looking at me like I was crazy.
-
@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2462673#Comment_2462673
See what I mean? If this was a simple miscommunication, then something could have easily been said by now. Considering just how often the requests for clarification have not been addressed, makes me believe that this was supposed to be an intended feature, but for whatever reason it got scrapped or delayed and they're not allowed to talk about it.
I'm going to give it a day. She may have asked and just hasn't received the answer yet. I did see a thread from a while ago that you and a couple other people asked for clarification, so I understand your frustration. It doesn't seem like something that they would not be able to clarify what they mean by it though so I'm not sure why they would need to stay silent on the subject.
-
@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2463517#Comment_2463517
Lol unless you work at BHVR, you're going purely off the vague descriptions they've given in the past. Do remind me how many times BHVR has gone back on their word or flip-flopped on something. Here are the facts:
- Pre pallet-validation, survivors got hit through pallets
- Now, killers get hit rejected at least 1/4 of the time at Pallets even when it hits on their end.
This "fix" literally just flipped the issue onto killers. Nothing is fixed, it's just that only 1 player deals with it every game now instead of 4 (which, by the way, is how BHVR solves most things)
Here is a thread where one of the mods confirms the killer used to have hit priority at the pallet, but now it is based on what reaches the server first. This mod is actually a community manager that works for BHVR.
@Mandy said:
This isn't about whether or not it's fairer to the survivors or the killer - it's about making the system fair for all players.
The player whose action is sent to the server first gets the priority, that could be the killer or the survivor - which is now the case (previously it was the killer who had priority). That's a pretty fair system.
The issue is only the information that the killer receives, where they see the hit, then it gets rejected - and as previously explained it's currently like this because otherwise every action would be delayed whilst the server receives, processes, then sends information back to the players.
-
@Trickstaaaaa said:
It already got fixed. That screaming noise is a bug according to a mod based on what I saw. Hopefully the screaming noise gets fixed.
Do you have a link to a mod saying this. MandyTalk said it was not a bug in this thread.
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2399640#Comment_2399640
I want to make this clear that this is not a bug. The game is designed to give instant feedback to the killer so that there's no delay, otherwise there'd be long pauses after each action.
-
@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/2462835#Comment_2462835
Except in this instance the only thing it helps is the team, they literally camp and tunnel right off the hook. So there's no enjoyment or bloodpoints for you as the person who gets tunneled, the rest of the team might get 15-18k but you're getting 3-8k at most, since you can't do gens, you can't unhook, you can't heal, you cant do anything but hang and run for the entire duration of the match.
Am I missing something? You just repeated what I said. I'm saying I wouldn't mind as much about being hardcore tunneled if the blood point system were changed to grant me more points for being the person that took the aggro from the killer that allowed the rest of the team to escape.
-
I think the intent is to look at playing survivor as a team game. Thus if you get tunneled out and it results in your team escaping, then the survivors win. As a solo survivor, I do care about keeping my team mates alive long enough to help pull their weight in completing the generators, but past that, I don't really care if they escape or not. That doesn't mean I dip out as soon as the gens are done, but I'm not staying for their enjoyment, I'm staying for mine.
If the killer allows me to be healed before recommitting to me, it looks like they made an effort to find the unhooker but couldn't, or it is close to end game and they need that kill, I understand and don't mind being tunneled so much. But when they leave a chase to come back to the unhook at 4 gens left to tunnel me because I'm injured and closer to death, that's when I really get frustrated with the choice to tunnel.
I don't really care about rank. But I do like blood points. If me being tunneled helps the team to complete the objectives and escape, I wish I was awarded with more blood points for being the one that took that aggro and not be able to do anything else to earn blood points.
-
@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2462643#Comment_2462643
That's just it, I have. There have been more threads than just this one created by myself and others. I have DM developers and moderators and no one has said anything. If this was a simple miscommunication, then that is something that could have easily been cleared up.
In regards to the bot matches though, they go on to talk about how you can test out everything that you normally can in a live environment, which isn't remotely true with those tutorial bot matches. Until you give a purpose to cleanse totems, or allow players to equip perks, etc, then nothing will mirror an online match.
@MandyTalk Would you be able to help with this discussion?
The question is about the offline bot matches from the July Developer Update. What exactly are they? Is it something new coming or was that referring to the Kill with Bots and Survive with Bots modes in Getting Started. It is the terms offline and online that are throwing us off.
Thanks.
-
@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2461293#Comment_2461293
But those bot matches were already there prior to the developer update so I want to know what precisely were they talking about? They mentioned that bot matches can already be accessed online, so what precisely were they talking about when they mentioned offline? The fact that everyone on BHVR's end has been a quiet about this speaks volumes.
"Now, a tutorial is great and all, but it doesn’t quite compare to hands on experience. Before you jump into an online match, you can now practice in offline bot matches. This will let you try out everything you’ve learned in a real-world scenario without the stress of other people watching. Bot matches are already available on the live version of the game (click the Getting Started button on the main menu to check them out)."
I think those bot matches that were already there are precisely what they were talking about. They don't say it will be something new, we assume that. I don't think they consider those matches as "online" because they are not a regular game that you accrue blood points and rank in and call them offline. I agree, their wording and terms are not well defined and could have been communicated better. They also say "without the stress of other people wathcing" which is what happens with those already available bot matches.
As far as BHVR staying silent, I agree, they tend to lack in communication for some important things, such as optimization. I don't feel this is anywhere near the top of importance that a lot of communication is needed. And if the answer is what I expect, in their minds they probably think how they communicated in the above quote says it clearly and didn't think any other communication was needed. The thread was created on Saturday. While moderators do monitor the forums over the weekend, they probably need to wait till the weekday, when people are back to work, to ask for clarification from developers to get the correct answer. Plus, you haven't @'d any of the mods asking for a clarification so they might not have even noticed you wanting them to reach out.
-
@Itslat3ncy said:
https://forum.deadbydaylight.com/en/discussion/comment/2461329#Comment_2461329
I'm not discrediting anyone. I just want to see others experiences with next gen. I asked a simple question and your getting butt hurt about it. I
I could care less about trying to beat someone down about what they experienced. I didnt believe the guy because of the way he came off. I do somewhat believe him, but it could have just been dedicated server or his internet that caused it.
Again it was just a question I asked about others experiences, and not bullying that person
What type of proof are you asking for? A video?
You have said these exact things: "If I dont have proof then I believe it's not true as theres a big movement to get the games performance up which I'm all for. But this could just be a lie to help further the movement"; "I wouldn't call you one if you had evidence to support, and also I havent seen anyone else complain whilst on next gen. My friends even say that dbd runs perfectly"; "I havent seen anyone else complain about performance on next gen besides you so far. Again evidence and I'll believe you"; "dbd community which is full of trolls and whine bags."; "but it could have just been dedicated server or his internet that caused it"
Can you see how I don't really think you are genuine in your intentions?
You said you haven't seen anyone else complain about next gen but one person in the other thread. Now on this thread you say you have seen a few people complain. Why is that not enough?
You say its possibly dedicated servers or internet that caused it. If someone posted a video are you not just going to say it might be caused by those other things? Why would someone engage with you and post a video then?
If someone says something you don't agree with does that make them a troll or a whine bag? Most likely it just means they have a different opinion or experience than you but you can't seem to handle that and say things like lie, troll or whine bag and ask for evidence to prove you wrong as a way to discredit.
-
@Itslat3ncy said:
https://forum.deadbydaylight.com/en/discussion/comment/2461300#Comment_2461300
Me and all my friends have no issues what so ever.I didnt believe the guy because of the things he said. Things like look in other posts you'll see, and I look and they say nothing about next gen. So I asked him for proof. For who I am, I am just a member of the dbd community which is full of trolls and whine bags.
Again you seem angry that I asked a question.
So it seems to me you only posted this thread to try and discredit what others were saying in the other thread, they ones you call "whine bags". Just because you and your friends don't have the same experience doesn't mean they aren't having the experience they claim.
What type of proof do you need? I'm sure like I said before, even if they did post a video you would still try and discredit them and say there was a different reason for the performance issue.
If you are for console optimization like you claim, why are you trying to discredit anyone for sharing their experience? Better optimization for current gen consoles I'm sure will result in better optimization for the next gen consoles.
BHVR has stated they are aware and working on the performance issues. Quit trying to discredit people that share their experience.
-
@Itslat3ncy said:
https://forum.deadbydaylight.com/en/discussion/comment/2461285#Comment_2461285
I mean you dont have to provide evidence it was just a question I asked. Also providing evidence that its next gen is helpful since theres a big movement to push optimization on last gen. They could overall improve the game on all consoles and pc
You seem to be mad that I asked a question.
I see you basically calling people liars in this thread because they didn't provide you proof.
@WexlerWendigo said:
It’s ridiculous that this is still going on, that a console that runs games that look 10x better is having lag issues because of some stupid screen effects. If they can’t fix this issue, they need to disable some of the effects so console players can go against doc without the game dying. I can’t imagine what it’s like for last gen consoles.
The game should absolutely be taken off the PS store, same as cyberpunk as the devs are not doing enough about it. They’ve had years to optimise their game.
Again, who are you that anyone should be obligated to provide you with anything? Especially when you tell them their experience isn't real because you don't have the same experience.
-
@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2461078#Comment_2461078
I would agree with you except for the part where they say, "...you can now practice in offline bot matches". If this wasn't supposed to coincide with the mid-chapter, then this was a very misleading statement, and it's one that BHVR should clarify.
When I reread that, it now makes me think they are referring specifically to the Survive with Bots and Kill with Bots modes in the Getting Started section and not a separate offline mode. By live version, they mean not a test build and by offline they mean not a real match.
-
@Itslat3ncy said:
In my experience dbd has never lagged or frames dropped. Now though I heard a few say that its frames drop, and lags. Is this true, and if so is there evidence.
If someone posted a video showing lag and said it was on a next gen system would you believe them? If yes, why do you need them to provide the video and not just take their word for it by them saying it does?
If they did provide it and you believe they do have a next gen console you would probably give reasons outside of the game optimization that can cause performance and question if they have good internet, even though BHVR has already openly admitted to performance issues caused by the game.
Are you a BHVR employee looking for information to help you fix the game? Why should anyone feel obligated to give you proof?
-
@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2461004#Comment_2461004
They also announced it in the anniversary stream, when the trapper bot matches were already out.
Announcing it and giving a definitive date on when it would be released are two different things. Do they give a date on when offline matches would be available in the anniversary stream. This thread is specifically talking about the Developer Update which says the following.
"In this upcoming Mid-Chapter, you’ll find a pair of brand-new tutorials (one for Killer, one for Survivor). We’ve learned a lot about what you want in a tutorial, so we now cover more than the old ones. Each tutorial also takes place in a single continuous level (rather than a series of mini levels cut together). This way, everything flows together like a real match, just more controlled so things don’t get out of hand.
As a head’s up, we have been seeing reports of preferences being reset (such as perks and cosmetics) for Dwight and Trapper after playing the tutorial. This bug does not revert any progress, but is something the team is aware of and will be resolved in the near future!
Now, a tutorial is great and all, but it doesn’t quite compare to hands on experience. Before you jump into an online match, you can now practice in offline bot matches. This will let you try out everything you’ve learned in a real-world scenario without the stress of other people watching. Bot matches are already available on the live version of the game (click the Getting Started button on the main menu to check them out)."
They do say in the upcoming Mid-chapter we will get a pair of brand-new tutorials. That did happen on that Mid-chapter. Two paragraphs later, they talk about the offline bot matches. I don't see them promising the offline bot matches at the same Mid-chapter. I just see them giving a heads up on what they are working on, probably in the same section they are talking about the tutorials because they are a similar feature. They then reference back to the Survive with Bots and Kill with Bots in the Getting Started section where the tutorials are.
-
When I read that update, I see them saying the updated tutorials are what was coming out with that mid chapter, which they did. I don't think the offline bot mode was intended for that specific update, they just mention they are working on it because it is a similar feature to the tutorials.
-
If you look at emblem colors as points, you need 12 points in red ranks to Pip. If you completely neglect points in any one of the four, you need iri emblems in the other three to make your pip. A brown in one category means a gold in one and iri in the other two. And a few other combinations.
I try to aim for 2 of everything if I can. 2 safe unhooks, 2 heals, 2 gens, 2 totems, 2 decent chases.
Many things prevent this. A bad killer. A tunneling camping killer. Overly altruistic teammates. Too stealthy of teammates and you always taking aggro. Unsafe unhooks because the survivor you unhooked wanted to use their DS. And many more factors.
Ive heard there is a bug with the benevolent emblem at times that cause it to not give the correct color too.
-
@MG03 said:
https://forum.deadbydaylight.com/en/discussion/comment/2164173#Comment_2164173
this is a god damn lie. The survivors is easy to get rank yes. especially if you just play in a group. However killer is for sure not easy by any means. you really have to play perfect or you just get screwed the whole game there is no in between. After like rank 6 you get nothing but rank 5 or lower survivors like 90% of the time that are most likely grouped or as stated have 10000 hours in the game. It is in no way easy to get to red ranks at all. Youre lying or never play killer before if you think thats true.
I hit rank 1 almost every month on killer and survivor. I only play solo. I find killer to be easier to pip with than survivor. This is my opinion, just like yours is that killer is harder. Just because we have a different opinion doesn't mean you need to call people liars.
-
I haven't played him a lot since the rework. Perhaps that's why I struggle with it, but I find the bottle swap to be clunky and usually slow me down more than help me. Sometimes I quick press it and it doesn't switch but I'm so focused on the survivor I don't notice till I throw it. Sometimes I press a little too long and it starts the reload animation when I didn't want. I'm sure more practice would make it easier, but I get frustrated with it and just don't use the antidote usually unless I need to for a challenge. I wish it were a separate button for the bottles and i didn't have to swap, just press the button for the one I want to throw.
-
I expected trying to get that achievement to be pure frustration when I started. I got lucky though. I think it only took me 10 games. I used brown clothes Claudette to stealth a little easier and mostly just focused gens and let my team go for the saves.
Not sure what your queue times are like but for me, my best queues are in the morning. I usually get more competent team mates when my queues are fast.
Solo is just a mix bag. Sometimes you get the scared group. Most the time I get the "rush the hook and save with BT before the killer leaves even though it is a leatherface" team mates.
-
@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2458050#Comment_2458050
It literally is prioritization. They recently announced they were changing it, and it became an issue.
https://forum.deadbydaylight.com/en/discussion/comment/2458065#Comment_2458065
Just cause the view shows you hit the killer with the pallet before you got hit, aint mean anything. Sure it's annoying, but accept you were hit.
It is not prioritizing either side. It is looking at which action got to the server first, the pallet at 50% or the hit. If the pallet reaching 50% made it to the server before the hit makes it to the server, then it rewards the stun and not the hit. The reason the killer might see a hit and have it cancelled is because the game is coded to give instantaneous client side feedback for actions to reduce a visual lag effect to all actions because of latency. The same thing happens with dead hard when the exhaustion is refunded. The hit made it to the server before the dead hard even though it looks like on the survivor side you hit dead hard first.
-
@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2455117#Comment_2455117
This is, unfortunately, not true, or not working as intended. I have had several survivor games over the weekend that had the dead hard issue. I have seen it happen to other people, where I would only find out a survivor had dead hard before their third down because of how unreliable it is. You really do have to use it early pretty often.
What part are you saying isn't true? Yes, you have to use it early sometimes because of lag. You probably do not live in the same town as the server. Your opponent probably also does not live 1 mile away from the server. Latency cannot magically be removed, it is a part of life. There is latency of your action and their action reaching the server, there is latency in your monitor showing what your computer received, there is latency in you seeing something and your finger pushing a button on your keyboard to react. All online pvp games have latency.
-
I run agitation and mad grit on Cannibal in most of my games. I had a 2 person call it sweaty too. Their play style was the type where they body block and sabotage for their downed friend almost every time one was down. It’s not that the build is meta, it is that it countered the way they wanted to play. Some people just can’t handle not getting their way.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2455488#Comment_2455488
People are saying I'm giving the killer petty kills, then we have you saying I'm forcing it upon the killer to sacrifice me. I'm not, I'm just asking a question about why killers don't want to sacrifice me then you're saying things like "The killer doesn't have to sacrifice you" implying that I'm forcing the killer to sacrifice me when I'm not. I'm just asking a question, holy crap, just answer the question without negatively assuming things about me.
Why is that so hard? 😭
I'm not negatively assuming anything about you, you are falsely putting intent into my comments. I am also not saying you are forcing the killer to take your kill because you can't force the killer to take your kill unless you stay till the EGC runs out, which you said you don't. I am saying you tried to give them a kill and they refused. It is their right to choose not too. So why does it matter?
People have given you suggestions why they might not want it. They might not want it because like I said I do, they may have been intending to not kill anyone. They might not want it because they feel they didn't earn the kill and see it as a pity kill. By the way, saying it is a pity kill doesn't in any way say you are a terrible person. It is not bad to pity someone, which is having a feeling of sorrow or compassion for someone else's misfortune. Some people just don't need or want the friendly gesture you are trying to offer.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2455377#Comment_2455377
It's not, I'm simply just asking why. I'm just trying to be nice. I don't understand why I'm getting all kinds of hate just for posting this when I'm just trying to do a nice act.
I don't see anyone giving you hate. I see people questioning why it is important to you that someone doesn't want to kill you when you want them too and people suggesting possible answers to your question. It really doesn't matter what your intent with trying to give the kill is. If they killer doesn't want to take it, they don't have too.
-
@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2455287#Comment_2455287
My friend almost lost the loop until the Freddy noticed the Steve healing me.
This explains everything... That's not tunneling if you are (sorry to say) stupid enough to heal next to the killer. The killer is chasing someone else, and you start healing close to the killer, giving the killer an easy target... Then you are a surprised Picachu when the killer strats to chase you. As I mentioned in an earlier comment, in many cases the survivors are responsible for "tunneling", because they allow it or make it easy for the killer. And I am using "" because that's not even a tunneling anymore, that's the survivor's fault of playing stupidly.
In that part of the example, it was their friend being tunneled, not them. They were saying they tried taking hits for the tunneled survivor and the killer downed them and slugged them to go after the unhooked person still.
Just because a survivor played stupid doesn't mean it is still not a choice the killer is making to go after the recently unhooked survivor. I personally choose not to capitalize on a survivor's poor game play many times because I don't really care about killing and I want to play in a way that is fun for both sides in the majority of my matches. If your goal is to kill as many as possible and want to do so using tunneling and camping tactics, that is your choice. I'm sure you understand it is not a fun game experience for the other side so you shouldn't be surprised when someone is venting about it.
-
Why is this a big deal? If they don't want to kill you they don't have to. Maybe they don't want a kill they don't feel they earned. Maybe they were intentionally planning not to kill anyone from the start, which I have done many times. Sometimes I just want to go into the match to have fun and chase survivors or do a challenge that doesn't require me to kill them and I want them all to escape. In those times, if the survivor runs up to the hook and points at it for me to hook them and I know they are on death hook, I just shake my head no.
If you want to wait out EGC and die, that is your choice. If not, just leave like you have been and accept that they didn't want the kill.
-
@JanelliBee17 said:
https://forum.deadbydaylight.com/en/discussion/comment/2454785#Comment_2454785
Camping and tunneling are NOT strategies. Tunneling and camping is like giving someone a toolbox to do a job and that person tries to do that job without the toolbox. It's pointless. I am actually starting to pull statistics of my own and on average tunneling/ camping occurs over half of the time. Also, there are no perks that help with tunneling. The false notion and misguidance that DS will help you against a killer is mind-boggling. Have you been a fair player, but not an amazing player, and used it to stop tunneling??? Yeah no! That answer is going to be no for any player who has gone up against a REAL tunneler. I have literally had teammates run in and get downed, slowing them down enough that I should have gotten away because they hook that person. No, they're hell-bent on getting me. But it not only is always me. I have also been the downed individual. Just recently against Freddy who wanted my friend. Downed me. My friend almost lost the loop until the Freddy noticed the Steve healing me. Still was not enough as we got away and he found the teammate again and then hooked them for the third time. That's not a strategy. That's not skill. And its blatant disrespect for the game and all survivors who play it. And anyone who doesn't agree... they are the tunnelers. Tunneling cannot be stopped. Camping can which is the lesser of my worries in all honesty. Also I have only ever refaced the same killer one time, ever. So that rule is literally useless and just shouldn't exist then.
I think most people that play the game agree, whether they are a survivor or killer player, that being camped and tunneled is not fun. I myself try not to camp and tunnel when I play killer unless I am doing a challenge or achievement that requires me to kill most or everyone and I feel it is my best way to achieve the goal. It is not my intent to ruin the survivors' fun, only to accomplish my goal. Some people have a goal of killing everyone every time they play killer. Knowing that getting a survivor out early means they will have an easier time accomplishing that goal they use those tactics, again not intending to make it not fun, only to achieve their goal.
The makers of the game have told you it is acceptable. Until they change their mind and make changes to the game, perhaps this isn't the game for you.
-
Server validation is part of dead hard now. If the server sees the hit first even though on your screen you see the exhaustion status pop up, it refunds you the exhaustion.
Edit: The only time you should be on the floor exhausted now would be if the killer swung late and the hit came after the dead hard i-frames, which it should function that way, or because of the optimization issues the game has which sometimes causes the survivors game to freeze and the killer hits them after the animation but the survivor can't really tell because everything is frozen.
-
Yes
-
I’m going to ignore matchmaking with this since they are working on a different system.
I think it depends on the intent of the pip system. If it is intended to be a reward system for playing in a way that the developers feel makes fun matches for both sides, then no, you shouldn’t be necessarily be rewarded for escaping or getting a 4K. If it is intended to reward you for escaping or killing, then yes, you should at a minimum safety pip, probably more.
-
When they say targeting they mean a specific person who targets another specific person over multiple matches. Your matches with/against them don’t have to occur one right after the other. Just anytime those two specific people get matched together the one always goes after the other.
BHVR doesn’t consider tunneling and camping to be unsportsmanlike because these are just tactics the killer can use if they chose to try and kill survivors and win the match.
Lots of players don’t like it but understand it is part of the game and deal with it when it occurs. There are some perks you can run to try and help you as the survivor. Also the more experience you gain from playing will make dealing with these tactics easier.
-
Billy for me.
-
I do sometimes. It might be unintentional. Maybe I can't see the gen is there. If I can see the light tower, I might not know it is being worked on. Sometimes I do it intentionally. If I'm on death hook because I have been taking aggro all match because of my stealthy teammates and I see the person on the gen still has hook states, I'm bringing them to you. Don't be THAT survivor and not take the aggro.
-
It's a hard challenge for most people. Bond and prove thyself really helped me. I can find gens pretty easy on most maps so I would take a toolbox over a map myself to use on a gen you find yourself alone on. But it is definitely better to work on them with teammates so you don't miss out on gens. Kindred and empathy aren't bad perks to use. Don't go for risky saves. Play stealthy so you lose less time running a killer or hanging on the hook. Spine chill might be helpful to know when to get off the gen you are on and try to hide if you wont have time to get it done before the killer gets there.
Doing this in a group would be easier so you can let your teammates know not to pop the gens till you are there and working on it.
-
@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/2449556#Comment_2449556
Folks also need to understand that it won't work at making "fair and balanced matches" 100% the time, either. No MMR can do that. I play several other games with MMR matchmaking, and there are still matches, hell entire nights of matches, that are stomp or be stomped tossed in with the nights and matches where it feels like it's working as intended.
And those are from studios with a hell of a lot more resources than BHVR.
I feel like some on the forums (not necessarily you, as I've seen it in countless threads) that think SBMM will be a magic bullet. Will it be better than we have now? Most likely. Will it be 100%? Not a chance. And some folks will be unluckier than others.
That said, I am still in favor of SBMM and can't wait for it to be added permanently.
I think you are taking this statement of mine out of context. This is a direct reply to a person saying they were concerned about not knowing if it worked for a SPECIFIC match because there won’t be an MMR number to see the skill level of those they were matched with.
I do give my experience of the test a couple posts above and even say some of the poor match making with SBMM will be because of alleviating long queues just like the current system does.
I do say I felt my SBMM matches felt more lopsided than rank based. Maybe I’m one of these unlucky people. That doesn’t mean my experience should just be discredited and not considered in the feedback just because your experience was better.
-
@TricksOTM said:
Wow what a fantastic idea. Just when we finally get a real shot at putting Behaviour on the spot for choosing to neglect a sizable chunk of the playerbase you come up with this incredibly creative petition AND get to trivialize a serious effort from people who care ab the game at the same time. Where the ######### do I sign?? This man’s a genius.
Wait, are you mad that the OP is trivializing Otz's petition for consoles? Au contraire mon ami. This was create years before Otz's petition. In fact, I'm sure Otz create his petition to trivialize Cupcakefox's petition for sarcastic potato pets for killers. Check mate.
-
@KFChris18 said:
https://forum.deadbydaylight.com/en/discussion/comment/2449444#Comment_2449444
Your last point is the one that worries me the most when this thing launches. We will have no way of knowing the skill level of the people we are matched with. We have to take BHVR's word that the system is working properly and I frankly don't trust them to not bungle this up somehow.
It doesn't really matter if you see a number or not. It should be about how the game plays out. If the match feels lopsided it didn't work.
-
My experience as a solo survivor was mixed. I got better teammates overall during times where my queues were best but very random skill level teammates when the queues were long. I'm sure this is because the open up the range of people you can be paired with to alleviate long queues, which isn't anything different than what happens now.
As far as how the matches felt, if my teammates were competent, we outperformed the killer most of the time. I still had killers dc because they were at 1 or 2 gens left with 1 hook. I had matches that the gens were done in five minutes. I also had matches the killer did really well and it was a challenge, but I don't feel that happened more than with rank based. Actually it felt like it happened less of the time.
When my teammates were not competent I faced killers that destroyed us and killed us all before we could get 2 gens done. I had killers that I could loop for 4 gens. And of course I had some that matched well to the overall skill of the group so it felt like a good match. Again, not anymore than with rank based.
I think if SBMM goes live we are still going to see people complain about how lopsided matches feel. Especially when the skill range needs to be opened up to keep queue times from getting too long. The only difference is we will not see a number beside our names to show how far out the system had to look for someone to fill the role.
-
The reason I don't mind NOED is because it is a deterrent to rushing gens and closing the game in 5 minutes. If me as a survivor is worried about NOED being a possibility, then I need to do the side objective and search for the totems and take it out of the game. It was fun to watch them have to worry about and deal with it in the hardcore challenge.
NOED can be strong in end game. It can also be found immediately and cleansed before you even get a down with it.
There are many perks that aren't earned. I don't think just because it has a one shot mechanic it necessarily needs to be.
-
Killers that shut down loops are typically not usually strong at pressuring generators. You need to spread out and work on generators separately. This will cause him to waste a lot of time walking to find the next survivor to chase. Hook states are a resource too. Sometimes it is advantageous to the team to take the chase if a couple of the others are on death hook to keep the pressure off of them and keep more people working on generators.
Individually, stealth and distance are typically what you need to win against a clown on you. Start running early when he spots you. Try to stealth if he hasn't.
Good clowns should know how best to use the bottles at loops so don't try and extended a loop if you suspect they are good. Throw the pallet early and move away when you can. Depending on loop size and where he throws the bottle, you can sometimes run through the slowdown and get to the pallet before the clown can get around the loop but that just comes with experience playing against him on when that is possible.
-
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2445706#Comment_2445706
yes, I do give this information to the correct departments and they've also seen the videos that Pulsar posted which highlighted many of the issues very clearly.
And with the comments re Devs not responding on here, that is technically my job. The forum is a Community forum after all and the Developers that drop by here are mostly on their own time (except for QA who are here, locked in the bug report section). We occasionally get a couple of game designers dropping by, again that is on their own time and of course the issues discussed in this thread, are nothing to do with game design.
Also as a member of the Community Team (I'm a Community Coordinator), it's my specific job to bring up issues, feedback etc to the team as well as give as much information as I can to the Community. Sadly I can't share details of when fixes will go live, but I can share that the team are actively working on numerous "hitches" including the one with Dead Hard.
Edited to add - can we also please not derail the thread with cute pics, it does kinda make light of this issue that consoles are having and also bloats the thread :( Sorry to be a killjoy....but I do think this thread is important.
That's not really my question though. BHVR created the optimization section so we could provide information to them to help them fix optimization issues. When I see that thread from a year ago that points out the HDD/SSD issue that is still in pending status and not acknowledged yet is now disclosed as a known issue from what seems to be this thread and/or other more recent threads that have been taken more seriously because of this thread, it makes me believe that section is ignored. Most of those threads are not acknowledge yet many of them give example of the issues that this general discussion thread has helped push BHVR to do something about, at least in our perception.
It's great to hear the team is working on the issues. I'm sure you understand because of the length of time some of these issues have been hampering game play and the lack of communication we feel BHVR has provided us that some of us need to see the improvements to fully trust they are actively trying to resolve them. And it is frustrating to see many of these issues sitting there in the optimization section, looking like nothing is happening to them that could have been looked into a year ago.
How do we prevent having this feeling of being ignored to the point we have to rally together in a massive thread to get any action taken? It doesn't appear the optimization section is working as intended or at least to a level that satisfies the community. What is BHVR's plans to fix this communication gap?
By the way, so my intentions are not in question again, I am not trying to hold you specifically accountable for the optimization issues and lack of communication around them. I fully understand you are in most ways not a decision maker for the company in this aspect. I think many of us do believe you are a person that genuinely does care about our game performance issues and as much as you can, have been a representative for us to the company you work for, and I thank you for that. You are however, the one on the front line that our questions and concerns need to be routed through.
-
I was browsing through the optimization forum and found this from a year ago that is still in a pending status.
@romelsalwi said:
So I initially installed DBD on my steam drive, which is a hard drive. It is a disaster. Every time (especially in-game) it loads something, the game freezes for a while. Earlier they were just hiccup, like for a second, but now it is increasing in their length. Why isn't everything loaded during the loading screen?
But, DBD run smooth on my SSD. No hiccups! But I can't afford to move my installation on it. I would prefer using ramcaching technique to resolute the loading.
I'm sure everything posted gets read at least by a mod but is anyone actually doing anything with this information from this section to try and verify issues being posted about?
-
@Orion said:
Are you going to make a feedback thread and/or bug report with as much information as possible later so the devs can try to fix these issues?
Do you mean in the optimization forum? There are lots of them in there. Eighteen pages worth from March 2020. Most of them are in a pending status.
-
You can see in that update them saying the server will be the judge now. That would mean it wasn't before the change.
Here is MandyTalk confirming it prioritized the killer before.
You see a hit because the game is programmed to give each client instant feedback so there isn't delay. Now with server validation, you may see something happen then it goes away because the server said "nope, the other thing happened first". Everyone agrees it sucks that the killer sees a hit but it then gets validated. That doesn't mean your hit reached the server first though. If the stun reached first, then the hit will be rejected, as it should be.
Here are a couple screen shots of a mod confirming instant feedback.
Getting stunned on the same side of the pallet as the survivor is not something new and was here before pallet hit validation was introduced. It has been referred to as reverse pallet stuns. I will say pallet hit boxes seem off at many pallets. This isn't new either. There was a large issue with them when trickster was released and even though it is better now, I still don't think it is 100% from that issue.
All of this is because of latency. This isn't the only game that has issues like this. Latency is not something you can just program out. Maybe there is something they can do to lessen the amount of times you see a hit and have it rejected, but I don't know. Survivors also deal with this. One example is dead hard. I'm sure you have heard of "exhausted on the ground". It used to be the survivor was timing the hit, they could dead hard, get the exhausted status but still be hit and be laying there one the ground exhausted. BHVR added validation to this. Now you will see the dead hard and exhaustion status pop up, but if the server awards the hit to the killer, the exhaustion status is refunded to the survivor. This is client side feedback getting overruled by server validation and is caused by latency. The same thing with the new pallet stun validation.
-
I too feel the pallet hit boxes are little strange. There are some that you are clearly a step away from and it will stun you. But there are sometimes you are directly on it and don't get stunned still. Like shack pallet. I have seen the killer be directly on it and not get stunned. I have also been killer and not been stunned by shack pallet when I think I should have. Usually it is when trying to swing around the edge on the outside of shack.
-
@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2444780#Comment_2444780
You'd think if it were acknowledged, they'd at least consider it a known issue though right? This system is really something lol
I think acknowledging it is saying it is a known issue. If you mean saying so in patch notes, I think that is for new bugs that come with the patch that they want to let us know they already are aware of them. They would have to write a novel if they tried to write down all acknowledge bugs in every patch note.
-
@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2444745#Comment_2444745
I'd rather not think that they choose based on priority, or else I have to assume that a broken cosmetic that affects how items are held that's been acknowledged for months is less important than Pyramid Head's ass.
More people post about Pyramid Head’s ass then they do about sideways items with Ashy Slashy. Sometimes you have to give the people what they want.
Yeah it’s definitely not first come first serve. Sometimes it’s what is getting the most attention. Sometimes it’s what’s easiest.
-
I posted about steam achievements not working when Plague came out. It was acknowledge and fixed pretty fast. I think a lot of bugs we deal with are known. They just choose to delay fixing many of them to focus on content if it doesn't affect game play that much.
Recently they disabled Dead Dog Saloon map because of community feedback and have other maps in the past.


