Rydog
Rydog
About
- Username
- Rydog
- Joined
- Visits
- 2,015
- Last Active
Comments
-
@Orion said:
Because kids usually ruin multiplayer games and FNAF's fan base is primarily composed of children. That's the most common justification, anyway. Personally, I just don't think FNAF is scary.
Where are you drawing this conclusion from about FNAF's fan base?
Also, more broadly to the original question: People don't consider it "real" horror for whatever reason. Heck, people came out to criticize Silent Hill too, just because it wasn't drawn from a movie. I think this is unfair and gatekeep-y. Horror can take many forms. And, as far as the tone, I'll remind you all that we also have a man who dresses up in an elephant suit, a girl with a bunny costume, and those goofy Legion cosmetics introduced last patch. The tone of the game can wind up being pretty silly already.
Hey, what about Ash? Or what if Tucker and Dale were added as survivors? Or what if there were a Toxic Avenger chapter one day, or a Hatchet chapter, or a Child's Play chapter or something? Those are all pretty ridiculous, but they're still horror.
-
I generally just assume it's a Happy Death Day sort of situation, given how scary some survivors are. 🤣
-
Walk more. Double back when you hear her phasing. Possibly run Iron Will.
-
@Soulslayer618 said:
https://forum.deadbydaylight.com/en/discussion/comment/1378063#Comment_1378063
thanks for letting me know (guess I missed the memo lol)
Yeah, I don't think they added the news alert on the first day -- it certainly led to a lot of confusion initially! I think today was the last day for freebies, since the 4th anniversary event starts tomorrow.
-
I think you've hit the nail on the head with your subject line. That's... the idea.
EDIT: Posted before the topic merge, to a topic titled "Exclusive cosmetics are no longer exclusive if you give them to everyone."
-
@Soulslayer618 said:
Im confused on why or how Im managing to do it but when I hop on the game I occassionally get 50k BP once or twice
Im not complaining but if someone has an answer as to why its happening thatd be helpful for my paranoia
Everybody has been getting daily gifts of 50,000 BP for the past week. It's part of the 4th anniversary event. There's an in-game news bulletin pointing this out.
-
@DwightOP said:
Don't give out the event cosmetics to EEEEEEVERYONE.
I understand that people lost it, and you guys just want to give them a way to get it back. But that's not the right approach. There is a better way.
Give these cosmetics only to people who had purchased dbd and played at least one match before/during the event. Everyone else who bought the game after the event has absoluty no right to get these cosmetics.
You are currently pissing off a lot of people and noone is going to take your event cosmetics serious anymore.
Why would someone play during an event when everyone is going full sweat and extra toxic + long lobby Qs if he can just relax and get it for free later on? Stupid. Just stupid.
My idea isn't ideal but certainly better than what you guys are planning to do.
1) There's nothing to negotiate. It's already done. They're not just going to undo it.
2) Haha, imagine getting upset about some cosmetics in a video game.
-
@Kind_Lemon said:
Yes, perk tiers. Remove perks from bloodweb (outside of the first tier) and implement a system where we can level them up externally from the bloodweb. (eg. pay 7,000 bps to upgrade Spine Chill Tier II to Tier III, Ultra Rare?)
This type of a la carte perk system would be a vast improvement. I think removing tiers (taking away tiers 1-2) would be a big improvement if they stayed in the Bloodweb.
Either way, these would both just be band-aids for what amounts to a system that has scaled really poorly, and has created an (increasingly) endless grind.
-
@Science_Guy said:
Or what? Is this some kind of ultimatum? Because this isn't a debate. It's not happening.
They've never promised or insisted that the event items would never be available in the future, they have repeatedly emphasized Legacy is never coming back.
It always puzzles me when people engage in this type of "bargaining" debate. Like, what?
-
Imagine getting upset over some cosmetics in a video game.
-
Claudette is still the most common new player pick because she's a base game survivor with a self-heal.
There are good Claudette players too, obviously.
-
It could be worse. Back when Friday the 13th first came out, maps were so static that I figured out how to tell where Jason's cabin and the phone both spawned, just by looking at the map layout. It wasn't procedural at all, it just picked from one of four static layouts per map.
At least with something like DBD's hatch, I would think every tile has a set number of places where the hatch can possibly exist. You also can't game the system (aside from dumb-luck edge cases as Peanits specified above), since it is invisible until its spawn conditions are met.
-
This game is unfortunately really unfriendly to new players, which is a problem that Behaviour so far seems unable or unwilling to comprehensively address.
I would say that maybe you should ask your friend to watch you stream a couple of games in Discord or something, and show her what a "real" play experience looks like once you develop some knowledge and have a workable build. I would also try to guide her with a solid build order that gets her access to some perks that will help her get her bearings, like Bond, Alert, etc. Have her use Kindred and Spine Chill as well, to help her develop some game sense around where the killer is at and how they commonly behave.
-
DBD's average player count and rolling 30-day peak player count on PC are currently both higher than they have ever been, at literally any point in its existence, since it was launched in 2016. The idea that it is dying, or is in a state of decline, is positively ludicrous. From a numbers standpoint, this game is super-healthy.
(That said, there is still the worrying trend of "peak player spike after new content drop, then it plummets back down again." This tells me that DBD scares away a lot of new players.)
-
This kind of thing would have a super-detrimental effect on the game.
I'm a big proponent of easing the grind, but not at all in favor of just forking out money to make it stop. This would drive a ton of people away from the game.
-
@Cabbage said:
https://forum.deadbydaylight.com/en/discussion/comment/1377220#Comment_1377220
I mean it went against what a lot of players wanted. I’m not saying whether or not it was bad or good for the game.
No, it went against what some vocal people on these forums and Reddit wanted. A lot of people here tend to mistake "the Dead by Daylight forum community" for "the Dead by Daylight player base." There are a few hundred of us here, at most. The Steam client alone peaked at 69,480 players inside of the past 30 days, and this doesn't even count other platforms.
We are not representative of the DBD player base as a whole. The fact that we are here, and have taken the time to register on these forums for this specific game so that we can talk to others about it makes us very hardcore outliers, and that does not represent a normal play experience or thought pattern.
Also: I would absolutely believe, sight unseen, that their data has long been telling them Hex: Ruin had a MASSIVE effect on win rates, coming down to whether the totem got cleansed or not. Their only mistake here was not changing it sooner. And, the average player is going to go "cool, some free cosmetics!" Most of them probably don't know or care where they came from originally, and would react with a "huh cool" if you told them.
-
@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1377213#Comment_1377213
Nope, two of then was in my side of the map
OK, well, if you had let's say two survivors with Prove Thyself, two Engineer's Toolboxes, and two BNPs jump on a gen immediately, after clearing all skill checks for the BNPs and getting 50% gen completion done, they would still need to do the other 50% inside of, I'm going to be generous and say five seconds.
Their combined efficiency (with Prove Thyself) before toolboxes would be about 2.34 charges per second, which would take 17 seconds. I don't think the toolboxes are gonna triple their efficiency.
-
"I understand that the need to update there storage system and fully respect it"
"And the 'there is no way for us to verify who earned these items legitimately' is just a weak exucuse to give them out."
Taking all positions at once, I see!
-
It's just like the Hex: Ruin change? You mean it's good for the game, then? I agree!
-
Did all four survivors have BNP and jump on the same gen immediately or something?
-
From my perspective, once gens are done -- and especially once gates are opened -- anything constituting "fair play" is out the window. As far as I'm concerned, my only job at that point is to secure my kills, and that is about the only point where I will camp the daylights out of a hooked survivor. Sniping them from the exit gates with a ranged attack is just using your power to your advantage.
-
@Sir_Child1234 said:
https://forum.deadbydaylight.com/en/discussion/comment/1377031#Comment_1377031
i mean lockers are all around the map so it is basically his power but he picks op traps faster
Yeah, but if you could just go to a locker for a refresh instead of having to play a constant game of Where's Waldo, it would improve his efficiency a lot. Trapper has to take way too long to babysit his traps.
-
Taking this long to solve a problem this catastrophic is not cool. This drives new players away, irritates veteran players, and is overall miserable for game health. This is the kind of thing that any other major game-as-service developer/provider would issue a series of emergency fixes for within days, not weeks or months.
-
Behaviour needs to remove the player's ability to get a free disconnect when the match isn't going their way. The thing proposed in this quote is going to make the situation worse, not better.
-
@seki23 said:
legacy are unique imagine if now everyone has legacy whats the purpose of using it if everyone have it? is like the old code cosmetics,(claudette, meg, david) now no one use them because everyone have them, they were so unique and proved u actually had a lot of hours in the game or that u spend lots of money on ebay to get those codes, with legacy is something similar, it should saty as it is, you dont deserve them because people had to grind a lot back in the day to get them, also even if they look good they are kinda outdated tbh, wich is more is a guaranted ebony mori 90% of cases becasue the killer will thnk they are going against 4/5k hours people.
Who cares?
Hours spent in a video game are not a badge of honor, or proof of any kind of cred at anything. Nobody is looking at your legacy cosmetic with any sort of awe. No one cares to the degree that you, the cosmetic-wearer, does.
Getting upset about a cosmetic in a video game is a waste of time and energy.
-
@YokaiPhaseshift said:
I believe I've mentioned this in other discussion threads, but I have a problem with the challenges. I felt like they were getting too grindy and repetitive for too few fragments. Between the first and second tome I felt like the number of challenges that took too long to complete had grown.
But now they are so. Much. Worse.
Cleanse 8 totems. Repair 12 generators. Safely unhook 15 different survivors. Start a chase with 20 DIFFERENT survivors. Hook the obsession 15 times.
Each of these challenges takes hours to complete. Each one earns...3. Rift fragments.
Even playing perfect games, 20 different survivors means 5 games minimum, with the average match time being 15-20 minutes. And more often than not, you don't get 5 perfect games in a row. So you're probably looking at at least close to 3 hours of playtime. For 1/3 of a rift level.
And bhvr just opened the 4th level for this tome for us to find gems like this one: Destroy generators or pallets 50 times."
For, you guessed it, 3 rift fragments.
Oof. Good f*ing god.
https://us.v-cdn.net/6030815/uploads/7R3TYQ1AW9RP/1592867661137179736821158037430.jpg
I've gotten locked into a single challenge for days because I can't complete them. Things like needing to unhook, but the killer either camps or the surv's swf saves them instantly, or they kill themselves on the first hook, etc. With the wrong circumstances, it simply takes too long to complete these things.
I want to do the challenges. It should be fun to work toward rewards, especially now that all other events are gone. But it feels futile, because it takes so long just to grind through a single level; I hardly unlock anything before the rift closes.
Some of the more unique ones that are more skill/situational based can be fun, like staying near the killer without being spotted, or making each survivor scream at least once, or hitting 3 great checks in a match. But there's so few challenges like this, and half of them are locked behind dlc characters many people (myself included) don't own. And what's worse is when these ones are preceded by "Repair a total of 10 generators."
Would love to see the grind on the challenges drop, or the fragment rewards go up, or both. They have become a fun suck when I really want to earn a new cosmetic and I keep trying to complete an objective that takes 12 games.
I'm tired. Would love to hear whether others agree with me or not on this one. Starting to feel like I'm going crazy with some of these challenges.
The stuff you cite early in your post, those are all "play the game normally" challenges. Those are totally fine. The bad ones are things like Dwight The Brave, which encourages players to behave in screwed up ways that aren't helpful to the match.
-
@Sir_Child1234 said:
https://forum.deadbydaylight.com/en/discussion/comment/1376972#Comment_1376972
like trapper can get 2 traps from lockers to a max of 8 in total
He needs to not have to pick up his power to begin with. Like, maybe you've hit on a good solution and it's a Huntress-style reload, but this crazy wind-up time he has is insane.
-
The best high skill floor killers are Spirit and Nurse.
The best low skill floor killer is Nightmare.
-
Trapper needs to be reworked so that he doesn't have to pick his power up off the floor, Legion needs a power that actually does something, and Cannibal just needs a top-to-bottom redesign.
-
Between those two, Inner Strength is by far the more efficient perk.
(But the real answer to your question is Bond.)
-
Imagine getting upset over some cosmetics in a video game.
-
Zero chance this occurs normally, it's happening because your offering didn't get applied. This has been going on since last week's patch, without any acknowledgement.
-
@Sir_Child1234 said:
https://forum.deadbydaylight.com/en/discussion/comment/1376482#Comment_1376482
sure but that is one of the few things that is the purpose.
They give you BP and preemptively shut down NOED. How much of a purpose do you want?
-
Imagine getting upset over some cosmetics in a video game.
-
I'm not gonna actively tunnel anyone, but if you got unhooked most recently and you happen to be the next person I run into, sorry about that.
-
If I have a med kit, I'll use it on myself if it seems like the best option at the time. Bond does all the heavy lifting, though.
-
Doctor: Distressing, Overcharge, Unnerving Presence, Coulrophobia. "Discipline" Class III + High Stimulus Electrode.
You can't hide for long, you aren't getting anything done quickly or reliably, and my shock range is ridiculous. If you three-gen yourselves, the game is over.
-
@Demsael The problem with these kinds of penalties is that players who engage in this type of behavior already don't care about those things. Some players don't care about BP because they have already got everything they want, some players vehemently insist that rank doesn't matter at all, and other players would probably consider it a reward to be ranked down. DBD's reward structure -- emblems, rank, and BP -- is such that players can simply choose to ignore or not value it. This sort of optional valuation means that it is not an effective anti-camping/tunneling enforcement measure.
I don't know what the solution is, but this isn't it.
-
Yeah, it's somewhat predatory toward casual players who don't stay on the treadmill consistently, especially because they dangle a "hey, howsabout you pay for tiers if you're strapped for time?" option in front of you.
I made a ton of progress on Tome 3 very quickly, because I recently came back from a six-month break so I'm playing catch-up (I'm at tier 67 currently). I'm curious what my Tome 4 experience will be like though, since I'll probably slow down a bit more, compared to right now.
-
I am not able to follow the entire context of the conversation due to the deleted posts, but boy oh boy, yeah it looks like it got derailed big-time. For what it's worth, that dhealy646 guy has been asking for a ban for a while, so at least that finally happened.
-
Also: I believe that a major part of the problem, in terms of Behaviour's poor track record with external feedback, is that they are a completely walled garden. Dead by Daylight is both developed and published by them, so they have no concerned outside party in their ear saying "maybe you should get this looked at" or straight-up forcing the issue.
This isn't something nefarious or anything like that, but good intentions can silently go bad and perspectives can really get warped when one person or entity has 100% controlling interest in an end product. At the risk of derailing the topic (please don't chime in to push it that way), I would point to the Star Wars prequel trilogy as a good comparison point, because that was where George Lucas said "the entire process is now 100% mine," and no healthy dissenting voice could convince him that there were serious issues with his product.
-
@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1371499#Comment_1371499
New bugs happen all the time with patches in Triple A games. RDR2 definitely comes to mind. Their latest patch created a whole new set of issues.
This. Every piece of software you are currently using, or have ever used, has bugs. 100% of it. The difference between a more polished game and a less polished game is the bug reporting process, how they prioritize, and what their pipeline looks like for addressing bugs. It should never shock anyone that a new patch introduces new bugs for unexpected things, because software development is a weird process. That's just how it works.
You notice it more in DBD because the QA process is probably really suboptimal and mostly limited to catastrophic "this crashes the game" caliber bugs, given the very short time between major content releases.
A more jaundiced way of looking at it is "they build in as little QA budget as they think they can get away with." As long as they're continuing to see healthy player numbers and money on this game, they don't necessarily have a compelling reason to change their process unless there is strong advocacy from within.
-
@KingFrost said:
The Devs are doing a good job. DBD is more balanced than it's ever been as far as I can tell. Given that they add new killers all the time, and each killer has different abilities, balancing the game is far more complex than you'd expect. And given how often they update the game -- much of it, free updates I might add, with characters who can often be bought with in-game currency--you expect bugs to occur. Even Triple A games aren't bug-free. They also take a lot of user feedback into consideration, too. A lot of people think they know what game balance is, but they don't take both sides into consideration when they do.
I would argue, based entirely on my observations over the last 2 years, that Dead by Daylight has one of the least effective user feedback pipelines I have ever seen in a modern video game. Yes, balance is a difficult thing even for a game developer (evidence: look at any competitive game that exists), and all the doofy armchair designers on the forums aren't any help at all here. But this has as much (if not more) to do with institutionalized game issues (UI/UX, new player experience, harmful player behaviors, road map prioritization, etc.) as it does with balance.
-
@SloppyKnockout It would probably be a way different story if they actually hired a consultancy for a real engagement that they were paying money for. I would bet anything that past Fog Whisperer visits have been pro bono, beyond travel/lodging. This makes good sense for Behaviour because it encourages ongoing evangelizing of the game by its top players (since it comes across to the Fog Whisperers as some fun special treatment and a chance to talk to the devs). But to invoke The Dark Knight, Fog Whisperers aren't the heroes they need right now.
-
@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1371395#Comment_1371395
They aren't saying they know how; but at least they aren't pretending they know how.
I mean, BHVR has this HUGE resource in Fog Whisperers (the biggest scam for free advertising EVER, btw) that have thousands upon thousands of hours of experience combined. You'd think they would use those resources for consultation with these types of matters, but nah. That would be too logical.
They do this, or at least that's my assumption based on seeing some Fog Whisperers talk about visiting Behaviour and giving feedback on upcoming stuff. This is useful, but that kind of consultation alone provides only a very narrow perspective on specific things. These are also primarily fans/skilled players of the game, not experienced consultants. It's a vastly different skill set.
-
What Behaviour needs is a functional pipeline for external feedback, because the developers have been working so long on this game that they are myopic about its biggest institutionalized issues.
My cynical assumption is that a) the community management team is not acting as an effective conduit for surfacing community sentiment trends to the dev team (which is normally one of the most critical parts of a community manager's job), and b) Behaviour has never engaged external consultation on their game beyond a very small pool of high-level players/influencers, which -- while very useful in some ways -- is a way-too-narrow perspective to be actionable for this game's myriad legacy issues.
-
Welcome back!
-
@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1369137#Comment_1369137
It should be the opposite. The default to should be cross play toggled off with players that want cross play to have to opt in. Better yet. No cross play at all. There are far better things to put their resources into.
There's no way they would do this, because most people just won't know it's there either way -- you have to assume that most players just don't keep up with game news or read those in-client alerts. From an adoption standpoint, it makes way more sense to leverage it as an opt-out system rather than an opt-in system. It's also way way better for the majority of the players, because the upsides of a stronger queue vastly outweigh whatever edge-case downsides a small number of players are going to experience.