Rydog
Rydog
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- Rydog
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Given the time commitment that the level of grind in this game demands in order to reasonably get anything unlocked, it cannot possibly be classified as "casual" by any stretch of the imagination. Anyone who thinks otherwise is just flat-out delusional.
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@Bjario said:
Rebooted my game and it went back to normal!
You're still not off the hook for level 59632!
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I mean, you're not being all that nice in chat yourself, either. You start out with something incendiary and then it just escalates, what did you expect?
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People disconnecting from matches for any reason, 100% worse than any mechanic.
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Disconnecting is going to continue to be an issue unless and until the developers come down very harshly against it. I can't believe this is a discussion we're still having more than three years into an online competitive multiplayer game's life.
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@KrazyKat1011123 said:
Only for survivor but can we make perks universal for survivors. Maybe not killer idk. It's just I'm not buying this battlepass cause all the cosmetics are on survivors that aren't my main. So there is no point in buying. There are some killer cosmetics but that's pretty much it. I'm just saying I have all the perks in the game on my main and sinse survivors don't have any special abilitys I don't see the problem in making it so every survivor share perks
Yeah, you'd think by now that all survivors would share common perk and item pools, since they're just skins. That would make too much sense and be too player-friendly and grind-lite, though!
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OP: "The IT Chapter."
Me: "Heck yeah, an undead tech support guy who kills by installing malware on the gens!"
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@Dreamnomad said:
A better question is "why doesn't BHVR give players the option to disable post game chat?"
I don't know if you're being sarcastic or not, but you can press a button to close the chat and then never see it again.
While I am not on board with harassment and I think players should always be reported for racist or hateful chat, broad censoring of words or phrases is not going to stop anyone. Maybe have a profanity filter, a la most online games, but it doesn't need to go further than that. That's where the reporting system comes into play.
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Look at how close that XP bar is, quit being so lazy and hit level 59632 already!
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@Peanits said:
It is enabled for PC only right now, yes.
If only things like this went through a usability pass before being pushed live, so that players who are just now hearing about it for the first time in the game client aren't confused about the wording.
You guys should remember that only the minority of players use these forums. Important news needs to be surfaced in the game client itself. Just saying "Cross-play is now enabled" is going to make everyone instinctively assume that it's cross-play with consoles, too. If you don't clarify this in the client, tons of people are just going to keep assuming this.
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@coppersly said:
It's a human problem. Very prone to sticking to an ideology and trying to improve what they perceive as theirs.
I just try and picture myself in the average game and see what is fun for me as both killer and survivor. I don't enjoy the toxic behavior or incredible gen times as killer, and I don't enjoy camp/tunneling while I'm survivor, or how boring a gen is to do and how I have to do it x5.
This.
But also, a lot of people never stop to realize that this isn't an ideology, it is a video game, a product that you have purchased for entertainment. It isn't a political party or a religion. You don't "belong" to a "group" by declaring yourself a survivor or killer main. These are just game mechanics, and if they didn't work to support each other in a functional way, then the whole system would fall apart.
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Tamping down on really pernicious mechanics is good for the health of the game. Moris ought to be redesigned, too.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/817701#Comment_817701
Wasn't he originally going to be a child molester but they changed it to child killer for the 80s films?
They never come out and say it in the original movie, but the implications are clear as day, especially in the scenes between Nancy and her mother.
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Your vote choices are worded in a really insistently loaded way. That said, yes, this should be a base kit thing. There's no good reason why it isn't.
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This is Dead by Daylight, everything = DC because there's no steep punishment for it.
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Ah yes, those two classic characters.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/815948#Comment_815948
how do you know that your friend is not a magical demon there is no proof ;)
but the entity in dbd make the killers stronger maybe the entity gave them an invisible long arm
LOL, ok, you're right I can't be 100% sure. :D
BRB hitting my friend over the head with a massive shipping pallet just to check.
EDIT: My friend kicked the shipping pallet twice, and it LITERALLY F-ING EXPLODED into splinters. Props to DBD's realism!
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@Lufanati said:
https://forum.deadbydaylight.com/en/discussion/102090/lunge-hit-range-is-insane
Git gud. Windows are not supposed to be safe and if you're close to one, you will get hit. It would be absurdly unbalanced if that weren't the case. Lag is lag though, and that's unfortunate but a separate issue entirely.
Oh, I'm definitely not saying windows should be absolutely safe. My criticism is that my visual perception of what is considered a "safe vault" as a killer does not line up with what I experience as a survivor.
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@[Deleted User] said:
killers have arms you know and their weapon is long just because you are on the other side of the window it does not mean the killer can't hit you seriously just tell your friend in real life to open his car window and put your hand in and slap him the same thing in dead by daylight lol
In real life, my friend is not a magical demon who is trying to hang me on a meat hook while I mash a button to struggle. Unless it's a really specific type of game, realism is not a rationale for how a game mechanic works, or should work.
As a killer, I swing at someone who's just vaulted a window and miss every time, because they are cleanly on the other side, even though they are right there. As a survivor, I finish the vault animation and still get downed. It needs to be consistent across both viewpoints. I'm sick of feeling like "that was totally a clean vault and I still got hit."
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The answer is because they're throwing temper tantrums with, at best, mild punishment and accountability.
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Welcome to the BILLITARY.
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Don't set traps, don't go to the traps if they're triggered, don't pick Spirit, don't pick Nurse, don't pick Nightmare, don't pick Hillbilly, don't hit survivors, don't carry survivors to hooks, don't hook them, don't patrol hooks when other survivors are clearly present, don't put anyone in the basement, don't dare to hit them again after they get off the hook, don't hit the unhooker, don't chase anyone, don't use red add-ons, don't use purple add-ons, don't use green add-ons, don't use Mori offerings, don't use Black Ward offerings, don't use any map offerings, don't use anything that would result in a one-shot down, don't patrol the exit gates, don't look for the hatch, don't close the hatch, don't kick gens, don't patrol Ruin totems, don't patrol gens, don't use BBQ, don't use Ruin, don't use NOED, Don't use Pop, don't use Whispers, don't use Sloppy Butcher, don't try to chase them when they're looping, don't swing or grab through vaults, don't slug (especially when Decisive Strike is in play), don't grab people out of lockers, don't try to mindgame in any way, and don't use P3 skins.
If you avoid all that stuff, you should be good!
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My tip is to say "Every town has an Elm Street" in post-game chat whenever you get a 4K. It's my signature move. 😃
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Every match is going to have unfair OP stuff in it. There are 17 killers and 134 perks in the game, plus a few dozen survivor items, probably 200+ add-ons, and something like 75 offerings. Even if all the consistently "omg this is so OP" stuff got nerfed tomorrow, there would be a bunch of new goalposts for what's considered OP.
This reminds me of a point I have made to people about Mario Kart many times over the years. They play the game, and get tossed around by blue shells and other crazy items, and get hit 6 times in a row, and get frustrated and go "Wow this game is so unfair, I was in the lead and it just gets randomly taken away by these BS catch-up items!" The thing is, these players think they're playing a racing game, but they're actually playing a crisis management simulator. It's not about if the overpowered stuff nails you, it's about when, and then how you prepare for and recover from it. When you start planning around mitigating worst-case scenarios, you finally start to see the strategy and substantial nuance in the game with clear eyes.
Dead by Daylight is a bit different, but it shares a lot of similarities. It's a game about information management. Acquiring information about your opponent, and denying them information. Learning what perks and items your opponent is running, and learning how to learn that stuff -- that *is* the game. If you know survivors are running Borrowed Time, or they're likely to have Decisive Strike, you can tactically respond to it, and so on and so forth. I'm not saying some of this stuff ISN'T overpowered and slightly unfair, but in a game with as many options and combinations of factors that DBD has, you have to learn to roll with those punches instead of just complaining about everything. Just... try to develop a freaking game plan more often, people.
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How DARE you push buttons that do things.
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I have more than 1000 in-game hours, and I still get lost in The Game (mostly downstairs) and Lery's.
I really dislike Hawkins' design (all the narrow corridors and how NOISY it is), but its layout has been easier for me to get used to, compared to those other two maps.
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It works well as-is. It gives survivors a window to save a hooked teammate from a camping killer, and it disincentivizes killers tunneling survivors off the hook.
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@thenegativone said:
Makes sense but i mean what does reporting someone do anyways... I always thumbs down dcs but whats the point?
Like I said, they take action on it, and we just have to trust that all the worst malcontents get handled by these reports. Disconnects are automatically tracked, and they eventually ban people who do it habitually.
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@thenegativone said:
https://forum.deadbydaylight.com/en/discussion/comment/813611#Comment_813611
But what good does reporting for "unsportsmanlike behavior" even do?
I imagine those categories probably just sort the reports into different buckets that Behaviour can review. I don't think we're meant to have clear insight into the process, because if we understood exactly how the reporting system works, bad actors would be able to game it.
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I'm a rank 5 survivor and I sometimes play games where I am totally incompetent.
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What @TragicSolitude said.
Also, the timer serves a function in terms of counterpicking. Survivors have the power to switch up their loadouts as long as they haven't all readied up, and the killer is able to respond by changing their own loadout. And the killer has the power to force the match to start if all survivors HAVE readied up, eliminating their window for switching items at the last second.
When I play killer, I hover my finger over the Ready button, and hit it immediately, as soon as the last survivor has readied (gotta ASSERT DOMINANCE early!). If we've reached 0:15 and the timer is locked in, I prepare to swap counter-perks in (usually Franklin's Demise) to deal with last-minute switcheroos when possible.
This is a small thing, and most of the time it's not even relevant, but I think the lobby timer -- as it is now -- serves a purpose.
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Behaviour is never going to divulge this, because if serial DC'ers had a number, they would just stay under whatever the threshold is.
I wish DCs led to immediate, stacking time-based bans that doubled each time (15 minutes, +30 minutes for the next one, +60 minutes for the next one, and so on), with each "ban count" falling off in real-world intervals of like 8 hours each or something (similar to Ultima Online's old "murder counts," if you ever played that).
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They would just keep coming back with no problem and only the flimsiest of explanations, just like the slasher movies that DBD was borne from. 😀
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Who was the killer? Freddy and Demogorgon have some shenanigans they can pull because they apply Oblivious status to survivors, which causes BT's wound timer to drain in chases.
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@Tarvesh This all boils down to a "from a certain point of view" situation.
The toolbox that @twistedmonkey cited reduces a generator's "health states" and circumvents the requirement that a single survivor must spend a minimum of 80 seconds to repair it. The people who constantly crow about "gen rush" would absolutely lump this in with the same urgency as, say, Iridescent Heads.
This is what I mean when I say that implementing a "restricted list" would be opening Pandora's box, in terms of what deserves to be on it. It would create at least as much angst as it aims to "fix."
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This is how you report people in-game.
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I really do not care about these at all.
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@Tarvesh said:
https://forum.deadbydaylight.com/en/discussion/comment/813470#Comment_813470
The utility belt doesn't ignore the requirements of gameplay. She still needs to hit you twice to down you.
The line I described if completely different from the one you somehow translated.
I just used that as an example off the top of my head.
My point is that it would result in a ton of complaining about what does and doesn't belong in the "restricted list." And if Behaviour were to create such a thing in the first place, it would basically be an admission that certain things are too broken for everyday use -- or, that would be the perception anyway.
The optics just wouldn't be good, no matter what.
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@USNHooligan I'm sorry people are being like this toward you. Everyone is new at some point.
The worst I've done is jokingly say "looks like matchmaking is doing its job today" in the lobby when we get matched with a rank 19 or something. But I've seen low rank players who do very well, so it's important to give everyone a chance. Help them learn, don't tear them down.
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Game: Dead by Daylight :P
A survivor I didn't even know was there, slamming a pallet down on me. It gets me every time.
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I could definitely see some sort of "damned firefighter" killer who uses a fire axe and a flamethrower or something. Maybe flames would cause some sort of new burning condition.
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Definitely Michael Myers. :D
EDIT: Oh, original killers. Way to head off my joke. In that case, uhhhhhhh, Ghostface because he is not actually based on a specific Scream character proper. ;D
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This is perhaps a neat idea on paper, but where is the line?
Let's say I'm counting Huntress' hatchets as she throws them at me, and I see that she has thrown all five, so she is out... but she brought a belt, and has extra hatchets, so she nails me. While this is more mild than your examples, it also circumvents baseline expectations in a meaningful way.
So, if there were a system in place as you describe, the line in the sand would be different for everyone, and you'd have tons of threads on here asking for this and that to be added to the "restricted list," so to speak. It's essentially a transparent admission that something is too overpowered to deal with, and if that's the case, the better solution would be to re-balance it.
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Everybody could have Spine Chill and Whispers. /thread 😀
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I just want MORE BP. They keep adding more and more things (i.e. teachable perks) that cost BP, but the actual BP rewards haven't been increased in a manner that keeps pace.
As a real-world analogy, this game is like an employer that never gives cost-of-living pay raises that keep pace with inflation.
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That certainly is... a stranger thing. [DAVID CARUSO SUNGLASSES EMOTE]
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Laurie Strode's perk, Decisive Strike, involves the killer getting stabbed with a glass shard. But in the movie Halloween, she stabs Michael Myers with a knitting needle.
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Rift progression should accommodate the play time of normal, well-adjusted adults with careers, families, and other hobbies. This is what all systems in all games not explicitly designed for children should target. The end.
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It's weird that it currently doesn't let them try to escape. I understand skipping the struggle phase (since there's no way out at that point anyway), but it feels bad, especially when I bring Deliverance and play well enough to not get hooked the entire game, to get hosed in this way.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/812334#Comment_812334
Teenagers play this game too, I’ve had to dc a few times because I had to go at that moment and didn’t know before hand that I had to go.
Props to you for simultaneously being both a teenager and the most level-headed person on this entire forum. :D
(Also, I forget this sometimes. I always assume most people are in a similar-ish "adult with job and family" boat as me.)