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Rydog

Rydog

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Rydog
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  • It's because this video game is all they have in life.

  • @then4321 said:

    https://forum.deadbydaylight.com/en/discussion/comment/766039#Comment_766039

    I don't believe I asked how, I'm well aware there is no way to revert, I asked If a feature could be added.

    I couldn't disagree more. It absolutely affects the bloodweb. I've pumped tens of millions of blood points at all levels of prestige across killers and survivors alike and there is a very visibly noticeable and mathematically provable difference.

    A lot of people have done the math on this, much more thoroughly than your anecdotal examples here. Prestige doesn't change much about the Bloodweb. One example:

    https://www.reddit.com/r/deadbydaylight/comments/at25tj/does_prestige_matter_bloodweb_comparison_over_500/

  • Fortnite does it, Rocket League does it, Street Fighter V does it, Final Fantasy XIV does it, Paladins does it, Minecraft does it, Hearthstone does it, PUBG does it, Wargroove does it, the next Call of Duty is going to do it.

    How crossplay hasn't happened yet for DBD, and somehow isn't a major priority, makes no sense.

  • I'm pretty sure what you're describing is the intended design of the Undetectable state. It's supposed to work against this perk.

  • Legion is bad, he doesn't do anything.

  • @KillermainBTWm8 said:

    Hey the devs are trying their best. Balance isn't really possible in a game like DBD doesn't stop the devs and people from trying to get it closely balanced though which is good. The biggest factor for not having a growing playerbase is the fact that most killers are locked behind playtime or pay walls. Something that really makes new players say "peace I'm out" from my anecdotal data atleast. So many of my friends won't play because of grind/ these walls. Devs still deserve more credit though.

    The things that scare new players away, from my anecdotal experience with friends I have tried to bring in, are the absolutely insane grind and the complete lack of new player onboarding.

  • @WickedMilk03 said:

    https://forum.deadbydaylight.com/en/discussion/comment/765130#Comment_765130

    I think its very possible that the game could be balanced, the devs just arent doing it and for no good reason. I agree. Steps need to be made on improving the game for starters but at the same time I almost dont even care about the starters because, if the game was competitively balanced, then the devs could teach players looping and #########. Its awkward if they teach that to people who expect it to be a horror game. Its not scary anymore.

    Total balance is literally an impossibility in competitive games with any kind of strong asymmetry, going back to Street Fighter II and probably stuff that predates it. The more moving parts something has, the less likely it is for all of those things to have a true equilibrium. There will always be really strong stuff and really weak stuff, no matter what the developers do.

    I agree that some of the weaker killers need to be brought up and made more powerful and competitive -- and maybe we're arguing semantics here, but "balance" is a different thing than "having lots of competitively viable options."

  • Hide or Die peaked at 0 players in the last 24 hours, and 10 in the last 30 days, per Steamcharts. Recovery from that kind of reception seems like a pretty tall order.

    I dunno what's going on with the Last Year: The Nightmare relaunch that someone else mentioned, but that game flatlined almost immediately after it came out last December. It never even launched on Steam, and the official Twitter account has been silent since August. When I played it at launch, it was fun-ish (on the survivor side anyway), yet there was not a lot of moment-to-moment nuance, and the lack of a progression system completely killed any momentum it might have had. It is a very nice-looking game though.

    The only game that posed any real threat to DBD was Friday the 13th, and that was mostly down to the strong license. The developers of that game completely soiled the bed and effectively abandoned it after they made their money. It was a disaster, and can't even crack a thousand players at this point. Now the developers are working on an asymmetrical Predator game for PS4, and I have zero confidence in it.

    DBD is the 400-pound gorilla in the one-versus-many genre. It was first to the table (well, minus Evolve... but that was a huge misstep), it's got a stranglehold on a lot of popular genre-appropriate licenses, and (despite some issues) its core gameplay loop is engaging. It's the World of Warcraft of asymmetrical horror, and I think it would take a really good and well-supported game (probably with a really strong license) to properly threaten it.

  • It's Karen, and she would like to speak to a manager about the food poisoning that she got the other night.

  • Hawkins definitely favors killers, with all of its unsafe pallets and weird dead ends. It's aggravating to play in for both sides, though. I hate this map like I hate no other.

  • Obligatory "Balance isn't easy, or even really truly possible in an overall sense" observation.

    This game has some absolutely bonkers aggressively bad onboarding, though. I keep pointing this out, but it doesn't seem like anyone at Behaviour is directing or considering any kind of user experience improvements to the game. They do weird backwards things, and even regress on simple things like having a "Switch to Survivor/Killer" button in the lobby menu.

    The Stranger Things chapter would have been a perfect time to roll out a comprehensive UX upgrade and new player experience to the game, since one assumes it was an especially tantalizing jumping-on point for a lot of curious players. But it seems like that wasn't even remotely a consideration.

  • Man, a Zombieland chapter would be SO GOOD.

    Perks: Cardio (what the OP said), Travel Light (some sort of exhaustion perk), Don't Be A Hero (immediately unhooks you if you're on the hook and everyone else runs out the exit gate).

  • I feel like the summary there doesn't adequately reflect my process.

    My top 3 "main" killers are Spirit, Nightmare, and Hillbilly -- in vaguely that order, at least in terms of total play time.

    They are all considered high-tier killers, but I would not play a killer solely for that reason if I did not enjoy them (Nurse is a good example of one I don't enjoy playing, though I'm hoping the rework makes me feel differently).

    I evaluate and then accept or reject killers based on how much I like them, and also how well I perform with them. I like Doctor, Ghostface, Huntress, and Wraith on paper, but I don't do very well with them. This more-or-less happens to align with their relative gameplay strength, which I don't think is coincidental. I would rather devote time to killers that I enjoy, AND that I can consistently kill many survivors with, which is the perfect Venn diagram of "fun" for me when playing killers.

    The Shape is the killer that's been on (and off) the bubble for me, for a while now, because of how feast-or-famine his play style is (he's also my favorite slasher film icon). Maybe he'll make his way into my stable of "mains." I will probably revisit once I have Hillbilly's perks all caught up.

  • I wish this were a thing.

  • @toxicwraith said:

    @Rydog I can give you the link all you need is a Google account https://classroom.google.com/

    Yeah I'm looking at it now, I just don't understand how it works. It looks like a message board, but I can't post or reply to anything.

  • @toxicwraith said:

    My bad google class room

    Heh I didn't even know this was a thing, now I'm just broadly interested in how Google Classroom works. I don't see any way to interact or post stuff in there currently.

  • ...also, where is this mob of people asking for Jeff changes? Did I miss something? Is there some problem with Jeff (other than the fact that he breathes louder than a supersonic jet engine equipped with a massive bullhorn and a thousand wailing klaxons)?

  • This post is not compliant.

  • Where does that code even apply? You forgot to mention a site.

  • No, because prestige is an extraordinarily wasteful use of your BP and your time.

  • "Cute cat, what's its name?"

    "Annoying Customer."

    "BAD WORD-ing BAD WORD!"

  • Can you teach me how to not suck at getting chased? 1,000 hour purple-ranked player BTW. :D

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/764602#Comment_764602

    I've seen streamer that don't have everything do this and not with mori dailies saved. Plus you can never have too many addons.

    Eh, my example paints a picture of an extreme scenario. I imagine most players in this boat reach a point where they consider their progress "finished" because they don't care to go all-in on stuff they don't play much.

    (For example, I'm never going to take a second survivor past level 40. And I'm never going to invest heavily in my non-"main" killers past 50. Once I hit those milestones, I am effectively "done" dumping BP into them and can just bank it.)

    Add-ons, sure, although that's pretty subjective to the player and their style. What I plan on doing once I reach a state similar to what I described is, just spend BP as I near the cap, on Bloodwebs for my mains, and I figure I will accumulate plenty of items and add-ons that way. But I figure I would largely stop caring about dailies at that point, and specifically just go for the highest BP value dailies (45k or 60k), and just bank them for a rainy day.

  • @Mr_K said:

    Idk but they are wasting points by doing so. By keeping three dailies completed they are preventing new dailies from popping up.

    If we're talking about the types of streamers that have everything leveled up and maxed out, that doesn't matter to them, because they already don't have much to spend their excessive Bloodpoint bank on until a new chapter comes out.

    Imagine being in this position when a new chapter comes out. You have:

    • A Bloodpoint bank that is capped (or comfortably near-capped) at 1,000,000 BP.
    • Three banked, completed Mori dailies worth 60,000 BP each (for a total of 180,000 BP).
    • At least 8,000 Iridescent Shards -- enough to completely clean out the Shrine of Secrets (which would net you a minimum of 600,000 BP in any given week).

    That's 1,780,000 BP at your fingertips. Considering that it costs approximately 1.1 million BP to level a character from 1 to 40 and unlock all their teachable perks, you would be able to instantaneously have all perks from a brand-new survivor or killer available to you, as soon as a new chapter drops.

  • @kid187em said:

    https://forum.deadbydaylight.com/en/discussion/comment/764507#Comment_764507

    I hear what you're saying but it would be to easily exploited by a good survivor team and as it is a good swf team can gen rush a match super quick. Gen times should be longer, under no circumstances should they be sped up!

    What I'm saying is that if the killer choose to indiscriminately face camp (which is a choice that the killer makes, not the survivors), the game should tilt the advantage so far in the survivors' favor that the killer has no chance.

  • @kid187em said:

    https://forum.deadbydaylight.com/en/discussion/comment/764329#Comment_764329

    Yeah we definitely need to make the gens go faster, everyone always talks about how long gens take to do.......🤦

    An indiscriminately face camping killer exists completely outside of that debate in my opinion.

  • Flawed as the entire ranking system is, pips are a concrete, measurable performance metric.

  • I really think there should be a stacking, permanent gen speed bonus that gets steadily applied whenever the killer stands near the hook with no other survivors in the area.

  • Pop Goes the Weasel synergizes especially well with his gen teleport.

    It's easy to fake out sleeping survivors with teleport cancels and line of sight shenanigans. You should also blanket escape routes and loops with snares as you chase someone.

  • Cool cosplay, Laurie looks awesome. Where did the Myers mask come from?

  • @LordGlint said:

    Title...

    I just find it weird that so much information is hidden by words like "tremendously", which varies in value from 1 thing to the next, while perks like spinechill tell you exact value. Why cant you just tell me that Swing chains slows survivors by 3% per survivor asleep? Adding "tremendously" is completely pointless when 12% slowdown on swingchains is considered "tremendously" while 12% charge boost on spark plug is considered "Slightly".

    It's because no one is at the wheel when it comes to anything involving UX improvements.

  • @Mochan said:

    I still think Monstrous Shrine should be remade so you can gather bits of hair, fingerprints, blood, etc. from Survivors while they run around the map and put them in the basement hooks.

    Then if by endgame they didn't bust the voodoo doll in the basement when they escape they instantly get teleported to the basement and die.

    LOL Jesus.

  • What platform do you play on?

    I generally don't find myself building too differently, solo vs. partnering with a friend. The real value lies in being able to communicate things to your friends, and I naturally just tend to use a lot of perks that give me useful information.

    Spine Chill is great for ascertaining whether the killer is coming toward you, and it pairs well with Premonition to effectively create a radar that pings every 30 seconds. I feel like we're going to be seeing a lot more of these once Undetectable gets rolled out to more stealth killers.

    Bond is fantastic because it tells you where your teammates are and what they're doing, plus it's the best healing perk in the game.

    Borrowed Time and/or We'll Make It can turn you into a team player, despite your solo status.

    Iron Will buys you breathing room during chases, and lets you pull off some good jukes.

  • It should go full Cabin in the Woods, then explode and blink out of existence like Fortnite. :D

  • @SpacingLlamas said:

    https://forum.deadbydaylight.com/en/discussion/comment/762700#Comment_762700

    It doesn't change what's happening now but I don't think we have the servers now because people were constantly asking for them.

    So personally I think people have a right to complain because of that

    I mean, fair enough that I probably ought to dig up some actual citations for my claim before I talk, but anecdotally I know it's come up in the past.

    EDIT: I mean, specifically, citations for a "People have been asking for this forever" claim. I stand by all my finger-wagging over people not being able to form realistic, basic ideas about what a dedicated server deployment looks like.

  • @SpacingLlamas said:

    https://forum.deadbydaylight.com/en/discussion/comment/761979#Comment_761979

    At this point it seems like we only got dedicated servers cause they were doing the Nintendo switch version which required them since the system cant handle being the host.

    Same thing for optimization for console as the switch would never have been playable if it was anything like before the December patch. So they had to do some optimizing. They clearly didn't care 2 years before then, constantly saying they're aware of it

    It's likely that the Switch port forced the issue, sure. But that doesn't change the reality of the situation.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/762672#Comment_762672

    I'm just frustrated that of the infinite ways they could have reduced the grind, they picked the one way that seems as malicious as possible, to dangle what you want in front of you then make it impossible.

    Yes. I mean, don't get me wrong, it IS a major QoL improvement if you're just trying to unlock all perks on a character, and offering 4 perk choices does give you a way higher chance of acquiring something that you want.

    It doesn't do ANYTHING to help new players unlock perks faster, though. That is the biggest defect in the perk system.

  • +1. I am so tired of talking about how the perk acquisition system is so broken in this game.

  • "Realistic gameplay mode"

    You mean the one where driving a giant hook through someone's chest kills them immediately? And they likely don't even get to that point, because they've been dismembered by the sharp object that the dude just hit them with? 😃

  • 1) The Slasher (Jason Voorhees) (discounting the fact that this will never, ever happen)

    2) The Harvester ("Pinhead")

    3) The Candyman (Daniel Robitaille)

  • Just level up Nancy. If you're taking her to level 35 for Fixated, it would cost you about 930,000 BP, from level 1, if you run Bloodwebs efficiently.

    Also, obligatory note to point out: What I've said here is a case for why the grind is stupid. You shouldn't have to go to these lengths just for ONE PERK.

  • @Auron471 said:

    https://forum.deadbydaylight.com/en/discussion/comment/762471#Comment_762471

    I mostly keep forgetting that it takes a second for the survivor model to fully turn around so i dead hard too soon and go in the wrong direction resulting in a failed block.

    Heh, I would really just not unhook the guy at all in that scenario, without BT. If I were the guy on the hook, I would NOT want you to unhook me.

  • Man, it's sad that my knee-jerk reaction is "If THIS low-priority thing is your tolerance limit, you're going to have a bad time with this game."

    But I do not mean to belittle your frustration. This is a thing that should absolutely work right, especially on very difficult achievements like the one you're trying to finish.

  • Oh hey, another thread I can paste this into:

    I have taken (and will continue to take) Behaviour to task on many major game issues, but seriously, you guys are in the wrong here.

    How would you suggest they go about deploying and iterating on dedicated servers in a productive manner that isn't just a bunch of guesswork? Keep in mind that they cannot get an accurate idea of server loads or target specific latency issues by testing dedicated servers on a PTB, because the population just isn't there. This has to be tested in a live environment, with accurate population counts, in order for the developers to collect data and understand where the points of failure are.

    Like, it's literally impossible for them to get this done right, without doing that. This isn't some simple thing where they can wave a magic wand and get it done without exposing it to the live player base for sustained periods. Dedicated servers are a major changeover, and one that the community has been asking for, for a long time now. Some player inconvenience is the inevitable cost of progress, if everyone really wants these servers to function. It's either stay the course, or stick with peer-based connections forever, warts and all. What would you prefer?

    People whining "Well they just need to fix the big issues, like getting hit through windows, before they force us to play this!" Well, yes, they need to fix that, but they can't understand the issues without exposure. That's exactly what they're trying to fix, but they need realistic server loads to understand where and why those sorts of things become problems. Per Steamcharts, the average player count is somewhere around 20,000 players at any given time. They cannot get anywhere remotely close to that player count on a PTB. They can't just devote funds to hiring 20,000 testers for this one purpose; that is fiscally unrealistic (and I'm willing to bet that their current tests and overall server deployments aren't exactly cheap, either).

    Have you ever been a part of an MMO server stress test, where they let tons of people in for a "free weekend?" It serves the same purpose: Identifying the points of failure. Except, that's on a service that has had the luxury of iterating on a system that was in place from the get-go, with a sustained beta population. In DBD's case, this is a major changeover to the entire network infrastructure on a live service, which doesn't enjoy the same advantages as a game that is currently in development.

    Have you ever watched an episode of Bar Rescue? This type of stress test happens in literally every single episode, as part of the venue overhaul process. They can't understand what's wrong, without having a customer population that mimics real-world conditions. It's different because this is a video game... but, the same principles apply.

    So, if you are still steamed and complaining about this based entirely on your emotional reaction to dedicated server performance, and not the realistic challenges and technical hurdles of deploying something of this scope, I again ask you: What would you suggest they do, that gets them over the hump without any further player frustration? Remember, I have just disarmed your "Well they should just fix all the stuff BEFORE putting the dedicated servers out!" angle, because that is impossible.

  • @starkiller1286 said:

    https://forum.deadbydaylight.com/en/discussion/comment/762471#Comment_762471

    Because the unhook is just short enough so killers cleaning animation can insta down the unhooked survivor before they can take a step if the unhooker dead hards away thus removing their hitbox so the "rescued" can be downed again

    Yeah, that's a solid "your teammate was stupid for unhooking you in the killer's face" scenario.

  • @meepmedeep said:

    The couple of people in here that are having the major and constant issues with dedicated servers I was curious about a few things I was hoping you could answer

    Are you using WiFi?

    Did you disable or change vSync in GameUserSettings.ini?

    Did you change FrameRateLimit in GameUserSettings.ini?

    If you changed the limit, is new limit that you selected a multiple of 30?

    Is your system able to maintain your new limit or is it fluctuating?

    I suspect that anyone who can't connect the dots on how a dedicated server deployment works definitely doesn't have the technical know-how to modify an .ini file or comprehend that wired network connections leave Wi-Fi in the dust.

  • I guess I need to create a cut-and-paste response to these dumb threads. Here goes:

    I have taken (and will continue to take) Behaviour to task on many major game issues, but seriously, you guys are in the wrong here.

    How would you suggest they go about deploying and iterating on dedicated servers in a productive manner that isn't just a bunch of guesswork? Keep in mind that they cannot get an accurate idea of server loads or target specific latency issues by testing dedicated servers on a PTB, because the population just isn't there. This has to be tested in a live environment, with accurate population counts, in order for the developers to collect data and understand where the points of failure are.

    Like, it's literally impossible for them to get this done right, without doing that. This isn't some simple thing where they can wave a magic wand and get it done without exposing it to the live player base for sustained periods. Dedicated servers are a major changeover, and one that the community has been asking for, for a long time now. Some player inconvenience is the inevitable cost of progress, if everyone really wants these servers to function. It's either stay the course, or stick with peer-based connections forever, warts and all. What would you prefer?

    People whining "Well they just need to fix the big issues, like getting hit through windows, before they force us to play this!" Well, yes, they need to fix that, but they can't understand the issues without exposure. That's exactly what they're trying to fix, but they need realistic server loads to understand where and why those sorts of things become problems. Per Steamcharts, the average player count is somewhere around 20,000 players at any given time. They cannot get anywhere remotely close to that player count on a PTB. They can't just devote funds to hiring 20,000 testers for this one purpose; that is fiscally unrealistic (and I'm willing to bet that their current tests and overall server deployments aren't exactly cheap, either).

    Have you ever been a part of an MMO server stress test, where they let tons of people in for a "free weekend?" It serves the same purpose: Identifying the points of failure. Except, that's on a service that has had the luxury of iterating on a system that was in place from the get-go, with a sustained beta population. In DBD's case, this is a major changeover to the entire network infrastructure on a live service, which doesn't enjoy the same advantages as a game that is currently in development.

    Have you ever watched an episode of Bar Rescue? This type of stress test happens in literally every single episode, as part of the venue overhaul process. They can't understand what's wrong, without having a customer population that mimics real-world conditions. It's different because this is a video game... but, the same principles apply.

    So, if you are still steamed and complaining about this based entirely on your emotional reaction to dedicated server performance, and not the realistic challenges and technical hurdles of deploying something of this scope, I again ask you: What would you suggest they do, that gets them over the hump without any further player frustration? Remember, I have just disarmed your "Well they should just fix all the stuff BEFORE putting the dedicated servers out!" angle, because that is impossible.

  • @Ark_the_Bonsai said:

    https://forum.deadbydaylight.com/en/discussion/comment/762460#Comment_762460

    I'm actually feeling really hopeful for those changes now. Like I can see them happening.

    Yeah. It's the sort of thing where people just knee-jerk go OMG THE SKY IS FALLING without really looking at what's happening. Those add-ons are still gonna be really strong; some unreasonable players are just seeing red because they can't think past what they are losing.

    EDIT: Oops, I broke my WAT rule. This does not forgive the OP's post from being mind-numbingly stupid and undeserving of any real engagement.

  • @1saltypug said:

    I dunno sometimes I feel like alot of swf teams fall for their own weaknesses i.e always hook charging for a save but the swf who know what their doing like seal team 6 are scary

    Man, I've been involved in some serious cartoon shenanigans with aggressive unhooking squads. It's ridiculous when you're just playing musical chairs on the same hook, because everybody wants to just swarm it and immediately save their friend.

    Throw in Spirit phasing confusion/mindgames for kicks. Gets them every time!

  • This was a thing in Friday the 13th, but everybody mostly just used Discord all the time anyway.

    I still think it would be a decent option, albeit one that people would be able to opt out of if they don't want to deal with voice chat.

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