Rydog
Rydog
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@Theoretical_Heart said:
Based on how many of the team are SWF the Killer's games go from very easy (all solos) to LITERALLY impossible (all 4 swf)
How can we find a happy medium? Is there a happy medium or does communication just break the foundation of DBD too much to ever be balanced?
What rank are you? What's your build?
You cannot realistically push back against this disparity unless you use very strong killers (Spirit, Nurse, Hillbilly, Nightmare) and perks (BBQ, Hex: Ruin, Pop Goes the Weasel, Discordance, Whispers, etc.). Against very strong players, the meta is the meta. This is true for any competitive game.
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Generally: Stop unhooking your teammates in the killer's face if you don't have BT. You're being a bad teammate.
Specifically: You performed a risky unhook and committed to tanking a hit for them, and the hook victim still didn't get away? Why did your teammate stick around?
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@Lost_in_the_Fog said:
Was just reading a post where people were trying to back up their argument of trashing on killers who use NOED by saying the survivor objective is completing gens and the killer objective is stopping gens from being completed. Maybe I'm mistaken, but I thought survivor objective was to escape the match alive and killer objective was to kill all survivors before they escape. I mean that's why there's a hatch now. . . to give survivors one last opportunity to escape. I guess the gen objective is the TRUE objective in the unwritten survivor rule book?
People do some silly mental gymnastics to justify their weird views. To them, I say: It's in the name. Survivors want to survive; Killers want to kill. This is plainly obvious. Those are the objectives. The game ends when everyone has either survived or been killed in whatever combination it happens in.
The killer definitely wants to stop gens from being completed, but they do this by killing the survivors. But if all the gens DO get completed, the killer achieves the same victory by killing the survivors before they escape.
Same deal with survivors; they definitely want to complete gens, but they do this because that is what enables their escape. The generators are the gatekeeping mechanic for both sides.
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Wat
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@Lost_in_the_Fog said:
https://forum.deadbydaylight.com/en/discussion/comment/762408#Comment_762408
From what I remember I was playing with Freddy with one of the dream pallet add ons that show survivor auras. I didn't feel like I was playing any better than normal. I was just taken aback by being accused of cheating. But then again. . . poor sports.
Heh, just imagine that guy's reaction to old Freddy, who could literally see everyone at all times when they were asleep and outside of his terror radius. I used to use Monitor & Abuse on him, and trick people into thinking they'd gotten away. Man, I miss that.
(But new Freddy is also amazing!)
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@humanbeing1704 said:
past few couple games I've been getting facecamped for using it
It's because you used Decisive Strike.
Some players can't handle dealing with things they don't like, and opt for very disproportionate retribution, because they're bad players who cannot adapt to their circumstances. As my wife puts it, "They probably do stuff like this because this video game is probably the only thing these people have in life."
If I am playing killer, and I suspect someone has Decisive Strike, I have two reasonable options that don't set me back (which is what a facecamp would 100% do). Either I: a) Choose to eat the DS (which I will if it's early enough in the game), or b) Leave them on the floor (or whatever locker they hop into).
It's not that hard. Just accept that this is a mechanic that is going to be in play sometimes. If someone's your obsession and you don't have any obsession perks, do the math.
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@BunnyTheHutt said:
They are probably hard at work getting the Mid Chapter patch ready for launch. We can't expect them too be on 24/7. I had a mod on my discussion because people were getting unruly. Plus, a lot of the discussion have been repeats of other posts, so it's kind of a time waste too repeat the same thing over and over again.
Community managers aren't game developers.
@Peanits started a Q&A thread a few days ago to collect questions about the upcoming patch, so I suspect that is where they are trying to centralize their response to any pertinent concerns.
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If you weren't cheating, I would not worry. They're not going to ban anyone on a whim, without investigating to make sure accusations like this are valid.
What killer were you playing? There are a ton of tracking perks and abilities in the game, so maybe the player who reported you doesn't understand how you could quickly find people. I suspect that a lot of us have been on the receiving end of this type of confusion at one point or another.
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It means that the game was created by engineers, with no regard for healthy UX, or how an end user will parse things. This extends to many aspects of the game's UI and UX design.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/762162#Comment_762162
Boy do I have the answer for you...
That is a cool and well-articulated idea. I haven't read any of the responses, but I suspect that the big concern would be the potential for matches to drag out for way too long, especially if generators have the potential to reset entirely after they are repaired.
And then a bunch of people would inevitably start complaining about how matches take too long, and then we are in the same boat again, just at the opposite extreme.
I think it might be interesting if Behaviour were to design something like you've described in your post, but restrict it to a new map that is designed around the idea (almost like a different game mode). That way, they could experiment and try new stuff without completely upending the current game.
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Does the actual hitbox of the killer's M1 attack extend out from the center of the killer model? If so, I am going to hazard a guess that it is reasonably possible for them to flip the first-person model from the killer player's perspective, while keeping the survivor view the same.
Since all the killer player sees is the hands, I doubt that the "mirroring" would result in any graphical weirdness.
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I do what makes the most sense in a given situation.
If I hook someone, generally I am going to leave them to patrol generators, because I am not making progress by staying near the hook victim. But if I see scratch marks immediately nearby, I'm not leaving, because that's my chance to score a second hook on an overly altruistic survivor.
You can also bet that if I'm playing Nightmare, I'm going to make every effort to hook someone near a gen, and then teleport back to that gen once some time has passed without an unhook. And if I'm playing Hag, I'm placing traps around avenues of ingress, and I am going to use them to punish the unhook.
If I hook you in the basement, I'm generally going to make sure I have a clear path back there to catch someone on their way out. This is the entire function of the basement.
If you get unhooked in my face, I'm probably going after the survivor who saved you, unless I find you particularly threatening/annoying and I'm confident you aren't protected by BT (or, alas, if I have a Mori daily, which I will sincerely apologize to you for once the game is over -- but blame the game in this case for heavily incentivizing this behavior).
If doors are open and I hook you, all bets are off. Sorry, but you're almost 100% going to die, because I'm not gonna abandon you and fall for some obvious distraction right by the exit gate. If I'm playing Spirit, I will roundly abuse husk confusion to create a musical chairs hook crisis for everyone who's trying to save you.
If you're the last survivor and I get to the hatch before you do, you'd better hope I don't find you with Whispers. At this point, I don't have to hook you; I just have to keep you here, and I am patient enough to loop you around a pallet until the timer runs out. If the doors are close together, you're not getting out.
Also, I don't run NOED, because I feel like that's not a particularly great use of a perk slot. But I'll definitely Franklin's Demise you if I see a full stack of items in the lobby.
And if more than one survivor disconnects, I'm probably letting at least one of you leave no matter what.
EDIT: Oh yeah, and if you're the last survivor and I'm confident you have Decisive Strike, I will absolutely follow you around and wait a full minute to pick you up if you were unhooked recently.
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@AssassinZodiac said:
I'd rather they use overall devotion levels to rank players together based on total hours played in each role.
Time invested is not a reliable measure of skill.
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Depipping for a total success is one of the stupidest things about this game. If you escape, or if you kill everyone, you should pip end of story goodbye.
Pip thresholds need to be flat across ranks 1-20.
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LOL, sorry to derail the topic so much.
Yeah, umm, rank reset needs shinies for a reward. And also a flat pip curve from 1-20. Otherwise it's, you know, fine.
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@Grimbergoth said:
maybe im a purist because I grew up watching the original black and whites , same for the munsters . I didn't like the scripts for the movies more then the actors but I do admit that Ricci made a good wensday
Christina Ricci as Wednesday Addams is a treasure. This is one of the greatest scenes ever committed to film.
https://www.youtube.com/watch?v=6iGbxUAM0cc -
@ChezAndQuakers said:
https://forum.deadbydaylight.com/en/discussion/comment/762176#Comment_762176
Green ranks were just an example, it’s just that I have a friend that plays spirit at green ranks because he barely plays killer. But I think they should just make people good on every level, but that’s basically impossible
Yes, that kind of balance in an asymmetrical game is just not realistic. It wasn't realistic even back in the Street Fighter II days, there's no way to get everything exactly right when there are so many options available.
The best they could do would be to try to bring up some of the underperforming killers so that they are more competitive with the likes of Spirit, Nurse, Hillbilly, Nightmare, etc.
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...although, I mean, Anjelica Huston owned that role in such a monumental way that it's really hard to beat her. Same with Raul Julia and Christina Ricci. God those '90s Addams Family movies were the best things ever.
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@Grimbergoth said:
https://forum.deadbydaylight.com/en/discussion/comment/762169#Comment_762169
ya , but I prefer the original , she was far more attractive morticia , Carolyn jones I think was her name . Yes im showing my age knowing that ...
Yep, Carolyn Jones was awesome. She died way too young. :(
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I feel like this is a bigger problems with dedicated servers -- it seems like it happens to me much more often now, at least -- but I imagine this is on the list of things to fix.
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@ChezAndQuakers said:
https://forum.deadbydaylight.com/en/discussion/comment/761426#Comment_761426
What about against green rank swf? You’re just saying they’re overpowered
Balancing entirely versus green ranks would make everything weak at red ranks, don't you think?
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@Grimbergoth said:
https://forum.deadbydaylight.com/en/discussion/comment/760252#Comment_760252
its sad that I would hazard that 50% or more of the community isn't even old enough to know who that actually is , but she fits your caption so well .
Your assertion makes me want to cry.
At least that new animated Addams Family movie just came out, though.
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The problem is that what you're suggesting would upend the flow of the game and turn it into something else, when everything is built around just filling the gen meter.
If anything, the "give survivors a second objective" suggestion that gets thrown around a lot would be more reasonable than changing how generators work. Behaviour has slowly been nudging survivors toward paying more attention to totems, so that's something, I guess.
Installing parts and stuff in Friday the 13th was OK, but it was a scavenger hunt that wasn't too terribly interesting or dynamic on its own terms, either. Map layouts were not random, and it was entirely possible to game the system and immediately know where things like the phone and Jason's cabin spawned, literally the moment you spawned into the map (source: I was the guy who publicly reverse-engineered just about every single mechanic in that game).
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"Won" is a pretty nebulous label, but I tend to accept safety pipping as an adequate performance. I'm merely treading water, yes, but I am not experiencing a setback.
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@qquestion said:
https://forum.deadbydaylight.com/en/discussion/comment/762077#Comment_762077
Oh, I didn’t know that but before the rank changed I felt like people was more of my skill level. Now I just get survivors that do some weird things.
I’m alright with the killers I’m playing against. No complaints there. My 3 games (I’m not going to say 5 because I left my first game and about the third game, the killer dc’ed when I cleansed ruin. I never had a chance to play against those 2 killers) those killer were either better or about my skill level and I was alright with that, just the survivors.
Yeah, I have seen some bizarre disconnects since yesterday, too. Played against a Legion who threw in a Haddonfield offering, then promptly disconnected when 3 gens got popped without a single hook. I would say there have been more games with ragequit disconnects than not, so maybe that is the quality differentiation that comes with a fresh rank reset (I'm normally a purple-ranked player on both roles).
I also played my first Demogorgon game, and got 3 kills basically by accident, flopping around like a day 1 player and messing around with his powers, getting used to his pounce timing on the fly. I suspect I wouldn't have had this sort of success prior to the rank reset.
Those are just the weird sorts of anomalies that you run into right after the reset, I suppose.
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Diversion is a weird perk because of its activation requirement. A simple cooldown -- exhaustion or not -- would make it more tempting to incorporate into a build.
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It really needs a full rework. But in the meantime...just make it so that it can't activate within X meters of a hooked survivor?
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@qquestion said:
How long do you think I should wait before playing after this rank reset? I can’t find the fun in none of the 4 games I’ve played. About to play 1 more and that’s gonna make the choice if I continue or stop for a few days until people back in the ranks they need to be in
The way I've always treated it is, I'm in the same boat as everyone else, in terms of being the "wrong" rank.
Waiting a few days gives you some easier games, because you'd be going against less capable players. But playing now means you're being lumped in with players who are similar to you in skill, since the goalpost got moved for everyone.
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I like this idea!
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I understand why a rank reset is a thing for a rank-based game, but I wish there were season-based rewards to it (something as simple as a BP reward based on your highest rank with each role would honestly be fine).
Also, I wish that the per-match pip thresholds were flat across all ranks.
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You forgot to include the oppressive grind, the #1 biggest problem with the game.
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Everyone: Give us dedicated servers!
Behaviour: OK, but this is going to take time. And it's going to be highly imperfect at first, obviously, because we can't identify and target specific latency issues without live testing with an actual, real-world server load. We have to collect data to be able to iterate on it.
Everyone: OMG SURPRISED PIKACHU JPG! WAVE YOUR MAGIC WAND AND MAKE IT PERFECT! LITERALLY DO THE IMPOSSIBLE BECAUSE BOY AM I ANGRY AND DO NOT UNDERSTAND THE REALITY OF NETWORK STRESS TESTS AT ALL!
tl;dr They can't "just stop the tests" and also fix everything that's wrong. That's not how any of this works. Some player inconvenience is unfortunately the cost of progress in a major dedicated server changeover like this.
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I'm almost starting to think OP doesn't have the fortitude to come back in here and have a discussion that is based on reality, rather than knee-jerk frustration.
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Gosh, what happened? Where did @night_with_you and @nerfeverything go? Why on earth would they not be up to the task of providing detailed feedback about how they would go about deploying and iterating on a massive, game-wide dedicated server changeover without pushing it to a large audience for data collection and stress testing?
Could it be that these guys don't know what they're talking about? Well I dunno about you, but I doubt the HECK out of that. Not a chance, not with the certainty that they've come in here, confident of their argument about how badly Behaviour has dropped the ball on this particular subject, because clearly it is both possible and entirely reasonable to get this thing working without any load tests or iteration outside of best-guesses based on early PTB feedback.
No, these experts are still crafting rebuttals that are based entirely in fact and reality, and not any kind of knee-jerk have-my-cake-and-eat-it-too rhetoric. I'm sure they're not that daft.
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@Boss said:
God I love the first SAW!
The first Saw is the best Riddler movie ever made!
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@HellCatJane said:
Oh. Forgot to mention I usually use whispers, that helps triangulate them.
This is the solution for all problems!
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Any thread that a Trusted member posts in automatically gets the "Trusted" tag, regardless of the topic creator.
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Halloween obviously, don't be dumb you guys.
All those other things are also awesome, though. Well, except for all the TCM sequels, and all the Nightmare movies that Wes Craven wasn't involved with. And everything after, I dunno, Saw II.
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Spine Chill is the most universally useful survivor perk that is not locked behind a leveling wall. Pair it with Premonition, and you've got like a 90% reliable radar.
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@nerfeverything said:
Remember when game developers had integrity?
I want you to explain, in specific detail, how you expect a dedicated server rollout to work any other way than it is working now, bug- and hassle-free. This is a rhetorical question, because it is not possible.
People shouting NO INTEGRITY as Behaviour is trying to give people dedicated servers like they asked for, and getting dunked on for it by people with no capacity for understanding the technical hurdles at stake for such a major changeover. God, this community is an embarrassment sometimes.
I could take (and have taken) Behaviour to task for plenty of stupid things about this game. But seriously, you are all in the wrong on this one.
But go ahead, please explain, walk me though how you would realistically expect this to work.
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Like, have you ever participated or been aware of beta MMO stress tests? Those "free weekends" where they let tons of people in for a specific window? This is so they can realistically understand where the points of failure are.
Have you ever seen an episode of Bar Rescue? This is done in literally every episode, as part of the relaunch process.
Granted, Dead by Daylight is a live retail game, which is where the amplified cries of inconvenience come from. But dedicated servers are something people have been clamoring for, for as long as I remember. Don't blame them for trying just because you don't understand the necessity of stress tests -- we collectively asked for this to be done.
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@night_with_you It is functionally impossible -- or at the least, extremely difficult -- to account for the kinds of specific, minute latency issues you're describing, without a real-world test with real-world routing and a real-world server load.
They ARE in the "push it to the public and optimize it" stage that you've described. You getting hit through a window is exactly the kind of latency issue that they cannot fine-tune without real stress tests.
You may notice they've gone through multiple windows of dedicated server tests, before reverting back to peer hosting. This is them hearing your frustrations and trying to meet in the middle. Again I ask you, do you want dedicated servers or not?
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I would ordinarily side with the OP in terms of a developer rolling out unpolished or unfinished features, but a bit of audience inconvenience is the price of progress when it comes to this specific type of technical hurdle.
They can't get dedicated servers right if they can't find the points of failure and then iterate in a way that addresses those failures. There is no way to do that, outside of deploying them in a live environment with a substantial player population.
People have been clamoring for dedicated servers forever. So do you want them, or not? That's what this all boils down to.
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I think prestiging a character is the most profoundly wasteful decision you can make in this game, given how many Bloodpoints it takes to unlock stuff.
Mind you, I'm coming at this from the perspective of someone who wants every teachable perk unlocked, and stacked on a small handful of "main" characters, which I think is a reasonable goalpost that the game makes as player-unfriendly as possible to reach.
If I ever prestige anyone, it will be after I've accomplished this goal, all survivors are at 40, and all killers are at 50. But I really don't see the point to it, outside of the bloody clothes (and I would much rather engage fully with the cosmetic store on any character that I like enough to consider prestiging).
If prestiging a character took away everything EXCEPT perks (i.e. item/add-on/offering inventories get erased, but you keep all unlocked perks), it would be way more tempting. As-is, it's way too punishing and I really don't get why anyone would waste their Bloodpoints like this.
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Unfortunately the answer is no, because that would make too much sense.
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Golden Grahams FTW.
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Any teachable perk you have unlocked has a chance of appearing in any other character's Bloodweb. The perks that are offered in each Bloodweb are random.
It is exactly as miserable and RNG grindy as it sounds. Good luck targeting the perks you are looking for. It gets easier after level 40, because Bloodwebs start offering 3-4 perk choices instead of 2.
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+1 to this idea!
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As much as I think there should be an outsized in-game punishment for indiscriminate hook camping, it shouldn't be bannable. Also, unless your teammates are incompetent, they're finishing multiple generators while the killer is doing this.
Keep in mind that there are legitimate circumstances where it makes sense to stay near the hook. Specifically, if you know that someone is nearby and going for a save, or if the doors are open and people are trying to bait you.
