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Rydog

Rydog

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Rydog
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  • @Kasaki said:

    But isn't this technically altering game files? I thought that would earn a permanent ban for such a thing @Peanits is this okay or can you get banned?

    It's an ini file.

  • If you're queuing with a friend who is much higher rank, I imagine that would mean you accept the risk of having to deal with more capable killers.

    What would you have them do, match groups like this against low-ranked killers that can then get bullied? How is that any more fair? In this situation, the survivors have some control over it (whereas a killer would not). The solution is to either accept the risk, or to not queue with someone with a wildly different rank.

  • No one does anything at that rank.

    I mean this literally -- survivors just do not do anything whatsoever. You die on your first hook without anyone ever coming to save you, killers routinely get 4k without a single gen getting done, and you can loop the killer for minutes at a time and nobody else will do any objectives.

    As a consistent purple rank survivor, this has been my experience when queuing with friends who are new to the game and getting matched up with other lower ranked survivors. It is harder than any normal game of my rank simply because no one else is attempting to perform any helpful actions.

    If you purposefully deranked, you brought this on yourself.

    Also, there might be a problem with this game's onboarding. Just saying. :P

  • Per Steamcharts, Hide or Die has never even cracked four digits. I'm pretty sure it's not a threat to DBD.

  • "A game can realistically be over in 2 minutes and 30 seconds."

    What game are you playing where this happens consistently? This would require a perfect storm of optimal survivor play, careful pre-planning, and ideal circumstances all around. Multiple BNPs, survivors on four different generators as soon as the match starts, no Ruin and/or survivors who are highly effective at hitting great skill checks every single time, and a killer who is so ineffective that they cannot find a single one of these gens before they get popped.

    If that's "realistic" for you when playing killer, I think you need practice or something.

  • @GrootDude said:

    Inner strength requires you to cleanse one of the five totems on the map, if four survivors run this then they’ll probably only use it once each if that. This perk can only be good if it isn’t a meta perk, if it became meta then it’d fall out of the meta just as quickly.

    Damn, Schrodinger's Perk here haha. :D

  • I haven't even considered the OoO issue, that's hilarious. It seems like Behaviour either intends this functionality (which seems... very odd), or they're just not great at flagging these kinds of knock-on effects during development.

    It's an embarrassing mistake either way, since one might assume this sort of interaction would be immediately obvious during implementation. Like, do they not have a spreadsheet somewhere that lists stuff that interacts with the Terror Radius?

  • An ongoing analysis of Steam's player numbers, seeing what's been played the most.

    Yeah, it sure is dying.

  • After some more playtime on the Hawkins Laboratory map... I've gotta say, of all the things that exist in this game, this map is literally the only thing that has me wondering if it's time to quit.

    It's really THAT BAD, in terms of layout, getting to anything, understanding critical routes. Like, maybe if all the random closed doors near gens and stuff were open, it would be a lot better. But even just walking to a spot you want to reach is utterly confusing. And I'm talking as survivor AND killer -- it's equally miserable for both sides. This is not a good map, at all.

    So yeah, I dunno. I don't want to be that guy who DCs because there's a mechanic I don't like, because I have never disconnected from a match, not one single time, killer or survivor, in the year that I have played. But at best, I think this map is the tipping point for that behavior in me. Either that or I immediately suicide on hook as a survivor, or go to the basement as killer, and let survivors win while I alt-Tab out and do something else. No other mechanic in this game has ever made me think those are good ideas.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/699401#Comment_699401

    If we want to talk about balance and gameplay mechanics, we cannot talk about low ranks. The DS situation at green ranks doesn't differ that much from red ranks.

    For context, I am a consistent purple-rank survivor. And while I see DS consistently, it is not remotely lobby-wide. I see multiple BT or Dead Hard users way more often.

    I broadly agree that low-ranked play cannot be the balance target for the entire game, but one perk interaction countering another perk interaction (an edge case too, since we're talking about BT application on a single killer) also cannot be the balance target. Shrugging off something with "well, this other perk exists though" is a bad fix.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/699399#Comment_699399

    From my own experience and watching streamers, it's usually 2-3 DS per game.

    High-rank streams do not remotely represent anything that could be called "most" players.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/699394#Comment_699394

    I don't see it that critically. The majority of players runs DS anyway.

    How do you figure the majority of players run DS? It's always bizarre to me when people make these statements, because they're always very anecdotal. Looking through recent post-game screenshots of mine, I definitely count more survivors who DON'T bring DS than the ones who do.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/699366#Comment_699366

    While you ARE correct, the effect is 2 fold here. With this new effect, if Freddy hits the unhooked guy and procs the BT, the bleed out of the deepwounds timer will immediately start depleting since that survivor is now asleep, and not in a TR anymore. If you chase em abit, they'll fall to the ground on their own.

    OH, I see what you guys are saying now. Yeah, that is a pretty crazy tunneling-friendly case, then.


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/699334#Comment_699334

    I'm thinking the OP is saying that because he has no terror radius after being hit off the hook, and now borrowed time is running like it used to, where killers can just chase them and wait them out. If I'm off, please correct.

    I believe BT's effect being applied relies on the unhooker's proximity to the killer. So if the unhooker is awake and in Freddy's terror radius, then the unhooked survivor has the BT effect applied. That is what my common-sense assumption would be, based on the tooltips of both BT and Oblivious. In which case, the OP's assumptions are shaky at best (since Freddy only counters BT for sleeping survivors).

    And if that's NOT the case, then the developers really ought to clarify or amend.

  • Oblivious only applies when a survivor is asleep, right? So if you are awake, and you unhook someone within Freddy's terror radius using BT, wouldn't it still apply the effect? (In other words, I'm saying that Freddy only disables BT for sleeping rescuers.)

  • @thedevalex said:

    https://forum.deadbydaylight.com/en/discussion/comment/695613#Comment_695613

    I like all the noises. Maps that have no noises are boring. It adds ambience and atmosphere.

    That may be, and I'm not opposed to atmosphere. I think this map goes kinda overboard with how loud everything is, though.

  • Wat

  • @You_Got_Behavioured said:

    @Rydog Lobby dodging happens with killers vs survivors. So now it has increased but how is this unhealthy? Should higher ranked survivors be forced to play with noobs? Im pretty sure the devs implemented this feature for other survivors to see each others ranks. SO you guess what I can do with this info. Thats right, judge others based off of rank. Thats the broad, non-selfish answer. What other answer do you expect?

    I don't expect anything, because this is the only outcome I can think of. But wild-west player self-selection is not the answer, if they are doing this because they believe their matchmaking system is broken enough to justify (and tacitly sanction) an uptick in lobby-dodging. If that's the case, they should implement rank restrictions when queuing.

    The only other explanation, as @Jimsalabim and @Avocet mentioned, is that they blindly overwrote their survivor lobby system without considering any of the knock-on effects. I don't want to believe that the developers would be this negligent and regressive with their already-bad UX, but that sadly makes sense, too.

  • @You_Got_Behavioured said:

    @Rydog Do you not understand what I have said? It saves me and others time and allows me to choose people based off of rank.

    Yes, you're rewording the thing that I described as a problem in my original post, which is increased likelihood of lobby-dodging. You also seem to not understand that I am wondering and asking what the broader thinking behind this change is, from the developers' perspective, about why it is a good idea, because it seems like it would not result in anything but more lobby-dodging -- which is unhealthy for the game as a whole.

    What you are describing here is your individual, selfish reasoning for why it is a good change, which is not helpful to understanding the bigger picture. I am not trying to insult you, or even to push back because I DO understand your logic. I'm just curious what the big-picture upside is in the developers' mind, because "more people dodging lobbies" is not a positive result for anyone working on the game.

  • @You_Got_Behavioured said:

    @Rydog Its good because I don't have to DC 5 minutes or so into the game when the rank 16 gets downed in 5 seconds. I can see who I will be playing with and if I don't like them,I can leave instead of losing more time.

    Like I said, I am trying to understand the non-selfish reasoning that I optimistically assume prompted the devs to make this change.

  • Based on the last couple of responses, all I can think of is that this is some weird attempt at encouraging player self-selection, instead of fixing the matchmaking itself and ensuring that players cannot be grouped with wildly different ranks.

  • @You_Got_Behavioured said:

    @Rydog It is great that I can see ranks because I'm not going to play with two rank 16's as a rank 6.

    This is what I'm talking about though, it cannot result in anything except lobby-dodging. I don't think that's a healthy change, and I am struggling to see the upside from a broad, non-selfish perspective.

  • @Peasant said:

    I for one, love the change as now my comrades can see that I am a P3 Quentin, and I don't have to walk around in blood soaked clothes to communicate this fact.

    This is not relevant information. It is an accomplishment in a video game, which doesn't matter. This is some e-peen stuff, unimportant.

    It's just weird that they added this change, because the only player action/question it could possibly prompt is "Do I want to play with someone of this rank, or not?" I'm wondering what the logic is on the developer's side that led to it.

  • @Dwight_Fairfield said:

    The killer can't see it. Just your fellow survivors.

    Yes, but I think even that is irrelevant information, that will serve no other purpose than to compel lobby-dodging. What's the upside to it?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/695289#Comment_695289

    I can guarantee that the report system does something. I used to be an ACM before becoming a community manager and I can promise that there are people looking at those reports. They didn't pay us to stand around and look pretty, sadly.

    For the switch roles button; this is a side effect of the lobby changes in 3.2.0. Since the SWF option has been merged with the solo option, the button needed to be removed. Otherwise, you could have a friend join your lobby, switch to killer, and then be able to play killer with your friends in a public match. That's not something we could have.

    These changes also allowed us to automatically regroup people with their friends after a match, something that we've been requested for a long time. When we look at the two options- delay the whole feature so we can update that one button, or remove the button for the time being- the choice was pretty clear. We opted to add the feature that people have been asking for sooner rather than letting a single button hold everything back.

    Disable the Switch to Killer button when the lobby has multiple people in it.

    I know things aren't just "HOW HARD CAN IT BE, JUST FLIP THE SWITCH AND MAKE IT WORK" levels of easy when making a game, but this is a really goofy problem to not be able so solve.

  • My issues with this map are twofold.

    One: It's almost nothing but narrow corridors. This is aggravating, no matter which role I'm playing.

    Two: The "noise profile" of the map is an active deterrent to enjoying the game. There are tons of noises that are confusing, and make me think there's a survivor nearby or something when there isn't. The constant rumbling is also very irritating. They ought to make the map quieter.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/694065#Comment_694065

    Imagine that speed boost when running. That would make you faster then the killer.

    Doesn't it only impact walking speed though? It doesn't increase running or crouching speed at all, does it?

  • @Raven014 said:

    This isn't a bug. The speed boost was always when in the healthy state and walking only. Any other application would be broken.

    Why would it be broken? I haven't gotten the chance to try out Fixated yet, so I don't yet understand what the controversy with it is. My assumption is that it would be a pretty benign quality of life change to make it work while injured, but what is the argument against this?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/692952#Comment_692952

    Pretty much this.

    It could come back one day, but it wouldn't work with the way lobbies work right now. We would need to accommodate for the fact that you can invite players to your lobby and then switch. This is also why the button wasn't available in SWF before.

    Maybe just gray the Switch to Killer button out if there are people in your lobby? Isn't that how it was before?

    This is like a weird eye for an eye trade, heh.

  • @Penny said:

    https://forum.deadbydaylight.com/en/discussion/comment/685065#Comment_685065

    Then explain all the fan films that is coming with the name "Friday The 13th"

    Also... "There is nothing off the table" NOTHING, if they cant get Jason at all, they woundnt lie and say that

    Wat

    Fan films are... uh, fan films. They aren't officially involved with the property they're using. That's why they're called fan films. Some companies are very rigorous about sending C&Ds to fans who start these kinds of projects. Some are not. I cannot speak to the operating policies of either Sean S. Cunningham or Victor Miller when it comes to those kinds of projects, but that is totally unrelated to any licensing deal that Behaviour may or may not pursue.

    Re: Your last sentence, I do not think you understand hyperbole at all.

  • I really don't think you understand the issue at hand. This Friday the 13th ownership dispute has been going on for a while now, and I'm sure the last thing on Earth they care about right now, as it pertains to Jason Voorhees, is some video game.

  • I don't care about showing off to other players, because that's meaningless. I just want some sort of prize for a Devotion level -- like, say, a 1,000,000 BP reward or something. It's a rare enough occurrence (I've played for almost a year and I am only Devotion 2) that it wouldn't be a huge deal.

  • The expectation that survivors would need to run certain perks to counter specific killers would be an insane design decision, because survivors have no way of predicting which of the 17 killers they are up against, to say nothing of killer perk combinations and add-ons.

    You cannot counterpick without information, which survivors have zero of pre-match. Nobody is gonna run Small Game because they're that concerned about facing Trapper, or whatever. So, I don't know what the point of this thread is.

  • Claudette is my main, and my regular build tends to be Bond, Iron Will, Spine Chill, and a fourth rotating perk (my favorite choices being Sprint Burst, Alert, Borrowed Time, Deliverance, Quick & Quiet, Decisive Strike, Empathy, and probably Fixated once the next DLC drops).

    I tend to favor an evasive build that gives me vision on the killer. I have recently started to question Spine Chill's value, which will probably be an even bigger concern once the new killer stealth condition effects go live, since this perk is apparently impacted by them. Maybe it'll get replaced full-time with Sprint Burst, or something. Bond and Iron Will are absolute must-runs 100% of the time, though.

    Also, um, brown shirt and blackberry skirt 4 lyfe. 😄

  • God, this dumb idea is still going. I don't think I've given this thread a "wat" yet. So...

    WAT

  • On paper, this seems like an interesting idea, but I'd be worried about making matches take way longer.

    If this type of secondary objective were to be a thing -- that is, "find 5 things to make the gates open faster" -- maybe it could be something that already exists, like totems. Maybe they would take longer to cleanse, but you'd be able to get to them anytime during the match (in other words, you could cleanse them the same way you do now).

    The framing fiction would even support this. Something like "The Entity's wrath makes your escape more difficult. Cleanse the five totems scattered across the trial to push back against the darkness and hasten your exit from this place!"

  • Well thank god this exact thread is on the front page twice. Here, let me paste what I wrote in the other one:

    This is super cherry-picked. He's using a killer with absolutely zero mobility or map pressure, he demonstrably wastes a lot of time trying to get direct bottle hits, and he's just generally not playing at the top of his game, most likely in red ranks. Also, there's no telling what perks or items/add-ons the survivors had; they could have brought multiple BNPs for all we know.

    "Gen rushing" is not a thing. Doing gens is the game's singular survivor objective, and what's shown here is survivors being highly efficient while the killer is not. Some people here act like this is how a game typically goes, as if this type of play is the norm and not the aberrant outlier that it is.

    Anecdotal evidence is anecdotal. It's not useful or case-proving for anything, ever. I'm sure I could almost certainly find or engineer a single match to prove any point I want, too. Show me a stream of a full day's worth of highly efficient killer play where all the gens consistently get done this quickly, and where every single survivor squad is the freaking A-Team, and I'll believe you.

  • Are you asking which perks ought to be part of each role's base kit? If so, here's what I think:

    Survivors: Bond, We're Gonna Live Forever, and the "everyone sees the killer's aura" part of Kindred.

    Killers: Whispers, the BP incentive portion of Barbecue & Chili, and possibly another detection perk like Bitter Murmur or Tinkerer.

  • This is super cherry-picked. He's using a killer with absolutely zero mobility or map pressure, he demonstrably wastes a lot of time trying to get direct bottle hits, and he's just generally not playing at the top of his game, most likely in red ranks. Also, there's no telling what perks or items/add-ons the survivors had; they could have brought multiple BNPs for all we know.

    "Gen rushing" is not a thing. Doing gens is the game's singular survivor objective, and what's shown here is survivors being highly efficient while the killer is not. Some people here act like this is how a game typically goes, as if this type of play is the norm and not the aberrant outlier that it is.

    Anecdotal evidence is anecdotal. It's not useful or case-proving for anything, ever. I'm sure I could almost certainly find or engineer a single match to prove any point I want, too. Show me a stream of a full day's worth of highly efficient killer play where all the gens consistently get done this quickly, and where every single survivor squad is the freaking A-Team, and I'll believe you.

  • If that gen is thirty minutes away, the Wolf will be there in ten.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/680076#Comment_680076

    You keep calling it tunneling but we've specifically outlined cases where that doesn't apply, and pointed out that there is 0 counterplay to lockers and DS (letting the survivor get out of the locker and start working on a gen after you leave is not counterplay, slugging is). "Just go chase someone else" is irrelevant if there's 3 survivors working on separate gens across the map. You might pressure one off the gen, but the other two (and now a third, the DS user) are able to work on gens while you chase the one guy. Significant progress on 3 gens for at least 30+ seconds (that's being very generous) assuming you're not playing a top tier killer. That has nothing to do with coordination, that's just survivors doing what they're supposed to do. That's counterplay to you?

    And if we can't balance around all ranks (I think we can but they haven't tried, only adding new perks that are hardly ever used) and can only balance around the majority ranks, maybe it's time to look into rank-specific match conditions.

    But w/e. I'm going to stick to playing survivor and Spirit. Red rank killer is a nightmare on console.

    If you're aggressively after a survivor for the one minute post-hook window where Decisive Strike is active, the one single time during a match where it is even a concern... wouldn't you call that tunneling?

    I don't want to come across as one of those players who calls EVERYTHING tunneling, because I hate that. But if you are literally chasing someone immediately off the hook, aren't you tunneling them, AKA the specific issue that Decisive Strike is supposed to protect the survivor against? Like how is this not an open and shut issue?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/680030#Comment_680030

    I mean you say those are edge cases but in my experience they're not. It's more of a coin flip. Some days I'll face Pepega survivors constantly and others I'll face groups that feel like 4 man SWF that are so efficient with their time and decent enough at chases that by the time I hook 1-2 survivors 3 gens will be done.

    Balancing around green ranks isn't a good idea. Balancing around 2 kills, 2 escapes has proven faulty and will continue to be proven faulty for the rest of the game's lifespan. In my experience as both survivor and killer, the games are usually anything but a 2/2. It's usually a stomp in either direction, and usually both stomps are survivor controlled (them doing gens or not).

    Your experience is anecdotal. I can respond by saying that, in purple ranks, what you're describing rarely happens in my experience, and Decisive Strike is never used by all four survivors. That's also anecdotal.

    Balancing around the idea that all four survivors will coordinate all of their perks and all of their positions and activities, and play with ruthless efficiency to the extent that three gens are getting completed in the first two minutes, is super-unrealistic. Using that scenario as the target would probably make the killer so powerful that it would be nearly impossible to escape at low ranks. Then we would be here complaining about an entirely different set of issues that I suspect would impact a significantly larger chunk of the player base.

    If DS is an issue, just go chase someone else, and/or slug the guy and pressure their teammates to get off gens and come heal them. It's an obstacle that you have to play around, if you suspect someone is running it, just like any other perk or item. If I'm playing Spirit and someone is using Iron Will, my solution isn't to run to the forums and ask them to make the perk not do what it was designed to do; my solution is probably to leave that guy alone short-term, unless I catch him in an inopportune spot. If I see someone in the lobby with a toolbox, hey, I'm probably going to prioritize that survivor if I see them.

    All this hand-wringing over DS particularly baffles me, because it's a perk with specific conditions and drawbacks that can be played around, and in most cases you can reliably predict whether the obsession has it. And also, if you didn't tunnel people in the first place, it wouldn't even matter.

  • @baron said:

    It is a designed screw job they dont care the experience sucks for a good chunk of the player base and that they hate it. If your team sucks and dies while you dont and then you get screwed by hatch and door placements then thats your fault. Obviously yoy shoukd have to carry the team on your shoulders by doing all the gens, getting chased, and powering doors all at the same time. What a ######### show.

    If everyone else is dead, you screwed up, as a team. Sometimes you get lucky and find the hatch or open a door, sometimes you don't. This is a dumb hill to die on.

  • @Peanits said:

    Need is a strong word. I definitely wouldn't be against a common add-on that adds one, but the sooner you can learn to play without one the better. I can let the team know, but I can't guarantee it would be any time soon (if ever). We're a little bit booked up with the Nurse add-on changes at the moment.

    You guys are curiously defensive about adding benign quality of life changes to this game. Like, what would be the impact of just adding a crosshair -- literally just a little + in the center of the screen for a single killer -- with no strings attached?

    I already use Nvidia's GeForce Experience overlay (which officially supports Dead by Daylight) to jury rig a crosshair, and it's not like this turns someone into an instant Huntress master, not remotely. But it helps you learn how to aim hatches and how the hitboxes work.

  • The perk is meant to deter tunneling for a brief window, not to provide a free escape without any consequences or downsides. That's why it got changed to begin with.

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