Rydog
Rydog
About
- Username
- Rydog
- Joined
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Comments
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Haha totally unrelated. But I do love some good dogs!
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Dog survivor please. :D
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Palmella, I do not love you anymore, NOT.
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I want an actual Gorgon. Turn survivors to stone! :D
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Haha people in this thread complaining about the killer's power when we don't even have any information, and insistently not understanding the fact that Behaviour sticks to killers that walk upright and have four limbs to maintain a consistent animation rig.
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I would make the perk grind excessively more reasonable and player-friendly, since that is the game's #1 problem.
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@WeaponXMetsu Where are you getting the idea that killers are going to be ranked individually? Did I miss some announcement?
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Wat
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Wat
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@Accorn KYF does not require a full team. You can queue with one killer and one survivor.
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@Locker_Monster Right, I get that. I'm sure the solution is almost NEVER something simple, otherwise it probably wouldn't be an issue in the first place.
But there should be measures in place to disable a messed up perk, or killer, or item while they figure out what exactly is going on.
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@Locker_Monster I promise I'm not trying to sound like some entitled asshat when I say this stuff. And I know the LoL comparison is not 1:1, it's just what leaped to my mind as an example.
At the same time, I AM looking at it from the customer's point of view, and pointing to other reasonable standards and best practices that exist. The main point I'm trying to make is that it makes no sense for Behavior to have no strong plan to address serious emergent issues with their game (like the recent Sprint Burst exploit), because those kinds of unforeseen scenarios WILL continue to pop up at some point.
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@xChrisx You are super super not representative of a normal player.
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@Locker_Monster Sure, any of those reasons you listed may in fact be the case.
But I can look at stuff like, for example, League of Legends. When there's a game-breaking exploit involving a champion, that champion is quickly disabled until the issue is corrected, and the issue usually does not last long.
I don't know if there are issues preventing this kind of action in the DBD client, but, you know, they need to fix it. I have no sympathy for excuses around this type of thing, because the game has existed for three full years, so it needs to be fixed yesterday.
The next time a similar issue occurs, I will just be repeating this, because they should know better by now. Behaviour is not some tiny fly-by-night developer; the employ more than 550 people. I know not all of them work on DBD, but they really should have an emergency plan when things go unexpectedly wrong, because it's always a question of "when" and not "if."
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I understand the fact that there are different teams that focus on content and balance.
I just question what the balance people are even doing when, say, it takes literal weeks to patch a known Sprint Burst exploit instead of disabling the perk and/or deploying a fix inside of 24 hours. Stuff like that needs to stop.
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Hudson Hawk is amazing, and anyone who disagrees just doesn't understand its accidental, deeply stupid genius.
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I would never prestige. It's a waste of time and Bloodpoints that you could be using for other characters.
You get bragging rights, I guess (which I think is a 100% stupid and worthless reason to prestige, it is a video game). And you get some retextured clothes, which I personally think is a pretty useless reward because I'd rather engage fully with the other cosmetics that are available rather than feel compelled to use bloody clothes all the time.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/631770#Comment_631770
Because a lot of people in the community want it and bhvr doesn't listen. 🤷♀️
They should listen to feedback and give the masses what is wanted. 🤷♀️
Entitlement 101!
Also, god no, no adding more grind. There's too much as it is.
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I love the slasher theme (I am a huge '80s slasher fan), the asymmetrical play, and all the strategic nuance. It also has some very creative character designs.
I nitpick a lot of the game's flaws, but at the end of the day, I'm here because I enjoy playing it. There's a lot to love about DBD, and it's still the genre king for asymmetrical survival horror.
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Wat
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I would embrace your poker analogy for what I am describing here, because the survivor and the killer are both trying to outplay each other when Whispers is in play.
As a killer, I make mistakes a lot when using Whispers, because it's a really inexact tool. A lot of times, I find it more useful for knowing when NO survivor is in the area.
You're right that it definitely does create some no-win scenarios for the last survivor standing.
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Whispers forces the killer to hunt around and make correct guesses about player location. The counter is to move around and not try to "hide" behind a rock or whatever.
Running any perk solely to counter one other specific perk is a dumb idea, regardless. "A perk to counter this perk" falls down in terms of logic, because you can't plan around it or know what the other side is bringing, so chances are you're just gimping yourself.
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I definitely feel worried for this big Bloodweb change that they are teasing. Unless it results in a net reduction of like 60+ percent for the number of webs needed to unlock all ranks of all perks for a single character, I'm going to be very disappointed.
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Wat
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/628623#Comment_628623
It's actually more efficient to just have the user tell you what they're contacting you about than creating an entire department to sift through all the data. Having more departments to do the same work is less efficient, not more. Assuming, of course, that your users can use the form correctly.
What I'm saying is that internal employees should be able to route things to the right people when they receive it in error, instead of sending back a "Whoops you didn't check the right box" reply, which probably takes up just as much of their time and help no one.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/628576#Comment_628576
Peanits didn't say BHVR was small, nor did he say there wasn't room for improvement. He just explained what had gone wrong and why. Why are you attacking him for trying to do his job, which is provide information and help?
Sorry, the "small company" observation was directed at someone else who brought it up, not Peanits.
And, this is the kind of inefficient corporate bureaucracy that deserves criticism. I do not mean this as a personal attack against Peanits, and I know he is just the messenger.
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@Peanits said:
Heyo,
I went ahead and looked into this. When you filed your ticket, you put it under the "Other" category instead of the "Additional Player Report Information" category. These tickets go to the general support agents, not the ACM team that normally deals with reports. The general support agents cannot process that report, and since it was filed in the wrong section, key information that the ACM team would need would not be included in the ticket, so they couldn't forward it to the right people.
If you resubmit your ticket in the correct section, someone will be able to process that report.
Sorry for the confusion!
Haha this is the dumbest-ass kind of bureaucracy there is. That's like IRS or Google Tech Support levels of dumb. You guys should have a process for internal routing. Don't victimize your users.
Also, Behaviour is not a small company. They employ more than 550 people. Get this scrappy underdog image out of your heads.
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I would love ANY convenient way to unlock and acquire, on the character of my choosing, perks that I select and want. Everything about perk acquisition is currently way too random and inconvenient and laborious.
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As a dude from California: Spanish strikes me as a very weird one to leave out.
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Claudette, because meta considerations take priority for me in a cast of equals. If not her, it would be another woman, because their smaller frames help them stay out of sight better.
At this point, the biggest reason that I am committed to Claudette is because she has all my unlocked perks, and I'm not going to waste time and BP building up someone else when I've done all the work on her already. Maybe if survivors shared an item and perk inventory, I would experiment.
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My one and only destination is the Recent Discussions list.
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I love the Spirit, but a lot of survivors seem to hate her. :D
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I've never witnessed a match as extreme as what the topic creator described, but a lot of the worst matchmaking lopsidedness is due to SWF teams with players of very different ranks.
The best way to handle this, outside of implementing rank range restrictions for parties, is to always base the killer's rank on the top-ranked survivor player in the group.
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I dunno if "overrated" is the right word, but Self-Care is a super-helpful perk when you're just starting out, and it turns into something that can often be a liability as you gain more experience, because it has instilled suboptimal habits in your play. A lot of times, healing isn't the best move -- and Self-Care is really inefficient compared to, say, bringing Bond and walking to a teammate.
On the killer side, I think Hex: Ruin is maybe a little overrated, because it's very random, and it's also as strong as it is purely because of survivors who actively victimize themselves over it.
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I'm completely used to this kind of stuff at this point. Doesn't faze me in the least.
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@Killviver This game is unfortunately incredibly defective when it comes to onboarding, strong UX, and communicating its good aspects and strategic nuances. It is, reductively, fancy tag/hide-and-seek where the killer is playing an optimization game to beat a clock that the survivors control.
"Maybe it would all be okay if i had all those gamefixer perks," you say. You are more right than you know about that.
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On this same note, I wish crime were illegal in real life. I mean, if it were, there would be no criminals.
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This is one of those thousand-cuts UX things that is minor on its own, but there are way too many of them all over the game.
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It's for the same reason that survivors can have giant meathooks driven through their bodies multiple times, only to be in tip top shape after a friend gives them a back rub.
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I hate crybaby ragenauts who DC and get salty in postgame chat just as much as anyone else, but half of what you've described here is just smart, aggressive survivor play.
A BT user is incentivized to hook-dive, because it keeps you optimally distracted while at least two people are clear to work gens. It's still a risk on their part, but it's what the perk was designed to do.
"Gen camping" is one of the dumbest terms I have ever heard anyone use. Survivors are supposed to be as aggressive as they can be about gen repairs, it's how they win. I've fixed a gen under an occupied killer's nose many times; I'm not trying to be toxic or unduly harass anyone, I'm making a play that I believe is smart in the moment, probably because a gen is close enough that I think I can finish it. The killer's proximity is not my concern, if he's distracted.
As for infinite looping...I dunno what to tell you, man. You need to know when the best play is to break off a chase. If I'm playing killer and I see that a particular survivor is exceptional at wasting my time, I'm not going to fixate on them at the cost of everything else.
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@GrootDude Man, you are missing out. :D
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How about that NOED, right??
Also, you're all talking about tea, but no one has mentioned boba tea.
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All they're doing is putting an invite friends button in the "Play Survivor" screen, instead of (confusingly) having two survivor screens where one has an invite button and one does not. It's not changing anything about how queues work.
This is one of those little UX improvements that the game needs about a thousand of.
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Expecting developers to be absolute masters at their own game is not realistic. Being good at a game is a different skillset than creating a game, or thinking of a good game concept.
I used to watch the Friday the 13th developers play that game on their Twitch channel, and they were among the very potato-grade worst players I've ever seen.
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@Financial_Stability said:
https://forum.deadbydaylight.com/en/discussion/comment/623598#Comment_623598
To be fair, the opinion of a person with 50-100 hours shouldn't be held to the same status as someone with 500-1000 hours.
I'm willing to bet there are lots of people who are better than me at this game who have played for fewer hours. Time spent is a trash metric that doesn't correlate with anything, especially past a certain point.
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My reward for having grinded out all my survivor and killer perks thus far is that I now have all those perks available to me on Claudette and Spirit.
But, as I have stated elsewhere, it would be in my and everyone's best interests for the grind to be more reasonable all around, so that you can build up a reasonable and targeted perk inventory for any character you might be interested in sampling.
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Biggest thing I took away from the OP is that I now want The Wealth as the next killer.
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@RickyRick said:
I agree with CakeDuty. If the grind is gong to get reduced after I have already put so much time into it, compensation would be appreciated. I perfectly understand why they are reducing the grind it's for the better, but I don't like hearing it as someone who has put in the work to get to where they are.
I'm exalted with almost every faction in World of Warcraft, which took years of focused effort. But I also know it's a broken and stupid system, and I would not bat an eye if they overhauled the rep system to make it more reasonable for everyone. It is just a video game, not a job or a life commitment where I feel I'm owed something.
Just because you put a bunch of time into an obviously broken system doesn't mean you deserve a cookie when they finally get it fixed. All this kind of attitude does is introduce hesitancy in the developers' end about whether they should even move forward with these kinds of improvements. It's better for everybody if the grind is improved. That is your reward.
EDIT: I started this reply off on an insistently mean-spirited note. I decided to remove that part and I apologize.
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Wat