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Rydog

Rydog

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Rydog
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  • @Scal3r said:

    I have like 250 hours on this game and I almost have everything I am missing like 7 killer perks and 4 survivor perks

    It sounds like you were a lot more optimized about your BP spending than I was (I definitely wasn't). But very few new players are going to figure out how to do that in the best way possible.

  • @Jago said:

    You don't need perks to do good and learn a new killer.

    :0

    Just clarifying that this is sarcasm, yes? :D :D :D

  • Sorry for a couple of typos. I've fixed them in my text document for the next time I have to post this thread.

  • There's already a punishment mechanic for being injured, it's called M1.

    Also: Cries of pain, blood trails, and all the anti-heal perks you named.

  • @DoomOrb said:

    https://forum.deadbydaylight.com/en/discussion/comment/620297#Comment_620297

    I was just being a bit clickbaity. So I can bring those people in and thank them.

    Oh, I know, I mentioned that! I appreciate people who are trying to play their best, too.

    I guess I just decided to go on an old man rant about the stupid way that people usually use that term. :D

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/620086#Comment_620086

    This is true. If something is a little weak, that's okay. We can always buff it up until it's in a good spot (Pop Goes The Weasel is a good example of that). If something is overpowered, then everyone gets frustrated while playing against it until it is nerfed, and then more people are frustrated that we nerfed it.

    To give an example, compare the outrage from Pop Goes The Weasel to Mettle of Man.

    There's also something said about making a killer that breaks the game. To use the example of a killer that can destroy walls (which was actually a prototype way back), that can be a very dangerous thing to do. It can be ridiculously powerful, but then you also run into the issue of "How do you balance it?" If the power breaks the game, you often can't balance it in a way that's fun without making it weak or frustrating to use.

    Do you hire your best players (Fog Whisperers and such) to aggressively test new perks to see what's broken? I get why you would be gun-shy about introducing super OP perks, but what was the high-level feedback on, say, Mettle of Man at the time of its launch?

    (Also, dear everyone else: I'm not talking about random PTB testing. 99% of us aren't high level enough to provide the kind of deep analysis I am getting at. I promise I'm not trying to insult anyone.)

  • 30-50 wild hogs, I'd say.

  • @survivormain1105 said:

    https://forum.deadbydaylight.com/en/discussion/comment/619274#Comment_619274

    @Rydog, does it really matter man. Could you read the info they were putting out. If so move on. Nice post thought. 100% agree.

    Heh sorry, it tends to be a trigger to my writer/editor sensibilities. Yes, I know I'm being snarky when it's not necessarily appropriate, and that this is just an Internet forum. I'll try to be better in the future.

  • "Tryhard" is in the same league as "git gud" in that it is a generic, empty insult that is used to patronize people of different skill levels. The two basically just sit at opposite ends of the spectrum.

    I know this isn't a thread complaining at people for being "tryhards," but man, of course people are going to be putting significant effort into winning. That's the goal. I, too, am grateful to these people. I just call it "playing as intended."

  • "What do we think about camping killers?"

    Man, you've stumped me. You've picked one of the least-controversial and rarely discussed issues in the game here, to be honest. There's not a single thread about this anywhere, that I can find.

  • It's way easier to vomit out a frustration-fueled complaint than it is to take time out to say something positive. Alas, welcome to the Internet.

  • Paragraph breaks, man.

  • It would completely break the game if you had separate queues, because no killer in their right mind would join a SWF queue. Yes, you proposed some solutions, but some players don't care about rank, and some players don't care about BP. The mechanics would need to be changed in a way that makes those things so valuable that players can't just disregard them as benefits.

    Also, offering an outsized BP bonus for SWF-queued killers would have to mean a quantity so vast that it ruins whatever predatory game economy goals Behaviour currently wants to maintain. If they did this, as a killer player I would just stick to the solo queues for faster games and easier pickings.

  • Wat

    EDIT: I was just reacting to the topic itself and now see that this was just a joke. Bad forum user Rydog, BAD. Please accept my apology for having knee-jerk used my "This topic is too profoundly stupid to even dignify with a real response" response. 😄

  • Yeah right, like survivors don't have enough places to hide already.

  • @wisdom If there were a way that they could reliably sever all play bonuses (0 BP and an auto -3 depip) for purposeful face camping, and otherwise automatically pip the killer for a 4K, it would be ideal.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/618783#Comment_618783

    Spine Chill is only worth against Spirit in combination with Iron Will. But even then, it can be countered by a Spirit, as I said above.

    https://forum.deadbydaylight.com/en/discussion/comment/618784#Comment_618784

    If the killer is across the map, Spine Chill doesn't activate, because his range isn't that long. For that, you have Object. Also, if you don't have line of sight of the killer, it means you repair a gen in a very safe building or jungle gym, so you can loop him anyway if it comes at you.

    Yes, I know. But it tells you when he's inbound to your position.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/618561#Comment_618561

    You overracting that 99%, you really think that you need such a high skill cap to be aware of your surroundings so you can counter stealth killers and not be stupid enough to fall for Spirit's standing still mind game ?

    If you are literally across the map from the killer and have no visual on them, you have no way of knowing where they are or what they're doing. Spine Chill helps with this.

  • Hag is also a roundly better killer than either of those two.

  • Agreed that this is completely stupid. If you get a 4K, regardless of all other factors (except, I dunno, hardcore facecamping), you should pip.

    The emblem system is hot garbage.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/601586#Comment_601586

    Technically they are balancing around SWF because they are bringing solos to SWF level, then buffing killers to compensate.

    Not saying Nurse is fine or not, just stating the facts.

    I don't want to speak for ArecBalrin or put words in his mouth, but I share in some of the skepticism he has expressed in the past about the developers not quite understanding a lot of the factors that impact the game.

    We've seen a lot of threads where Peanuts has responded to suggestions with basically "whoa, players don't need all that information" with regard to closing the aforementioned gap.

    But more on-topic: This is all true about Nurse add-ons suddenly being a hot button when they've been the same way for years. The easy answer is that the game has changed around the Nurse, and other tweaks have had knock-on effects for the Nurse's kit and itemization. This is one of the big challenges of developing an asymmetrical multiplayer game like this. I can't count the number of similar instances I saw back when I played League of Legends.

  • @Scal3r said:

    Just be glad borrowed time doesn't work with deliverance too....

    That would be hilarious. Those three perks plus Breakdown, the I DARE YOU TO HOOK ME build. :D

  • I would argue that this interaction is fine. They are both edge case, one-time perks that have specific activation requirements, and -- in the scenario you have described -- they are doing their intended job, specifically functioning as anti-tunneling tools.

    If a survivor is so deeply concerned about tunneling that they have dedicated half their build to countering this specific scenario... why not?

  • Behaviour: We want to close the gap between solo and SWF.

    Players: Here are some ideas on how to provide literally the exact information you would need to close that gap in a meaningful way, using nothing but the existing UI with some additions.

    Behaviour: Whoa that's crazy talk, players don't need to know all that.

    Really dunno what to say. On one hand, I get the wariness about information overload. But on the other hand, have you played your game?

  • Agreed, more diversity and representation is always a good thing!

  • @Marcus @Scal3r I get that, but Spine Chill can do the heavy lifting for the 99% of players who have not reached that level of game sense and/or are not high enough rank to consistently encounter stuff like moonphasing Spirit.

    I watch streamers all the time who have a seemingly robotic predictive sense for where a survivor or a killer went, and I definitely haven't figured out how to replicate it. But boy, does Spine Chill ever help close the gap.

  • "If you play long enough, you'll develop a sixth sense and know where the killer is at all times" is a dumb counterargument, because

    1) Most people aren't going to play for 15 hours a day.

    2) You won't ever know where the killer is at all times.

    "It's so easy, just become legendary at the game and develop an uncanny knack for predicting killer activity at all times" is not useful advice.

    Spine Chill is an amazing perk.

  • Bond and Spine Chill all the time. I vary up the other two, but I tend to favor some combination of Iron Will, Alert, Borrowed Time, and Deliverance.

  • Sounds like a super-dumb killer. Avoiding flashlights is a thing you can learn, and he sacrificed 3 other kills to do what he did. I agree that it shouldn't punish the tunneled victim so harshly, but what can you do, the emblem system is hot garbage.

  • Spine Chill is arguably (alongside Bond) the best survivor perk in the game. Its utility is not immediately clear and it takes some learning to leverage effectively, but I would never play without it.

  • @megdonalds said:

    2019, when people still care about pips and ranks. The current emblem system is not perfect at all but it's far more better than before where you already pipped for literally doing nothing the whole match.

    I would argue that a lot of people don't care about ranks and pips because the system is not great, and doesn't incentivize anyone to care about ranks and pips. The current emblem system may be comparatively better than what came before it, but it's still a hot mess.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/618128#Comment_618128

    Flashlights + Object of Depression is a direct counter to Hag, because no matter how good she is at putting traps, you will still find them regardless with Object.

    Ah yes, Object of Depression, a perk that I would love to unequip in real life!

  • OP seemingly thinking the developers spend their days sitting in a smoke-filled meeting room, fingers steepled, cackling about their latest plans to infuriate all of their players.

    I don't agree with everything the developers do, or even a lot of their underlying philosophy -- have a look at my post history and you'll see I vent about a lot of frustrations -- but it's daft to assume that their intention is to alienate everyone.

    Both roles have "overpowered" build options that they can leverage to combat the other side's "overpowered" stuff. The basic nature of what this game is (highly asymmetrical, and highly adversarial in every regard) means that there are going to be some frustrating experiences. I think this is a genre problem that no one has been able to solve.

    What I really want is for Behaviour to clean up a lot of the game's most pernicious quality of life issues (disconnects, oppressive perk grind, the emblem ranking system, incentives to face camp, some of the messier UX that the game is saddled with). Those things are entirely within their power, without the monkey wrench of a player meta gumming up their balance priorities.

  • I main Claudette and tend to build toward evasion (I'm not great at chases). But it's all in the service of aggressively doing gens and unhooking teammates.

    Not to say that I've never made a bad decision, but I've never been one of those people who hide in the corner all game.


  • @thesuicidefox said:

    Funny story, in college one of my professors formerly worked for EA Sports and told the class about Madden's "meatball" code. Apparently what happened was that, sometime around when Madden became a 3D game, a dude with little formal programming experience wrote a massive chunk of the engine used for the game. He worked for EA for maybe 2-3 Madden games then left the company. He had no notes in his code and everything was a mess. And of course they would recycle the code from game to game (because it came out every year and why spend more money/time to write new code eh?). Well, no one was able to reverse engineer what he did so they just kept adding to this "meatball" of a code over the years, until it got to a point like a decade later where you could not change some things about the game without literally destroying the entire meatball. It's part of the reason Madden was basically the same game for so many years.

    This isn't proof it happens everywhere, but when it comes to EA expect them to take the cheapest/fastest/easiest route and not given a single flying ######### about the end user experience.

    Yeah, I'm sure that happens at a lot of companies that don't have good transfer-of-knowledge practices. We had a similar "guy who coded it holding the whole thing hostage" situation at a website I worked at early in my career. Another site I contracted for had some VERY poor wiki-based documentation, and I basically had to reverse-engineer a lot of it.

    Aren't all the original DBD guys still there, though? Seems like they should think about putting some good policies in place. And, you know, cleaning up their code.

  • @My_Farewell said:

    They are called dailies/achievement for a reason...

    They could continue to call them dailies, while also making them less annoying.

  • Nothing should be taken away from you if you load straight into a post-match disconnection screen. I definitely have to re-equip my offerings when this happens, but they're always still in my inventory.

  • @drimmalor said:

    My mistake, I misunderstood the question. They actually did address the "spaghetti code" claim on a dev stream once. I don't remember when it was, but they showed the code related to Decisive Strike and how they have it structured. The latter part of my answer is relevant to people claiming "spaghetti code".

    Ah, I see. So is this just a term that gets thrown around in jest by the community, then? I mean, patches break unintended things in LOTS of other games all the time. :D

  • Like, I've never seen Behaviour talk about it, but every few days I see players go IT'S THE SPAGHETTI CODE! I'm kinda curious where this started, as it relates to DBD.

  • @drimmalor I am familiar with the term. I'm just curious why they haven't worked on fixing the perceived and actual underlying issues that have been attributed to this for three full years.

  • (Of course, if I see you doing that stuff, I'll probably start standing still to trick you, and then we have a proper multilevel mindgame going. :D)

  • As a Spirit main on PC, I will tell you that I get confused most often by survivors who stop running, and double back while walking.

    If you do this and run Iron Will (and I'm not running Stridor), it takes time for me to realize what just happened and course-correct. By then, you probably have a big distance advantage again, and my power is on cooldown.

  • I feel like the policy is a tad aggressive. I mean, it's one thing if you're like "this player was exploiting!" because that needs to be investigated, and all anyone can do from a screenshot is take your word for it. I could post literally any screenshot of endgame chat and make a totally baseless claim like that about it.

    It's another story if you go "wow, look at this toxic-ass dude calling people the N-word in chat," and the evidence literally is right there in the chat, in the screenshot. I have no sympathy for those people, and they deserve to be shamed and ostracized from whatever community they're participating in, because they hurt more than they help.

  • If this information was visible to everyone, the only purpose it would serve is to make the current matchmaking queues worse.

  • Oh god, I didn't even realize I was posting in a recently necro'd thread.

  • @Kerbert (In all seriousness though, I understand when it is legit to range-camp a hook when someone's obviously there going for the stupid safe unhook, either standing literally underneath you, or you see scratch marks and stuff. That's just objectively the smart play. I'm mocking straight-up facecamping.)

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