Seraphor
Seraphor
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@Mushmallow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434087#Comment_3434087
Except adding in the extra distance to factor in them taking a step back is completely unnecessary. The system exists solely and purely to prevent situations where the killer downs the survivor without them being able to actually successfully unhook the survivor. If the killer is further than 10m away, you will get the unhook off. Ergo, it solves the issue even if the range is reduced to 10m.
And if they spend 90% of the time at 11m then periodically cut into 10m when they spot a survivor?
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@Mushmallow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433973#Comment_3433973
You could watch the stream and realize you’re wrong without wasting time writing another reply. Devs targeted specifically facecamping, because it was what allowed for hook grabs which can prevent unhooks entirely instead of a trade. They don’t have an issue with camping or proxycamping or hook trading.
So the issue is hook grabs, right? That's what you've said.
You can make a hook grab from anywhere within 10 meters, because the killer is faster than the survivor, and at 10 meters can easily view the hook and the surrounding area and watch for approaching survivors. 10 meters provides the same effective camping ability as 1 meter face camping.
Adding a mechanic to prevent only face camping, while still allowing anything between 2 and 10 meters, does absolutely nothing to the game whatsoever.
In no scenario has a survivor seen a killer who is between 2 and 10 meters of a hook and thought, "oh that's fine, the killers not facecamping, so I can make a hook save".
Try looking at things pragmatically, take into account the substance of the argument, instead of trying to score points on semantics.
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If it was specifically for 'face' camping, then it wouldn't be 16m. It also wouldn't be worth bothering with, because then facecampers would just very easily transition to camping further than 1 meter away with absolutely no effect on gameplay.
It would be like removing instant flashlight blinds, but only if you're within 10 degrees of the killers vision, because the other 77 degrees are fair game.
If you think only face camping is the problem, then you are utterly clueless about this game.
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@Mushmallow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433957#Comment_3433957
The mechanic isn’t for camping. It’s for facecamping. 10m isn’t facecamping. 16m isn’t facecamping unless you are on drugs.
"It's not for camping it's for face camping"
Face camping doesn't exist, and hasn't for years, because you can't bodyblock the hook anymore. It's used a colloquial term for camping, because camping even if it doesn't involve staring at the survivor is still a problem. There is no tangible difference to camping within 1 meter, or camping within 10 meters, because the killer can still intercept any hook save and score a potential hook grab within that distance.
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@Mushmallow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433946#Comment_3433946
It filling up past 10m is stupid. This is for anti-facecamping, not anti-camping or anti-proxycamping. 10m is barely camping. 16m isn’t camping unless you’re insane.
What planet do you live on where 10 meters isn't camping? Killers move at 4.4m/s, that's 2 seconds to reach the hook, that's 100% camping.
At 10 meters you can still see the hook and any survivors within about 30 meters of it, you can very easily make it back to the hook before any survivor gets close.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433729#Comment_3433729
We do though, they literally told us:
at 5 meters it fills up really fast
at 5-10 it fills up a bit slower
at 10-16 it fills up slow
at 16+ it doesn't fill up at all.
That's not all the numbers, they're talking about time and you know it, stop being disingenuous.
It could be:
at 5 meters it fills up in 20 seconds
at 5-10 it fills up in 40 seconds
at 10-16 it fills up in 60 seconds
If at 10-16m it fills up at a rate of 60 seconds, the same duration of a hook state, you only need to dip out to 17m for a second to make it unviable.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433614#Comment_3433614
Facecamping is when the killer's face is directly next to the survivor, or when the killer is next to the survivors face, depending on whose "face" you want "face camping" to be based off of. Proxy camping is anything farther away than that. For most killers, it's close enough for the killer to attempt a hook grab. For Bubba, it's close enough to wreck everyone with his chainsaw.
This isn't some deep philosophical problem. Facecamping would be 0-4 yards max, using the definitions people have been using for years. And going anything farther than 8 yards is absolutely ridiculous.
In no universe is 5 yards proxy camping. That's the range of Prove Thyself, that's lunge distance.
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@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/376179/do-the-devs-know-what-face-camping-is
The real question is: if the hook is on the first floor, and I'm at ground floor, how this works? Because if this activates also when I'm under the hooked survivor, this mechanic is a free deliverance and isn't balanced anymore. Also, I didn't understand a thing: ok, the hooked survivor can free himself, but do they know that if the killer is face camping he can catch the survivor even if he unhook himself right? Or did I miss something? Because if this works the same as deliverance, when you unhook yourself with deliverance you're instantly vulnerable and, even if you go in deep wound state, the killer can catch you up. So, maybe I missed something on this mechanic, but for now is more an L than a W in my opinion
Even if the latter scenario happens, it's still a net bonus for the survivors.
Currently: Killer camps you through a hook stages, you go to second stage, meaning you've lost two hook stages, the killer continues to camp, you die, all three hook stages gone in one hook, and it takes 120 seconds.
Soon: Killer camps you for your first hook stage, you gain the ability to unhook yourself, you wait until the last possible moment before you go to second stage, you get off, you run away, killer hits you at some point and triggers Endurance, you carry on running and lead the killer on a chase of anywhere from 20 seconds to a minute or two depending on what's around. Then you get hooked again, repeat for a second time and initiate another chase.
It guarantees that the camped survivors at the very least gets:
- Three hook events, not just stages, three individual hooks.
- Three or more chases, the first down and hook isn't the end of the game, you can guarantee to run the killer another two times.
- More than 120 seconds of occupying the killer, you can now take more than your hook timer away from the killer, forcing them you chase you for longer, which awards your team mates more time to do gens and gives you an active role in doing so, rather than a purely passive "hanging in there" while your timer runs out. Camping and tunnelling out one survivor could now take upwards of 180 seconds or more, instead of 120.
It's going to make DS a lot more valuable, because getting camped doesn't mean it's wasted, being guaranteed an unhook means guaranteeing a DS and wasting more of the killers time.
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Could be a good couple chapters, but I wouldn't expect a good year.
Last year was a good year until The Knight.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433514#Comment_3433514
It doesn't matter if it's within Kindred range. Face camping is when the killer is right up next to the survivors face, or when the killer's face is right up next to the hooked survivor, depending on whose "face" you want "face camping" to be based off of.
And before this announcement, I've never seen anyone ever use Kindred's range as the facecamping range. And I've never seen BHVR mention that kindred's range was made on purpose to represent facecamping's range. And when BHVR did talk about facecamping, they referred to things like "facecamping with the chainsaw revved", and when it's not a basement hook, that requires the killer to be extremely close to the hooked survivor.. way closer than 16 yards.
My question still stands, what is the threshold between face camping and proxy camping? Is there a vague middle range that's just camping but not either face/proxy? And if so, then this is a mechanic to address that form of camping as well.
Getting hung up on "it's not akshully face camping in the technical sense" is just missing the point, camping is camping, whether you're staring the hooked survivor down or you a couple of meters away, it serves the same purpose.
Technically speaking, facecamping hasn't been an issue since they solved the problem of the killer literally bodyblocking hooks, camping is just camping now, the face part is immaterial.
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What is the line between Face Camping and Proxy Camping?
16m might seem like a long way, but it definitely feels too close to consider Proxy camping. It's close enough to be able to reach the unhooker before they make it to the hook, and it's within Kindred range.
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Once the gens have been repaired, the killer has no other objective than the survivor on the hook, no matter which killer that is.
What are these killers supposed to do if they can't camp in endgame? Stand in a corner?
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432972#Comment_3432972
It's weird you are targetting him with this "survivor only player" accusation. I know I argued with @Emeal quite some on several topics and it feels like he plays more killer then survivor (but both roles for sure).
Everyone seems like they play more killer compared to you Gandor.
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Already free on Playstation, and I expect once the DLC's start coming out the base game will get some free promotions on other platforms too.
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@Hexan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432944#Comment_3432944
1: you telling me, that it is bad when people will miss use it, Somthing you can report people for doing. Also who play Oline multiplayer game where communication is a deal breaker.
2: you then say oh it is bad for the game balanced, but right after tell me to do SWF. Like that would not work better for a SP.
3: you never adresse voice command, only voice chat. Please gift a feedback on that too
- You can play and enjoy an online game without having a desire to listen to people scream obscenities at you.
- Lets say they add this, and it becomes default, and more people use voice chat. That means survivors will end up being more effective, and will need to be nerfed (as a whole). This means that Actual Solo Survivors, those who continue to opt out of VC, will get nerfed because of others using VC. Hence, this would be WORSE for Actual Solo Survivors. If you want VC, you're not a Solo Survivor, you're a SWFer without a group, get a group, it's not hard, there are loads of discord groups out there.
- TF is 'voice command'? Like Siri?
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Aura reading perks are useless if Distortion is in play.
Healing of any kind is useless if Broken, Plague or Legion are in the match.
Deliverance is useless if you get hooked first.
It's almost as if perks are situational and have counters to them.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432943#Comment_3432943
Well idd love to know if you have an argument against it, its pretty solid thinking.
- We want to stop survivors having an absolute terrible experience being face-camped by malicious killer players.
- We want Killers who face-camp to learn how to play the game properly, instead of relying on cheap strategy that is terrible to one or two survivors.
these are my points, and I think my Solution of teleporting the killer away and giving them a short power cooldown is going to solve the problem according to the ways we want it to happen.
Er.. teleporting the killer is the massive argument against it?
Removing player agency, removing the killer from their position and robbing them of all pressure.
Why don't we teleport survivors onto hooks if they're about to finish a gen instead?
Seriously some of the suggestions posted on this forum, make it obvious some of you have never played the other role.
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Yeah I actually have him, and I would play him, except his voice is pure pain to listen to, second only to Feng.
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Not gonna happen. Most do not want this and it will make the game actively worse for it. Nobody wants 12 year olds screaming racial slurs at them, or people playing their terrible staticy music down their mic, or just randos telling them what to do. If this was in the game, it would be considered the default, so survivors who opt out would be dodged or sandbagged, and the game would end up having to be balanced around it, which means those who do opt out would be even worse off.
Voice Chat already exists as an opt in system, find other players and join them on discord.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432794#Comment_3432794
Correct and its a terrible solution to face-camping, one survivor will still suffer and I thought that was what we were trying to improve on.
A much better solution would be to teleport the killer to the otherside of map + 10 sec power cooldown, that would give Survivor proper time to reset.
That's an absolutely terrible solution.
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@Emeal said:
the flaw of the system is, they are going to be tunneled off the hook anyway.
The benefit is that the other survivors don't have to bother rescuing and can slam gens and leave, robbing the killer of 3 kills.
This mechanic isn't going to prevent camping directly as a consequence of the survivor unhooking themselves. It's going to prevent camping indirectly because those who keep doing it will get less favourable results and ultimately give it up except for in endgame or when they can get away with it like in a 3 gen or something.
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Maybe kill rates are as high as they are because of all the campers?
Maybe with anti-camping mechanisms, kill rates will go down?
Maybe if kill rates go down, killers will receive buffs?
If all this is true, then it means camping was artificially nerfing killers by way of being a crutch and inflating kill rates.
If it's not true, then buffs aren't required.
So there's nothing to whine about here, in regards to compensatory killer buffs, either they're necessary, or they're not, and if they are, then it's bringing the issue to light and is the reason why killers would be getting the nerfs they need.
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@AmpersandUnderscore said:
I've been opposed to disconnect bots every time someone brings it up. I'm incredibly disappointed that this is the direction BHVR is going.
- This solution address literally none of the reasons survivors are disconnecting in the first place.
- It will only increase disconnects, since there's now no incentive to 'stay because the team needs you'. The bot fills that role, so people can disconnect and not even be 'a bad teammate' anymore.
- This is highly abusable on both sides. Can't wait until survivors players get blocked in a corner for an hour while the only other player is a bot stuck in a rock or in an infinite loop. And killers will get a new type of bully squad: all 4 disconnect at the start of the match and the killer is forced to either dc or play it an entire bot match.
The only thing they needed to do is have a 30 second delay between disconnect and removing the character's avatar from the world. That solves all of the 'avoiding blood warden', or 'denying adept' situations without having any chance of being abused by anyone.
All very good points, and a decent compromise.
I think it definitely needs to be limited in some way. Given that a killer disconnecting instantly ends the game, then at the very least having all survivors DC should instantly end the game too. However this could easily be dropped to 3 or even 2.
Having the bots only exist for a limited time is another option too, like you said 30 seconds. Maybe the bot would have a timer, which would incentivise the killer to go for that bot while they're still in the game in order to score an easy kill.
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The question is, if this has happened so many times, why have you not realised that "exclusive bonus" means "exclusive for a time"?
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If that outpost has a simple route you can speed past all of those sentinels, or maybe those sentinels don't have plasma cloud, then I'd agree.
However if it's designed to disorient you and cloud is in play, that's a definite Brutal. Multiple area denial traps that aggro on a single entryway with no way to proceed further into the room (pistons) is verging on killbox status. The only thing keeping it out of it from what I can see is the fact that there are only sentinel.
The fact that you use all three second chances (arc, shield and phoenix) is the reason you find everything so easy, this is impossible without using the arc barrier.
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It's a guaranteed ammo sink. All you'd need is three corridors long enough to force the raider to disable the incinerator that's behind this slit block, and the raider is #########.
At least spend several hundred capacity on a ton of corrosive cubes to steal that ammo.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431817#Comment_3431817
You missed the entire point of what I said just now.
Survivors have multiple layers of tunneling protection that include:
- 10 seconds of borrowed time off the hook
- Free unhook yourself if the killer is camping.
- Extremely powerful perks like Reassurance and Kinship.
Where's the killer protection to prevent the gens from being done in 3-4 minutes? That's not a thing because there is nearly zero consideration for killer when we talk about core game mechanics.
And you've missed the part where this is an asymmetrical game.
Not every aspect of survivor mechanics is going to have a killer equivalent and vice versa.
Survivors main objective is an inanimate object, the killers main objective is other players, in these contexts 'tunnelling' have very different ramifications.
Survivors have multiple protections against tunnelling, because they have only up to three hooks in them before they're eliminated. Meanwhile the killer's game isn't over after just one generator is completed.
Survivors have protection against tunnelling because survivors aren't able to interrupt and pressure multiple other players at once with basekit powers such as "inflicting injury" and removing a third of the other players health in an instant.
You can give survivors a hundred different buffs and QoL features, but unless those have a tangible effect on game outcomes by way of reduced kill rates, then they will not warrant buffing killers. And vice versa.
The target kill rate range is around 55-60% (this is actually fair, it's not a straight 50/50 because of the fact that there aren't four players per game, but five, but anyway) and when the rate drops, killers get buffed. Like last year, when kill rates were below 55% and killers got a ton of slow level buffs to help them win chases, and kill rates shot back up to 60%.
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@DBDVulture said:
Once again we see the problem : it's ok for the survivors to tunnel their objective but the killer is not afforded the same protection mechanics to prevent losing the gens too fast.
This couldn't be more wrong.
In every scenario in which you would be incentivised to camp, when camping would be a legit strategy, this mechanic doesn't work. It slows down when other survivors are nearby, and it's disabled entirely once the exits are powered.
There is simply no reason to facecamp the first survivor you hook without any other survivors nearby, unless you're intentionally trying to ruin the game for everyone.
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David can't get all the skins. So does David just get his skins during Pride month now? Is he just the token gay?
No, David's had his time in the spotlight. This years pride month is more charms, maybe next year is another LGBT character or something.
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@LeFreezy said:
Any reason why SM was used to demonstrate the bots?
This image is so self-aware.
Only thing you can't see is the Bunny Feng standing behind the killer clicking the flashlight.
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As always, the details could make or break it. But it's promising. It doesn't seem like it would be useful for zoning or defending gens. Just hoping it turns out to be a little more in line with Pinhead and less in line with Freddy.
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Because they've left the game.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431684#Comment_3431684
That's not how it was marketed though. It was advertised as an exclusive for purchase not as a preorder bonus.
Yes, an exclusive 'early' bonus for a purchase. You didn't buy the charm itself, you bought Flippin Misfits, and got a bonus charm.
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@[Deleted User] said:
I know it's a little thing but I'm a little miffed about the Trapper charm. I'm all for making charms and cosmetics assessable but when it was originally behind a "with purchase" it's a little slap it the face when the make it free later. Guess I won't fall for that gimmick again.
Bonus like these are almost always case of getting them EARLY. Any videogame preorder bonus or the like, you're getting the benefit of having them as early as possible, while everyone else has to wait.
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@sulaiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431586#Comment_3431586
As they deserve. But what happens to the character they were playing?
Er.... that. That happens. What do you think that means?
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431634#Comment_3431634
I remember when people said 'we'll buff the solo survivors and then buff the killers'
solo survivors got hud and killers were left without a buff
now: "We will nerf the tunneling and then buff the killers"
I think this will be repeated until it reaches last year's figure of 4500 survivors / 45 killers in line
It was always a case of "we'll see IF the changes result in lower kill rates THEN buff killers IF that's the case".
Survivor HUD options likely haven't had a huge effect, and this mechanic won't have an effect either, if you don't facecamp.
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DBD7 : 400,000 BP
TRAPPER7 : Trapper charm
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Ok, it's sad that the previous years Masquerade cosmetics are Auric Cells only.
However, this is a case where the 'timed collection' actually makes sense. Why would you get Anniversary items other than during the Anniversary?
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@Viskod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431610#Comment_3431610
What constitutes a chase is not set in stone.
Yes it is. A chase triggers chase music, a score event pops up stating you've initiated a chase, and a score event pops up when it ends.
If you have a mechanic that activates/deactivates 'while in a chase', then it has to track whenever or not the killer is in a chase, which is a binary condition. You don't get a live umpire every match judging wether or not the chase was valid.
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@Viskod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431603#Comment_3431603
Most people are going to leap at the first chance they get.
I also think the timer shouldn't slow down if people are around the hook, it should stop completely if the killer is in a chase around the hook, but if the killer isn't in a chase and there are people hovering nearby waiting to try to save, it should not slow down at all.
Chases are unpredictable, they require the killer to be moving and the survivor to be sprinting, and can be negated by moonwalking.
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@supersonic853 said:
Face camp update. If you stand infront of a survivor for to long. They fill a bar. And they can jump off the hook. Getting their bt protections.
This doesnt fill as fast if other survivors are nearby. And once the gates are powered they can't fill.
Actually sounds like a great mechanic.
If each additional survivor slows it down by at least 30% (maybe as much as 50%), and it's cumulative, then it'll be perfect.
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So replacing the exploit they literally just removed.
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This would just be a funny quirk if Second Wave didn't exist, but it does.
Wait, what's the significance of second wave? Besides seeing traps activate after you died.
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@Johnny_XMan said:
I just wanna know Who asked for this???
🤷♂️Nick Cage probably
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429760#Comment_3429760
I have, if it does turn out to be Nic himself, i'll stand corrected.
Also i'll say this, if their implementation of him is good enough, i probably won't have as much of a problem with it as i would have if it was just done with no reason given whatsoever.
It's not Nicholas Cage as himself.
It's Nicholas Cage (the actor) playing Nicholas Cage (the character), who just happens to have the same name.
Completely different thing.
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@TragicSolitude said:
A lot of people use the Corrosive Cubes for appearances and would toss the lethality aside if they could. MYM needs decorative glowing cubes.
The game also needs color options. It's weird that Builders don't have a color palette they can apply to cubes.
Gotta buy the DLC.
Next one should come with some blues and greens.
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@MadMoeZel said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3428910#Comment_3428910
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3428912#Comment_3428912
here we have a disagreement on PvE or PvP
i'm on the PvP side of the fence
a player made the dungeon, a player set the traps, a player set the guards, a player set patrols, and a player runs that dungeon. at every point a player was in control of what was in play and how it was responded to.
@Tsulan, is it the fact that you think it's PvE that makes you say there is no skill related rank? does that not do a disservice to any competitive puzzle solver? coming to a solution quickly an efficiently is very much a skill in my
@Seraphor, "As it stands, it's essentially an asymmetrical pvp game, much like DBD. The win condition is disconnected from player skill, as both sides can win or lose any given 'encounter' at the same time, and can give each other free wins."
The statement that both side can win or lose any given 'encounter' applies both to this and head-on games that we see like OW, or LoL, RL, and any player could potentially get enraged at something and then give the other side free wins. and that behavior is displayed in a decrease in rank because they made an emotional, unskillful play that gave up their chances at victory. (giving up) thats something inherent to any skill based ranking system, the ability to backslide if you can't keep up your performance. the skill is in consistency. you can not consistently outpace other players in the ranking without both skill AND time invested.
here we have a disagreement on PvE or PvP
You can argue it's either, or both.
Maybe it's a player driven pve, or a disconnected pvp.
The examples you've given however are all direct pvp games. Each encounter is like-for-like, in order for one person to gain rank, someone else has to play against them and in turn lose rank.
MYM is purely a grind. You can just farm rank points to your desired level.
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@TragicSolitude said:
I think players should be able to have one or two active Outposts, and then one "Legendary" Outpost that's past P10 (too many Builders are discouraged by the fact that after P10 Outposts can only be Social, which is basically like being retired, and if Builders are discouraged then the quality of bases declines). That's it.
The current system is sucking the life out of people. My friend likes to put a lot of effort into building Outposts, but he refuses to activate those anymore because of how few Raiders he's getting. Instead, he slaps together something quick and easy for some passive GenMat and whatever resources might drop from the random kill. I raid a lot, and the vast majority of bases I go to are quick garbage, which suggests very few players feel it's worthwhile to put effort into designing a good Outpost anymore.
I agree with this.
One active outpost at any time, but P10's are exempt for their final run.
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@MadMoeZel said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3428852#Comment_3428852
Tell me, what would make rank skill related?
If outposts weren't player created, but created by the devs, rigorously playtested and balanced, with difficulty assessed in house.
As it stands, it's essentially an asymmetrical pvp game, much like DBD. The win condition is disconnected from player skill, as both sides can win or lose any given 'encounter' at the same time, and can give each other free wins.
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@MythicMikeneto said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3428344#Comment_3428344
Gave it a go. It was a good time.
NGL after death three I was ready to just follow HRV for as long as it took. I think it illustrated my example of how if I just followed Harvey I could have saved myself some time and deaths.
I restarted the level after 'escaping" with the gen mat to give it a go knowing where it was.
I am not exactly sure what your complaint is at this point. It seems like you are ipset the guy didnt bypass parts of your outpost because his spatial awarenss was not great enough to track which way was the shorcut.
Until I followed Harvey, I felt like I was reading a book out of order. Thay bieng, said my exploration helped me get my bearings enoigh to know where to go. Had I tunnel vision followed harvey, I would have likely had to continue to follow him on subsequent runs.
The TL:DR your outpost is a bit 'big brain' for some of the masses; I mean that as a compliment.
So I recommend not getting too upset when Mr. IQ less than yours comes through and has to hold Harveys hand yo make it through.
Thanks for the social raid. Very impressive outpost. Ingenious (for big brain base) and brutal (for my deaths), if I could give them.
Full marks if the game allowed.
Not upset, perplexed.
I expect raiders to follow the path at least once, maybe a couple times to get their bearings. But not religiously after multiple deaths when they clearly already know where the genmat is.
Technically it's in my favour because it increases their chance of getting killed.
If I got upset every time a raider played in a way I didn't intend I'd be popping antidepressants like tictacs by now. (Hell, half of the replays on that outpost raiders hop to another path and run the whole thing backwards, negating half of the traps) I just couldn't understand this particular behaviour.
