Avatar

Seraphor

Seraphor

About

Username
Seraphor
Joined
Visits
9,011
Last Active

Comments

  • People put far too much weight on map offerings. When they face a SWF who send them to a survivor sided map, was it a bad game because you got sent to a survivor sided map? Or did you lose because you faced a coordinated SWF who outplayed you?

    Sure going to a map in your favour is a bonus, but so are offerings such as Petrified Oaks and Murky Reagents, the purpose of your one offering slot is to use it to give you a slight advantage. And that's all map offerings are, a slight advantage, the rest comes down to your ability to play your given role. It's entirely possible to win as killer or survivor on any given map, and the difference is more likely due to the skill level of your opponent.

    If map offerings are the problem, that suggests that ending up on a given map without the use of an offering is not a problem.

    If you end up on Haddonfield naturally, is it better than ending up on Haddonfield via a map offering?

    • If no, then the problem is the maps themselves, not the offerings.
      • [Solution: balance maps better, however if they were truly so imbalanced, this would be reflected in kill rates]
    • If yes, then the issue is perception, and you'd be just fine not knowing if there was a map offering in play.
      • [Solution: make map offerings hidden]

    Losing map offerings removes a gameplay mechanic for all of the casual players who aren't fussed about meta or optimisation, who simply want to experience a given map, or play a niche build like Mirror Myers.

    Removing gameplay options is a trend towards a boring, generic game where every match ends up being the same meta builds.

  • @tippy2k2 said:

    Absolutely

    However, I don't know why they did the deactivation when a survivor is killed. I'd much rather they remove that part than make it so you can't do anything about it making it a non-Hex perk.

    Having a perk that just always has the gens regressing and there's nothing you can do (unless dying counts as a counter I guess?) about it sounds like a recipe for a sad time

    Can't disagree with this, but Ruin itself is far too weak as it stands. But deactivating on first sacrifice is a decent mechanic which prevents it being potentially too oppressive under certain circumstances, which is why meta regression perks have been (and have to be) nerfed.

    I think keeping it as a Hex, and keeping the deactivation on kill should stay, but it could be buffed to say 150% now.

  • @Onlysur5er said:

    Did you read the patch notes?

    How about this one?

    @BGardiner_BHVR said:

    Hey Custodians,

    We've made some adjustments in the matchmaking formula which should improve the visibility of Outposts with low Raids.

    We're keeping a close eye on the situation, so please let us know how these changes impact the Raid activity on your Outposts!

    -The Meet Your Maker Team 


  • @Killa_KIA_Clown said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3408176#Comment_3408176

    Maybe the amount of raids you put in also has something to do with it. I've raided alot this last week. Maybe its your rank? I guess all these things would go hand in hand with what I've noticed while putting in the hours

    I raid plenty, and rank having any baring makes no sense. This just sounds like superstition. There should be no mechanisms that prevent your outpost being raided as much as anyone else.

    The problem is that each player is allocated 15 bases at any time, even though they're likely to only raid maybe 5, or maybe only 1 of those outposts, because they're likely to stick to one difficulty or one advisor type. That mean any given player at any given time has 10-14 outposts allocated to them that won't be raided, left to stagnate.

    But the fact that some players like yourself have no issues while most of us do, is concerning. It means there's a problem somewhere.

  • @Killa_KIA_Clown said:

    All my bases get raided hard.

    X4 small bases. 2 normal 2 brutal

    X4 large all brutal

    X4 medium all dangerous

    I'm averaging 200+ raids over rank 10 prestige on all of them. Some have 300+ others 150+

    Some of my tips:

    Noob incentives with normal small bases

    Big and brutal not as scary as small and brutal when thinking about kills per square foot.

    Dangerous is probably the best braket for rank grinders, again small to medium most targeted.

    Keep things regular, 5x outposts active(all the different advisers) @9k genmat (24hr run time) all timed to run together. Prestige together and time out together, ensuring you have the synth to prestige all together when they do time out.

    Clean outposts regularly, i've found whilst clocking the hours raiding others. There is a boom and upswing in hits on clean outposts then a lul until I've cleaned house of all the carnage. Next hour or two a boom and more hits again etc.

    I think this is the biggest factor to getting hits on your bases.

    None of these things can do anything to get your outpost to show up on another players roster. If it's not available to raid, it won't get raided.

    While you're getting 200+ on each of yours, I'm lucky if I get 5 raids per 24hr session, and my one and only semi-successful outpost got to P10 with 82 raids total.

    I reactivated three outposts yesterday, one of them lucked out and got 6 raids in the first 10 minutes, the other two got nothing. Checked again today, no more on the lucky outpost, those first 10 minutes were it's lot. The other two outposts got 5 raids between them.

  • It's not reasonable, or correct. Abandoning should only lose you about 10 or so rank points, not 6000+.

    It could be a visual bug where it said you lost 6000, but you didn't actually lose that much.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408031#Comment_3408031

    YOUR opinion is that the game is improving. A purely SoloQ Survivor probably thinks the game just got a whole lot worse.

    The average Killers matches probably got more difficult.

    People are allowed and encouraged to voice their frustrations with the game. It's important to consider and acknowledge ALL feedback, not just the parts we agree with.

    My opinion as an average SoloQ survivor is that nothing has changed, because I don't rely on CoH or DH as a crutch.

    My opinion as an average killer is that nothing has changed, because I don't rely on CoB, OC or PR as a crutch.

    My opinion as a balanced player is that the game has improved, because the most powerful and problematic meta perks on both sides have been rightfully nerfed.


    The problem is twofold. 1: players rely on meta perks way too much, and 2: there are two diametrically opposed sides to the playerbase who ignore or even resent the opinions of the other.

    Anything that hinders killers helps survivors, and vice versa, but this is not recognised, instead anything that hinders "my side" is terrible, yet nothing that hinders "my opponent" is of concern. Therefore any nerfs to one side are bad for that side, but "not good" for the other. It's not recognised as an even trade, it's entirely self-absorbed.

    That's what's going on here. Both sides have seen completely warranted nerfs, which balance out. Neither side is actually hard done by, rather a correction has been made to powercreep on both sides, which is why they had to be nerfs, buffs would have resulted in more powercreep. Both sides have a myriad of options available to use, and only the couple most powerful on each side have been changed. But because they have come in the form of 'nerfs' (to both sides remember) then it's "bad for my side" and "I don't care about the other side". Which equates to "the game is worse for me".

    Balance means addressing both sides of the game. And those changes have to come in the form of nerfs to avoid powercreep which creates more balance issues. But you make those balanced nerfs and both sides of the playerbase lose their #########. Both sides of the playerbase losing their ######### = nobody is happy.

    There is no other solution, but until players start to understand both sides of the game instead of being "mains" this won't change, and every individual positive change to the game will offend half of the playerbase, and every balanced set of positive changes to the game will offend 100% of the playerbase.


    Hell people don't even necessarily even need to lose their "main" status. Survivor mains could simply chose to be positive and revel at the nerfs to regression instead of despairing at the nerfs to CoH. Simply balancing the positive instead of being completely negative. But instead, nerf to CoH = end of the world, and nerfs to regression = inconsequential. Nerf to DH = negative review, but nerfs to regression does not = positive review.

  • @IronKnight55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408007#Comment_3408007

    Calm down jeez. People are NOT HAPPY and are letting BHVR know. This is exactly what they should be doing. I'm sorry but this game is a mess right now.

    People are not happy with the game improving, god knows how bad it would be if it was actually getting worse. There is no hope.

  • @KenwanObinobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407984#Comment_3407984

    They have had 7 years to work on it, they did not.

    And now they release a patch out of nowhere where everyone have warned them that some nerfs were too much and will force killers to tunnel and camp...

    They literally rolled back on all of the issues people brought up and released only the best parts of the PTB. They have never listened to feedback and acted on it as well as they did this patch, and they get repaid by this backlash.

    I don't know how they do it, I could never be a game dev, I'd want to shoot all my customers.

  • No, and you can even see the boltshot in your screenshot. You could have shot that, and you could have retrieved your ammo, there's a space between the cubes.

    They do need to come to a conclusion and implement some consistency, but I think the following should be true:

    • All guards and traps should be able to see through corrosive cubes, both first and second wave.
    • Corrosive cubes with the Opaque mod should not be seen through, whether in first or second wave.
  • @Dogma_loki said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407947#Comment_3407947

    Nice take. Did you actually read this before you posted it? You come across as incredibly callous and condescending to anyone who doesn’t share your opinion.

    I intend to come across as calous to anyone so self absorbed that they think the world is ending because their precious meta perks got nerfed.

    How is this game ever going to improve if every attempt at improving it upsets a load of babies who take it upon themselves to ruin the reputation of the game in response?

    This update is literally the answer to so many balance issues that players have been complaining about for years, and instead of celebrating it, they're throwing their toys out of the pram, both in game and apparently on steam charts as well. Killers refusing to play properly and slugging everyone out of protest of losing CoB, survivors genrushing and DCing when they can't in protest to not being able to DH every chase, and both mudslinging on steam.

  • I've no idea.

    I never used Pain Res, Call of Brine or Overcharge, and now I'm wondering what I'm going to do now that perks I never used have been nerfed.

    It's like the entire game has changed overnight, it's not the same game anymore, now that things that never affected me are affecting me slightly less.

    My commonly used perks like Jolt, Corrupt Intervention, Thrilling Tremors, Agitation, Mad Grit, Lethal Pursuer, and I'm All Ears have suddenly become exactly as useful as they always were, and I don't know what to do about it.

  • @Pulsar said:

    How do you separate review bombing from people who genuinely think the game is in a bad spot?

    I just looked on Steam, there's like 10K negative reviews recently.

    People aren't happy with the recent changes, what else are they supposed to do other than not play and voice their discontent?

    This is legitimately and objectively one of the most balanced and healthy updates to the game.

    Both Survivors and Killers have seen their most meta and most oppressive perks nerfed. Anyone who didn't rely on meta perks as a crutch realises this, but meta being meta, most were reliant on them.

    • You have a massive portion of the playerbase who are 'killer mains' and are incredibly offended by how regression perks have been nerfed.
    • You have a massive portion of the playerbase who are 'survivor mains' and are incredibly offended by how CoH and DH have been nerfed.

    Any healthy level of introspection and personal reflection would reveal this for the fair trade off it is, but instead, we have the vast majority of players who are diametrically opposed and hate this update for two entirely conflicting reasons. Anyone who "genuinely thinks this game is in a bad spot" from this most recent update, is quite frankly, deluded. And if they think that their sudden displeasure at a healthy game update warrants a fresh 0 review to "stick it to BHVR" for simply improving their game, they're not just deluded, they're petty, asinine and pathetic.

  • It should be impossible to skip now that you need to HOLD the X button to submit accolades, but apparently some still don't realise that they're submitting without selecting any. So yes, it needs to be made more clear or changed, because I'm still receiving virtually no accolades despite giving them every raid.

    This needs to be included in the tutorial as well, in addition to Forgotten Tombs, I still see in the vast majority of my replays, raiders completely ignoring Tombs even when they're right in front of them. It makes it seem pointless to build around them and signpost the with decals etc.

    I even have one outpost where I have two entrances, one for the main path to the genmat and one to the two Tombs. I had one raider who went in the second entrance, walked right up to the tombs, smacked every wall except the tombs, and ragequit because they couldn't find their way to the genmat.

  • @KenwanObinobi said:

    I do not understand how this map is still in the game.

    Same for Gideon and Lery's.

    They do not fit for this game, the game's mechanics cannot be properly used on these maps, the line of sight being garbage.

    These are all great maps and break up the monotony of open fields with a main building, a shack and a couple of cookie cutter maze tiles. You just refuse to adapt to change.

  • I disagree, I still escape on RPD. So... I guess so, I agree, we disagree.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406820#Comment_3406820

    It is still not good regression, like maybe for blight and other mobile killers it might be usefull, but on non mobile killers even if you kick the gen with pop and erase 17 s of progress, by the time you go to check another gen/you get to a loop against a good survivor, that gen should pop no doubt if your oponents are not AI.

    So then... old CoB wasn't good either then, because you needed to kick a gen and keep survivors off that gen for at least 60 seconds in order to gain 16 seconds of slowdown...

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406677#Comment_3406677

    Pop goes the weasel will never inflict 20% on its own, because for that number to be the case the gen would have to have 100% progress, most perks you argued you have a point, pop is a joke on every scenario its on.

    It's still comparable to an instant CoB (16s of slowdown) with no need to maintain pressure when at 80% progress or more.

    It's definitely not a joke. It was a joke in comparison to Eruption at the time it was nerfed, because Eruption inflicted 46 seconds of slowdown. Everything was a joke compared to that.

  • Before this change I would (and did) argue that it should be. That CoH was too impactful and boons should be destroyable, with the other boon perks being buffed to compensate.

    However this is an adequate alternative. CoH is no longer too oppressive when used by a highly coordinated SWF, they still have to find each other and heal up in pairs, they just save some time in doing so. CoH is now more in-line with the utility of other boon perks.

    So no, finally, Shattered Hope does not need to be basekit.

  • @Bardon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405525#Comment_3405525

    Well yeah there are lots of regression perks, they're just nerfed to the point of uselessness. Call of Brine now saves you a max of *4 SECONDS*. It's a waste of a perk now.

    Then you realise that Call of Brine only saved you a max of 16 seconds before right? That's IF it regressed for the full 60 seconds, so you'd have to maintain 60 seconds of pressure (basekit, not perks, just pure direct pressure) to gain 16 seconds of slowdown.

    Pop Goes The Weasel can inflict as much as 20% regression for 18 seconds of instant slowdown, without having to maintain 60 seconds of pressure to keep the survivor away from the gen.

    Jolt applies 10% regression instantly just for downing a survivor, which is a direct 9 seconds of slowdown for free, just by hitting a survivor, and it can hit multiple generators.

    Meanwhile Pain Res (the new one) deals an instant 25% regression, which is an instant 23 seconds of slowdown.

    The bonus here is that these three perks work while you're progressing your main objective, so that you're not having to choose between hooks or regression. Call of Brine however forced killers into defence mode and resulted in 3-gen stalemates where killers would simply kick and defend gens at the cost of actually hooking survivors.

  • @MythicMikeneto said:

    I am respectfully curious here:

    What does proper rewards for building look like to you guys? Like actual numbers of reward, speed of progression, and such.

    I read the above complaints and some of it I understand (not getting acolades, nobody running the base), but I also dont build to have the bases level me or think I can 'survive' on the synthite they generate; I usually have to raid for that.

    Maybe I am just not where you are at yet. I didnt ever think hitting 'master' was something I would be able to do (im really mediocre at raiding) so I didnt care much about it either. I think gold IV is quite impressive from my bronze III standing.

    Discounting the very real issues of under-exposure and simply not getting any raiders, I think an individual outpost should be able to sustain itself, which means generating the synthite required to reset or prestige it. (if raided, which it should be, and if it scores enough deaths)

    This alone won't allow you to progress at all, because you will need additional synthite in order to purchase upgrades to traps/guards/boosts, etc.

    In addition to fixing the issues whereby you aren't adequately rewarded for deaths in your own outpost (drops fail to 'spawn' when re-entering your outpost), this could be done simply by lowering the cost of resetting/prestiging an outpost by about 50%, you will then still need to fork out extra to purchase burial grounds initially.

  • @Darkyan said:

    If you see 2 downward wedge above a hole with a trap behind it, consider leaving the outpost, report the user for Wedge exploit in the game using the report feature, and block the user so you never have to deal with that builder again.

    People don't accidentally make a wedge flamethrower glitch on their paths, it's intentional and completely against the spirit of the game.

    Unless it's specifically stated as an exploit and a bannable offense, do not report them for it. You're only congesting the system with spurious reports, which itself can get you punished.

    Although this is in bad spirit, it is only using the tools that the game provides you with, so it's not punishable.

    It's also not exclusively in used bad spirit either. Someone could design a 'maze' type outpost, and use this configuration simply to make a 'one-way' door, with the intention of committing the raider to one option with that option being entirely valid.

    Although I haven't used this (yet), I have used second-wave corrosive cubes to remove the primary path to the genmat to force the raider through the second part of my outpost. The sad thing is, by watching the replays, a good portion of raiders will attempt to bypass this and speedrun back through the corrosive cubes as they're transitioning, then have a tantrum and smack them before leaving, presumably assuming I've tried to 'checkmate' them into certain death, despite the fact that they've just ignored over 75% of my outpost and missed the very well signposted lost tomb.

  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3404369#Comment_3404369

    look mate it's a poll, not an argument. have a great day. feel free to abstain from voting. you're welcome to but not obligated.

    It's a discussion, you don't need to attribute an aggressive tone to my post.

    You've asked how many times someone should die in a Normal outpost, my response is that 0 is an acceptable option for the lowest difficulty class.

    If you still find this too argumentative feel free to ignore this post.

  • This is still happening, even though the patch stated a fix for game crashes, they still appear to be happening and deaths are still lost when they occur.

    Additionally, I have had a raid that doesn't have any trace on my game at all. I had a message from another player on PSN saying they enjoyed my outpost, but I had no replay for that player. I asked them which outpost it was, and when I checked it, that outpost had no new raids or deaths. They did not forcequit the game or crash.

    So there appear to be at least three issues here:

    1. Raids have replays, but their stats/deaths/accolades aren't counted. This is signified by a replay with 0 deaths and no genmat collected. Presumably this is due to game crashes/force quits. (but not exclusively)
    2. The reverse also happens, you can get phantom raids and deaths in the outpost stats, with no replay to go with them. Presumably this is simply a failure of the replay system to record the footage.
    3. Both can occur at the same time, leaving absolutely no trace whatsoever, and you will never know you missed out on a raid unless the player happens to tell you about it. This is concerning when outposts are already being starved of attention and failing to make prestige. (I have one large outpost stuck on P5, several resets which have seen as many as 7 raids and as little as 2, have all failed to make the 575 prestige points required)
  • @ehe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372755/killer-is-too-pampered

    DH and COH are just reworked, if you cant play without them you should rethink your gameplay.

    ALL GEN REGRESSION is DESTROYED. If you are having trouble escaping, sorry to say it but thats a skill issue.

    Your first point is correct. You second is hyperbole and false.

    There are still plenty of regression perks, I personally never used CoB, OC or PR, which means you don't have to either!

    If you can't play without them, you should rethink your gameplay.

  • I'd say this patch is very balanced, judging from the 100s of comments proclaiming it's survivor sided, and the 100s of comments crying that it's killer sided.

    Which side you're on says more about you than the game.

  • I dunno, I think they look good and I prefer the muted aesthetic.

    If every level had to be garishly contrasting colours where traps stick out like a sore thumb and there was no chance of ever being caught out, not only would I find this game incredibly ugly, but it would get incredibly boring never being surprised by anything.

    If anything I think you should be able to conceal traps with decals. You can already discern the shape of the trap, that's enough, not being attentive to your surroundings should catch you out. As it is, every outpost is the same anyway, turn a corner, see the incredibly obvious trap, shoot it before it activates, turn a corner, repeat.

  • Maybe practice a little more? I haven't had any issues distinguishing traps from DBD blocks, before or after the patch.

    Of course bright yellow is going to contrast with grey metal...

    You can sidestep nearly every impaler that isn't flanked by another trap.

  • 0 is disappointing, 1 is ok, 2-3 would be ideal. Double digits? T-thank you?

    Kill boxes are dumb. It's attempting to throw everything at a raider to make it impossible to beat. It's a 'checkmate' scenario that even the builder knows they wouldn't enjoy facing. And the thing about 'checkmate' is that it ends the game. I will abandon and you only get 1 kill.

    It's like camping in DBD, sure you've ruined that one survivors but if the other 3 aren't stupid they slam gens and leave.

  • @MadMoeZel said:

    Zero was not an option because it didn't occur to me that i'd consider an outpost "Good" if it didn't get a single kill.

    There are going to be outposts that get zero kills. Where else other than 'Normal' should those outposts be?

  • Forcing builders to re-beat their level every single time they make a change to it would be tedious. Who would have time to raid other outposts when you spend all you time raiding your own?

    Also players have different skill levels. One player might be great at building elaborate artistic outposts, but suck at raiding, so they could never build a hard level.

    The Harvester ensures the level is beatable, and while it may take a certain load out and playstyle, almost every level is beatable. The issue is the difficulty ratings, truly difficult levels should be limited to the brutal category, meanwhile levels that aren't anywhere near difficult shouldn't be classed as Brutal simply because they used a lot of traps. This would take a lot of work to get right but it's something that is feasible, unlike forcing players to beat their level every time they change something.


  •  Replay +30s and -30s buttons break the entire replay.


    Untitled Image

    You guys have +30s/-30s buttons?

  • What an odd poll.

    Surely better options would be something like:

    0

    1-2

    3-5

    6+

  • @chezpizza said:

    ^^ an example of how to search for levels in Mario maker. New levels are usually a bag of unknowns.

    https://www.youtube.com/watch?v=90DzDdbfNd0


    Hmm.. doesn't seem great.

    There's also some significant differences, in that outposts only have a limited active duration.

    Besides, raiders already avoid Brutal due of the chance of getting a killbox, even though the rewards for Brutal are far better than Dangerous. So I wouldn't expect many to play a 'new' outpost when it's complete pot luck what you get.

  • But still, how would new outposts be played? Would there be a fourth difficulty rating of 'unrated'? How would you get people playing unrated outposts? It would be sheer pot luck, you'd have to play these unrated outposts and they could be dead easy or virtually impossible and you wouldn't know.

    Also as long as the system isn't accurately recording raids and kills, relying on such a system for anything of substance is a bad idea. I've counted 25 zero death no genmat replays so far, that's raids where players go in, die a bunch of times, and then either disconnect or the game crashes and the entire run is nullified. It gets counted as a raid, but you don't get any of the kills. This completely screws the kill ratio.

  • It seems pretty cheap, but Harvey dies so easily anyway, I don't really think it's an issue. The important thing is that a valid path does exist, is has to to be active, you shouldn't have to rely on following Harv's to find it, outposts are only so big.

  • The 'area denial' is a mod. Without the mod, it's basically a static Hornet with a massive hitbox.

  • Do you want to save time or money?

    Will you end up completing the rift anyway and waste those 10 levels?

  • @wydyadoit said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3402984#Comment_3402984

    i have a brutal maze. there's a 20 second version. but you have to know where the holocube shortcut is.

    ...did you think before you posted this?

    Good for you I guess, but not everyone has to build a holocube shortcut into their labyrinth.

  • @Tsulan said:

    I have another question: Does the shot destroy traps or guards? The bounce could be pretty dangerous for certain bases.

    Unless I'm mistaken, the Hornet and Plasma Sentinel don't destroy traps right? They're energy projectiles so technically 'Striking' damage?

    So I could see this being 'Striking' too (flesh, but not armour/traps), but I wouldn't be too surprised if it turned out to be Breaking (flesh and traps)

    Kinda depends on how the laser beam works. I'm hoping it's like a steady stream laser that reflects off surfaces, but it follows the raider slowly with a lag time so you can easily run away from it, and the tricky part would be avoiding the reflected beams. This way it could be Striking and be relatively balanced.

    But if it's more like a star wars blaster shot laser, essentially an Enforcer bolt without the arcing trajectory, it would probably be Breaking.

  • Definitely not. And I also believe I came across an impossible one too.

    It was a snaking pathway, about 5 or 6 turns with about 8-10 block long hallways. Of course second wave hits and every wall is an opaque corrosive cube.

    • At the ends of each 'hall' there is an Incinerator facing down it, flanking it from both ends.
    • Multiple Pistons.
    • 5/6 corners = 10/12 Incinerators, not enough ammo to take them all out, even with grenades. Plus there seemed to be a drop in front of the incinerators to prevent grenades.
    • Halls are long enough that you can't 'race' the incinerator, and Arc Shield doesn't last the duration.
    • No space behind the cubes to grapple through them.
  • "only create things that people will like instead of trying to be free on how they create."

    It's a social/multiplayer game, so this is kinda expected.

    You can create whatever sadistic, irritating nonsense you like and make it a Social outpost, but if you want to be rewarded for your efforts, you have to give people a reason to reward you.

    Kill boxes are not creative. Trying to throw everything at the raider at once in a 'gotcha' or 'checkmate' move is not going to get them attempting your level multiple times or enjoying themselves.

    You're not respecting the raiders time.

    If you want a successful outpost, you need to make it fun to play. You need to make it look easier than it actually is and give raiders a sense of accomplishment.


    https://youtu.be/HexU35LGibo


  • How did I get 6 raids with 43 deaths and still not get enough prestige points? 510/575

  • How are you being punished? What game mechanics are influenced by kill ratio?

    Perhaps if you made less irritating levels you'd get fewer ragequits. If I abandon an outpost, it's because the builder has created a completely uninspired killbox that I'm not equipped to deal with in the slightest, and the fewer deaths I can 'award' them for doing so the better.

    the difficulty rating of a outpost should be based on the kill ratio

    So... every outpost would start off Normal regardless of how difficult it actually is, and killboxes that everyone abandons would be Dangerous or even Normal difficulty? Because everyone abandons them instead of granting them multiple deaths.


    The key to a high kill ratio is an outpost that looks easier than it is. This gives the raider the confidence to attempt it multiple times. You can do this by creating a 'progression' or 'narrative' to your outpost, that gives raiders multiple distinct 'challenges', rather than one overpowered easy to build gimmick. If I'm enjoying the outpost I'll happily feed it multiple deaths so that I can reach the end.


    This guy is absolutely on point:

    https://www.youtube.com/watch?v=HexU35LGibo


  • It's ridiculously easy to make your outpost Brutal difficulty just by slapping a few random traps down. (I have a large outpost that is ridiculously easy, but if I add one single additional trap to make it harder, it jumps from Dangerous to Brutal)

    And it's ridiculously easy to prestige small and medium sized outposts providing you get a few raids. (I have a small that made enough to prestige from two raids that had zero deaths)

  • I think it has to have something to do with how outposts are allocated to players.

    Each time you log in, you're given 15-18 potential outposts to raid, however chances are, you're completely ignoring at least 10-12 of these based on difficulty rating, and maybe even 16-17 of them if you're only levelling one particular advisor.

    Those ignored outposts are probably lost raids. They've been allocated to you, and all outposts are likely allocated to a similar number of players, which means there's one fewer prospective raider out there to raid it, simply because the Brutal Weapons outpost was allocated to a player who only runs Dangerous Trap outposts.

    They should decouple builders advisor relationships from raiders advisor relationships, and refresh outposts that haven't been selected more often.

  • @wydyadoit said:

    you're not raiding enough. the game is simple.

    • raid a base to earn genmat and currency
    • level up your chimera with genmat to earn currency
    • successfully raid a legendary base 3 times for bonus currency
    • legendary bases give all 5 genmats
    • use currency to progress
    • build a base for passive genmat (not currency)
    • kill raiders and earn accolades to level up your bases.
    • destroy traps, kill raiders, and kill guards to occasionally earn bonus currency.
    • rank up by doing raids and killing raiders to earn end of season cosmetics

    not sure how this is hard to understand.

    All of this. Gaining Synthite is not hard if you just bother to raid a few times.

    However, the lack of raids on your own outposts is a significant issue, and definitely impacts this a little (no raids = no loot to farm)

    I feel like something fundamentally needs to change to fix this, because 1-3 raids every 24 hours is not sustainable, If you fail to meet Prestige 5 requirements, then that outpost is dead, you will reset prestige points and it will never make up the difference to get to P6.

    Yet it's not something that 'more players' will resolve, because more raiders means more builders which means more outposts to compete with.

  • @RetroRampage said:

    The Harvester ensures a stage is beatable, yes, but ALSO limits the creativity of makers and destroys any potential for varies stages with platforming challenges. Because of the stupid harvester, every stage needs to be able to be completed without jumping a single time.

    It accomplishes the same thing as needing to beat your own stages, but needlessly limits level design, and allows for stages that are TECHNICALLY possible, but so hard that they are near impossible. There are ways to abuse this system, granted, just like in Mario Maker. Some may make impossible stages that have secret entrances for example. But it comes with the absolutely massive advantage of actually having varied stages, Mario Maker has proven that many people create stages BECAUSE ITS FUN. If you give creators the tools to let their imagination flow free, they basically create endless content for you.

    Currently, map creation is too limited for creators to do what they like, and it results in bland stages. Raiders like myself DO NOT WANT TO PLAY BLAND STAGES. The harvester quite literally hurts both kinds of players.

    Last night I played for 2 hours. I beat around 30 or so stages, all on brutal difficulty, and 25/30 of those stages were completed without me dying a single time, and me just rushing through the entire stage. Clearly, this is an issue. Part of it is on makers who are uncreative, yes. But a massive part of it is that these makers are limited in what they can do and forced to design around stupid limitations. So unless they find ways to work around it, they can only make bland stages.

    Because of the stupid harvester, every stage needs to be able to be completed without jumping a single time.

    There's a lot of innovative things you can currently do with outpost pathing, even with the Harvester requirement. Plus there's always the possibility of them improving Harvester pathing in the future to give more leeway in where Harvey can go.

    For example, Harvey will path over second wave corrosive cubes. This allows you to delete his 'primary' path (providing it's the shorter one) and force players into a labyrinth they haven't yet traversed to escape with the genmat.

  • @SuperMunchkin95 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372407/the-fact-that-decisive-strike-gets-deactivated-in-the-endgame-is-just-stupid

    I feel like Decisive Strike should get less stun for each generator... so if all generators but one are done you get 3 seconds. I dunno... maybe

    If all gens are done then it's deactivated, for a good reason as already stated several times in this topic.

1 … 54 55 56 57 58 … 171