Sheldor
Sheldor
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- Sheldor
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@Blackowt_9120 said:
https://forum.deadbydaylight.com/en/discussion/comment/757774#Comment_757774
Have you ever been drinking and tried to will yourself not to vomit? Doesn’t work so well.
Have you ever cut yourself real deep just into a finger and tried not to yell ?
Doesn't work at all.
Why do you even compare a computer game to the real world ??
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@humanbeing1704 said:
well when I was new to the game premonition and spine chill were god sends
Those were the days when killers not yet had wallhack perks like chili or nurses calling. I think they should convert all these perks and add ons the same way they modified small game to no longer show the outline of traps or totems to survivors but give a sound queue....
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What's really stupid about the Plague is the fact that with iron will you can supress groans of pain from a bone-deep flesh wound but not the vomiting sound that can be heard from half a map away...
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A button to random buy until the BW is done would be nice. If I want to I can select single items. If I don't care I could let the RNG do the shopping.
Would make sense for the first 10 Bloodwebs as well if you prestige or a new character comes out since you have to buy the entire BW anyway....
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I dont think the nurse is for unskilled kids. Actually I found her quire difficult to play. What annoys me more is more add ons that would have an advantageous effect on her also reduce her numbers of blinks by one - I have hundreds of these sitting unused in my inventory and probably never will use them. Dont know why they think she needs a nerv.... she might need some fine tuning but so do some of the other killers.
Having perks or add ons on killers that can cross the entire map in 3-4 s allow wallhack capabilites across the map ? Give. Me. A. Break. This should be nerfed ! According to the small game nerv for survivors that modified trap detection from the outline to a bare acoustic indication. Having killers give add ons that deny them eny detection capabilities like the silent mode for spirit ? OMG.
And one of the biggest crutches for killers since the laser sharp 4k vision across 80 % of the map was introduced with the new unreal engine is scratch marks which have completely lost justification in the game.
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Careful dude. I have been warned about not to post "unpleasant" comments about the dev team....only constructive criticism....
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The game for survivors consists of:
- Doing Gens
- Doing Totems
- Chases, eventually escaping, often not
- Getting hooked
- Unhooking/Getting unhooked
- Healing yourself/each other
When a killer player has nothing better to offer than camping every survivor on the first hook he is denying survivors points 1,2,3,5,6 - 5/6th of all game events scoring points. What point would there be to stay in a game like that ? Of course people disconnect such boring annoying "games". For the killers it reduces the game to hitting mouse 1 twice than space all of that once per survivor found and thats it. As exciting as watching dry paint dry some more.
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@Tensor said:
https://forum.deadbydaylight.com/en/discussion/comment/724038#Comment_724038
That's true. However, is it wrong to expect the timer to show...you know, the actual time you have left.
But lets be honest, consoles are just the cash cow, they only give a damn about PC
Its bugged on PC as well. Its another good example of bad coding and the absense of any QA prior to release in this company whatsoever
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@FrenziedRoach said:
Naw, hatch is in the best position it's ever been since this game released. Last guy still gets a fighting chance to escape when his team is garbage, the killer gets a fighting chance to prevent it, game gets forced to a close without a long standoff or stalemate.
Incidently, this game is all about reversal's of fortune from moment to moment. That's the very basis of perks like NOED or Adrenhiline. It's the basis of addins that make illusionary pallets or let you instantly heal somebody to full. It's what adds tension to the game.
Let's be honest with ourselves - the reason we discuss such things is people don't like feeling cock-blocked. But if you remove these reversals of fortune from the game, it'll get really boring really fast.
No he doesn't. Both doors on the same side of the map - time to patrol to check if a light is on for the killer less than 5 seconds. No chance to open.
On most maps the doors are so close together that there is not a chance in hell you could get it opened without wakeup if at all. Its bad design , a cheesy crutch solution to enough killers whining about hatch stand offs, thats all.
While hatch standoffs were boring this solution is as cheesy as all solutions this dev team has come up with to cover up very bad game design right from the beginning. Locking most windows and opening up jungle gyms....to cover really bad map design.
Different hitbox sizes allowing for nearly endless pallet looping by experienced survivors - either really bad design or bad coding or both.
Allowing survivors to infinitely jump over the same pallets over and over again - same.
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@HatCreature said:
https://us.v-cdn.net/6030815/uploads/240/1EJD7T34IPWK.jpg
https://forum.deadbydaylight.com/en/discussion/comment/708533#Comment_708533
So this pic is from earlier in this thread, you're ok with this scenario? You think it is completely fine that high ranks with their low rank friend can completely outnumber the low rank Killer who is only 1 person.
Is this ok? That is all I am asking, nothing more nothing less because it is all I personally care about.
Yes that scenario will be reversed giving your buddy a high rank Killer but you and your high rank friends should be.....there for you buddy just like you are for a ######### Killer that is no challenge at all. No difference except someone whining that the game is hard when YOU MAKE IT HARD.
Survivor is the easiest part of the game, prove me wrong.
When my friends and I are having a bad day with Killer matches we go play Survivor to have a chill time and screw over the Killer, that right there says Survivor is easy.
No, of course that is not OK. The combined rank of the group was 32 -> divided by 4 would have been a rank 8 killer. Anything between 5 and 8 would have been perfectly appropriate for this group in my opinion but of course not a rank 20 killer.
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@TheUnendingNightmare said:
Idk why ppl try to run for the hatch...let the killer close it and start opening one of the doors, 9/10 you have enough time.
Lol. 9/10 times the doors spawn on the same wall or side of the map, the killer just needs 3-5 s to patrol both. 9.9/10 times you die to a cheesy fix for hatch standoffs requiring absolutely no skill whatsoever from the killer.
Once again the dev team implemented a super cheesy fix without giving it some thought in terms of balance. If the code to spawn the doors would at least have been modified to spawn doors as far apart as possible to give the last survivor at least a glimpse of a chance to get out that would have been an idea. Or massively reduce the door opening sequence if the hatch was closed by the killer. But in its current strate EGC is just another reason to DC since survivors dont get to have a chance anyway so what is the point of staying in the game ?
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Yes. Killers should see rank, hours played, stats of the last 500 games and all add ons and items and perks of all survivors.
Survivors don't even get to see the killers name let a lone the steam profile.
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The perception of these devs of the term "uncommon" is somewhere between 80 and 95 % of all bloodwebs has them.
Playing nurse a bit recently I got 10 bloodwebs in a row with an ebony mori. 10/10. Uncommon, right ?
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How is "genrushing" toxic ? It is the survivors only objective next to finding hex:ruin every round.
Gen repair times were nerfed from 70 s in the beginning of the game to 80 s and even a penalty for repairing with more than 1 survivor where this should be a bonus for survivors to cooperate and even makes it easier for killers to find more than 1 survivor on a gen - still killers complain about "genrush".
Besides that all those wallhack "perks" that were introduced over time ? In the beginning all the killer had as a clue was spies from the shadows, whispers and scratchmarks. All blended quite well into the game concept. Now the killer can choose from a variety of wallhacks and with billy you just zip over the whole map in 4 s and tick off survivor after survivor. So entertaining. Not.
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@MemberBerry said:
https://forum.deadbydaylight.com/en/discussion/comment/694753#Comment_694753
I'm salty because this helps NOBODY. It's not killer biased, it's not survivor biased, it's just an annoyance.
Not the only one. You have to completely buy the first 10 bloodwebs anyway. Why is there no option to do this with one menu item or button ? Or if you dont care about what gets selected in a remaining bloodweb, why force the user to click through ALL remaining buttons and not have an option to randomly select whats left.
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It's going to be implemented as unlogical as the pallet behaviour with billy and leatherface. Both have a chainsaw that rips through wood but a pallet being dropped aborts the shred and make the wooden pallet immune to the steel sawtooth and stops the killer.
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Because they are as bad at UI design as they are at fixing bugs, code testing and balancing the game.
Figure yourself opening MS Word because you need to write a letter.
Then the Software shows an intro screen with a helicopter flight around MS headquarters that you can abort with a mouse click. Next they ask you in a popup if you really want to open MS Word which you have to acknowledge with a mouse click. Next they show you a camera rounding Bill Gates head that you have to watch for 5 s every time you open the program. The whole program has only one button that you have to use pressing the space bar and its function depends on where the mouse is relative to said button.
Every action results in a popup that you have to OK every time. "File has been saved." OK "Font has been changed" OK "Document has been printed" OK "Spell checking completed" OK
The popup shows up at a random position on the screen.
6 months after you bought the software they decide that the mouse must only be operated with the left hand, otherwise they will revoke your license for 1 day, 2 weeks, permanently on the 1st/2nd/3rd offense. They employ 3 people to check recordings that the program makes and handle the bans.
In V1.1 patch they "enhance" the UI by a second button. But unfortunately you can no longer save files that you created. That is fixed in patch 1.2 but then you can no longer change fonts or print documents....
DBD projected to the real world....
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If it is like with the probability of items in the bloodweb then slightly is 120 %, moderately 180 % and Considerably is 2 %
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"Victories are earned, not given."
ROFL
The victory in EGC is given to the killer free of charge, effort or skill by the developers who once again implemented a cheesy solution to a bad game design decision THEY made and that the killler community whined long and hard enough about to get it implemented.
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I also liked the ability to darken the map with an add on. Not a good decision (like so many) by the dev team to remove this.
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It was a good thing even though you could see survivor and killer wigs from across the map with it. It also was a good justification for scratchmarks to give the killer a clue. Now with the 4k vision across almost the entire map I don't see why that crutch should still exist.
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It's the result of bad killers whining long enough to make the dev team implement cheesy fixes for their inabilities. Like medium vaults, nailing shut most of the windows, removing more and more pallets each patch, opening up all jungle gymns, introduce exhaustion, pausing when jumping from a height (which of course the killer can do without slowing down) and giving bad killers a variety of wallhack perks like chili, nurses calling etc etc etc
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It's as idiotic as the end game collapse. Just a free win for killers without any skill involved
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They should buff gen regression as a tradeoff to the killers. Right now it is absolutely worthless, every survivor can stop the regression with 1 s of repair time. Gens should lose 20 % progress when hit and regress much faster. Repairing should stop the regression only after 5-10 s or so....
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I'd rather play a bunch of low ranks (and be a bit more mercy oriented) than wait up to 10 minutes for one single round. How the hell is this supposed to have any entertainment value at all, staring at the "Searching for a game" screen.
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Yeah sure make every gen last 30 minutes and see the survivor population drop to zero. Gens were 60 s when the game came out and they already increased the time massively. I never need ruin as a killer.
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@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/621679#Comment_621679
Easy. Game mechanic that accessible only under certain conditions and mechanic that accessibly at all times. There.
Easy, game mechanic that is accessible only under certain conditions (once per chase) and mechanic thats accessible all the time (hit the truck as often as you want). There. You got no point
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@Drazen said:
The whole concept of mom was bs it shouldnt even exist thats why its really hard to balance it and they end up making it useless
Same is true for all wallhack perks like chili or nurses calling
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@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/621553#Comment_621553
Not intended use of a perk most likely. Basically opens an opportunity to traverse normally impassable terrain using DH. Lunge isn't a perk... so it's different, I guess?
1.) Using a game mechanic to reach a place in the map you werent supposed to reach
2.) Using a game mechanic to reach a place in the map you werent supposed to reach
find the difference
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Whenever survivors use map glitches to their advantage it is immediately declared a bannable exploit. Thats the difference.
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LMAO...because the game is so balanced I experience survivor queue times between 1 and 3 s and killer queue times of 5-25 minutes. Hahahaha
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A button to random buy all until BP=0 would be nice, too.
Would also get rid of the pointless having to click through all items bloodweb until the entity "awakes" procedure. Which is just annoying if you prestige through the characters and have seen bloodwebs a couple of hundred times....
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They suffer much more from lack of QA prior releases and the absence of code management.
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@PeepingPeacock said:
Theres nothing to fix, there are not enough survivors queing to fill the lobby's of all the people playing killer. If you que survivor you're gonna get instant lobby's because of how many killers there are.
My guess thats because they make it easier with every patch for killers to get 4K games. I play killer only occasionally but have a hard time NOT to get 3-4 k results.
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Who in their right mind would wait 20 minutes for a game to start ?
PUBS joins 100 People in less than 2-3 Minutes, I have yet to wait more than 2-3 minutes for a Doom 3 game to form, a game of CS:GO with 8 people gets together in less than 3.
These devs should go out and seek a beginners class for game programming eventually.
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YEAH AND BAN THEM FOR RUNNING JUNGLE GYMS RIGHT ORIENTED ! THEY MUST RUN LEFT, ANYTHING ELSE IS TOTALLY UNFAIR AND SHOULD BE BANNED !
Also if they jump through a window and dont wait for 5 s on the other side should be banned. Same with pallets. And please also ban them for taking any objects from the bloodweb to the game....
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Rember all the posts from killers complaining about how unfair DS and Selfcare etc were because they gave survivors undeserved chances at survival ?
The end game collapse is an even worse crutch for killers who didnt manage to find the last survivor. A free kill without much skill or effort involved.
With the horrible code quality this company delivers most of the time exit gates get "generated" next to each other, taking a killer only seconds to patrol them both.
While endless hatch standoffs are equally cheesy this was the worst possible solution these clowns could have come up with once again.
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While the game may not be dying according to player numbers it is getting more and more boring. Worst thing added in the last months is the idiotic end game feature. Free and skillless win every time for the killer. Just close the hatch and patrol both doors. Bingo. Doors get generated so often next to each other that it takes beraly a few seconds to check both. Ultra boring
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@Aven_Fallen said:
They should make an Ingame Message ASAP. And then ban those players who are still abusing it.
(If they cannot/dont fix it basically right now)
If anybody at all should be banned it is the incompetent developers and QA (is there anybody in this department actually working ??) people who managed to implement such a bug in the first place. Hand them a box and accompany them out of the office for good.
And for all the mathematical geniuses here - 4/5 of the player base is actually survivors. So yes, sure, go ahead, ban 80 % of your player base....a reasonable thing to do to punish players for the mistake the developers made
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@Peanits said:
There are various audio issues since the 3.0.0 update. While the chase music is supposed to be lower, it's nearly silent for some people. That's not intended, for example. We're keeping an eye out for any issues that pop up and passing them on to the QA team. If you find any audio issues, I would suggest posting them here: https://forum.deadbydaylight.com/en/categories/sound
The QA team ?
There is no such thing at BHVR.
Had they played the PTB for just 60 s they would have noticed the major audio problems. Chase musik does not play noticably. Billy chainsaw sounds ultra muffled even if they dont take an add on to silence it. Killer sounds are barely noticable even if they are just 2 bodylengths away.
I still get stuck due to clipping errors close to trees (since more than 2 years now)
3 player lobbies still don't get filled within reasonable time (as if there really were no single solo player in 20000 people waiting to join)
Every new DLC or patch there are new bugs in the game that would have been caught if anybody cared to play the game for 5 minutes.
Either the QA team is a unicorn or they get paid for swinging their testicles all day
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@Peanits said:
There are various audio issues since the 3.0.0 update. While the chase music is supposed to be lower, it's nearly silent for some people. That's not intended, for example. We're keeping an eye out for any issues that pop up and passing them on to the QA team. If you find any audio issues, I would suggest posting them here: https://forum.deadbydaylight.com/en/categories/sound
The QA team ? From the quality of the patches and the lack of bug removal this seems to be a unicorn. There is no noticable QA - the muffled sound issues were present already in the PTB. Noone in the 'QA' team ever played a single second of this otherwise it would have been noticed. I still get stuck on tree basis every now and then. 3 player lobbies still hardly ever get filled. Bugs that exist since 1-2 YEARS.
There is no such thing as a QA team at BHVR
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Scratch marks should be removed from the game alltogether. They had some justification in pre 1.4 patch times with blurry vision but with the laser sharp 4k vision across almost the entire map they are the mother of all crutches just like Chili and Nurses Calling...
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The latest patch and the end game collapse are another example why these developer stumble around their offices completely clueless about game design and testing.
While I like the idea of an end game timer limiting the time survivors can annoy the killer player its just over the edge once again that the killer can close the hatch, the survivors cant re-open it, the timer is started and exit gates spawn in the same sector just 5 s travel time apart for the killer. Automatic win, no use of any brain cell required whatsoever. Just like the fact that they introduced wallhack perk after wallhack perk for killers in a game that is supposedly meant to be a hide and seek theme.
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These terms of use were not in effect when I bought the game more than 2 years ago. They were made up later in the patches and have no legal binding whatsoever. Its like selling a sports car and then making up a 15 mph speed limit after the sale and revoking the car when driving above that.
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Acknowledge. You have been disconnected back to the lobby. Click OK (oh yeah as if i didnt know that already) Bloodweb completed...click to get to next bloodweb (oh really, have I REALLY filled it for the 1000 th time ?) Start the game...have to click to get rid of the video...have to click again to actually get to the lobby screen...."Sure you want to start the game ?" "Are you really sure you're sure ?" Bloodweb will continue to fillblablabla oh really, my 1000th bloodweb and it is REALLY going to get refilled ? Really ? REally really ? OK. OK . OK+
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Maybe thats OK for newer players but I don't consider it 22nd century black magic programming art to provide long term players with a flagbox to switch off all those Ack this Ack that for the 340000 th time. And yes I have seen the intro video a couple hundred times already. Would you like to have to double ack every start of Microsoft Word or Windows Explorer or starting the OS or shutting down every day ?
Wanna start the os ?
OK
For sure ?
OK
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The entire team should be sent to beginners classes for programming, game design and software QA. The amount of new bugs and glitches they introduce with each path is painful to watch.
Occasionally cant ready up in the lobby now
Occasionally the characters in the lobby all get messed up
Couple of gens cant be repaired from the long side in some maps lie Haddonfield and others
This all worked in versions before. How the hell can you f.u.c.k. up basic game design and code like that.
Amateurs and game producers wanna-be
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@The_Crusader said:
SpongeBob420Pants said:@DocOctober said:
Fix the causes of lobby dodging first.
What are you talking about? People will dodge over cosmetics, how can they fix that? Try re-reading the post.
That's because there is a pattern among the most toxic players.
Nea with the long 80's hair, or the short dark hair is ok. If she has a flashlight it's just a flashlight who cares.
However a Nea with a flashlight and the pink hair or the beanie hat, there is a high chance they're going to be a Decisive using extremely toxic little twat. Gee I wonder why, I wonder which streamer promoted toxicity and used those Nea cosmetics.
If you read that yourself a couple of times you might eventually get what a load of crap you are stating here....sorry.... this is the kind of bull feces attitude that is exactly ruining the game.
Remove the killers ability to see the survivors inventory. Remove the cancel button unless there is someone with a ping above 200 in the lobby. Problem solved.
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@Orion said:
@Sheldor said:
@Orion said:
It's not up to your opponent to make your game "fun".
Au contraire, mon ami. It absolutely is. Most people just play for fun and if the killer player denies the other side their part completey, what point is there in finishing a round ?
Try entering a bar and asking 4 strangers for a round of pool billard. Never hand them the queue or the white ball. If you are lucky, they will just walk away. If not you might need a good dentist.
Here's an analogous situation to my statement, since yours is more akin to lobby dodging (albeit barely):
Play football against a much better team who scores goals in ways you don't know how to counter because you've never developed the skills necessary to counter the strategies they're using, and then complain that it's not fair if they don't let you score goals as well.Survivors do not end up on the hook spontaneously. Killers had to find them and win the chase before they could be hooked. If someone was hooked, then they failed at stealth and lost the chase.
In your game the entire pro team would lie on the ball together denying the other team access to it.
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Your comment is like those people writing reviews on amazon:
"I haven't bought this product so I cant really say anything about it"
my my...