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SolidSnake

SolidSnake

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SolidSnake
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  • @EntityDrudge said:

    To be fair, he has a point. Although this isn't a fair comparison by him. Plenty of multiplayer games that have characters with way more movement, way more enemies on screen, have much better graphics. See RE5. That game's graphics poop on this game. And it's what, almost a decade old. There's a game called The Club on xbox 360, it has equal if not better graphics as well. And it's a cheap Sega game lol

    I mean, just look at any competitor of dbd. Even Deceit, a very old game, looks better. Last Year looks WAY better and has amazing finisher animations, and it's made by WAY smaller team than one making dbd. And don't even start me on Resistance and it's quality of picture... Meanwhile bhvr gathering money with a shovel, but can't afford hiring actually expirienced dev's.

    Also, i am not complaining because i want to quit. I want them to get off their asses, put away whores and cocain at least for one day and make something for the game that keeps them rich.

  • @[Deleted User] said:

    Look I’m a massive SH nerd, but why are so many that play this game obsessive about their need for carbon copy replicas put into this game?!

    Why?!

    What about the minor differences is causing you bowel irritating anxiety?!?!

    Just relax.

    Because Cheryl was cute. And they made her so damn ugly. I am furious about how they threated my childhood love.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1314759#Comment_1314759

    You mean the heather that runs like a mannequin with a sheen of snail slime on her skin sometimes?

    Look it’s never been any secret that there has had to be graphical concessions in DBD , such as characters looking a little bit last gen, in order for the WHOLE map and assets to be loading into the system memory so that there isn’t any “pop in”. But the DBD character models are definitely substantially better than PS2 models.

    Oh yeah, i forgot that in 2020, using most advances video games engine it's so hard to make a tiny map with 5 players on it and keep it constanly being rendered. It's not like games like Battlefield exist, have destructable environment, and look way better.

  • @TheMidnightRidr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1314219#Comment_1314219

    If you think you can do better, feel free to apply at BHVR. I’m sure they’d appreciate your talent.

    As i said, if they don't have modeller who does better, they could as Konami to look around garbage bin and send them their old model.

    May as well ask loyal fans to donate money so they could hire proper animator. Because they certainly seem to be poor enough to not do it in all this years.

  • Yeah but you will hardly see difference in SH3 cutscenes and gameplay. I always believed that models were the same.

    Here you can see drastic difference even if you compare just models. As other guy noticed, she does not even has freckles, that's how lazy dbd modeller were with source material.

  • @Aven_Fallen said:

    Is this an actual gameplay-model? Or a cinematic/cutscene?

    SH3 had no cinematic, they used in-game graphics in cutscenes.

    Untitled Image


  • People seem to not realize that dark corners are rare, and they are just as valid hiding spot as any other obstacle to use. But they are useles if your clothes are bright, that's the only difference with any other obstacle.

  • @Raptorrotas said:

    Didnt survivors shift the focus from hiding to looping themselves?

    Only because developers allowed them to. When you see an exploit that goes against initial design - you fixing it. If you not fixing it, it becomes the meta, because majority of bad players will use whatever gives them more edge, no matter how silly or op it can be.

  • @FriendlyGuy said:

    You shouldn't get an unfair advantage with your skin. Easy like that.

    That is why every character should get a camo options, instead of removing that from the game. Games never became good if features are just removed.

    And no, i am not sitting in bushes. But if you wear dark clothes and stick to the darker side of the crate you are hiding behind - killer could not detect you before if he only takes a quick glimpse instead of investigating all the hiding spots around. Just looping around the object crouched and hoping that killer won't see you isn't really stealth, stealth is a combines use of all available tools to make yourself less visible. There should be more options to stealth than just hide behind objects to break line of sight.

  • Developers will never do such thing. They don't care about ballance. They don't care about how players feel, except for the swf premades who feel empowered by allowed to legally cheat, and so 4 man premades usually buy more paid stuff in game. And that's all that concerns the developers. If they could remove killer's ability to hook people or even attack without forcing all killers out of the game - they would do it as well, all to please no-skill swf cheaters.

  • @Exxodus21 said:

    BHVR said in the Reddit AMA their plan is to give solo survivors "access" to the same information as SWF and to balance killers around that. I think the upcoming change to Kindred shows that. I think eventually we'll see something like a reduction in the number of pallets or a boost to killer speeds. And maybe crazy like a cap on the number of times a survivor can be healed to full. Personally I'd like to see an additional, more skill based survivor objective added. Everyone can agree working on a gen is boring.

    The only way to properly do it - is adding comms to the game.

    I can't think of any other way around it. For example, swf can tell where the traps are. So how it's going to happen? All traps are highlighted? What's the purpose of them then? Or swf can tell the location of the killer. Will killer be always revealed if he is in sights of someone? I doubt they will do this kind of a change to the game. At this point they should just add that voice chat, and then see what will happen and adjust the game accordingly.

    But cap on amount of heals would be cool. It's kinda stupid that you can take hit, heal at no cost, take hit, repeat...

  • @Peanits said:

    How do you suggest we detect who's in voice chat and who's not? Scanning through someone's PC to see what programs they're using or monitoring their microphone is usually frowned upon, and it wouldn't stop you from whipping out your phone to voice chat or sitting in the same room as someone.

    If you cannot control that, and you see it's ruining ballance in your game, you have two options:

    1) Remove SWF as a mode, because this game wasn't made to be played with voice chat

    2) Add voice chat to the game so randoms would use it as well. And then re-ballance game according to that change.

    Or you can just ignore the problem as you always do because you don't give a ######### about anything but money, and swf premades love this game because it allows them to legally cheat and always have godlike advantage, so they spending money on cosmetics more often.

  • Just look at this pathetic gameplay as a survivor: https://www.youtube.com/watch?v=pVpnzUdHlJs

    Not only guy is never scared, stressed or even somehow feels like he is in any danger while constantly being found by the killer due to his poor hiding skill, but also he easily bullies the killers for entire game, not allowing them to do anything else but constantly chase until the gates are open. And that's not even some rank 18 killers, all of them are in the red ranks. This video sums up a lot of things that's wrong in this game.

  • First, any killer, no matter how skiller he is cannot 4k rank 1 swf premade. It's simply physycly not possible unless they screw up hard on purpose. He will be lucky if he will have at least one kill in that game.

    Second, i never said that survivors should not have a means to escape. I just said that they should not have loops. On previous page i suggesten tons of mechanics that would counter the loops as they are now, forcing people to run away instead of stalling time in one spot, but even a simple map rework would handle it - instead of loopable pack of crates give survivor a straight tonnel that can be blocked with pallete to gain distance from the killer, but is too long to loop around it - problem solved! Of course, in game with no more loops all maps will have to be redesigned, and perks like brutal strenght will have to go, but it cannot be done without massive rework anyway.

    This is the list of mechanics that could work without changing the maps:

    For example, giving killer ability to vault on crates and walk on top of them. Or use kicking animation to block the pallet from being used for next minute. Or make enraged killer (long chase) break trough pallets without noticing them, like a juggernaut. Or give enraged killer a free mory, make current chased survivor an obsession and allow to execute only him while fury lasts - this will force survivors to end chases before bloodrage pops in, and if they are not able to do that - well, they ain't playing well enough. Or entity punishing a survivor for staying a long time on same place during the chase - both with minus bloodpoints (like for killers who camp hooks) and some gameplay elements, like slowing the running speed and giving them exaustion. Or i simply giving survivors a stamina bar, and not allowing them to run once it runs out - that would force them to get out of chases and hide to rest. Possibilities of solving the problem are endless, developers just don't want to concider any of them.

  • By the way, the more i think about this suggestion, the more i like it. It would really change the entire gameplay against this killer, totally ######### it from looping to being steahtly and making tactical choices and play mindgames. It would not even require to change the game mechanics, only to add one more killer who is really different from all others.

  • @oxygen said:

    https://forum.deadbydaylight.com/en/discussion/comment/855345#Comment_855345

    This isn't society, this is a video game recieving regular updates. Stuff will change, the vision of the game can change and the direction it's taken can change. You have the option to simply not play the game it if it goes too much against your wishes, you wouldn't have the option to just not participate in society at all if you're being oppressed in some way. Don't compare a game taking a direction you disagree with to peasants who simply have to deal with their situation outside of large-scale uprisings, that historically would just be considered rebelling criminals if they actually protested in any way.

    They seem aware that SWF + comms is an advantage (which it totally is, by no means trying to argue against that) but they also seem like they don't want to go down the universal voice chat route or the SWF removal/restrictions route. There's advantages that don't even come from comms that can't be emulated in any way, like how a group of friends knows eachother's playstyles, strengths and weaknesses, so there's really no way to get rid of the imbalance entirely.

    They seem more interested in pursuing the idea of trying to lessen the advantage, by giving solo players tools to be more effective (mostly information) and then changing killers accordingly. Myself I really wish they used PTBs to test theoretical ways to do this sooner rather than later, it could be as simple as just throwing up a PTB where survivors had some info perks implemented into their basekit and killers had changes to increase their efficiency as well, or bigger things like map/map generation changes, objective changes or other things.

    And I did mess up with missing that you were referring to boring loops in particular. I totally agree there, I despise loops like the "trash pile" Autohaven loops both as killer and survivor as they're boring 99% of the time.

    You could just say "they want to ignore the issues and have money from it". Having ways to deal with it but simply not wanting to use any is not the same if they could not do anything. They simply don't give a ######### about your poor expirience with swf groups. They don't care about how you feel about it. They are only after money swf group pays because they have fun with legal cheats.

    And no mechanics added to the game will constantly inform all team about killer's location and actions, trap positions, warn about insidious camping or tell "he left, you can stop repairing and unhook". You cannot deny that advantate, it's not physicly possible.

    @concious_consumer said:

    https://forum.deadbydaylight.com/en/discussion/106069/the-game-deviated-so-much-from-its-original-concept-and-became-something-else

    So...would you prefer to play killer and spend an hour walking thru the grass to bump into some Claud?

    If that's how you see a stealth gameplay, then it's obvious why you have problems with it. Or thinking in general. How about using perks like spies from the shadows or whispers to know where to look? How about patrolling generators and predicting retreat routes of survivors when they hear your aura?

    @xCarrie said:

    Sadly games evolve. While yes when this game first came out it was an actual “survival horror” game which felt like a horror movie, it was also so bad back then. Too many bugs, crashes, borderline game breaking glitches and even things the devs put in, it was a mess.

    (hear me out). At this point all we can hope for now is the devs continue to change things and make the game a little more distant from what it first was so if by luck. The devs add a “classic” mode with the original maps, original animations, old atmosphere, and the old lighting. The player base would have to increase of course because lobby times might be bad but it’s something at least. Plus hey it’s an easy answer to another game mode people have asked for and I think it would be a good start :)

    Why the hell they changed lightining in first place? What's the point of game being so bright?

  • Crona, i read your comment as "i don't want to get good at this game, so i will keep using broken and op mechanics to my advantage, but instead of admitting that i am unskilled noob who can't do better, and thus forced to abuse, i will try to deny everything without actually proving my words somehow".

    Seriously, even swf-runners admit the tremendouns advantage that comms give them. Stop being such a pathetic apologist and learn to admit facts. Even best survivors will still play much worse without the comms.

  • @oxygen said:

    If looping takes so little skill, why is there such a huge difference between a bad, decent and excellent survivor? I totally agree the truly mindless loops with no LOS blockers are trash for both sides, but most tiles require experience and knowledge of the possible tricks and mindgames both sides can use on it to be used anywhere near optimally.

    But considering how you seem to consider in-game actions deserving of the word "bullying" and insist on calling the use of comms both cheating and an exploit despite the devs explicitly saying it's not, I can't really say much more than that. The game will clearly never be anywhere near what you want, if you can't deal with that and you want to keep insisting something is cheating when it straight up isn't you should probably just find another game to play. This one clearly isn't what you're looking for.

    Developers can SAY whatever they want. If they do not support their words with ACTIONS, it's called TRASHTALK.

    How could they support their words? Oh, it's simple - if using commns are not equal to cheating and have zero impact on gameplay ballance, then add voice comms to the game! Let ALL people use it, and then see what will happen to the game then, and how soon majority of killers will leave or demand massive ballance changes.

    If they do not do that (of course, for "immersion" purposes, because running around the objects is obviously not hurting immersion, only voice comms - that's already used anyway), you can translate ANYTHING they say as "we know it's a huge problem of ballance, but don't want to do anything about it because swf bring us money for exclusive rights to cheat in our game, but we won't admit it publicly because we are not stupid, and this is our official excuse for that situation".

    Imagine a mayor saying "We forbid everyone to use guns, except my friends who are above the law, they can kill whoever they can with the guns. Won't that create a problem in our society? No, i concider it's perfectly ballanced and i won't allow everyone to use guns because (input random made-up reason). But also all the killing my friends will do with those guns are not concidered a crime. Why? Because i said so, you stupid peasants! Don't like the rules - leave!".

    That's how developers are treating you. You are merely a peasant who only deserves to hear "it's allowed". And you blindly repeat their sayings, obeying without thinking or asking for valid reasons, because deep down you know they will never name the real ones, because it will upset the people.

    p.s. how many times must i say that tiles with possible mindgames are not the problem, the only problem is circular tile with pallets, where you can see survivor all the time, but can't get him before doing at least several loops?

  • This is actually a really cool idea that need a bit of work, but will offer a different approach to gameplay instead.

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/855142#Comment_855142

    so what you want is for survivors to hide,and once they are found they are dead?Sure bud.I would agree that looping on tiles on which you can see the killer over are easy,but good killers will use their red glow on tiles which you cant see them the best and try to mindgame the ######### out of you.You still need to know how to run the tiles,learn to conserve pallets,time vaults,remember safe spots at loops etc.Also u guys keep talking about these so called "infinites"there isn't a SINGLE loop in this game that goes on forever.And for record,i play solo and I have 0 communication with them,and i play with green and yellow ranks constantly aswell cause of ######### matchmaking.Like @PandaChris said survivors do it cause thats the most efficient way to waste time.If we played the game like you said,survivors would go down in 20 seconds

    Friday 13-th did a good job at this - if survivors found they try to break line of sight and hide. If they cannot - they are dead.

    I don't want for survs to instantly die when found, but i don't want them to loop around objects as well. The best way of action for them should be either using obstacles to remove line of sight and then hide, tricking killer into searching in wrong way, or instantly (not after loops) used pallet to block the passage for the killer, that allows them to run far enough and hide before killer catches up.

    Also i don't really care about running around t-shaped tiles and other places like that that are used only to break line of sight and mindgame each other by changing or not changing direction of running, because those things ain't loopable a lot and there is no pallet to make them safe. The real problem is only with objects that create a circular path around them that ends up with the pallet for safety of looping, that makes looping process a real no-brainer. Example - piles of crates in woods or autoheaven, a wall and a pallet nearby, etc.

    Lots of possible mechanics can exist to prevent loops. For example, giving killer ability to vault on crates and walk on top of them. Or use kicking animation to block the pallet from being used for next minute. Or make enraged killer (long chase) break trough pallets without noticing them, like a juggernaut. Or entity punishing a survivor for staying a long time on same place during the chase - both with minus bloodpoints (like for killers who camp hooks) and some gameplay elements, like slowing the running speed and giving them exaustion. Or i simply giving survivors a stamina bar, and not allowing them to run once it runs out - that would force them to get out of chases and hide to rest. Possibilities of solving the problem are endless, developers just don't want to concider any of them.

    And infinites don't have to last forever (despite their name), it's enough for them to last until the game is over. But, for example, if you run around wretched shop against a slow-moving killer like Huntress (not, she can't hit you with an axe in that loop unless you are a moron), using only one window from two (so when it will be blocked you will be able to use second one, extending your loops to 9 total, because first window going to recover while you are using second one - it's enough to drag chase long enough for all gens to be powered. But also ballanced landing allows to run some of the actual infinites - that's exactly why it's getting nerfed. If you think that there is no infinites in game - you didn't use them as a survivor and don't play killer a lot, it's just that. Go ask people out and they will name plenty of them.

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/106069/the-game-deviated-so-much-from-its-original-concept-and-became-something-else

    looping and handling tiles as killer and as a survivor requires more skill then just hiding for an hour straight.Thats why i love this game,the chases.If it was just hide and seek as it was advertised i wouldn't play it

    Skill? If all your "skill" is enough to run around pile of crates 3-4 times, drop a pallet when killer getting close, and then run to the other pile of crates - you are really deserving a pity. Especially of you think that evading killer for entire game, but also managing to make repairs and help other people who are getting in trouble requires much less skill than "run to object, run around object, repeat" - because even trained monkeys could do the latter.

    Don't fool yourself, you are not doing it because "it requires skill", quite the opposite - just like the infinite or swf runners, you are doing this because it's the easiest way to win and requires no skill at all, only knowledge of the maps.

  • Yes, actuall horror fans would puke at the only sight of suvivors constantly bullying the killer, and the killer playing a role of fool to enterten them while they run around the objects, and he can't even climb up on those objects.

    Just look at the pathetic survival mentality in nearby posts, for example - this one - https://forum.deadbydaylight.com/en/discussion/105992/top-exhaustion-perks#latest

    And here is the quote:

    "1) Balanced landing (the fact that dropping down a cliff is faster than normal no matter what is so good in my opinion, it creates infinites) "

    Seems like "being a loser who have to reach for cheats to win in the game" is a perfect phrase that can describe the mentality of absolute majority of survivors now, judging from what they concider "good" for the game.