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SpaceCoconut

SpaceCoconut

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SpaceCoconut
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  • He's a Bounty Hunter basically lol He broke the law, but was working with the warden to hunt down prisoners :)

    But The Outlaw does sound much cleaner :)

    I'm just going to call him Scorpion though.

  • @AChaoticKiller said:

    devs said that they are using the regular pallet break animation as a placeholder for unique animations. so probably the same amount of time as breaking a pallet.

    Neat!

  • In my opinion...

    All the women seem the same to me, with the standouts being Claudette and Jane.

    This character in particular seems like a political statement more than anything else in addition to being a seemingly stereotypical feminine tough chick in a horror flick.

    I'm still waiting for the mousy librarian lady with glasses who is obviously terrified to be in this situation but overcomes it despite her timid nature... although I suppose Claudette sort of fits this trope to a small degree.

    I feel like the guys are pretty well represented with the different movie tropes though.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101981#Comment_1101981

    Off topic.

    I respect you’re very knowledgeable on this game.

    I respect that you’re passionate about seeing this game improve.

    But have you ever gone back and re-read the majority of your input across the various platforms you are active?

    You present a public image that I suspect many, like myself, wonder why on earth you continue to play this game.

    This isn’t an attack by any means. Clearly you have reasons you continue to play the game.

    It’s just that your contributions are at odds with persisting in playing DBD.

    It’s curious, and baffling.

    Do you know who Anton Ego is?

    He has a scene in Ratatouille that I reference often on this topic.

    https://www.youtube.com/watch?v=yrT_am3rVzM


    I don't like DbD. I LOVE it. If I didn't love it, I wouldn't offer the harsh criticisms of the game, the devs, and their decisions.

    Anton's monologue at the end about being a Food Critic applies to my own position as a critic of DbD.

  • It should be a warning that I of all people am saying this.

    We really need to see the numbers in order to see if it's a balanced change or not.

    There's a lot we don't know.

    How long will it take, how long do hooks take to respawn, how many hooks can be sabo'd with toolboxes and their addons?

    Not to mention, we as killers already have the very fun Basement build with Iron Grasp, Agitation, and Mad Grit.

    It's only until tomorrow. Let's see what it feels like then... and then mock the devs for their decisions afterwards ;)

  • Please be at the Shack and other "infinite-ish" spots...

  • When I started, I mained Wraith to learn how to chase, track and outsmart survivors.

    This is all you need to learn to be good with the majority of killers.

    I main Hag because her strategic gameplay style is pretty fun, but it takes quite a bit of practice to keep up with the tactics survivors can do in response.

    The same can't be said about other killers.

  • Lol @ stunning a Terminator with a pallet.

  • Let's be honest.

    You were probably going against gray and yellow rank players this whole time... they just made it to red ranks since it's so easy now ;)

  • First ask why people don't enjoy playing killer.

    Take that feedback and actually do something about it.

    There are plenty of posts outlining reason upon reason about why people don't play killer or are quitting the game entirely.

    However, there's plenty of evidence that this kind of needed action will never come from these devs.

  • @DocFabron said:

    It could be very difficult to find out what causes these sound issues. I know its been in the game for awhile, but I still am holding on to hope that the devs will fix it.

    While this is true, I wonder why we haven't even seen any sound fixes at all. I mean any incremental changes whatsoever.

    Kind of like how Trapper needs a few changes, but we have the first simple change which is resetting traps which has been implemented without the need to implement any other changes that might not be ready or available.

    We've really only heard excuses and not much else.

  • @6yXJI0 said:

    Chase music was implemented so that survivors had a chance to escape the chase.

    Because survivors don't have enough perks to do this already, in addition to their sounds being muted (bugged) for months at a time.

  • Have you ever tried to walk through someone else in real life?

  • Welcome to DbD and the people who run it who think it's fine.

  • The ones on hooks or bleeding out on the ground.

  • @AvisDeene said:

    Demodoggy bites the head off. The character models are just not built well enough to animate it better.

    This actually isn't true.

    This is a China thing. If the game actually showed full on dismemberment the game would be banned in China... and we know how much money would be lost if that were the case.

  • @I_Face_Camp said:

    https://forum.deadbydaylight.com/en/discussion/129633/the-surprise

    I disagree. Trapper being able to arm traps on the ground is an insane change and it's really exciting for Trapper players especially

    I wouldn't say it's an insane change since you'll probably still have to pick up and reset traps that have shifted after they've trapped a survivor.

    Resetting a trap that's been disarmed will save time in some situations.

    It's good, but it's not "insane".

  • @Acesthetiic said:

    No hatchets Huntress.

    I actually thought about this after posting lol I'm ashamed of myself for missing it.

  • image.png

    New Killer: Azog

    New Survivor: Thorin

  • I don't think the penalty should be applied to gens because of obvious reasons, but invoking a penalty for being too efficient does sound like something that's already in place for killers.

    In order for something like this to be implemented, it'd have to apply to the killer as a buff.

    Nerfing survivors for doing well won't make for a fun experience.

    But if the gens pop quickly within a match, the entity could imbue the killer with a speed bonus to help them move to catch survivors, like a longer lasting bloodlust until they actually hit or down a survivor to gain some momentum.

    The idea is to give the killer more time to do their job when the gens are finished quickly. This can help them "catch up" when survivors have a good start.

    With the right idea and tuning, I think this would be a pretty interesting piece of tech.

    SWF groups would have to choose whether to rush gens or take their time to avoid giving the killer a boost.

  • What surprises me most is that so many people are surprised that the system is toothless.

  • @Brucecastro81 said:

    You have 4 Very Rare Rewards!!! Claim them now!!!!!

    Opens empty slot.

  • Like how they changed Ruin before asking why it was used so much?

  • This is where I'm at also.

    It's like a toxic relationship.

    One partner is doing as much as they can to tell the other how much they're being hurt by their actions and they simply continue to do what they think is right.

    As much as I love the game, I have a growing contempt for the dev's decisions. As such, I feel driven from the game as the killer gameplay I used to enjoy so much is taking a backseat to survivor enjoyment.

    It's not hatred or lack of love that kills a relationship. It's apathy.

    And while many people mock posters about how they're finally leaving the game, there are hundreds that move away from the game silently never to come back because they simply don't care anymore.

    Dbd gains players, and loses them at a similar rate... someday their reputation will prevent new players from coming at all.

  • Hag

    She's a strategic killer that can stop standard survivor gameplay and force them to adapt to alternate playstyles.

    Weaknesses aside, she's much more interesting to play than the standard chasing killers who are forced to run in circles following survivors.

  • I don't know about anyone else, but I'm much less interested in the next killer.

    The core gameplay problems of the game overshadow any news of new characters for me since I understand how they'll just fall victim to the current state of the game like every other killer.

    I'd be excited about news that they'd be skipping new chapter entirely to focus on a balance and bug fixes for a few months.

    Predictions for the next killer.

    Smashes through walls with a 60 second cooldown.

    Rushes like oni and billy

    115% movement

    Extremely loopable

    I want to be wrong :)

  • It made the game easier for Survivors.

    They accomplished what they set out to do in the first place.

  • Overall stale gameplay.

    I am really really really awful at shooters, but I'm having a phenomenal time in Escape from Tarkov.

    In DbD terms, I'm a very weak survivor with multiple killers at every corner. In order to survive I have to be stealthy and sometimes outsmart a killer. My aim is terrible so any kills are due to ambush tactics which aren't always profitable.

    I die WAY more often than I escape, but it's always feels like a fair loss or win.

    If I were a better player, there are several different ways I can choose to play. Defensive or agressive. I can choose to go in with no gear except an axe or go in with my favorite gear setup and create my own conditions for the match.

    My heart beats faster when I hear grass move or a soft footstep. The atmosphere is devoid of unnecessary music and can be very intense when you're straining to hear others because of the risk involved in playing the game.

    You can lose your gear.

    That small incentive is enough to create a great sense of do or die in the game. And knowing that you're a bad player one bullet away from losing your gear can create a great deal of suspense when you hear any rustling in the grass.

    Maybe it's just that it's a new game that I haven't played for a long time, but it's very easy to feel fear in Tarkov because of the risk.

    There is no real risk in DbD which means that can never really be any real fear in the game.

    This could be a video topic I talk about in the future....

  • @HYthinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/1068066#Comment_1068066

    wait u the realspace coconut??? Pls notice me senpai (just kidding). Love ur videos dude :)

    Do u enjoy my suffering trying to explain a survivor main how the game works? Pls send help ;-;

    ps: next vid when? :)

    @SpaceCoconut

    They'll never understand, so it's more for entertainment value at this point ;)

    Surprise stream today since I'm off early and Mrs Coconut is working til 7. Secret screening of tomorrow's Twitch Hunter during the stream so... today or tomorrow for the next vid depending on if you catch the stream or not ;)

    Either way, I'm glad you enjoy them :)

    Edit: The details are on my most recent Twitter post as well as the community tab on the YT channel. The stream will be on Mixer around 3pm PST since I'm off at 2 :)

  • I've been crying in Tarkov face down in the dirt...

    and having a blast lol

  • I had a suggestion before that wouldn't require extensive resources or balance changes.

    Let the gate switches appear randomly on the map the same way the hatch does.

    Let them appear when the last gen is powered and don't let players know which switch opens which gate.

    This creates an exciting endgame scenario for all players, prevents 99% switches, and allows the final gen being finished to be more of a Sudden Death situation instead of a signal that the killer has lost in most cases.

    This essentially creates a new objective "Find the gate switch" which already exists, but extends it to a frantic search throughout the map.

    It also removes the safety of the gate and forces survivors to run for their lives once the gates are opened instead of just walking out after opening the gate right next to them.

    Balancing would still be required, but not nearly as much as creating an entirely new objective.

  • I'm late to the party, but "second chance" perks are different for killers than they are for survivors.

    All 2nd chance perks for survivors enable them to achieve an outcome without the help of another survivor.

    Decisive Strike: Escape the killer's grasp. Alternative = Pallet stuns, locker stuns, flashlight saves, and breakout from another survivor come to mind.

    Unbreakable: Pick yourself up from the dying state. Alternative = Another survivor heals you

    Dead Hard: Avoid damage and gain additional distance. Alternative = Another bodyblocking survivor tanks a hit.

    Borrowed Time: Avoid a killing blow and gain additional distance. Alternative = Another bodyblocking survivor tanks a hit.

    Endgame perks aren't the same in that they don't directly help a killer gain a hit or down on a survivor the way survivor perks will directly aid the survivor in a losing position.

    NoED: Does not directly aid a killer in gaining a hit or down. Can be prevented entirely.

    Blood Warden: Does not directly aid a killer in gaining a hit or down.

    There is a distinct difference between the two roles. As such, 2nd chance perks can't be directly compared since the killer doesn't have another player to aid them in place of a perk the way survivors do.

    The killer must still play somewhat skillfully to get something out of NoED and Blood Warden. The same cannot be said for the Survivor 2nd chance perks.

  • @Jholla31 said:

    This is the best way to answer this based on how I've seen you respond in the thread, @SpaceCoconut.

    The devs have stated they intend to balance on a 2 kill 2 escape trial. This means they intend for two survivors to escape every single match, with a few exceptions.

    If this is the case, one can assume that the two highest skilled survivors in any given trial should escape. When people like No0b3, Puppers, Ayrun, and other survivor mains that essentially play the game as their primary source of income, are playing, they have an extremely high chance of being the highest skilled survivor for that particular trial. If you are the highest skilled survivor, you have a higher chance of escape. When you are the highest skilled survivor and your team is making a concerted effort to keep your streak going, that chance increases further.

    So based on the fact that the devs intend for every match to have two survivors escape, and the fact that the higher skilled you are as a survivor, the more likely you are to survive, I would say yes, the devs intend for highly skilled survivors to sometimes obtain long escape streaks.

    This makes sense.

  • @darktrix said:

    Do they streak like that all the time would be the next question, or are they only showing what they want you to see and not the dozens of other games they got killed in...just the streak they managed to pull off.

    I just don't feel taking a individual survivor streaks on youtube then asking if survivors as a whole should escape like that is a fair question.

    This is actually my question.

    But the devs have the data as to whether or not streaks like this are common or uncommon.

    If they're uncommon then oh well. If they're relatively common, then is it intended for individual survival rates to be high?

  • @leyzyman said:

    Hold up, is this the Real SpaceCoconut?

    I want to answer this sarcastically by calling myself names... but I feel like I'd get banned for insulting myself.

    But yea.

  • @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062528#Comment_1062528

    Maybe then we should be comparing 4k vs a 4 escape instead.

    The answer to this question has already been answered by the devs and doesn't answer my original question about individual player survival rates.

  • @ClickyClicky said:

    @SpaceCoconut Look at the videos though. Noob3, noob3, Ayrun....these peoples whole personality is being cocky and boasting. They’re going to make videos like that. Its the toxic survivor theme, escape tbag and boast.

    For the most part killers aren’t like that as much. The killer main streamers dont have the same kind of cocky personalities as noob3 and Ayrun or those types.

    Survivors obviously see escaping as more special than killers see the 4k. Tru3 often boasts about 4 man 5 gens when he gets it but never does videos of streams or stuff.

    Why do survivors put more importance to escape streaks than killers do 4k streaks? Maybe because its harder?

    I play both sides and I 4k more games than not. Meanwhile playing solo survivor my escape rate is extremely small.

    Plus comparing an escape to a 4k isnt really comparable. Not with hatch, and its worth pointing out noob3 had both of his streak videos before the hatch could be closed.

    A better comparison would be survivors bragging about 4 man escapes in a row. Thats the equivalent of a 4k. Where are all those videos? Does it really mean survivors are op if 1 escapes 50 games in a row but in most of those games 3 others died? Thats still a win for the killer.

    I feel like we're agreeing on the same thing, but looking at it from different angles lol

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/126947/should-survivors-be-able-to-escape-this-often

    Of course they should. Who else would buy those flashy Kekdette/Meghead/Dweet skins? And that 10$ wig subscription?

    Oh...

    Yea, this makes sense.

  • @ClickyClicky said:

    Insert video of fungoose winning a billion games in a row, or Jund with his 32 win stream with speed limiter leatherface.

    Its so ridiculous to use these videos and claim when side is op when there is plenty of videos of the other side having massive win streaks.

    Watch any of the streamers play and shock, they actually win most games as killer on any given day. Meanwhile watch noob3 on stream and his escape rate isnt THAT good.

    These are the only videos that came up when I searched "DbD 4k streak" People who aren't content creators aren't going to create content.

    Would you rather I say that the majority of survivors can escape multiple times in a row, on a much more regular basis than a killer can 4k in a row without any sort of evidence at all?

    @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062543#Comment_1062543

    You could say the exact same thing about killers. There are many streamers that have videos of 4k streaks while running meme builds. I'm sure there are many more who have not streamed that, but achieved it as well. Does that mean killers are OP? No. It is people who play way more than the average person. It is not a barometer to measure balance by.

    There is 1 as far as I know.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062528#Comment_1062528

    To only talk about one and ignore the other is an extremely biased viewpoint.

    Of course a 4k should be exceptional as it should only be an average of 2k. The fact some can get 3 or 4 almost every game shows they are intfact exceptional killer players.

    The same can be said with exceptional survivor players.

    The person may have escaped that many times in a row but how many games did 2,3 or 4 escape?

    What you don't see is how good the killer player was and with everyone being in a mixed bag there is of course a huge gap between capabilities and why these exceptional players shouldn't be used to try and say what you are.

    The reason they're being used is because they shared their evidence. I can't share evidence that doesn't exist.

    We only need to talk about one side because the devs have clearly stated the design focus for killer lethality... even for exceptional killers. This can lead into nerf discussions which we should ignore for now.

    They haven't done so for individual survivors. This is where my question lies. I'm trying to state this as clearly as I can since so many people seem to have a hard time understanding the idea.

    The other survivors in this single match are only important for the killer metric of 2k 2e, which isn't the subject.

    Their individual survival rates are the question. How often have survivors 1, 2, 3, and 4 escaped their matches? Is this their first? Or their 80th?

    The skill of the killer and the mixed bag of player skill isn't a factor in this question, but is in itself an indictment of the current state of matchmaking.

  • If things don't change, the game's reputation will prevent new players from trying it and older players will leave for a less stressful experience.

    I don't think the devs are willing to admit their faults in some aspects of the game and will continue their current course.... wherever it leads.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062557#Comment_1062557

    If that's the answer you're looking for and you're using what the devs said as a metric,you already have the answer and the point to this whole conversation just became even more mysterious.

    In regards to Killers yes.

    But the original question is directed at the Survivor role.


  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062543#Comment_1062543

    Can't wildly speculate on top of evidence that doesn't exist either.

    Very hard to prove a negative, friend. Better to keep our conversation inside of the realm of evidence.

    Who's wildly specullating? I was asking if it was possible that other survivor players who weren't content creators had escape rates similar to those of videos I shared.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062525#Comment_1062525

    But that doesn't apply to this discussion. At all.

    The question is "is okay for people to escape this often". It's perfectly reasonable to bring 4k streaks into the conversation, because you can't be okay with one without being okay with the other without being a hypocrite, period.

    Which role is easier to play has no relevance in this discussion.

    The problem, is that the game is by design balanced so a killer SHOULDN'T get a 4k each time. The devs have stated that the intended balance is 2 kill 2 escape.

    4K capability shouldn't be part of the discussion because the intended design of the game is to PREVENT a killer player from achieving a 4k on a regular basis.

    If they do, it's a rare achievement.

    Nothing has been said about individual survival rates though. This is where the core of my question lies.

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