SpaceCoconut
SpaceCoconut
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Comments
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@thesuicidefox said:
"This mechanic punishes that efficacy and I don't think it's a good thing."
Actually it doesn't punish anything. You aren't being punished for doing the objective faster, it merely becomes harder and harder to do as you do it faster. This means you can still do it, but it will only work if you are good at the game. It's adding more skill to a rather skill-less objective.
I can see your point, but what I mean by punishment is that you're making things harder as they do well which is just a different PoV to how you think of it.
I can also see the value of forcing survivors to put more focus on the generators rather than looking around for the killer.
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It looks like your suggestion is meant to prevent or hinder the "gen rush" but that situation is simply survivors being efficient at their only objective.
This mechanic punishes that efficacy and I don't think it's a good thing.
An additional objective might be needed, but maybe it should be unrelated to the generators.
I had a thought months ago and I wondered what if the gate switches spawned randomly on the map like the hatch does.
Think about how the endgame might change with that situation :)
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I did a perk study on this perk a few months ago, I think that many people agree that many perks only need a small tweak to be "good" and still won't be overpowered.
https://youtu.be/9MSyZP2oJr4 -
Actually, he might have been the perfect camoflaged killer.
In the original movie, the killer(s) were in plain sight the whole time. What if his power would have been to remove the costume to match the appearance of a survivor in the match?
This could work similar to the wraith's cloak.
But then he'd just be a different wraith so maybe not.
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Skyrim or City of Heroes while I'm waiting for Pantheon: Rise of the Fallen and I may spend the next 10 years playing that if its good.
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@Seanzu said:
I see this comment tugged some heart strings, don't worry sweetie, once you stop complaining and move on you'll be happier ❤️
Forum went live like over a year ago now, uh oh, 6 comments a day, what a load of time I've wasted!
Please don't call me sweetie. We all know you do so in a condescending manner and it is not intended as a term of endearment. I personally don't appreciate it especially when I didn't say anything to deserve that from you.
I didn't say anything about time wasted, just that you spend more time on the forums than the majority of people you complain about.
If anyone should stop complaining it should probably be you. Complaining about other people complaining is probably a step lower than complaining about the game.
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@Seanzu said:
My favourites are the people who spend more time on the forums complaining about the game than playing it.
And then all they do is complain and ######### talk the Devs instead of finding something they do like to play.
How do you access the playtime of other players through the forums? I'm interested in that trick.
Or
Says the guy with 2.3k posts.
Or
Some people work and can access the forums at their place of work and only play a few matches a night due to other responsibilities.
Take your pick.
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Yet.
There's plenty of room for competition and after several other attempts have failed, I believe developers will be able to eventually make a decent competitor to dbd.
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@ClogWench said:
No one's gonna opt in to it and it'll kill the player base. SWF really isn't that huge of an issue, not as much as people make it out to be. The problem lies in the skill cap between killers and survivors. Often times the group's you get bullying you in SWF could just as easily do it without verbal communication.
Kill the playerbase indeed...
If you want to use the flawed data provided by the devs themselves, even allowing killers to opt out of 4 or 3-man groups would be enough to ease the pain of going against a relatively coordinated SWF and it wouldn't kill the playerbase.
The problem isn't just the skill gap between players though. Even decent coordination between survivors is enough to decimate a good killer, and the level of coordination needed to do so is achievable even with a group of 4 solo survivors.
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Rather than aura blindness, why not increase the vfx on the survivor's side when sick?
True blindness :)
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The time cost for Iridescent shards is completely ridiculous, but the reason for that is to get people to buy Auric Cells instead of grinding for cosmetics.
There's no way they'd make Iri shards exchangeable for bloodpoints because then no one would buy Auric Cells except to buy the cosmetics that are only available with them. And even then, there's a chance that people would just wait for them to be obtainable with shards.
But, these systems they have set up should definitely be eased up by a lot. The grind for perks and shards is too much right now.
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Well, the devs did say they were working with the hair engine... Elvira's would be pretty amazing lol Tallest survivor?
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I would LOVE to play Trapper, Plague and Clown or practicing with Nurse... but losing isn't fun so I end up feeling forced to play as my better killers Hag & Spirit.
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I thought I saw one in crayon :)
As long as you can convey your concept clearly I don't think the quality of art will be taken into account.
Although I'm worried too since the most popular submission is one that is of very high artistic quality...
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You're probably doing too good of a job at killing survivors...
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Mostly with Spirit lol
I think I'm being clever... It turns out I'm not :D
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/507058#Comment_507058
Players: We need stats to determine what side needs love!
Also players: “Stats mean nothing.”
The numbers they provide are deliberately misleading.
Businesses consistently use "statistics" in such a way to make their point appear to be more valid. They do this by omitting specific information.
The stats provided by the dbd devs are consistently sparse on the details such as the sample size and which instances of an event are counted towards an overall count.
As an example, DCs counting as kills, and how many of those sacrificed were 1-hooked and killed themselves on the hook as another.
Blindly accepting the stats provided without access to the pure data or an honest release of the details of a statistic is not a good practice to have in your life.
But if it is, I suggest subscribing to my channel and watching my videos on a daily basis. 100% of viewers are happier after watching one of my videos :)
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Give them a stun or a heavy Hindered effect when they vomit, give them exhaustion when sick.
They shouldn't be able to run at full speed when in that kind of physical condition.
Make skill checks more common and increasingly difficult as the sickness progresses removing the "good" section entirely when a survivor is broken at full sickness.
Fixed.
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It sounds like you have issues with several core gameplay mechanics... I have a few on my list as well, loops, number of pallets, survivor objectives being too easy (gen rush)
These issues will NEVER be resolved. It's a problem with the core gameplay mechanics of dbd and the devs are in too deep to change it.
Any and all "fixes" to core gameplay mechanics are going to be sold to us in the form of DLCs as perks.
It's not a matter of git gud, it's a matter of blame the devs for digging this hole.
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To remove the predatory nature of the Rift, they would need to do a few things.
~Remove the free path
~Allow the rewards from the pass to be purchasable in the store after the season ends for iri shards or Allow the battle pass to remain in effect until the player completes it.
~Allow the battlepasses to be purchasable in the store after their season has ended for those who missed them.
These three things are what triggers a specific psychological anxiety disorder which the Rift is specifically designed to create. The devs designed it this way to drive sales by taking advantage of this anxiety.
Removing them removes this deliberate psychological trigger and brings the product closer into consumer friendly territory.
This will allow us to have more control over when to purchase these items instead of feeling pressure to do so before they are no longer available.
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Did you really expect anything else?
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@Joao_Bandicoot @Milo We also didn't have to pay to access the Hallowed Blight.
I suppose that's what we can compare the rifts to. A paid holiday event where the cosmetics aren't available afterwards.
Still predatory imo, but that seems like an accurate summation of the rift.
I wonder how buggy they'll be...
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I've had survivors camp the gates and wait for the hatch to close then open the gate to escape.
Adapt and try something different.
If the killer can close the hatch and guess which gate you went to to stop you from opening it they have outplayed you and deserve the 4k.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/501608#Comment_501608
I think they said it was buyable with Iridescent Shards. Correct me if I'm wrong.
I wasn't able to watch the stream in its entirety because of work so it might be. I'll take a closer look tonight for a discussion video later.
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If the tome in its entirety; narrative, rewards, challenges etc (including the Rift) was a paid item that was available in the store indefinitely I'd pay around 15 - 25 for it.
This is inline with an online subscription to most MMOs that present this kind of content through expansions.
For a predatory battlepass system a fair price might be the industry standard of $5-$10. To be more fair, it should be available with iridescent shards for an amount that is easily grindable within the 3-month time frame they mentioned.
Anything higher than that is greed and an indication for the future development of DbD.
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This perk is going to be interesting on New Freddy with his ability to teleport to gens, he can simply choose the gens that are being worked on and go from there.
Imagine pairing that with pop goes the weasel to instantly regress the gen that they've been working on.
The teleport warning is kind of lame, but the setup could be very powerful for slowing gen progression.
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They're also forgetting about the maps that are very open where he may never have a chance to sneak up on the survivors.
Or SWF groups who dedicate someone who's good at looping to follow the ghost around so he'll never have a chance to be sneaky.
When the ghost goes to take that survivor out they engage hyper-loop mode and gens will be finished within a short period of time.
I think he'll end up being similar to myers where the stalk meter will be filled to 99% and then activated when the hit is guaranteed.
Then he'll be nerfed.
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@YouGotMeHooked said:
The community begs the devs to implement something new to grind for, and as soon as they announce something new to grind for, everyone turns into selfish crybabies.
The Archives are free and amazing.
The Rift is paid and predatory.
There's a difference between the two you might want to consider before you troll some more.
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@Mister_xD said:
please explain how the battlepass would be something bad though.
its not pay2win, like they stated, its purely for cosmetics (no ninja survivor cosmetics) and it will give players a reason to play more frequently.
on top of that, you also get free cosmetics, just for participating! you can get more for paying something, but you would still be able to grind at least some of those cosmetics for free, which in my ears sounds really good.
the devs do not force you to put any money into this.
and dont worry, this game will not turn into fortnite, just because they have a battlepass now.
the devs also need to pay their bills, you know?
The system creates a psychological anxiety disorder called "Fear of Missing Out" and takes advantage of it.
They goods presented are irrelevant, it's their presentation that's the issue. I need to watch the section again, but from what I understand the battle pass will be available for 3 months.
If you fail to complete all the tasks to earn the cosmetic you paid for you will be unable to acquire it. The items available in the pass will no longer be available when the pass is over so if you miss out or fail you miss out on the cosmetics forever.
This anxiety is what the system preys upon to drive sales higher than they would be normally.
This is the very definition of a predatory monetization system.
It's easy to say don't buy it or it's your fault for buying it or not having the self control to not buy it, but that's not the issue either.
BHVR as a company is taking advantage of people like this (myself included) and that's the problem.
https://youtu.be/EfSZY4dAdQUHere's a follow up video that actually was pretty close to what the archives are...
https://youtu.be/cEUoQRTeEck -
I'm skeptical on how he will be over all but...the perk from the ghost that locks down gens not being worked on will be amazing on him.
Down someone, pick up and hook them and you can see which gens survivors are on and then teleport to it.
I don't like that the survivors get a warning when he's teleporting to a gen, but what can you do...
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@BBQnDemogorgon said:
@SpaceCoconut Can we expect a reaction video today/tomorrow? 🤔
I have another Twitch hunt scheduled tomorrow (same guy twice in a row) and a double hag video talking about flashlights and being tryhard.
I want to take a closer look at the battlepass graphic when I get home to see if there are any other indications on the matter. I'll also watch that section tonight to make sure I get my assumptions in-line.
I would like to discuss it... but it might turn into a rant lol
I appreciate that you're interested in my thoughts on the matter, thanks @Bbbrian2013
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I GUARANTEE that the purpose of the survey was to estimate how many people would purchase the battle passes and how many people wouldn't. They might have also estimated a % of players who would leave the game out of those who wouldn't pay.
They took this information to solidify the monetization of the pass and to determine the price point for it.
It was ALWAYS going to be in the game.
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@Tucking_Friggered said:
https://forum.deadbydaylight.com/en/discussion/comment/490399#Comment_490399
For something to be considered moral/immoral requires whatever is in question to affect all humans equally. Murder as an example is morally reprehensible because it can affect all humans equally.
When an outlier is affected do to its own choices it is not a moral issue. You could make this argument for absolutely anything. A blender could be labeled an immoral product because somewhere on earth is a mentally unstable person who will intentionally stick their fingers in said blender to harm themselves.
I wouldn't say murder affects all humans equally.
If a murderer attacked one person and this person had no relation to you whatsoever and you had no knowledge of this person's existence, the effect would be less for you than it would be for that person's immediate family.
Older people are consistently taken advantage of by scammers of various types because they don't know they're being taken advantage of.
Is it the fault of the older people not knowing better? Maybe, but the morality lies in the scammer's choice to take advantage of that lack of knowledge.
It's a stretch, but the same can be said for battle passes and similar micro transactions.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/493956#Comment_493956
"So I guess you meant to say that you have enough time to play dbd enough to earn that many shards."
No, that's not what I'm saying.
What I am saying is that the amount of shards people gain per hour compared to how much it costs for each purchase is extremely lenient.
This depends on how many hours/matches it takes to complete a devotion level in addition to how many levels are needed to make one purchase.
It's not the same for everyone.
If a match lasts 12 minutes on average not including spending bloodpoints, choosing perks, or waiting in lobbies a player can get 5 matches in an hour.
As a personal example, the Hag Gold & Silk cosmetic set I'm saving for costs 21,600 iri shards in total.
According to the iri shard chart on the dbd wiki it will take 217 matches to get to level 49 and gain a total of 9,920 iri shards. This would leave me with a remaining 11,680 iri shards to earn.
Levels 50-100 award 300 shards each so I would need 39 levels to meet my goal of 21,600 shards.
According to the chart it would take 362 matches to get from 50 - 100 meaning each level takes 7.24 matches to complete.
39 x 7.24 = 282 matches to reach the goal from level 49 making the total matches around 499.36 matches to grind out the shards from 0 to 21,600.
(499 x 12) / 60 = 99.8 hours or 4.16 days to grind a single rare cosmetic set. Or 33.27 hours for each of the 3 pieces in a set.
This is in one sitting, not counting time outside of a match or away from the game.
A person working a lower income job might make around $10 an hour which is roughly the same cost as the cosmetic in auric cells.
I'd hardly call this "extremely lenient" if my math is right.
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@Blueberry said:
The devs are way nicer than they should be with how much they offer from game time alone. The shards come so easy that I'm able to buy every chapter for free and lots of cosmetics here and there.
Gaining shards is the same difficulty for everyone in the game.
The difference between players is the amount of time they can afford to play the game.
The grind for shards is longer for those without as much spare time to play dbd since their playtime is limited.
So I guess you meant to say that you have enough time to play dbd enough to earn that many shards.
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It'd be a nice reward for people that played this game that much.
Remember the sparkles on the survivors during the Lunar event?
What if survivors gained that sparkle as a legacy 2.0 reward and killers obtained something like the black smokey aura that appears around hooks?
I have every killer at P3 50 and 6 of them max perks, Trapper, Huntress, Wraith, Hag, Spirit, and Freddy (Just in time for his rework!)
If they changed the grind again to make it easier it'd be nice for players to get something for their effort into the game before the change.
It'd be nice, but it probably won't happen.
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I stopped buying cosmetics with shards when they announced that killers could be bought with shards.
Cosmetics aren't worth nearly as much as a character so that's what I spent my shards on. I save for the months between releases and buy the killer rather than the dlc since I only play Killer.
I currently have 22k shards from doing this. Enough to buy the next shard killer and splurge a little on the new hag cosmetic after I grind 5k more.
New content such as chapters shouldn't be freely given. The grind is rough, but only if you spend shards on cosmetics, but it takes months and thousands of work hours to complete a new dlc.
This shouldn't be completely free.
Licensed dlc can never be free since the owner of the license probably gets a cut from the sales.
The era of free chapters was over when BHVR hired more people to create more content and expand their company to include other game developments.
They need revenue to be able to accomplish these goals.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/492897#Comment_492897
Really? Holding hostage?
Which laws does a Battle Pass break, exactly? Give me specific laws, not just generalized statements.
Holding hostage is a bit of a stretch, but as for laws being broken...
They're currently being written and bills are being submitted to various governments. While the focus is on loot boxes and "gambling" the other part of those bills talk about "predatory micro-transactions" which a battle pass can fall under depending on how it's designed and which players are affected such as younger children.
In the end it will depend on if the laws being written will encompass battle passes or not in the future.
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I'd watch gameplay of all the killers you're thinking about and then decide by going off that.
Depending on how you play I'd suggest Spirit over Hag, unless you like to play strategically then Hag over Spirit :)
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They're probably just going to wait until after the anniversary to test what they were going to test.
Or the thing that the test was for was put on hold or cancelled.
Overall it's not too big of a deal. I am very curious what it was about though.
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The fountains heal you to full.
Cleanse before the last gen is done and you won't have to worry about it.
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@Vlieger said:
https://forum.deadbydaylight.com/en/discussion/comment/490727#Comment_490727
Oh boy comparing sports to video games. Ok lets do this.
So you say "no other game in the world does this arbitrary break-down" But in sports are players stats not broken down, tracked, and judged? These stats determine how valuable a player was to the team effort of winning or losing the game.
Players in sports are also paid based on their skills. Yes the skills translate over to a W-L ratio, but it is their actual stats/skills at the game that make them valuable to obtaining the "objective" of winning or losing.
I don't necessarily disagree with you that the Emblem/Ranking system in DBD is poorly correlated, but your comparisons are just a poor example and don't actually address why the ranking system is bad.
Do player's stats directly determine whether a team wins or loses while a match is in motion?
If a player's score says they throw a ball 5 times, but throw it 3 times are they punished for it in the score of a game?
Your rebuttal doesn't really fit the topic. It's kind of a stretch.
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I like the idea in theory, but it might lead to even more instances of toxicity towards content creators by people who just like doing that to people.
They'd probably increase the toxicity if they think they have an audience.
But I genuinely like the idea of it.
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I've heard that Lobby wait times get pretty bad...
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They mention Drama and Cries so there could be an announcement about something that has caused many forum posts to be deleted today ;)
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I've completely maxed him out because I want to be able to experiment with various perks when he's rereleased.
All my killers are p3 because I'm that type of person lol
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The killers that have some built-in mindgames or don't have to mindlessly chase after survivors.
Hag, Spirit, Huntress, Spooky Myers, Pill bottle Freddy, and Trapper if his power had some QoL changes are my favorite killers.
Every other killer plays the same.
They simply chase survivors in order to down them which is really boring to me. Especially when you take pallets, loops, and vaults into consideration.
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The values are on the wiki. You have to go to the specific addon's page. It doesn't list the values on the killer's page.
I've been using it to check math on all of the addons for the new hag guide I'm writing ;)
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This push can also be evidenced by the apparent questions about a battlepass for dbd.
Whether or not the leaks in reddit are real or not, the question in the survey is and shows that they're looking for more ways to "fleece the sheep" which is us as the players.
Their priority is money. Which is fine, but quality and player satisfaction is a distant second and third.
I believe we'll continue to see the most despised revenue models being shoehorned into dbd in the future and 2019 will be the beginning of the end for dbd.
Hopefully I'm wrong and the devs begin to prioritize quality, balance, and long requested features rather than following trends that are just as predatory as their cosmetics pricing.
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They're trying to fix the problem by using the most simple solutions they can, but they don't seem to understand that totems and their cleansing need to be looked at and revamped with a more in-depth solution than just spawning solutions.
NoED is a better hex perk because you have to cleanse 5 totems to remove the perk. All other hex perks require survivors to cleanse 1 totem to remove the perk. Haunted Grounds was a proposed solution by the community and they sold it to us as another hex perk instead of implementing a version of it as a totem mechanic.
Most hexes ARE a wasted slot.
