Tactrix
Tactrix
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- Tactrix
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Comments
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@Mattie_MayhemOG said:
Don't get found first, problem solved. If you sprint to a gen right off the bat for the rush you are asking to be found quickly. Sure tunneling is no fun but at worst the other 3 people walk out with no problem, be one of those people.
But like I said they keep making perks specifically designed for you to be found, but lets say I'm not found first right? I do as many gens as I can but the second the killer gets me which at some point they always do, if they play toxic they will never let up.
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@Squirrel_Thicc said:
Well I've already spent close to $150 on this game in total so too late.
It's never too late, because if you cut them off now they'll feel it in their bottom line, which is apparently the only thing they actually care about.
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@Thrax said:
screw em play toxic. They don't care about your fun stop giving a hoot about their fun.
I'd rather everyone have fun, to me it makes a better game all around.
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@Mandy said:
It's not there due to the layout of that particular sub forum, it's also the reason we cannot move threads to bug reports.
The way it's set up as a voting option etc and an area where the post can be acknowledged or information requested etc, which is particular to the bug reporting section. Which is why you have to go to the direct category to make a thread there.
Ah ok, good to know.
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Maybe I was being unclear, I'm not looking for where on the forum the link is to a bug reporting section, I'm looking for in the NEW DISCUSSION panel why there isn't a category for it. Here I'll show you the screenshot.
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Do you want to know the real reason why they programmed pallets incorrectly? It's because of the way they programmed the hitbox in the pallet. The way it's designed right now a killer can hit the entire distance of between the pallet and until it's at a certain point in the drop it will still count as a hit. And the reason why that's the worlds dumbest way to design a drop is because it's how amateur programmers in high school design it.
The proper way to design it is like this. The block in which the pallet drops turns into a solid wall upon the action of dropping, therefore if at any point the pallet gets dropped instead of a hit going through the killer would get the sound that hitting a tree makes and their lunge is rejected. THAT is how you make it a proper action. If they make it that way, no matter who enters the action first if the action causes the pallet to drop the killer will always miss the lunge.
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@Altarf said:
And every time a zombie gets stuck on a gen, there's 10 other times it gets stuck in a corner or bit of terrain and becomes useless until Nemesis goes and manually destroys it.
Fix both, please.
Agreed, I also saw this too last game, there was a zombie standing on one of those little hills next to a chest, and it tried to walk off and got stuck on a rock.
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@Morpheus_7_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2392317#Comment_2392317
the new system works perfectly for me. have you tried not to throw them at random but with the right timing?
Yes.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2392504#Comment_2392504
I can actually confirm right now that a pallet stun will only occur once the pallet is roughly halfway through the drop animation - it does not occur at the start of the animation.
The stun will occur at that point, but the block should occur earlier, that's the whole point, the ability to hit through a pallet goes after the drop starts, which negates the ability to land a hit before the drop ends.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/2392322#Comment_2392322
wrong. it is NOT if the lunge and drop are at the same time. It is if the survivor has already dropped the pallet 50% of the way, that means halfway through the pallet drop animation. if you didnt drop the pallet at least halfway, you are going to get hit.
Ive definitely survived times i otherwise wouldve died without this update
- Wrong. And here's the direct quote from the patch notes "Stun validation has been added to the hit validator. If a Killer has a pending stun on the server, the server will reject the hit. This will be most noticeably in situations such as a Killer who is attacking at the same time a survivor is throwing a pallet, and it should reduce instances where survivors appear to take damage after stunning a Killer."
- Notice the lack of "if the pallet was dropped 50% of the way". Stop making things up that don't exist.
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@Carth said:
That means your input is getting to the server slower than the killers. The server can only know what it knows about(what the clients send it). If you throw down a pallet (you begin sending that data to the server) and the killer lunges at you, if the killers lunge gets to the server first you are going to be hit. Even if you threw the pallet 10 seconds ago, if it takes 10 seconds for the message to travel from your computer -> across networks -> to the DBD server, you will still get hit.
That's a serverside issue, which every other online game doesn't seem to have, but magically this one does. See the difference?
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@Aven_Fallen said:
Hits through Pallets were always a thing and are still a thing. If you drop the Pallet to late, you will get hit, this did not change at all.
But it was made more fair so that Killers with high Ping cannot get free Hits when they should not get them. This is checked by the Server.
However, if you are indeed to late and get hit, this was a hit that was most likely legit. (There will still be Hits which are pretty odd, but their number should be decreased)
I understand all of that, but they are hitting me after I drop it as they start to lunge, that was the specific issue that this update was suppose to resolve. If the killer lunges at the same time as the pallet drops the default is now suppose to go to the survivor, instead its still going to the killer.
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@Phasmamain said:
You’re supposed to be hit through pallets of the killer is close enough. That’s how it works. This just mad it happen less when it shouldn’t
I know that, except it didn't make it less, they don't even start to lunge and I drop the pallet and still get hit. So the priority that they set doesn't work.
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@sharkster13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2390456#Comment_2390456
No, this is how it's supposed to work. When she's crouching you are not in a chase and the timer resumes, only when you hear the terror radius that's when you're in a chase. She can stealth and crouch you the entire match and your trap will continue to tick. The most annoying tech is that she can follow you from Jigsaw box to Jigsaw box and if she determines that one box has the key, she can crouch in front of the box and you are helpless cause you can't search the box.
If that's not the most broken piece of garbage ever, I don't know what is. That is the literal definition of toxic gameplay, and of course the devs wouldn't care. Why try to make this game good when they can instead keep releasing garbage.
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@ChurchofPig said:
Pig's traps have always stopped while in a chase and keeps going out of a chase.
Except this one was going while being in chase. This pig was not even 10 meters behind me stalking and the trap kept going.
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@Dodgingbears said:
https://forum.deadbydaylight.com/en/discussion/comment/2373492#Comment_2373492
You do not understand, programmatically, what you are saying.
I do understand what you're saying, you're just wrong.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2371128#Comment_2371128
That's not physically possible. Your hitbox is a pill, her attack is a cone, both have to touch in order to get hit. If she was facing away from you it wouldn't hit.
And yet, I got hit, which is why this thread now exists.
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@Dodgingbears said:
https://forum.deadbydaylight.com/en/discussion/267064/hitboxes-are-garbage-in-this-game
Youre confused. Hitboxes are a bit iffy in this game for sure, but what you are talking about is latency.
No, latency is when she swings then I run past her and get hit later, she swung after I was already way past her and I still got hit, that's hitboxes NOT latency.
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@Dino7281 said:
Well, if you play on PC with Nvidia graphics card, then you can just use Nvidia filters...
That's what I do, but the thing is not everyone has those, and it seems like a strange thing to have to have in order to make the game playable.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/267064/hitboxes-are-garbage-in-this-game
So killer attacks are actually hit cones. The dbd models have a hit capsule(3d pill shape) that is a bit bigger than the actual model within. So if you moved to side then you were still in the cone according the hit registration's calculations.
And that is exactly the issue, they need to clean up hitboxes in this game, it's not rocket science, every other game for the last decade has done it, and they have nowhere near the budget of this one.
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@TragicSolitude said:
The game absolutely needs a built-in calibrator for brightness/gamma settings. The maps are darker on the PS4 than they are on PC. And the maps are debilitatingly darker on the Switch than they are on the PS4. There's no way to fix it on the Switch, either. My friend and I have an incredibly difficult time navigating the maps when we play on Switch. WE CAN'T DISCERN WALLS.
The game looks different on different platforms. It's not a consistent experience. Consoles at least need something to help calibrate the brightness/contrast/gamma. Consoles have enough issues, we don't need to be literally blind on top of it.
Agreed!
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@Jago said:
It does not matter.
Look at console players. We cant even modify the game quality "low med high ultra", and those parameters do a lot with brightness already.
Saying that a luminosity filter matters is bad understanding of balance or/and hypocrisy.
People play with mods that change killer items color to pink and anything they want to costumize to have easier games, stretch res users are common on PC, and you can't see a luminosity slider being available ? Lol. Please stop the "its for balance" argument. This game is not and will never be balanced.
I didn't say it was for balance, I said it was for visibility. Learning how to read matters.
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@MyNamePete said:
It definitely does matter, not to accuse you of cheating or anything but increasing the brightness like that can give an unfair advantage. Hence why there's no custom graphics settings or brightness slider.
It's not an unfair advantage to be able to see, it's unfair game to not be able to see when the devs can't figure out how to not make corners stick out to make people stuck on them. It's not even remotely cheating.
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@Laluzi said:
I'm pretty sure that's intentional. Turning up the brightness is a direct buff to killers (and survivors versing stealth killers - ever tried playing Ghostface on Coldwind?), as it makes survivors stand out much more and diminishes the ability to hide by crouching in shadows, bushes, and corners.
No, I play killers too, getting stuck on garbage corners because you can't see them doesn't help, and it absolutely doesn't make the survivors stand out if anything it helps hide them.
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I see a lot of people saying that latency was the issue, and there are many instances where that's the case, however in this one it wasn't because I checked we weren't dropping frames, no one was moving weirdly. She wasn't getting special hits after lunging or anything. And this wasn't a case of where the animation ended and then we dropped. This was 100% a hitbox issue, she swung in a direction that was nowhere near me and still hit me, this wasn't latency, this was bad hitbox orientation.
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@LegionOfDumb said:
Because if you weren't here for the event, you're screwed out of getting an achievement.
That's not a new concept, there are A LOT of games that have achievements that are time sensitive.
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@Kalmorph said:
I don't quite see an issue here, or rather, if there's a problem for both sides, isn't it balanced then?
Balanced means both sides enjoy something, not both sides hate it.
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@gilgamer said:
Yeah this map translated horribly from RE2 to DBD I think doing a faithful replication was the wrong move, cause currently this maps an instant dc from me.
Agreed, there's no aspect of it that was done correctly. It's just not a fun map for either side.
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@GannTM said:
Well in RE 2, the police station wasn’t the whole game because there was the sewers and NEST to explore as well but I get what you mean. The police station was MOST of the game. I like the suggestion of it having two variations.
Right, but you know what I mean, they built an entire game around that map, it stands to reason it might be just a tad too big for 1 level.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2323294#Comment_2323294
Consider running the killer to the other players. There's a pretty good chance that they'll start chasing the other person if they couldn't touch you at all. It gives you a chance to relax on the gen and them a chance to flee for awhile.
That's bad playing, I would never intentionally run the killer to the people who are doing gens and trying to get us out of the game, the entire point is to get the killer as far away from them as possible so they can do as much of the gen as possible before they get chased off the gen. Besides my complaint isn't that they get as many points as I get, my complaint is that they get wildly more points than I get for doing a hell of a lot less. Because when it comes down to it running around, looping, takes skill, sitting in 1 spot and pressing space occasionally takes no skill.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2323387#Comment_2323387
Yeah, and to cap it all, apparently I said it was "gaming as intended", which is literally trying to quote me on something I didn't say. I would understand if quotation marks hadn't been used, but they were, so that really is trying to make it sound like I said that.
Actually gaming as intended is quoting the DEVS, not you, but please continue to tell me what I meant. It's so riveting. Despite the delusion that the world revolves around you, this subject does not.
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@ThiccBudhha said:
Yeah, kind of weird that they don't reward being chased more. But at the same time, not rewarding generators is also bad. People should be doing the main objective.
Yea except the main objective in this game is sitting in the same spot for 90 seconds straight, let's agree that should be changed completely, because I don't know anyone who considers being a generator "fun".
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2322817#Comment_2322817
Haven't played killer in about a week.
Edit: Also, don't put words in people's mouths.
I didn't put words into other peoples mouths, you literally said I was bullying a killer by looping, don't try to pawn off your opinions on me. You said it now deal with it.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2322822#Comment_2322822
Survivors have a wide variety of things they CAN do. But if you play well, you only ever do one thing. Killers HAVE to do everything. No matter how well they play, they don't have the luxury of holding W or M1. The game is built in such a way that killers MUST be actively engaging in every part of the game or they lose, which is why they get so many points (comparatively).
Survivors, on the other hand, are not built in such a way that they are obligated to perform a variety of actions. One survivor could fix all the generators by themselves. One survivor could loop the killer by themselves. If you're playing well enough, you never even NEED to save or heal. So, a perfect survivor game often means maxing Survival and whatever task you were doing, without engaging in either of the other two parts of being a survivor.
I'm talking about forcing survivors to do other things. If you have to hunt for totems, you're getting Boldness points. If chasing survivors off of generators means the gens start going backwards, the killer is incentivized to give all the survivors chase points, even if they're on Gen Duty. Giving the killer a good reason to break off from chasing the designated Looper also means the looper either gets Altruism points by rescuing and healing their less talented partners, or objective points when they switch from looping to working on Gens.
Survivors shouldn't get maximum points just because they wildly outclass the killer they get matched against. I don't care if you're passively holding M1 on a generator or you loop so good you never even get touched: if you're not doing a little bit of everything, you aren't being challenged enough to deserve full points.
The problem with that is that if you're being chased you don't have the OPTION of doing a little bit of everything, you can do only what you can do, which in most cases is loop until they either leave you or down you. Now it would be nice if we lived in a game where we were afforded the ability to do everything while being hunted, but that's not the reality of the situation. The other survivors who aren't being chased have the prerogative of doing anything they want, but the one being chased doesn't have that option.
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oh, well that should be clarified somewhere.
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@Mandy said:
This issue should now be resolved - but you will need to restart your game.
The issue has not been resolved, I just escape with crown as leon and got nothing. And I restarted the game right after to check and still nothing.
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@Adjatha said:
Boy, if only there was some way to make games slower, more dynamic, and dangerous enough that survivors have to switch between who the killer chases so that everybody has a chance to work on gens, rescue people, heal others, search for chests/totems, and get chased by the killer.
Oh wait, they nerfed Ruin/Undying (and people STILL complain about it). Oh well!
But, you know, it's so unfair that those 5 minute games don't grant everybody maximum points.
######### are you even talking about, this thread is about the disparity between actively playing the game and getting less points than people who do nothing all game.
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@MadLordJack said:
Actually, in that scenario they can only get up to 8k BP, and you were essentially bullying a baby killer which doesn't take much effort because, you know, 5 minutes.
Bullying? So let me get this straight, when I get tunneled, camped, and slugged it's "gaming as intended", but god forbid I can actually loop a killer around all game that's "bullying"? Yea killer main detected.
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The real way to fix the grind is for them to not reset your perks upon prestiging. If you keep leveling up your perks through out ever P without reset you still won't have them all to rank 3 by the time the 150 levels is done.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2299776#Comment_2299776
That doesn't mean you are being punished though.
It does, because it means that if you and I play and we both spend 15min in a game, and I'm a survivor and you're the killer, I get 20k and you get 32k, which means I as a survivor am getting punished for spending the literal same amount of time in the game. Which means I have spend an average of 1/3 more time as a survivor than a killer to get leveled up.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2299780#Comment_2299780
Well so many times happened for me. 2 example i can give you:
I killed everyone with Myers (I used him infinite & mori add-ons) and i lost pip for that.
Another game, i was Leatherface. Everyone down in minute. I got only 4 hooks and i lost pip.
This speaks to a TERRIBLE pattern of scoring in this game. It needs to be fixed. Good playing should never be penalized. What they're basically saying with this terrible scoring system is "we want you to play this very specific way, and if you don't we're gonna repeatedly penalize you for it."
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@Northener1907 said:
That is same for killers. Sometimes i am killing everyone so fast. Because survivors were so bad. I am depiping for that.
I've never depipped for getting a 4k, no idea how you're depipping from a 4k. Unless what you're saying is you got an instant 4k and never had a chance to even get double hooks or chases, which is also ridiculous, and should be fixed. What I'm saying is that BP shouldn't be based on how many hooks you can hook or unhook in any given game. It should be based on how many you can hook and unhook in that particular game. Because if you 4k survivors right off the bat you shouldn't be depipping for it, it's a stupid way for punishing good killers.
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@Ecstasy said:
https://forum.deadbydaylight.com/en/discussion/260145/why-are-survivors-being-punished
Play both sides of the game you dullard.
I do, it's not unreasonable to ask for BP to be balanced, killers while having the much easier job of chasing and killing survivors are walking away with at least 10k even on bad games, survivors at their best will still never get as much BP as a killer would. Nothing about that is even.
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@Yords said:
When you put it that way, why in the world are you not playing killer?
I do play killer, I play both survivor and killer, and on killer I generally never walk away with less than 20k BP a game. As where on a survivor if I do EVERYTHING correctly I still only get 28k, and if I do anything else I get quite a bit south of 20k.
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@Orion said:
MMR is on the way.
- things said by BHVR 5 years ago
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@GannTM said:
Survivor que times would be so much longer if they had a better chance to get max bloodpoints.
My understanding is that there isn't a lack of survivors in this game, just a lack of killers.
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@Kebek said:
It's asymetrical logic, not saying I like emblems or BPs it this way but survivors and killers are completely different roles with different control over pacing of the match.
The problem is easily fixed though if the algorithm for calculating BP is based on how many hooks were available to unhook rather then "well in theory if the killer doesn't suck you should have at least 8 hooks to unhook", and then he doesn't hook anyone and we get screwed out of like 10k points for no reason.
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@BloodMoneyMerc said:
Another reason why they need to skip a chapter or two to focus on game health. Ever since they reworked the Asylum they’ve been having issues with new content they are releasing not working right. Whether it be maps, killer abilities, or desync/bug issues, something is always getting messed up and it tends to be a very bad issue that’s becoming more and more frequent.
It's because their devs don't know how to code, they never have. So what you're seeing is the product of years of spaghetti code. What they need is to hire 1 decent dev that can train the rest how to properly code this game and then move the entire game to an upgraded engine.
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@Jivetalkin13 said:
They haven't given an official time when it will be reenabled. They want to make sure that whatever issue was causing people to crash is fixed before doing that. Based on the Hotfix coming out tomorrow it's possible that's when it will come out, however it might not. We'll all just have to be patient.
Patience is what I imagine the next killer will be.
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@AmericanBadass said:
We need zombie jill and carlos.
https://us.v-cdn.net/6030815/uploads/D38SC2EZ147P/picsart-06-19-08-29-10.jpg
yes, very much so YES!
