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Terro
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@Kolonite said:
I’ve seen multiple times the change is due to future addition they have planned that clashed with the old hud. Could be BS tho
The problem with the old HUD wasn't a layout issue. It was an implementation issue cuz they hardcoded everything together into a single Gui. That meant making changes and additions was difficult. So they separated everything in the back end but then decided to separate everything on the front end as well.
I don't know why they had to separate things on the front end other than when they made the game they screwed things up royally on the backend as well as the frontend and it would take too much time and effort to fix. They just slapped on more individual Gui's and called it modular. Then they couldn't format the individual Gui's so close together so they separated them far apart... This is speculation but it's exactly what I've done in the past on half assed university projects.
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@The_Bootie_Gorgon said:
I'll try to remember to fire up DBD on my ps4 to look for this achievement and see what the percentage is on ps4 way back when...unless someone else has it at the ready...
Consoles don't have the achievement. For some reason only PC has these. I looked it up cuz I was curious.
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@BioX said:
Whiney insecure survivors are the only once to blame...well them and the devs who listened..
They demanded it be made easier to pip as survivor meaning all survivors are in the red ranks while killers have to work much harder meaning they stay a bit lower and the matchmaking still wants to match based on rank
Well for now at least ,mmr is suppose to fix it
If you look at the percentages there's a ratio of 1 possible killer for every 2 possible survivors at high ranks (ignoring the ideas that ppl have quit, have both achievements, or regressed in rank). Looking at the achievements also shows there's more possible survivors at middle ranks. There isn't much middle ground for killer. It's either reds or low ranks. This does help explain the rainbow ranks.
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@Yamaoka said:
Only 5% hit rank 5 as killer? I'm confused. Why is that number so low? I thought everyone was red rank these days
How many % got Rank 1 as killer according to steam ?
3.9%.
@Gay_Police_Dept said:
Dude, that happens in many games. People who play the game and leave usually outnumber the people who stays.
That doesn't mean anything.
They still provide an upper bound of possible players at certain ranks. For example, there's more possible rank 1 survivors than all red rank killers. Although with crossplay on you'd still have to assume more things.
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Maybe it's holding the game hostage... Depends on the circumstances.
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@FFirebrandd said:
I don't necessarily think its a "Killer is no fun" problem.
Let me explain.
When I started out on Killer, the Killer queues were actually significantly longer than the Survivor ones. Funnily enough a friend of mine ended up back at rank 20 Killer because he hadn't played in quite a while and it was the same way. Rank 20 Killer queues are actually kind of painful.
Why?
Because the basics of Killer are much simpler than the basics of Survivor. Chase them, hit them, down them, hook them, find the next Survivor and repeat. Beginning Survivors on the other hand have no idea that looping is a thing, are bad at spotting windows and pallets mid chase, miss skill checks, and have a tendency to play very inefficiently. Throw together a game where legitimately everyone has only played the tutorial... the Killer will probably win.
Now, fast forward some... both sides are starting to get better and are starting to get teachables. Skill wise, Survivors have at least 4 different vectors to improve on that I mentioned in the previous paragraph. Killers have less ways to get better. Mostly mind gaming and moonwalking but attempting to learn those skills will make you worse before you get the hang of it. To make matters worse, Survivors can acquire nearly a full meta build (minus DS) by just maxing Meg and Bill. Killers simply cannot get a fantastic build by only investing Bloodpoints.
Those differences represent a massive difficulty spike for killer players with a bit of experience but not much. Honestly I suspect most don't force their way past it.
What does this result in? Well, 2 things. First a shortage of Killer players unless you're in Brown Ranks, and... the vast majority of Killers you run into will either be rank 15-17 Killers who are obviously not great yet or red rank vets with hundreds of Killer hours that have gotten the skills and perks necessary to pretty consistently wreck Survivors again and almost never will you get a killer in between those two extremes.
I think it depends on the killer. I've seen a lot of streamers and even a few friends struggle to figure out how killer is played. They struggle to find survivors and even struggle to chase them without losing the survivors. They don't even use their m1 very well let alone their killer powers. When they play survivor they struggle to find gens... But they manage to "loop" a bit. Although, I use the term loop loosely here.
Also, basement seems to be the bane of any new player. When they play killer they'll struggle to find the way down and the survivor Wiggles free. As survivor they can't find the way down and even when they do they struggle to deal with the killer.
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There are 2 counters to ruin... Do the gen or do the bones.
As for a rework:
How about we make it not a hex. Then make the regression only 1/4 of a survivor charge within 36m/72m/mapwide range of a killer. This makes it far less oppressive feeling and less punishing to survivors. In return you can't remove it anymore.
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@FFirebrandd said:
I will say that Behavior could potentially make stealth much better than it currently is for Survivors. Like... Killers have the Undetectable status. It blocks every method of revealing the killer except eyeballs, spinechill, and premonition.
Why don't Survivors have any stealth perks that are on that level? I can't name a single perk that blocks all methods Killers have to track Survivors. Off The Record doesn't stop scratches or blood. Babysitter doesn't stop aura reading or injured noises. Distortion doesn't stop blood or injured noises and has way too few tokens besides. Everything else blocks even less.
If we want stealth to be better, Off the Record and Babysitter at least should get buffed to block everything. Though for OtR maybe not for 80 seconds anymore.
I think the reason they haven't done that is survivors are much smaller than killers, harder to see and have a 3rd person camera to look out for killers. It's much more difficult for killers to visually find survivors compared to the opposite. Then even after finding the survivor the killer will probably still need to chase the survivor. Adding in a single perk for all your stealth needs let's you have stealth plus other options that might be a bit much especially across 4 survivors.
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@Kirkylad said:
All the competitive killers and teams would just jump on casual to steam roll someone trying to have a chill match.
I've noticed that it's more likely that ppl become too casual in normal modes and just use the excuse but it's casual so who cares to do whatever they want. I doubt you'd get too many enjoyable matches out of a casual mode in dbd.
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The idea that you're not working hard enough compared to the results you're getting in game. It's basically the core of 70% of the complaints on the forums.
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It's all a matter of what your goals are. It probably is fun for them depending on their goal.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1914747#Comment_1914747
Because we would literally just use it at god loops over and over again :)
Bad idea. There'll be no gens or objectives over there by late game. The time and resources it takes to do that isn't worth it. If there are gens and resources there then the idiot is looping around them and nobody can finish them. Worse case scenario add something like the window blocker but it blocks pallets from being built. Buff bamboozle to help deal with it too if you want.
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@Trashmaster said:
No
Why?
Community: "oh the game is getting stale, nothing changes."
Every single idea to shake things up: "No"
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A killer that isn't humanoid. I know, I know... It'll take too much work for the devs to bother making a killer like that (they said it in nicer words).
Random killer ideas:
A red light, green light killer.
A mastermind killer (RE 3 type thing).
A killer that can teleport survivors.
A mechanical killer.
A fire type killer.
An ice type killer.
An illusion killer (probably would be super annoying for survivors).
Mind control killer.
A respawning killer that survivors can fight off and each respawn can yield a slightly different killer type.
I'm really surprised that the devs haven't done what League of Legends has and made super complicated killers and experimented more. Well now that I think about it Freddie is probably the closest thing they have to a complicated one and the twins is an experiment.
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@Mr_Digi said:
https://forum.deadbydaylight.com/en/discussion/comment/1914265#Comment_1914265
cant hack the game to get the skins in your steam inventory. They must hack steam for that
I dunno how Steam's skin selling works. If u own the skin in the game, u can't sell it? There's no way to transfer skins that you've just unlocked into the Steam inventory?
Ppl are hacking Steam. Although, certain parts of Steam are more secure than others (a.k.a basically anything dealing with money).
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It's actually supposed to be Dea Ths Lin Get.
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Probably not. People would just hack the game and sell certain rare skins before their burner accounts get banned.
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There's no context for that number... Is that a lot or a little compared to other killers? How did they arrive at that number and why is it different? How would that number actually effect future changes for spirit (ex: animations, different expertises, choosing systems) if it even does?
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1913170#Comment_1913170
Camping doesnt help kiler in the long run. It would be better for a killer, when they wouldnt rely on camping. You need to learn the game to have a chance against good survivor. And you dont learn most of the game when you camp.
Ppl also need to learn to do gens. I'd rather solo queue survivors learn to do gens then face camping killers learning to git gud. Somehow both are getting into red rank games but I run into face camping killers far less than ppl who are allergic to gens. It's gotten to the point where I've just accepted it and joke about it everytime some1 posts about gen allergies in the forums.
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I always find it ironic that one of the complaints against unbreakable is that it prolongs an already won game. The other 2 complaints being that it has the power to reverse a situation or it's too powerful combined with DS.
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There's also the chance that by unhooking quickly, it allows the killer to kill some1 faster and use pop more, even if nobody is farming and the killer isn't tunneling.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1913648#Comment_1913648
... Every Killer perk (Not Stbfl) would be broken.
You are fired.
They're not that broken... Other than Pop. Although the difference between 20 seconds and 28 seconds isn't really that crazy.
Spine chill is also a little too strong.
U can't fire them for this.
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It's about as interesting as tweaking the numbers slightly.
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@GoodBoyKaru said:
Hmm, whilst trying not to break the game?
BBQ- works on 20m, from 40m
Nurse's-works up to 40m, from 28m
Ruin- No longer a hex perk and instead is disabled 5 minutes into a match automatically.
Pop- 60 second timer, up from 45.
Corrupt- lasts until 2 other generators have been completed or 120 seconds elapses, whichever happens last.
Stbfl- start with 4 tokens.
Ds- lasts until the next survivor is hooked.
Adrenaline- 30 second Exhaustion, down from 40
Dh- it actually functions now.
Ooo- unlimited range.
Sb- 30 second Exhaustion, down from 40
Spine Chill- 10% buff, up from 6%
I think that's actually a nerf for ruin. Without ppl being over focused on removing ruin, it won't have much of an effect until 4 minutes if the killer is lucky. I think a better buff is that it won't activate until 2 (maybe 3) minutes into a match and then lasts 5 (maybe 6 or 7) minutes.
The DS one is a bit of a mixed bag.
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Just slap on increased BP for everything. BBQ gets even more BP. Ppl are going to be running this stuff anyways. Might as well give them more BP for it.
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He's high off his concoctions so he doesn't even know he's in the dbd world.
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@EvilJoshy said:
The devs learned to not give clear dates about stuff because if(when) they have to delay it, the community gets pissed. If they post in a thread "Hey, it's gonna be late" people will still #########. So they don't post anything and ship it when it's ready. Or to be more accurate, when they feel it's acceptable(very loose word)
I always wished devs would at least say when it's for sure not going to be ready.
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1911349#Comment_1911349
No but spending the time it takes to play a match looking for a match is stupid... And I do think its really odd that Cross-Play was meant to help queue times, but honestly all day long no matter how we tested it, our times were the same, with or without it. How busted does your match making have to be that it takes the same time to match 5 people together out of a pull of 60-70k as it does to match 5 people together out of a pool of lets say 15k to be generous.
Logically speaking, there should be a max amount of wait time before you're prioritized and match making just throws whatever it can at ppl. So maybe u hit that point on both.
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The game has you lynching minorities and ppl are asking to have every minority placed in a realm of eternal suffering.
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@Epsydra said:
Based on the figures from Steam Charts, the game has never fared as well as it did in 2020. It is difficult to predict a death from gambling in the years to come. At least, as long as there are no viable competitors.
Actually if you look at the Steam charts, dbd peaked awhile ago and isn't managing to retain players. It's good that the average player number is higher thanks to the pandemic but the fact that the peak players never managed to break into the 80k mark and died down even with the pandemic means future growth for dbd isn't good. They've hit the cap so to speak. So while I doubt the game will completely die anytime soon, I think it's hit the end for growth.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1910659#Comment_1910659
I won't go deep into this since it would take me literally hours until I could properly rewrite all of the lore and it's interpretations. What I wrote is what happened in the game from what I remember.
The backstory of Chara that you pointed out is far more complex then the little you wrote based off the intro cutsecene if I remember correctly. But as most of the Undertale playerbase missed a lot about Chara I'm not suprised with objections to my statement.
That's not based off the intro. It's based off the videos and info dumps you get during the good end.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1910588#Comment_1910588
Tbh it's been a while since I had my last dose of Undertale lore but from what I remember, Chara wasn't a bad person originally. They grew evil from watching and living trough player's actions during genocide run twisting their personality making them as evil of a person as the player was in that run.
In the pacifist run, the memories that help you win come from Chara, meaning that in that run they give you the final push that helps you win as your good actions druing the pacifist run help them to grow into a good person as well.
I might be reaching with that (as I said it was a while) but I just wanted to point out that many people got the bad impression of who Chara really was in Undertale, they changed with players choices as they were witnessing everything the player did.
That's not what happened in the game. Chara even in the good run is evil. They try to poison the king demon for fun. They would've wiped out humanity if the monster (forgot his name) didn't stop him and then died with him.
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@SheKIndaSucks said:
No?
Wouldn't u prefer if survivors didn't heal?
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The first fix to solo queue is a working matchmaking system.
As for the killer buffs. Apparently ppl consider clown a nerf because the add-ons were changed as well and the buffs that were given don't compensate.
Trapper is more of a neutral change but it really depends on the numbers they put.
Wraith is a net buff.
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If it makes you feel better slugging at the beginning of the match for killer doesn't give them much, unless they're chasing another survivor right away or protecting an objective.
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@gendoss said:
Something i've heard from OhTofu is really interesting to me. He put out the notion that the problem with SWF isn't the communication, it's more the fact that you have 3 - 4 good teammates on one team. I obviously think the communication helps but I really do not think that you should be punished for playing with your friends especially if the players aren't even that good to begin with.
I don't agree with the OP either but communication is more important the worse your teammates are. The better your teammates are the less important communication becomes, since veteran players are generally better at using the information the game provides although it still helps.
OhTofu is right that having 3-4 good teammates is more important and powerful than communication. However, communication can turn decent survivor players into good players and terrible survivors into something slightly useful (better than solo queue survivors). It's not good to just ignore that
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So 116s gens, 20.3s totems and, 23.2s healing for 4 man SWF. I barely SWF and I think that's insane. Killer isn't balanced around high times like this.
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I don't think he is viable. He is just not consistent enough with his bugs, skill cap, counter play and map/RNG reliance. If ppl mean that he's better for the viewing experience than yeah blight is probably one of the best, since he'll always make the matches look exciting and fair, even if he's stomping or getting stomped.
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To give the killer a bigger challenge if they choose to accept it.
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Maybe BBQ. Getting into a locker does get a bit old. Hiding behind the gen aura is also a little annoying.
Devour of hope will probably take a hit.
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I think this post reveals a lot more psychology behind not camping and tunneling. Ppl are pressured into actively paying attention to not camp or tunnel, while those that just start to play do it cuz it's the more natural way of playing.
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The first step to balancing things is having accurate matchmking. They'll balance it eventually... Plus not every survivor goes super sweaty all the time.
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U mean hit validation? It's already been added.
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@gatsby said:
The main thing with the MMR system is that no one will know what their "rank" is. So there will never be a way to prove a match was "unfair"
The ranks will all be reset to 20 every month and your number will only be an indicator of time. So a match with rainbow ranks won't actually give anything away anymore because there's nothing associated with the colors anymore.
U can still at least assume that anyone that makes it to red ranks within that month is probably good enough to get there or have absolutely no life.
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I swear they said they fixed this before... Oh wow. It didn't take me long to find that across multiple patches since 2017 they said they fixed this issue lol.
@Mooks said:
Sssshh it’s a bug that directly helps killers and hinders survivors. And the devs didn’t immediately fix it.
those kind of bugs must be ignored so that the ‚devs are survivor biased‘-narrative can live on.
@AmberClad said:
https://forum.deadbydaylight.com/en/discussion/comment/1908617#Comment_1908617
Can't expect much from the devs who only just now started to make color blind options. Despite most other games having them.
They've also ignored console optimization for 3 years now.
@Dustin said:
And again there are OVER 50 THREADS ABOUT THIS going back to November at MINIMUM. How was this not fixed in this PTB?
To be fair, just looking at the patch notes it seems like they fix it relatively quickly. It's just that they accidentally break it on other maps and places every once in awhile.
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The problem with a bot system is that it's easy to make a terrible bot or a super op bot but it's really hard to make a fair bot. Just imagine an aimbot Huntress or a survivor that can juke all killer swings.
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Could've just been their internet, bhvr's servers, hardware, etc.
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1. Queue times for both sides. Survivor queue times has increased for PC. Queue times for ppl who don't want crossplay have increased.
2. Ego: ppl think they're really good at the game but there's a cheap reason why they're losing. So u blame others. PC survivors blame console survivors for sucking. Console players blame PC for hacking. Console survivors blame PC killers for being advantaged compared to console killers. PC survivors blame console killers for tunneling and camping cuz bad. Console killers blame PC survivors for being tryhards compared to console survivors, even though console killers have it harder.
3. For fun/memeing/ joking/ trolling. Self explanatory I think.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1908166#Comment_1908166
You are mixing up ordinal and nominal, both are quantitative. Ordinal is bringing things into a logical order (e.g. the questions about how satisfied you are with the game, you can clearly order them), while nominal is listing things which cannot be brought in order (e.g. your Color example, blue is not more than green. Or, in the Survey: Which games you have played before, Bloodboren is not more or less than DayZ, for example).
Qualitative is something like "What would you want to change in DBD?" without any options to choose from - this is basically only useful when you are quite new to the topic, but the Devs are not new to it. And if they would bring up a question like this, they would have thousands of people writing their own opinion into it and some poor soul needs to read that.
So they ask what they want to ask and where they want to know anything about. This does not make something biased, this is how surveys work, they ask what they want to know and not what the players want to tell. For that you have the Forums (Steam or this Forum), where the Devs can read.
And this is what I also answered regarding OPs concerns, they have to make the survey this way. What worth would it have if they ask if the game needs more optimization? I would say "Yes", despite not having any problems with DBD at all. And so would others, so they would have a big pile of "Yes":
Even if they would ask "Is your game running smoothly?" and the majority would answer "Yes", should they drop any form of optimization for the future?
Questions like this dont make sense. But if you want to go further on some details, you have that Box in the end, e.g. if they ask about Rank Reset, you can write down your additional thoughts on it.
But overall asking for the opinion of players would just be a mess.
How about u just use Google or I dunno retake any first year course that deals with stuff like this. Sociology, anthropology, etc. I really don't care about arguing definitions.
As for the OP stuff. You're literally saying because by definition your complaints are invalid. You're nitpicking one small part of what the op is saying and then ignoring their criticisms behind things. Nothing you're saying actually addresses what the OP is annoyed about.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1906795#Comment_1906795
Your first example is quantitative as well. I can easily make a graph out of those to display them, by just giving them the numbers 1, 2, 3, etc. internally. A "other" option would just be another value (but it should be included all the time, this is correct, same like a N/A-option)
All of the questions (except for the last one, which was an open field) were quantitative. Qualitative surveys are not being able to be shown in statistics, something like a questionnaire or an interview.
They sure can do a qualitative survey, but this would be MUCH shorter. And honestly, looking at the Forums, a good bunch of those would be a waste of time to read if it consists things like "Delete SWF" or "Remove Bubba". Or they can do a bigger quantitative survey, but a) they get some info already from the Forums or other places (like the need of optimization, they might ask about it, but another answer than "yes, I want more optimization", even from people who are not affected at all cannot be expected) and b) it would be far longer and the longer such a survey is, the less people want to answer it.
U do realize that using that logic there's no such thing as qualitative questions? U can turn anything into numerical data. Whether it's an essay, some1s entire opinion written on the forums or anything really. I really don't think u understand what those terms mean.
Once again, you're also missing the entire point of what the op is saying. What we're talking about isn't even on topic to the discussion.