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TheHourMan

TheHourMan

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TheHourMan
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  • Elegant said:

    The devs have talked about this before and this largely comes from latency. The way it works is a killer swings and hits you on his screen but because of latency it takes longer to register the hit on your end. This has a lot to do with the fact that each lobby is hosted by the killer instead of dedicated servers. Dedicated servers will cost them a lot of money and I don't see them adding them even if literally every single player wants it.

    I have missed someone with them being hit about 80 degrees away from the center of my swing
  • I feel like just increasing the time to 60 seconds would be a fairly fine change. If we really want to go crazy, also have gens give a notification if they are worked on within that 60 seconds.
  • if you think that Austrailia has it now, try changing your download region in Steam and checking for yourself instead of believing a rumor.

  • PSN store updates every Tuesday

  • If it did come out tomorrow, that would make sense though. Tuesday is when Sony's PSN store updates, so if they were aiming at a simultaneous release, Tuesday would be the most likely day. So either this Tuesday next

  • It's entirely possible that the next two could be the last, but highly unlikely. You know what would determine that? Sales. And it wouldn't be the dev's choice, it would be the publisher's choice. Luckily though, DbD still sells well to this day as does all of the dlc and the Auric Cells. I don't think the development will halt any time soon.

  • Giche said:

    Resources that could be invested in their main game.

    But Greed, you know.

    How is that greed? Wouldnt it be greed to pour all of their resources into the main game and turn down every other project?
  • Can confirm this is false.
  • Either Hag, Spirit or Nurse for me. Nurse makes it hard to breathe just from being in the area, so the feeling of suffocation form her very presence would up the scare factor by a LOT. So Nurse.

  • @projecteulogy said:

    @TheHourMan said:

    @projecteulogy said:
    The idea to break/damage basement hooks was shot down by the dev team already, with quite the ambitious No. Same with delaying generator progression.

    Actually, they are adding multiple changes soon to make several action take longer for the sole purpose of combatting gen rushing. Making healing take longer for example does nothing against gen rushing, it only slightly delays actually getting to a gen (or getting back into the chase if that's what you were doing.)

    It doesn't necessarily have to be the basement hooks either. It can be any object that has 4 sides open. The devs could do something like adding a giant totem in the map that basically has the same mechanics as I listed. The progression would stay, just like a gen, but it would not give any points until it was completed. This is to make it so that it is going to be time consuming in order to get those points if you want them.

    Also, the addition optional mechanics are as listed. Just ideas for extra possible mechanics. The main point is that making actions that survivors perform more time consuming than they already are is not as good of a solution as adding an entirely new map interaction that has a good enough reward to incentivise trying to complete it before you leave the map. Or even something as simple as adding a perk that makes other actions be worth more points for each generator that is still unfinished. Say "5% more bloodpoints for all actions for each generator that is unfinished." There are 7 gens in every map, so that means you will get 35% more bloodpoints in all categories before any gens are done.

    i'm just saying that the dev shot down the idea to increase the default time to complete a generator. They already nerfed BNPs so hard they're almost worthless outside of people understanding basic strategy(you'd be surprised how many stupid people i encounter at higher ranks playing solo). I'm all for extra mechanics. Too bad they don't do a damn thing about slugging or looping.

    I think that punishing looping, slugging, camping and tunnelling is a bad idea because it reduces the number of strategies that can be used, but rewarding other (more fun) things instead and adding perks that are means to counter those specific strategies would be a better route to stop that behavior from being too widespread. Making gens take longer is not going to stop rushing at all. It will only slightly delay the game. Making actions take longer in general is not a solution to rushing. The only solution to rushing is to give players a good reason to stay there.

  • @projecteulogy said:
    The idea to break/damage basement hooks was shot down by the dev team already, with quite the ambitious No. Same with delaying generator progression.

    Actually, they are adding multiple changes soon to make several action take longer for the sole purpose of combatting gen rushing. Making healing take longer for example does nothing against gen rushing, it only slightly delays actually getting to a gen (or getting back into the chase if that's what you were doing.)

    It doesn't necessarily have to be the basement hooks either. It can be any object that has 4 sides open. The devs could do something like adding a giant totem in the map that basically has the same mechanics as I listed. The progression would stay, just like a gen, but it would not give any points until it was completed. This is to make it so that it is going to be time consuming in order to get those points if you want them.

    Also, the addition optional mechanics are as listed. Just ideas for extra possible mechanics. The main point is that making actions that survivors perform more time consuming than they already are is not as good of a solution as adding an entirely new map interaction that has a good enough reward to incentivise trying to complete it before you leave the map. Or even something as simple as adding a perk that makes other actions be worth more points for each generator that is still unfinished. Say "5% more bloodpoints for all actions for each generator that is unfinished." There are 7 gens in every map, so that means you will get 35% more bloodpoints in all categories before any gens are done.

  • FinLadd said:

    Or... maybe death is not an escape, but neither is life because the survivors are actually all dead in the physical world. Death is the prison in which the Entity holds them. Maybe this is some Gantz type of ######### where the survivors did indeed die and the Entity holds their consciousness in this eternal game of fear and pain, but if they meet certain requirements, the Entity will grant them a second chance at life and release them.

    Maybe too deep ######### for a game
    Games are a legitimate form of storytelling and artistic narrative just like movies or books. I wouldn't doubt it too much lol. 

    But in all likelihood, the devs are still putting together the lore themselves and it likely isnt completely thought out yet.
  • I would like sooner rather than later tbh. Not out of impatience, but because I felt like the Clown's PTB lasted too long
  • Oh, when did they announce that? Cool
  • Yes, it does look a lot dofferent on-screen, but since I'm not colorblind I can't say how good it works
  • This is amazing lol. But honestly some of those perks seem like they could actually fit well into the game is they were balanced out a bit. Love it
  • Wow, actually amazingly well done :)
  • Holy #########, have I seen the works of mortal hands or a glimpse into the mind of God!?
  • Interesting, but it would be a LOT of hard work to actually make, and may have some severe balance issues. Definitely creative.
  • Yes, Nvidia does indeed have a colorblind filter for DbD.

    That is with GeForce Experience.

  • @Condorloco_26 Wouldn't a simple filter be enough to help colorblind players? If you have the option, try using NVidia's Geforce Experience to add color filters onto the game until the devs can address this. I know it depends heavily on what type of colorblindness you have, but you get what I mean.

  • Pc doesn't have FoV options either in Dbd. This is for balance reasons. They give the killer tunnel vision in order to make escaping viable for survivors. There are two perks in the game that increase FoV though: Shadowborn (a Wraith perk) and Monitor and Abuse (a Doctor perk)

  • I didn't read all of the posts, so forgive me if this was already said:

    If the Entity didn't want you to escape, why would it put the gens and exit gates there at all? Why would it block the killer from pursuing and sacrificing survivors outside of the gates? The survivors only escape back to the campfire to await the next trial, where we can see the killers and Entity watching them. No. The Entity MUST want the survivors to escape. Possibly cultivating and nurturing the hope of the survivors so that it may "devour" that hope when they are finally sacrificed. It seems to me that the Entity wants survivors to feel strong hope and confidence in their ability to escape and then crush that hope. Perhaps that is how the Entity subsists.

    This is also potentially a lore explanation for rank as well. As your hope and confidence increase, you are facing ever more overwhelming odds until you eventually are defeated time and time again, which reduces your rank so that you may become hopeful again. Perhaps the crushed hope of killers at high rank is also satisfying to the Entity. Perhaps killers are just as much of victims as the survivors, only malevolent.

  • Or... maybe death is not an escape, but neither is life because the survivors are actually all dead in the physical world. Death is the prison in which the Entity holds them. Maybe this is some Gantz type of ######### where the survivors did indeed die and the Entity holds their consciousness in this eternal game of fear and pain, but if they meet certain requirements, the Entity will grant them a second chance at life and release them.

  • @Vietfox said:   
    

    Easy steps to turn this into a horror game:


    * remove terror radius
    * remove scratch marks
    * remove swf voice chat
    * remove aura reading
    * remove perks

    Basically use the Hardcore mode i proposed so often.

    Survivors will fear the killer but will also be able to hide better from the killer.

    Swf already has no in-game voice chat. I think actually making it more balanced between solo and swf, it would be better to just add in a voice chat to all survivors that has a directional "earshot" mechanic so you have to be near them to hear them. Aaaalso make it so the killer can here their voice when within earshot too.

  • See I don't want the game unbalanced I feel the killers should have a little more of a advantage because hell there killers but some people just go overboard on how they want the killers to be pretty much unbeatable where the survivor's never live 
    The spelling, grammar and complete lack of punctuationin this one gave me a stroke to read. But no  most killers just want their skill to actually matter. As it is now, a perfect killer will ALWAYS lose against perfect survivors. 100% of the time, no exceptions. 
  • 70%? That sounds like an exaggeration to me. I rarely ever see killers basement camp. Maybe 1 in 20 games at most. I mean, I basement camp more than I see other people do it, and I only ever do it when the exit gates are powered and I'm playing as Leatherface, then happen to down someone near the basement.

  • Oh, and if a survivor destroyed my thrill of the hunt when that was the only hex I was using. I will camp that person and hit them until they are in their "mash space to struggle" phase, then leave and let someone unhook them. Basically this is just to communicate my displeasure at having my extra bloodpoints broken.

  • I only do it to toxic survivors.

    Defining toxic in this situation as "someone who unhooks their friend right next to me. Someone who tries to use an exploit. Someone who I previously went up against that told me to kill myself or similar." Just generally anyone who goes out of their way to intentionally ruin the experience of other players.

  • Lmao i did not notice that
  • Paddy4583 said:
    powerbats said:

    @CallMeRusty420 said:

    @feffrey said:
    honestly... This is most killers if not all

    You have to admit, he isn't wrong though. Killers aren't supposed to please the survivors.

    True but there also supposed to sacrifice not camp and set up a tent on the hooked victim. I mean the entity is displeased message pops up telling you that you sucked as killer. You're most definitely supposed to please the entity and it isn't going to happen by camping.

    But at the same time some survivors are just plain stupid and hopefully once they rewrite the code and get dedicated servers they can really fix things better.

    Nah... 
    camping is one of the strongest ways to get a 4K because survivors don’t know when to stop trying to rescue and just do gens.
    Most campers continue to do it because it yields results.

    One time a bunch of survivors got salty at me because I went back to check on the hooked surv and said I was using a cheese strat that can't be countered. Made a video about it too eplaining how to counter camping.

    https://youtu.be/DDAV8ZFkNB0
  • If a match is less than 10 minutes,I always feel like it was a waste of my time
  • The game just isn't getting balanced and I wish I could just play the game and play killer and have fun but i dont because i just want to pull my hair out from the absurd bullshit that shouldnt be happening and the ridiculous i mean RIDICULOUS amount of toxicity in the game if i kill someone too fast I'm called a trash tunneling killer like what the [BAD WORD]? Did this ######### really made up a term for trying to kill survivors [BAD WORD] seriously?

    I think the problem with tunnelling is just that it makes the game too short to really get any points for the victim. Same with gen rushing. I HATE gen rushing because the whole match is over in 5 minutes and nobody gets more than 20k points.
  • I think it should stay hex, but that totems need better placement in map generation
  • powerbats said:

    @CallMeRusty420 said:

    @feffrey said:
    honestly... This is most killers if not all

    You have to admit, he isn't wrong though. Killers aren't supposed to please the survivors.

    True but there also supposed to sacrifice not camp and set up a tent on the hooked victim. I mean the entity is displeased message pops up telling you that you sucked as killer. You're most definitely supposed to please the entity and it isn't going to happen by camping.

    But at the same time some survivors are just plain stupid and hopefully once they rewrite the code and get dedicated servers they can really fix things better.

    You know what you can do to prevent camping? Don't take the bait. Go do gens.
  • Im stil not geting in.. have tried for like 20 min now.. It's so Unfair when other ppl can play and some other can not play. I hope devs make this event more time.
    I hate when im not can play i game i like.

    Life is unfair. The devs are working hard on it and let's just hope they get it solved within a couple hours
  • Orion said:

    @TheHourMan said:
    Uhhh, the number of survivors plus one is the number of gens thay spawn in the map. I have had the hatch spawn when there were two gens completed (3 left) and one surv died. Multiple times actually. Consistantly.

    The hatch has always spawned for me after at least two gens have been completed and at least one survivor is no longer in play.

    The hatch mechanics have been known for a very long time, almost since the release of the game. Unless there's a bug, what DocOctober said is how it's supposed to work.

    Interesting. There must be some kind of bug with that in my matches. At least when playing as surv. because if it was number of survivors still alive plus one, then a 4 man wouldn't be able to find the hatch until all 5 gens have been done, and there have been several times I marked it with the map while everyone was still alive and in the area
  • @TheHourMan said:
    I guess I will just say it. The hatch spawns once two gens have been completed and at least one survivor is no longer in play. That means they could be dead, disconnected or have escaped. It opens when you are the last living survivor on the map or have unlocked it with a key. You can not jump into the hatch if the killer is blocking it unless you have character collision turned off (like from taking a hit.) If the killer taps the attack button when the survivor is in the animation for jumping in, the killer will grab them and put them on their shoulder. This causes hatch standoffs where the killer refuses to his the survivor because they want to catch them while they jump in. The survivor wants the killer to hit them so they can clip through the killer and jump into the hatch uninterrupted. This is why I say the killer should be able to close the hatch. Or maybe some alternate solution. But hatch standoffs need to be killed.

    That is false.

    The Hatch spawns any time when the following condition is met: # of completed Generators = # of alive Survivors +1 (alive here means any Survivor that is neither dead nor already escaped from the trial).

    Uhhh, the number of survivors plus one is the number of gens thay spawn in the map. I have had the hatch spawn when there were two gens completed (3 left) and one surv died. Multiple times actually. Consistantly.

    The hatch has always spawned for me after at least two gens have been completed and at least one survivor is no longer in play.
  • Well, I learned one thing from this thread. People won't be ######### and deliberately get eachother killed anywhere near as much if they aren't rewarded for it. So yes. Good job devs. Don't reward killing other survs when you aren't killer. These people are whining sooo much to defend their ability to be rewarded for bad behavior. 
  • @TheHourMan said:
    Personally, I go no mither, object of obsession, tenacity and the new sole survivor. It actually works out very well for me. I dislike that there is a meta, but that is just something that happens in conpetetive games because people think they find the ultimate build

    No mither is suprisingly a good perk If you know how to use it.

    No mither with the injured perks is great
  • Killer kicks all 4 players and wins  ;)
  • Master said:

    @TheHourMan said:
    Master said:

    @TheHourMan said:

    Leatherface should be the only killer capable of downing both survivors when they come to save. We don't need another leatherface. There should be a perk that gives both survivors a big speed boost for 3 seconds on a successful unhook. That would help a lot when combined with the new hook change.

    You mean invulnerability from BT and sprintburst isnt enough?

    No perk should be assumed to be had by all survivors when taking balance into account. 

    But its fine to assume that for killers? #double standards

    What? When did I imply knowledge of killer perks?
  • Ok, bye. Have fun with that. This change actually gives us more freedom because it punishes survivors who intentionally get us killed, thus allowing us to actually play the game. Also, if you didnt unhook, someone else would.mist likely when the killer is gone. 
  • OMG I know something! Why don't just have the exit gates open from the start?! HOLY ######### THAT WOULD BE SO COOL!

    I'm a killer main. I get it, survivors are already overpowered as it is. But it is undeniable that there are some moments that are absolute bullshit on both sides and that quality of life changes, such as having a wait a second or two before hitting a fresh unhook, would not hurt the game. In another thread I thought that putting Exposed on survs that unhook too close to the killer is a good idea because it makes the unhooker just as vulnerable as the unhooked. Or maybe having exposed during the unhook animation, though that would make the grab kind of pointless.
  • If a perk is that op where it is considered essential to gameplay, it should either be nerfed or made passive to all. Or made redundant by giving killers a counter-perk
  • Personally, I go no mither, object of obsession, tenacity and the new sole survivor. It actually works out very well for me. I dislike that there is a meta, but that is just something that happens in conpetetive games because people think they find the ultimate build
  • Then other perks should be made more viable so that people have more diverse loadouts
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