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TorQueMoD

TorQueMoD

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TorQueMoD
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  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422396#Comment_3422396

    I don't remember the exact numbers, but it couldn't have been more than I want to say 16 meters was the range they took into account.

    As for the strategies there were a few, one was to just try and loop near the hooked survivor. The more effective and common way things played out was that rather than engage in a full chase, two people would go to make the save. Yet, instead of actually attempting to save they just wanted to force the killer into permanent defensive posture. Most players will defend their hooks against poorly thoughtout sudden saves, but what if the survivors never intended to save and just ran away? Not run completely away, but just enough to be on the bare edge of the radius. When the killer would start moving the other survivor would pretend to come in and draw the killer's attention to them faking a save only to retreat before getting into an actual chase. The survivors would keep doing this back and forth and the only way to break it was to completely give up the hook with basically no contest.

    Now that sounds like a good thing because effectively camping ends, but the hooked survivor is more valuable to the team by staying on the hook rather than getting off the hook. As long as the killer was kept in that no win situation state, the hooked survivor couldn't die and the last remaining person was free to do gens uncontested. So the game experience became psychological cruddy for the killer because being outplayed is one thing, but basically having the game tell you "your only option is to submit to the whims of your opponent" is another. As for the unfortunate survivor, they would spend as long as it takes for a single player to repair all the remaining gens on the hook which sucks in an of itself. This was then compounded by the fact there was no guarantee that you would be actually saved by your teammates. It wasn't uncommon at the time to have teammates sandbag a person into getting hooked and then just escaping without them. So you spend however long it took on the hook with no definite endpoint because there was no such thing as EGC then.

    It just wasn't healthy or enjoyable. A solution shouldn't be functionally worse than the problem and keep in mind the devs have stated many times that while they want to mitigate the strength of tunneling and camping they aren't trying to remove it entirely because for as much as people do hate it they are valid ways of playing the game. Punitive measures that players suggest often are so heavy handed that they are worse than taking the two minute wait. Also just so folks don't read this see it as only dredging up old survivor hate, killers didn't respect or use the system as intended either. People who camped just to grief survivors loved the infinite pause because it allowed them to legally hold someone hostage pretty much until they got ready for them to die or dc. It simply didn't work to discourage anyone other than players who used it as a normal gameplay strat which usually were people newer to the game.

    New players who start with killer rather than survivor often default to camping because they haven't really learned how to deal with juggling survivors, looping, traversing maps, etc. on top of learning their powers. It hurt players like that, but didn't do anything for people who camped out of spite.

    Well yeah, then the flaw in that system is that they made it so the survivor has no progress. What they need to do is lower the progress speed to half of what it normally is, and problem solved. There's no reason for players to try to bait the killer because they're just gonna kill the person on the hook, and no need for the killer to camp because the person on hook is gonna die more slowly and more gens get popped. Then once there's 3 gens popped, turn off the effect entirely and "all's fair" at that point because the game is almost over. Camping is only irritating in the opening of a match.

  • @NoHookDC said:

    Ah yes. We need to punish Killers for winning in ways Survivors don't like.

    Of course, no one likes to lose, so first it will be 'punish hook camping'. Then 'punish slugging.' Then 'punish tunneling'. Then 'Punish the Killer for even trying to win'. Then 'You know what? Just don't let the Killer win. Survivors consider Killer players NPCs.'

    The Killer deserves to secure wins, and 'But, but, but, but a PLAYER is REMOVED from the game!' is not a valid excuse to force the Killer to play sub-optimally. Don't play a PvP game if you can't handle being removed form the match when you lose.

    It's got nothing to do with not losing. It's got to do with making the game boring AF to play. If they're allowing tactics that make the matches boring then people are going to stop playing the game. I could care less if I die or not, but I want to have a fun time while playing. Arguing to not fix one problem because there are a half dozen other issues is just senseless. I'm also not complaining about more than one thing that I see as a persistent issue. As I said, I play killer as much as I play survivor.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422184#Comment_3422184

    They tested pausing the hook timer indefinitely at base kit twice iirc.

    The first time was all the way back in the early days of the games. During that test instead of using the mechanic as intended they would do two man hook swarms to keep the killer basically "stuck" in camping range of the hooked survivor while the last survivor would just do gens solo. So you ended having weird non games where the killer was forced to make a decision that ultimately was a no win situation. The hooked survivor was perpetually stuck on hook until the end of the game where they still might not even get out because often that survivor was being sandbagged by partial swfs. It was strategically more advantageous to for them to screw another survivor over and then just play the most non committal cat and mouse game near their hook.

    Some years later they tried again with basically the exactly same result. At the perk level stopping the timer is gated so that it helps with the camping issue without giving too much room to be weaponized. Problem is survivors tend to not use the perk for some reason. There is argument if the situation would have been as toxic as it was because in testing which is notorious for people being ultra sweaty on purpose. Survivor sentiment from what I have seen leans towards no overall, but the game ruining potential demonstrated during testing was something that seems hard to balance out.

    Did they just have a really huge radius for what they consider camping? Cause that doesn't make sense to me. Are you just saying that survivors would loop the killer inside the radius of the hook to force them to be camping? That doesn't sound like a winning strategy, but the simple condition you could add is survivor on hook has their progression go to half speed if the killer is inside the radius, unless another survivor is also inside the radius. Problem solved.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422169#Comment_3422169

    Actually, stopping hook progression is exactly what they tried, and that was abused by survivors baiting the killer into camping, so that the hooked survivor was never sacrificed. It's essentially unlimited Reassurance.

    Increasing gen speeds however cannot be abused, because any attempt to bait the killer into camping would be less effective on gen speed than just repairing the gens when the killer is camping, and the killer can easily avoid it by not camping, AND it doesn't do anything when killers are most justified to camp, when all gens have been repaired.

    WTH the forum just deleted my reply after I edited it.

    When did they implement hook progressing pausing during camping? I never noticed that.

    I don't understand how speeding up gens would not be abused? You would just bait the killer into camping and then finish all the gens faster. It could be abused just as easily.

    Maybe they shouldn't stop hook progression entirely when someone is hook camping. They should just make hook progression go at 0.5x when the killer is nearby. Similar to how we all get Borrowed time for 2 seconds after being unhooked.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422169#Comment_3422169

    Actually, stopping hook progression is exactly what they tried, and that was abused by survivors baiting the killer into camping, so that the hooked survivor was never sacrificed. It's essentially unlimited Reassurance.

    Increasing gen speeds however cannot be abused, because any attempt to bait the killer into camping would be less effective on gen speed than just repairing the gens when the killer is camping, and the killer can easily avoid it by not camping, AND it doesn't do anything when killers are most justified to camp, when all gens have been repaired.

    Wait what? When did they stop hook progression during hook camping? I never noticed that.

    And how would speeding up gens not be abused? You bait a killer into hook camping and then you finish all the gens faster. I don't see how it would be any less abused.

    Also, I'm not staying stop progression entirely. I'm saying give them a perk like Comradarie where your progression is slowed but you don't need another survivor nearby. Like how they gave us 2 seconds of borrowed time when you get unhooked.

  • @Seraphor said:

    The 'proper' counterplay to camping, is to do gens, and for the hooked survivor to hang on. The problem is that these aren't effective enough, so ideally two things could and should happen.

    1. The hooked survivor should gain something for remaining in the game while being camped, to give their team mates time to repair gens. Bloodpoint scores in the form of 'distraction' points while the killer is within x meters of the hook, for whenever a gen is completed or another survivor is healed, in the Objective and Altruism categories respectively.
    2. A boost to repair speeds, and/or a suspension of gen regression, while the killer is within x meters of the hook. Buffs to survivors generally don't work with a "within x meters of the hook" because they can be abused by survivor teams who bait the killer into camping. However I don't believe this is an issues with repair/regression speeds, providing it's subtle enough. Something like +5% repair speeds for every 20 seconds camping up to 3 stacks max for +15% would be ideal, because you would need to camp for 20 seconds to activate it to begin with, which means it would be much harder to be 'baited' into doing so. This wouldn't be of a benefit of survivors to force the killer to camp, because the time spent 'baiting' the killer to camping, would be less efficient than simply slamming gens.

    Actually, maybe that is exactly the answer. If the killer is hook camping then it stops your hook progression. That's actually a perfect and brilliant solution. Seraphor, you're a genius! Give every hook camped survivor Camaraderie (Steve Harrington's slowed-down hook progression). Then you're both punishing hook camping while also encouraging the killer to do something else because you're not directly punishing them with a debuff of any kind. The gen buffs are probably unnecessary because you don't really want to make gens faster for the survivors, you just want to discourage hook camping so if you make it pointless then killers won't do it.

    Seriously BEHAVIOR - THIS IS THE ANSWER! Stop hook progression any time the killer is X distance from someone on a hook! There's really no downside to that implementation if you balance it correctly. And it doesn't have to stop hook progression forever, just for 30 seconds max. Then hook camping is still a strategy, but a less effective/risky one.

  • @Emeal said:

    Punishing players for playing your game is probably the worst idea if you want to keep a healthy playerbase in the future.

    Thats why i think It would be better to give Survivors proper counterplay to a Facecamp or tunneling situation, instead of telling them to "just do gens" it would be way more fun to try a daring rescue. But that would require a situation where Survivors could do something about the Killer facecamping.

    My sugestion is giving survivors a tackle, which they can only use in facecamp scenario for instance.

    I agree with your idea of giving the survivors something they could do to counter hook camping totally. But I think that would require a lot more drastic change to the game. What I was suggesting was something more subtle. A speed debuff or maybe make the killer go blind or something lol. Like if you camp hook for 15 seconds, you go blind like you were hit with a flashlight until you fumble out of the hook radius. lol

    What you're proposing would probably be much more awesome, but it would require a fundamental re-design.

    And I also agree with xni6_'s suggestion that the anti-camping measure shouldn't be for the duration of the entire match. Just the opening half would be enough.

  • @xni6_ said:

    you arent entirely wrong

    the issue is theres a stage in the game where theres nothing to do but secure a kill

    so by penalising the only thing left to do - whats the point?

    and camping early game kinda just loses you the game, you might get a kill, but thats pretty much it

    and camping mid game is really ineffective, unless the survivors do something stupid that makes camping the best thing you can do

    so penalising camping isnt the way to go. adding an incentive to leave hooks might be a good idea? but in endgame that incentive might not do enough, early game the person is camping to troll and wont care of an incentive, mid game that incentive likely wont be enough to get people to leave hook unless it was DRASTIC

    a mix of penalty and incentive might be good, but again late game that only kicks killers while theyre down, doesnt effect facecamping bubbas much (if they pause hook timer, slow movement by 115%, whatever they do, bubba isnt effected), and it rewards survivors for bad plays, while punishing killers for good plays when it happens in the mid game

    camping kinda just needs to be left alone for a long while. the game might get to a stage where camping needs to be addressed, but addressing it right now will likely do no good

    Yes, this is very true too. So maybe they should disable the anti-camping feature during the end-game collapse. Or maybe after a certain duration of the match - like 7 minutes in. It's probably a very good idea not to penalize hook camping for the entirety of the match. I disagree that camping early game will lose you the match. This is true with squads, but not when you solo queue with a bunch of randos. I started this post because yesterday my first two matches were against hook campers and even though our team rallied around the person being hooked, we were quite powerless to do anything to stop it due to the lack of communication and we all ended up dead in both matches. Especially since they started spawning the hatch near where the last person was hooked. That was a bonehead decision if you ask me because now the killer has a way better chance of finding it first.

  • @Bane_of_Games said:

    The game already does "penalize" killers for hook camping. It's just that it does so by deducting points toward your Chaser emblem. And let's face it, if you're facecamping, you probably don't care too much about your Chaser emblem. It's something that feels really bad for Survivors and lets the killer feel like they have a chance. Do they need to do it? Usually no, but Surivors also don't have to efficency the fun out of the game by tunneling the gens so hard that 3 gens are done at the end of the first chase and the gates are powered at the end of the second.

    Striving to make the experience fun for everyone is admirable. If that's how you have fun, by all means, keep doing it. Personally, my favorite games are when I 4k-without-killing-anyone by 2 hooking everyone, bringing each to the their death hook, smaking it and then droping them. But tell me this; how often are Survivors told that they should make sure to give the killer a kill when they 4 man out so the killer can have fun too? Why is it only the killers job to make sure everyone has a good time? They seem to have more power over it, but I'd advocate that if killers are supposed to make sure the survivors have fun, the survivors should also make sure the killer has fun. Is it fun for the killer to watch all 4 survivors teabag their way out the gates?

    I agree entirely that the onus shouldn't only be on the killer to make the game fun. I'm simply talking about one specific issue here which was @hole killers who camp hooks :P

    I'm sure there are a million ways they should be balancing the game to make it less annoying for the killer.

  • @OrangeBear said:

    Why does it always have to be about punishing?

    The healthier route is just to make camping less of an appealing option.

    If we constantly try to punish players for doing things that inconvenience the other side then the game will just push everyone to play the same way and the overall game will be less forgiving and more frustrating.

    Saying killers should be punished for camping is like saying survivors should be punished for body blocking in a chase. Or completing a gen too fast.

    Yeah fair. I simply said punishment because I'm trying to think of a way of penalizing jerk killers, but you could also go about it by encouraging them to do other things. However, the reason why "it always has to be about punishing" is because if you're using positive reinforcement then players who don't give AF and want to just be jerks, will simply ignore the positive reinforcement, whereas a punishment is something they can't ignore. Read my detailed solution above.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/374855/seriously-need-to-penalize-killers-for-hook-camping

    Pretty much every punishment style method proposed usually fails when it comes to considering the general flaws in dbd and the history of such features being tested only to be weaponized against ALL players rather than bad actors.

    A player who is hard facecamping from the start of the game is unlikely to care about such a punishment mechanic. They are already losing bp by doing and they don't care. So anything else won't really change how they play unless you make impossible to do outright. What ultimately happens based on historical precedent of testing in ptbs is that groups of survivors will take a mechanic like that and use against all killers. It usually just ends up as no win scenarios that generally make people trying to play the game normally not have fun. Though what has been tested is stopping and extending the hook timers.

    People have floated the ideas of disabling killer powers, teleporting the hooked survivor to a cross map hook, and bunch of other highly punitive ideas. Obviously these sorts of ideas are extremely flawed. The only true fix to camping is to change the entire system of hooks, but that is highly unlikely happen. Outside of that like there isn't a lot of ideas that don't end up being highly discouraging from people using a legitimate tactic vs some a jerk.

    Well, it won't matter whether or not they care about said punishment. Like I said, I'm not talking about punishing them personally at the account level which is what reducing their BP does. I'm talking about implementing gameplay mechanics the same way that Exhaustion or any other temporary effect would be applied. So Firstly, it's not permanent, and secondly, it's simply something that is applied to stop them from being able to hook camp and then just instantly down anyone else who comes to help the person on the hook. I'm actually an Unreal developer so I'm thinking about this from a game mechanics perspective. So you create a sphere collision around the hooks with a radius of something like 5 meters around the hook and you store the exact moment the killer hooks a player. If they are still inside the sphere collision X seconds (let's say 15 seconds to give them enough time to be designated as hook camping rather than just going after another player who is being aggressive) after the player is hooked, then they suffer a movement speed penalty. Or whatever gameplay penalty that Behavior deems fair and results in a solve for hook camping during testing.

    I don't see how something like this would be ineffective or detrimental to the community at large or could somehow be abused.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413072#Comment_3413072

    Correct. It’s like We’ll Make It now where it increases the speed you heal others, but not yourself, and the self-heal ability was removed. It also can’t be used with medkits. In return, the healing speed bonus was increased to 100% and while you’re in the totem’s range your aura is shown to all of your teammates if you’re injured.

    I totally didn't realize they tweaked things in this update. Dead Hard is different now too. Interesting. I was wondering why my two abilities weren't working anymore.

  • So you can't self-heal at a boon anymore?

  • Oh, I don't know how I didn't notice that the replay menu is both your replays and people reading your base. Awesome!

  • I agree that would be cool. Though to be honest, there's not much difference between each burial site and I think the point is the randomization of it.

  • You need to make sure that there's nothing blocking him. Sometimes it could be the fact that he can't cross over the outside blocks. Other times, it's because he can't walk around an angled floor piece if there's not enough space. Rule of thumb, make sure it's at least one full square of space for him to walk through at all times.

  • Figured it out. If you only change key bindings, reset is greyed out, but if you change any of the switches like Invert Aim, then it'll let you reset everything.

  • @fake said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268234#Comment_3268234

    I present an excerpt from a previous Q&A with the developer (2021/10/8) to help reinforce my thoughts.

    Please note that this is a direct translation of the Japan Forum article, and I apologize for the possibility that the actual streaming answers may differ in nuance.

    Can we expect more emotes to be added? (JordanKaser) 

    This is a topic that comes up from time to time, but so far we have not come up with an emote that meets all the requirements for implementation. The key requirements for an emote are that it be in keeping with the theme of the game, that it bring some meaning in communication, and that it not be used to make fun of someone. It's not a pretense. There is also a concern that giving survivors a new way to communicate could work against the killer. We were concerned about this point when considering this and will keep it in mind. 

    A bow or a salute would be perfect then. It doesn't reveal information, and it's in theme with the game.

    Another option would be to make the emotes only active when you're at the ext gates. Then it's just there for people to have fun when they've escaped and gives the killer the opportunity to down someone who's taking the time to gesture :P

  • @GRIG0 said:

    https://forum.deadbydaylight.com/en/discussion/354844/we-should-have-a-bow-gesture-or-other-congratulatory-animation-for-end-of-matches-etc

    I'd love that!

    I'd appreciate if the Thumbs up button could be used to give extra BP to your rivals / (solo) teammates.

    That's actually also an awesome idea. Imagine that you can get rewarded by other players. That would be a great way to bring the community together.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266501#Comment_3266501

    No one would ever use a bow for anything but BM. This community isn't built for it.

    I disagree. I find the community overall to be very nice and pleasant. I rarely come across anyone who is anything but congratulatory at the end of a match. Don't let the few bad eggs make you think the whole community is bad too.

  • @fake said:

    Well, there will still be polite players who spam bowing.

    This is why developers don't want to add emotes.

    Why would it matter to the devs how people get pleasure from playing the game? People will find the bad in anything. lol


  • @Slaymore said:

    Prior person said it best - and adult game with profanity filters is beyond ironical - just plain stupid. Let them turn off the chat feature if they don't like the language (or better yet become of age before playing an adult game). It's like the Anon mode - just makes people more toxic but they keep it in to protect streamers people try to avoid because they harass people and are just as toxic.

    Actually, yes. Giving players the option to disable or enable chat would be great. Granted, fine-tuned controls would be better as some people may want a filtered chat. It is strange that this is the default setting though. Players should be able to choose if they want full chat, filtered chat, or no chat. Filtered chat WAS an option originally, then they forced it on everyone.

  • @Babadook83 said:

    the profanity filter is like the devs. completely useless and incompetent. that's putting it lightly though

    Wow, that's harsh. I mean obviously not if they made a super popular game like DBD that you clearly love playing enough to get on the forums and talk about it :P I get where your frustration comes from though :P

  • @Stroggz said:

    Actually, I think this profanity filters make chats funnier.

    Until people think you're swearing when you're not :P

  • @BadRedDisco said:

    Tried in different combinations, only Mother-Daughter Ring + Dried Cherry Blossom combo doesn't show Killer Instinct visual effects

    Not for me.

  • @fake said:

    So, the premise is that you don't want to spend a lot of time slugging away with the hatches closed, right?

    Do you like the idea of suggesting an adjustment, such as calling the crows more quickly while slugging, for example, so that the killers will notice your presence sooner and hook up and end the game?

    I suppose you could also trigger the crows faster, but that sort of defats the point. Supposedly they're going to give everyone the ability to fully recover, but I'm not sure that fixes things for the end game. Sometimes I'd rather not rely on the killer to find and finish me.

  • Face Camp is also filtered.

  • @apathytheclown said:

    The perk coulrophobia causes healing skill checks to move faster while inside the killers terror radius.

    I wasn't inside the killer's terror radius. Also, as I said, it started slow and then suddenly jumped in speed by about 4x. I've played the game since 2018 and have never seen anything like it.

  • Claire was also filtered. Heaven forbid I reference a character by name.

  • @AetherBytes said:

    I honestly ask that with that addon the unused "almost tier up" noise played if he was stalking you and above 75% stalk.

    https://youtu.be/TtAR2bOSpYU?t=15

    The specific match that made me post this, the Meyers did take the entire match to build it up. It was seriously about 10 - 13 minutes. Don't remember the sounds, I just remember every teammate dying back to back and I was the only one left with no damage and couldn't even get to the hatch because he doesn't even have to hit you, he just grabs you and you're dead. I've encountered it about a half dozen times in the last two months. Maybe it's not always Tombstone? I only played as Meyers once back when you could earn a trial to play as other killers through the blood web of the killers. What I mean is, maybe I've seen them Mori someone with just a regular mori and assumed it was Tombstone. Either way, it's had the effect that as soon as a Meyers Mori's someone, I want to DC, and I know I'm not the only one because I watch people do it all the time. I'm not saying they should get rid of the ability, just tweak it. Make them have to still two hit you so there can be a chase. One hit is just garbage for survivors.

  • @AetherBytes said:

    I honestly ask that with that addon the unused "almost tier up" noise played if he was stalking you and above 75% stalk.

    https://youtu.be/TtAR2bOSpYU?t=15

    The specific match that made me post this, the Meyers did take the entire match to build it up. It was seriously about 10 - 13 minutes. Don't remember the sounds, I just remember every teammate dying back to back and I was the only one left with no damage and couldn't even get to the hatch because he doesn't even have to hit you, he just grabs you and you're dead. I've encountered it about a half dozen times in the last two months. Maybe it's not always Tombstone? I only played as Meyers once back when you could earn a trial to play as other killers through the blood web of the killers. What I mean is, maybe I've seen them Mori someone with just a regular mori and assumed it was Tombstone. Either way, it's had the effect that as soon as a Meyers Mori's someone, I want to DC, and I know I'm not the only one because I watch people do it all the time. I'm not saying they should get rid of the ability, just tweak it. Make them have to still two hit you so there can be a chase. One hit is just garbage for survivors.

  • @Alex_ said:

    I don't think it's that big of a thing. I personally see a Meyers once a week, max. Let alone a Mori Meyers. So the few times I get one it's a real experience. It is stressful in a positive way. You always have to be careful, even more so than usually, and I love it. Sure, many times you die against these, but it is still fun.

    I have no problem dying. It's not about that. I mostly play solo which means I get matched with people I'm not coordinating with, and not all of them know it's even a thing he can do. And again, I have no problem with him being able to mori us, I have a problem with the single hit mori. I've also gone into several matches where a Meyers can activate the ability within 3 minutes. If people don't notice him, you're Effed.

  • @Bubble0seven said:

    Think you lot keep forgetting this is supposed to be a horror PVP Game to make you slightly afraid so yeah i think its fun makes it more careful and on edge as a horror game should make you feel..

    Being afraid is fine, but Meyers being able to one-hit everyone just ruins the match. It's not intense when everyone dies back to back within 40 seconds. Also, it's more than just a horror game, it's also like a sporting event for a lot of people. To be honest though, my favorite matches are when the killer slows things down and plays fair without camping hooks or tunneling one person too much. I try to do the same when I play killer as well. To me it's more fun to have a balanced match than it is to win, but to each their own. With the long queue times though, it's beyond frustrating to have a match end so suddenly.

  • @hailxsatanxeveryxday said:

    Who is Mike Meyer?

    Whoops. Meyers'

    Thanks for pointing that out :)

  • It would be really easy to add an arrow to the HUD when you're within X meters of the hatch. Like a compass. It doesn't point at it directly, it just points you in the right direction when you're close. I think that would be better than giving it an aura/outline.


    For those saying audio is important, try being deaf. lol

  • Folley and Folly were filtered. First one was a spelling mistake :P

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3062032#Comment_3062032

    Keep in mind that the timer will appear as inactive when they're being chased, even if it is in fact active. If that's not what happened, then I don't know.

    Hmmm... well the light on the back of the unit wasn't blinking and they didn't have a timer on the HUD that I noticed. I may have missed it, but I'm 90% sure that they got downed after we popped all the gens and the killer put it on them at that point. I could be wrong though.

  • @GentlemanFridge said:

    As long as it's not active, you can safely leave through the gates with it on.

    Did they change this recently? Or is there an add-on that makes it activate when all gens are done? Because I just watched a console player die at the exit gate with an inactive trap on their head.

  • Yourself was also filtered.

  • Got a screenshot and made a gif to show exactly what I mean:

    DBD_UI_Overlap.gif


  • Camp is also filtered. Definitely wouldn't want anyone talking about camping in a game like DBD. It's far too offensive :P

  • Teleporting was also filtered... makes no sense

  • You Campy also filtered.

  • @Chiky said:

    there was a game where it censored "you" and every single word after "you" in the entire chat... it's ridiculous

    like "I wanted to let you live, but you forced me to play hard" became "I wanted to let ### ####, ### ### ###### ## ## #### ####"

    and even if I typed "you" by itself it was still censored for no reason

    I think they must have a team of monkeys who sub in for the programmers when they're on vacation or something, and they were the ones who coded the chat filter system :P

  • Chance is also hashed. My god. Who coded this garbage? I swear this post will be 50 pages long by the time I finish.

  • Yeah, they didn't really think it through very well, I think.

  • Mills is also #ed. Cause you know, that's borderline racist :P

  • @Annso_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984468#Comment_2984468

    Yes absolutely, sometimes i say the most innocent things and the filter makes it sound like im wishing awful things on someone's mom lol

    Totally.

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