TragicSolitude
TragicSolitude
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The survivor portraits being displayed vertically along the side of the screen is still awful. I despise it, it's bad for readability and it's easy to miss things. Horizontally along the bottom of the screen, the statuses were easy to glance at and understand. There's no "getting used to" the vertical statuses, reading them is just inherently slower.
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My friend heard the Oni swing his weapon. As he heard that, my friend threw down the pallet. The Oni got stunned, my friend didn't get hit.
There's something wrong.
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@unluckycombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2413358#Comment_2413358
If I may, (and they can correct me if I'm wrong) but I think I get their point.
What I'm getting is that it's okay for a Killer to want a 4k, but at the same time, with the current system in place to achieve a 4k, it normally leads to situations that are pretty crappy for the Survivor (As nobody wants to be stuck sitting on the ground for 4 minutes- especially when you consider that the only perks to get yourself out of those situations are generally perceived as 'Meta' and get scorned, and depending on the situation, you probably can't even do gens or will die trying to get the last guy up, making it nothing but a lose-lose for Killer, in a similar way to attempting to tunnel a person with DS+UB is a lose-lose. Just, you know, as a base game mechanic.)
To add to it, the community feelings of dislike towards Survivor players and this idea of 'Us vs Them' on both sides, calling each other entitled leads to more hostility in-game as well, where there can be a really big feeling of '4k or no k' from Killers, in a similar way to Survivors who will throw because their teammate didn't let them get a chest, or will DC/Kill themselves on hook for missing DS. The amount of camping and tunneling that's been happening recently really doesn't help this feeling.
Sorry, I think I got rambly again, but my point is that I think the point of their post was more so that we should also acknowledge that 4k's should not be considered the end all, be all for Killers, and to consider the other side's experience a bit as well. I think the point was less of 'Don't inconvenience others', and more of 'I don't like being slugged for the 4k, so I won't slug for 4k.' Idea. (That's just what I got from it tho, as I usually do have the mindset of 'Don't do to others what you don't want done to you' so...)
Not slugging for the 4k because they don't like being slugged for the 4k themselves, that's totally understandable, I get that. I'm the same way. Unless I'm doing a challenge or achievement, something that requires kills, I usually don't even care about kills much less a 4k.
But, at the same time, I get why people do it. I don't like being slugged, but a killer is supposed to kill and asking them to not play to the best of their ability because hey, there are things about this game I don't like so you should cater to me and my fun, well that's not fair. The game's mechanics and point system encourage certain tactics, including slugging for the 4k, and I'll say over and over that the mechanics and the point system need changing, but I don't put the onus of making sure I have fun on my opposition.
It's fine to play a certain way because you have empathy. It's fine to play a certain way because you like to win. It's fine to think the game mechanics need changing. But someone isn't entitled for playing to win in a video game. That's expected behavior. Entitled is when a player expects the other side to do something that goes against their best interests, like a survivor expecting the killer to give them the hatch or the killer expecting the final survivor to just give themselves up for the hook.
I'm so tired of the us vs them, killer vs survivor mentality. Everyone's playing the same [BAD WORD]ing game, and both sides need each other or else there is no game.
Sorry, this isn't necessarily directed at you. Or at least, I'm not arguing with you, because we seem to agree on things. I get rambly myself.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2413327#Comment_2413327
I did not say that the Killer should not care about the 4K. Why do you try to twist my words? I said that I (which means: only I, myself, my own opinion) dont care for the 4K. I rather get the 3K, the Survivor might be lucky to get Hatch and I still won the game.
And well, my fix for Hatch (which I proposed long ago when actual Hatch Stand Offs would have still been a thing) would have been to count a 3K with Hatch Escape as a 4K for the Killer, both in Emblems and Points. In theory, there would be no need for the Killer to slug or go for the Hatch Standoff at this point, since they got their points and Emblems like if they killed the 4th Survivor.
However, after reading this Thread, I am quite sure that people would still have slugged and do Hatch Standoffs, just because they want that 4K, completely irrelevant of the points.
But eh, I get it, Killers good, Survivors bad. Only Survivors can be entitled.
I did not say that the Killer should not care about the 4K. Why do you try to twist my words?
But... you said (and I'm quoting):
it is entitled to waste someone elses time because you think that only a 4K matters
The definition of entitled, "believing oneself to be inherently deserving of privileges or special treatment," implies that it is a mindset a person should not have. You are applying that term "entitled" to all killers who "waste someone else's time," not just saying you yourself don't care about a 4k.
So, you are both saying 'it is entitled for the killer to waste someone else's time for a 4k' and 'it's okay for killers to want the 4k.'
I'm not trying to twist your words. I guess I'm just confused. So... then you're saying it's only okay to want the 4k as long as the killer doesn't inconvenience anyone to get it?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2413296#Comment_2413296
I did not say any of this. But nice strawman.
I just said that it is entitled to waste someone elses time because you think that only a 4K matters. When I play Killer, I could not care less if the last Survivor gets a lucky Hatch escape.
If the killer isn't supposed to care about getting a 4k, the game shouldn't reward the killer a Bloodpoint bonus for no escapes. If the devs don't want people to play a certain way, they shouldn't reward points for it. Like, if they don't want two or three survivors to go immersed instead of working on gens, the hatch shouldn't award bonus Bloodpoints.
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It's hard to make a judgment on it, because I've found the game is more likely to crash when playing killer over survivor. End game crashes as killer on Switch are soooooo frustrating. Mostly I feel bad for the killer: sucks if they crashed and sucks if they were so miserable they disconnected on purpose.
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My first console was an ATARI 2600.
But the first games I really loved were on Nintendo: Super Mario Bros and Super Mario Bros 3. Oh, I played the third one so much.
I also played a crapton of Super Mario World on the SNES. Fell out of gaming for a few years and then returned for Dead or Alive 2 on Dreamcast; I just fell in love with it for some reason.
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@kisfenkin said:
What's the complaint here? I don't get it. A person that DCs gets punished for it. Besides getting absolutely nothing for the match they get locked out of matchmaking for a period of time. If you are right and they are doing that over and over again that punishment increases cumulatively. If you disconnect two games in a row you don't get two five minute time outs. Only the first is five. Players have complained here about 24 hour bans and I expect it goes even further than that.
That's the punishment, but you want to add in that the OTHER survivors who broke no rules whatsoever also should be punished while you get a free kill? Why would that be fair? Killer gets a free kill if a survivor DCs.
so, NO! You don't deserve free wins.
My friend had three healthy survivors disconnect to give the fourth the hatch, and he was forced to waste his time looking for the thing because the fourth was just teabagging on top of it for no good reason like their three SWF buddies disconnecting at 4 gens left was some sort of win. My friend got very few points, no emblems. He had to wait in a queue for that?? The fourth one was no innocent. The three who disconnected were rank 20s, obviously just wanting to stay at that rank, while the fourth was a rank 8. Why did that rank 8 deserve a hatch escape?? Survivors get a good amount of BP just for getting out through the hatch. My friend made fewer than 2k points in that match.
Even the entity spikes wouldn't have solved that issue, but the DC penalty obviously isn't enough to stop obnoxious behavior. Stuff like what my friend experienced suggests these people probably have multiple accounts, so they can just do it until the penalty gets too long and then switch to a different one. The only ones who lose then are the killers who get saddled with their nonsense.
DCing to give someone the hatch is a bad mechanic. I've had the third survivor, immediately upon being downed, disconnect. I was going to hook them! Disconnects screw up Bloodpoints, they screw up achievements and Tome challenges, it's freakin' stupid how disruptive they still are and while there's a time-out penalty that doesn't do anything to mitigate their in-game effect.
To stop crap like my friend experienced, maybe killers should be able to open an exit gate once the hatch opens. That way they don't have to search the map for the dumb thing just to force a survivor out. It's not the first time I've seen that happen, and a lot of times the EGC would be quicker than locating the hatch.
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I've been equipping Lightborn 100% of the time since not long after dedicated servers went live. It never mattered if there were flashlights in the lobby or not.
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Are there any horror movies you've seen and liked? Or have you never really watched horror movies before? Does it need to be slashers in particular or are you interested in other types of horror as well?
It can be difficult to make suggestions for slashers because the ones people would recommend are usually from the '80s and they often assume that anyone interested in horror has watched those movies, already. The Texas Chainsaw Massacre (1974), Child's Play (1988), Halloween (1978) and Halloween II (1981), A Nightmare on Elm Street (1984), and the first three Friday the 13th movies (and I quite enjoyed Part VI: Jason Lives) are considered classics. The Friday the 13th remake is enjoyable. Candyman (1992) and Sleepaway Camp (1983) are also classics. The first Scream movie is good (I personally dislike the others, but that's just me).
Suspiria (1977), part slasher and part supernatural horror, is an absolute classic and one of my favorites.
American Psycho (2000) is fantastic. Tucker and Dale vs. Evil (2010) is hilarious, I loved it, but it helps to have seen other slasher movies to understand the stuff it's parodying.
Inside (2007), High Tension (2003), and Bedevilled (2010) are really great foreign slasher films, but they 1. require reading subtitles, and 2. are very brutal. They're not introductory movies and probably start crossing into splatter territory. Saw (2003) is light splatter in comparison to those.
Edit: I really like The Crazies (2010), which is kind of a cross between an infection movie and slasher movie.
Edit 2: You mentioned slasher, so I specifically stuck to slasher. Personally, slasher is probably my least favorite type of horror. Sci fi, supernatural, psychological, splatter, body horror, infection... any of those I'd probably pick over slasher, if you're looking for any more movie recommendations. Like, The Thing (1982) is my absolute favorite movie ever; that's sci-fi body horror.
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It's a bug. When a grab gets cancelled, the game is supposed to injure the survivor, but instead it uses the killer's power.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2410491#Comment_2410491
Have you tried the yellow glyph challenge yet? It's pretty terrible on console.
It was fun actually fun on PS4 (with an SSD). A bit heart-attack inducing, bambambambambam, but an entertaining challenge. I'm disappointed I can't make them spawn in every trial forever.
On Switch, my friend couldn't do the Yellow Glyph at all. I had to do it for him, and I struggled a lot, too. It was bad. Really bad. It definitely highlights how poor the performance is.
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The DS skill check is too small for console. I had it pop up over 10 times today and I only hit it 2 or 3 times. Not exaggerating. On console there's a delay between hitting the button and the spinning meter stopping. You could say "press it early," which yes, I try, but the inconsistent framerate and frame drops make this a misery. The skill check shouldn't be so small that the performance issues have such a devastating effect. Like I said, I was able to hit the skill check about 20% of the time.
While optimization is needed no matter what, it's obviously not coming tomorrow, but changing the DS skill check to be larger could be done tomorrow. It really should be. The choppy framerate on the Switch makes normal skill checks very difficult.
Playing killer with the Switch's choppy framerate is an absolute nightmare. No fun at all. I'm only doing it to get challenges done and then I'm not touching killer again until this improves. The little globe icon should tell people which platform you're on, that way they'd understand why I stopped playing after getting 5 downs: "Oh, no wonder, it was a Switch player. That poor bastard."
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I kinda like burning Huntress, but playing her feels like ass on console so it's totally useless to me. Yeah, this Rift is extremely unimpressive, there's nothing I care about.
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I'm having that problem, too. Something weird happens. Was it a bug, did I just not see something properly? I dunno, but I can't record it to find out. Even if I tried to report it, I wouldn't know what to write because I'm not even sure what happened. Was I not able to put down the item or did I put it down and pick it back up? Did the killer's weapon actually go through me without injury or did I not see it properly? I'll never know!
They took away the video record ability and performance is worse. They could've at least let players choose whether or not to disable the function.
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Well, if a killer goes to a map that basically neuters their build or their power, then it hurts everyone's chances of earning points in the match. Or like me on Haddonfield, I hate the houses, I refuse to go in the houses; I see survivors teabagging on the second story balconies and they make less than 8k in the match because if the killer doesn't interact with the survivors properly then they just don't make points.
For survivors, all maps have pallets and vaults, most have some sort of drop-down for Balanced Landing. A bad map won't neuter the survivors, but killers vary wildly from map to map and can be absolutely ruined on the wrong map. Put Scratched Mirror Myers on an open map and he might as well go AFK: chases in tier 1 are painful, the build is only effective if there are a lot of LoS blockers. You don't want to make the killer's power so impotent that you run out with practically zero Altruism. Or I dunno, maybe some survivors want that. I find the matches where the killer does so poorly that I never get to make a single hook save pretty boring, though.
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@OrionQc24 said:
https://forum.deadbydaylight.com/en/discussion/comment/2407992#Comment_2407992
Are you serious or are you trolling?
Serious. We hover at ranks 16 and 15. I usually die trying to protect him and once I'm dead he dies. Unfortunately, the Switch drops too many frames for him to hit all his skill checks, so I have to take aggro or he'll be tunneled immediately and maps are too dark on Switch to navigate in a chase.
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@OrionQc24 said:
https://forum.deadbydaylight.com/en/discussion/comment/2407970#Comment_2407970
SWF simultaneously boost ppl way above their rank and reward toxic behaviors. That is all.
Wait, really? How do players get boosted? My friend and I never get past rank 15.
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My friend and I lose IQ points when we play together. I play more seriously when solo, but I have a lot less fun. I've come to avoid playing solo as much as possible. This game needs better balance, but getting rid of SWF will empty the survivor queue.
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Because [BAD WORD] you Switch players, that's why.
(I also suck at hitting it on PS4. Inconsistencies with the framerate really kill being able to hit this skill check.)
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Yeah, it's disappointing, I liked that hair before the update. It's so bad, now. Halloween wigs at Walmart are asking "######### happened to her??"
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Performance on Switch is definitely worse since the update. The framerate is super choppy. My friend bought and installed the game on his Switch the day of the RE chapter, and the game worked just fine, no problems except the ridiculously dark maps. Every update since has made the performance worse.
Also, ######### YELLOW SKILL CHECKS?! I did 'em fine on the PS4, but they are awful on the Switch. My friend is trying over and over and over again and hasn't succeeded once so far; the frame drops make it damn near impossible.
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/2404577#Comment_2404577
I'm glad that I know my switch isn't broken or anything, but I'm also sad cause this is even worse then the previous update.
Yup. Switch missed out on being able to cross-play during the Blood Hunt, the ability to record 30 second videos is gone, and performance is worse. It really sucks.
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It's worse. The fps is all choppy, it feels awful. This was playing as survivor against lots of different killers on lots of different maps, the performance is worse.
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They removed it because supposedly it made the game run worse.
Of course, the game is actually choppier for me with the new update. It feels awful.
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Victor definitely needs cosmetics. A little top hat on him would be adorable.
Also, Nemesis's zombies need cosmetics. I meant to start a thread in the Feedback section about that, but I'm really damn lazy about starting threads.
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Unfortunately, because it's a live service game, in their EULA it basically says they can change whatever they want whenever they want and the customer has no recourse.
Cosmetics exist to look a certain way. That is their only function. Changing the way they look post-purchase is a pretty uncool thing to do, but the whole point of the EULA is to protect BHVR in this situation where they ruin their product that the customer paid for.
BHVR should put a big notice on their cosmetics that they're essentially limited-time items and will in the future be changed on a whim. I'm curious how that would affect sales. I've played games before where they sold outfits that only lasted a limited time before being removed from inventory; changing them completely isn't much different, for an unhappy customer the outfit might as well be removed from inventory, and I've always refused to pay money for such things.
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@lemonsway said:
I don't get why DC penalties in a casual game. DbD isn't Competitive, there is no Competitive scene, it's all Player Made with external rulling. There's no Competitive DbD because the game isn't made to be competitive, it's a party game, at most BHVR will endorse some Tournaments as Marketing decisions and that's it, just like the Amateur Console only Japan Tournament, and even this was made with outside rulling because there's no competitive Balance or Rulling in DbD and never will be. The moment DbD becomes Competitive Half of the population won't like the game cause at least half of the population is the Casual players that BHVR wants.
If that's the case then why the DC penalties? DC penalties only make Queues worse, you're banning people from playing so what do you think happens next? More Wait time, less Players in Matchmaking, More Rank variety and Unfair matches because Matchmaking has to lower Queue times for those eligible for Queue.
Results of this? highly unfair matches, longer Queue times and guess what? MORE DC's because of this. Until DC penalties became a thing i had no problems with Queues unless i was playing at times where it would be expected to have low population. And before Cross play i could actually find Console Lobbies, now it's a goddamn MIRAGE to find a full console Lobby, it will take ages. But thanks to Crossplay it's easier to face Pc cheaters not to mention the obvious PC vs Console argument in terms of controls, especially for killer and not to mention how ######### Console optimization is and how manny problems Old Gen and NEW GEN consoles are having.
There's no way to keep DC penalties up with this much reasoning against it.
The only excuse people have in favor of DC bans is people being sore losers, which doesn't happen that often, more people are having performance issues or crashing rather than just going oh no they did a gen or oh no they hit me let me DC ... I'd rather lobby dodge if i suspect i'm facing something i won't like based on people profiles and who and what they are bringing. I'll even dodge shady survivors while i play survivor.
The only excuse people have in favor of DC bans is people being sore losers, which doesn't happen that often, more people are having performance issues or crashing rather than just going oh no they did a gen or oh no they hit me let me DC
This is wrong. Most DCs are ragequits. You can tell because the number of DCs goes down drastically when the penalties are live.
I find the DC penalties questionable in a game with so many issues, I don't think it's okay that players are punished when the game crashes, but I'm not going to pretend that most disconnects are actually the game's fault.
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DCing is wrong. Just go stand at the exit gate or in a corner or something. DCing gives them a free escape while cutting down on their work. If the killer stays in the game, the survivors have to do all the work to end the match just so the killer can collect their Bloodpoints. While they're working on gens, you sit back and relax watching YouTube or go get a snack or something.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2401260#Comment_2401260
She’s a decaying corpse full of glass
Spirit's a little dinged up, but that's about it.
Even for some of the more busted up girls in horror, the scars just give 'em character. ❤️
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@AGM said:
There are a bajillion threads about this. Short answer: latency.
Long answer: Killer's client used to be the referee for if a hit connected. Now, the server is the referee. So now, on rare occasion, if the killer swings into a dropping pallet, their client registers a hit, and the hit sounds and vfx play. But the server goes, "wait, no, that pallet was actually 50% way down." And so the hit gets canceled. You weren't "robbed" as many say. The sounds and vfx just should not have played.
The sounds and vfx just should not have played.
But that's exactly what OP's asking about. Why do those play? How is this game coded that the audio and VFX can play when no hit occurs? Code is a logical sequence of if-then statements, if there's a hit then this sound plays and this visual effect is shown and this health state is lost, but there's no logic to only part of that sequence happening and not the rest, so what in the hell is going on behind the scenes of this game?
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If they don't fix Kate's face, I may become a Leon main.
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Right now I'm bummed because my friend just got the game on Switch so he could play with me, and there's even a Blood Hunt going on, but the Switch is blocked from cross-play so we can't play together.
I was definitely disappointed that, after they said they'd be doing more for the two events they have each year, all they did was a copy-and-paste of last year's Anniversary event. Them following it up with a Blood Hunt where I can't even play with my friend... it just sucks.
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Weird. Just the other day I got Hawkins 3 matches in a row as killer.
I was not amused.
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Going AFK is better than DCing. Take the XP and the small amount of Bloodpoints, avoid the penalty.
Sometimes survivors will disconnect when they realize I'm not going to interact with them anymore. That always brightens my mood.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2398268#Comment_2398268
Also, because having fun as Survivor often includes humiliating the Killer and vice versa.
This is an excerpt from the post I constantly link to:
Dead by Daylight is a unique game. It stands in the company of other asymmetric games, but it has unique aspects that other games don't that affect our psychology as we play. I wanted to explain these concepts and have some advice for how to counter them.
Concept 1: Humiliation DBD's gameplay is centered on humiliating your adversary. I would argue that every aspect of the gameplay is an act of humiliation, not competition, like you see in other games. The reward-based outcomes combined with asymmetric gameplay makes DBD uniquely painful to emotionally process both your losses AND wins. Let's look at the various aspects of gameplay:
Killer Humiliates
- Frustrates a survivor's ability to contribute to their team (social humiliation)
- Frustrates a survivor's ability to level up and earn points (reward-denial humiliation)
- Frustrates a survivor's ability to appear competent in front of their survivor peers (mild self-esteem humiliation)
Survivor Humiliates
- Frustrates a killer's ability to appear competitive and threatening in the game environment (social)
- Frustrates a killer's ability to level up and earn points (reward-denial humiliation)
- Humiliates the killer in post-game chat, something that while survivors aren't immune to, but have group social support resources to easily heal from (severe self-esteem humiliation)
Concept 2: Rollercoaster of Emotional Injury If a killer wins, but doesn't win "right" (camping, some glitch, lag, etc) they are deprived of their celebration by the survivors (survivor decides whether killers can celebrate, another humiliation). If a survivor wins, but everyone doesn't survive, the sacrificed survivor is deprived of joining in the celebration (the killer can take this opportunity to humiliate them). Through all of this, both player sides undergo extreme stress.
Killer Stress
Killers experience states of stress throughout the game: trying to find survivors, being evaded by survivors, losing track of survivors, and protecting hooks from survivor saves. Killers, at no point, have any moment of emotional peace or sense of "safety" from these states. The emotional injury ALWAYS ramps up in post-game end chat, and at the gate, where killers are ritualistically humiliated by twerking/circling/various taunts.
Survivor Stress
Survivors experience states of stress, too, with waves of calm: hiding, peacefully working on gens with their peers, being in the terror radius, evading, and being on the hook. Successful evasion and successful hides are followed by positive feelings of calm, while being chased is stressful, and being caught, hooked, and killed is a very substantial, large loss. A hooked survivor has disappointed their team, lost a huge amount of point potential, and been humiliated by the killer. Watch streamer facial expressions change when they realize they cannot be rescued and are dead, after a long match. There is pain in their face.
Yeah, that's a good one. It was written by a psychologist, right? I always thought it was interesting he took the time to analyze the game. His analysis also made me a little sad, thinking about the kind of game I'm playing and how unhealthy it is. I can't help but feel regretful that I got sucked in.
It seems like the game is designed to punish players, and then players go the extra mile to make it worse with in-game taunts and post-game chat. Original DS was the biggest "[BAD WORD] you, killer!" in the game, punishing killers for winning a chase. I don't know how that abomination ever got greenlit. Original Dying Light was no better, requiring a survivor be tunneled out as fast as possible. With perks like that, you have to wonder if the devs actually wanted the two sides to legitimately hate each other.
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So many reasons.
Like Pulsar said, other players is a large factor. The two sides are not nice to each other. Rather than a friendly rivalry, this game has cultivated a hateful us vs them mentality that just doesn't abate.
Why do the two sides hate each other? Because the most efficient way to win is to deny the other side a chance to play. The more efficient you are, the more miserable the opposing side is. One side feels rushed to complete their objective, the opposing side responds in kind, and it's an endless cycle. One of the most effective ways for killers to slow down gen repair is to get the match down to a 1v3 as fast as possible. The survivor who gets tunneled out feels singled out, they feel cheated out of getting to participate in the match, and they feel like they waited in a queue for nothing. But if a killer doesn't do that they risk getting gen rushed and then they're the one who's miserable. It's rare that both sides walk away feeling good about a match.
The game doesn't reward much in terms of points. The grind is crazy, and when a player ends with very few Bloodpoints because the other side played efficiently, it's upsetting. If the game were more rewarding, that could help a lot. Instead, at the end of a bad match, it feels like you got nothing out of it.
Survivors get frustrated because they feel their teammates are potatoes or their teammates are sandbagging or farming them. Killers feel frustrated because it's a 1v4 situation and they can't be in 4 places at once; one mistake can cost them multiple gens.
Because of how frustrated players get, they have a habit of being both bad losers and bad winners. This increases the frustration of those around them, and it's all just an endless cycle.
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In my killer matches it seems like survivors would rather escape with 8k BP (not even joking) than let me get anywhere near them, even though I make over twice as much dying in a decent game when I play survivor. They don't want to take risks. Not sure how that's even a fun match, then, what's fun about playing it safe in a video game? Whatever, I'm a friendly killer, but whether or not they earn points is up to them.
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@treefiddyoh said:
https://forum.deadbydaylight.com/en/discussion/comment/2397909#Comment_2397909
Again, if you aren't good enough to get the kills during the match, maybe you should play another game.
Well, make sure to tell the killers that in the future. I'm sure they'll appreciate the friendly unbiased advice. Or maybe suggest to the devs that the match should just end immediately when the last gen is done, since you seem to think that is when the match ends.
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@treefiddyoh said:
https://forum.deadbydaylight.com/en/discussion/comment/2397894#Comment_2397894
If you as a killer, get crapped on all game, and decide "Hey, I'm going to camp this 1 survior because I need at least 1 kill" maybe you should play another game around yoru skill level. Peharps Minecraft?
But other survivors usually come for the save. Killers can net three or even four kills just from survivors attempting to save the one. It makes tactical sense to use altruism against the opponent when possible. At the end of the match, there's nothing else for the killer to do.
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... because walking away from the hook is a free escape for that survivor. If survivors come for the save, the killer may get them as well. If not, then at least they got the one kill. If gens are done, the killer has no reason to leave the hook and every reason to stay.
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EGC is two minutes. They're being ridiculous, but they're not holding you hostage and their behavior is not reportable. If you really want them out quickly, you can force them out. Otherwise, it's just two minutes.
Holding the game hostage is what happened before the EGC existed and survivors stealthed around the map for 20+ minutes. That sucked. EGC is amazing as it is.
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@tortrader said:
https://forum.deadbydaylight.com/en/discussion/comment/2397446#Comment_2397446
What's the point of waiting? How will other players know to use them during your matches after the bloodhunt? The benefit to them is for multiple people to use them for the stacking effect.
Because the way they stack is additive rather than multiplicative, a bunch of people using them at once versus spreading them out doesn't really matter. Using one cake for a good match can pay out more than using a bunch of cakes for a bad match.
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I'm pretty sure the game is darker on the PS4 than it is on PC (and it's way darker on the Switch than it is on the PS4). So, it's not just you.
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/2396316#Comment_2396316
Hmmm My survivor friends told me that it was not much of a bother as Surv Queue time were long as hell. While waiting for a lobby they would just do the re-equipping like what they would do to arranging Add Ons and Perks.
Really? That's interesting. I only know of the bug that requires using the shop, which is easy but can't be done while waiting in a queue (correct? I don't think you can use the shop while queued).
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A post like this makes it very hard for BHVR to pretend not to see this bug and let it slide.
If this is the bug I think it is, it requires re-equipping the desired cosmetics after every match. Someone has to be really determined to bother.
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Survivors: On PS4, I did main Kate. If they don't fix her face, though, then Leon may be my new main. On Switch, Cheryl has the Alessa outfit so she's my main.
Killers: Nemesis, Blight, tier 1 Myers
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2395620#Comment_2395620
good points,
If death wasn't as final you could definitely have far more oppressive killers in terms of their powers.
However people would still likely complain though as constant dying and respawning to an oppressive killer might be less fun than just getting killed and moving onto the next game.
I absolutely agree with you about strong scary and varied killers though, everytime a killer gets watered down in the name of balance the horror element of the game suffers. It definitely drives the game toward one optimal play style that is very unthematically repetitive.
However people would still likely complain though as constant dying and respawning to an oppressive killer might be less fun than just getting killed and moving onto the next game.
There'd have to be something in place to prevent that kind of griefing. Maybe killers have to "build up" to be able to kill, and each time you go after the same person it takes longer. Or the game could give the survivor the option of a permanent death. If permanent death doesn't benefit the killer and doesn't hurt the survivors so much that the match's outcome becomes a foregone conclusion (the way it does now), then it could be less detrimental than hook suicides are currently. If there's no in-game benefit to bullying someone out of the match, it's less likely to happen.
I absolutely agree with you about strong scary and varied killers though, everytime a killer gets watered down in the name of balance the horror element of the game suffers. It definitely drives the game toward one optimal play style that is very unthematically repetitive.
Thanks! Yeah. I mean, as the game is right now, I see people attempt to do meme builds and they just get stomped and have no fun, forcing them to return to the same ol' tried-and-true routine. The game has no structure in place to ensure its players have fun, to let players be creative. People want to change things up, but the game is actually so open-ended that it paradoxically removes choice and forces specific playstyles, limiting the game's touted "player agency." It's counterintuitive but true.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2395370#Comment_2395370
Its not a bad idea, but I think a respawn mechanic would undermine the finality of death in this game and its that finality which makes it horror.
There is no coming back so you gotta stay alive if you can.
I think it would lose something with respawns, like the horror survival element would be heavily diluted and we would have even more in your face loopy loopy rather than avoid the big scary monster gameplay. If they water down the horror this game will suffer as that's the main draw.
A resurrection system doesn't have to be a simple respawn. I'm sure there are some ways to make it a bit horrific. Horrific wounds, looking more and more like a zombie with each death, clawing your way out of a grave, a teammate pulling you screaming in pain out of the Entity's claws... If the devs get creative with it it could add to the atmosphere rather than detract.
Also, in terms of the "horror aspect"... The game is more loop and chase focused than it is horror focused. As is, the horror aspect is pretty awful in that it's barely there. Which is unfortunate, as some of my favorite things in the game are spooky Myers or the way Spirit can surprise an unsuspecting survivor. But Myers surprises a survivor who didn't see him lurking behind a tree, and then... what? He grabs them and puts them on a hook? Only Tombstone Myers can do an outright kill, but then he has a terror radius, the only surprise is the first time he uses his Tombstone mid-chase.
The survivors get so much information. A more mysterious atmosphere, killers able to actually be more like horror movie nightmares, that'd be great. But with death being so final, you can't do that otherwise it'd be really unfair on survivors. And with the way killers feel like they're racing against the clock, it can be easier to focus on and chase one survivor at a time than to spread it out. Spreading out would up the horror aspect as the killer surprises each survivor. Focusing on one survivor means you get one chance at horror with them and the rest is just chase chase chase.
In most other horror games, you get to come back and try again after you die. The difference is that those horror games have you up against an AI, which usually becomes easy to predict. The unique thing here is you go up against people, and each person plays differently and requires different tactics. Or at least, different players should each have their own personal style, but this game pushes players to all adopt the same playstyles to reach their win condition, and thus we end up with very repetitive gameplay.
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@LiquidPhat said:
https://forum.deadbydaylight.com/en/discussion/comment/2395225#Comment_2395225
Would would be your idea on fixing the game's bad design? Some people would suggest increasing gen times/giving a second objective (besides totems), at the beginning of each match, having a setup time for killers such as trapper and hag, etc.
I personally think another objective would be fun to do (and give survivors something new to interact with) and could potentially give a nice pace to the game where the killer doesn't feel like they were gen-rushed.
I'm no game designer, so I'm not totally sure. One thing I've seen that I think I'd prefer to hooking is in other games the killer actually kills a player and then that player has to be resurrected. I'd prefer this because I think hooks are boring: kill animations would be way more fun, and usually when a player is dead and waiting they can spectate others, giving them something to do. Or maybe there's something they can do while waiting that's not necessary to win but does earn them points. With kill animations, there's no slugging, so that's one annoyance removed right there. In Haunt Chasers (a very different asymmetrical game), when a player dies they go to one of many graves and only the other chasers, not the ghost, know the name on the grave to look for. That's an interesting way to handle the death/resurrection mechanic. The killer knows the general area to which the survivor(s) will go, but the killer doesn't know which specific grave to just stand and stare at.
I think there need to be more objectives for survivors to slow the game down and also to make survivor gameplay when the killer isn't chasing them more interactive and fun. If the game is slowed down, however, then the killer's ability to camp and tunnel has to be removed. I don't mean punished but actually made more difficult and less rewarding than it'd be worth to even attempt it. Tunneling a survivor out should not be the best way to slow down the game, anyway.
Right now, the best way for a survivor to complete their win condition of escaping is to rush through gens and avoid interacting with the killer as much as possible. For killers, the best way to tilt the game in their favor is to make the match a 3v1 as fast as possible. When killers are struggling, camping a survivor on the hook can be an effective way of turning the tables and bringing the other survivors to them. What this means is, for both sides the best way to win is to stop the other side from getting to participate. In other words, the most efficient way to play is to ruin the other side's fun. That sucks.
Neither side should be able to rush through their objective and give the other no opportunity to participate. This may require more structure to achieve. All four survivors stealthing around trying not to interact with the killer shouldn't be a thing. If the game has more objectives or more structure, then maybe some objectives require stealth and others require bold interaction with the killer, giving both types of players chances to do what they find most fun while the killer doesn't feel like they're not getting to interact and earn points. This may also mean there'd need to be a shared number of lives amongst survivors rather than the individual three-strikes-you're-out system we have right now, but that might require better matchmaking so one potato doesn't equal a total loss for the other three players.
Sorry, like I said, I'm no game designer. I look at what people complain about and trying to come up with ways to solve those issues, but my ideas are general rather than specific.
Edit: An idea I forgot to propose as an option is that matches are timed, there are objectives to do, and deaths aren't permanent until maybe the very end of the match. The devs could truly make the game casual and focus on fun rather than players stressing about time management or feeling singled out. Different objectives on different maps as well as environmental kills could also spice things up.

