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TragicSolitude

TragicSolitude

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TragicSolitude
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  • Multiple things have happened which could affect queue times, and they've occurred at about the same time. The RE chapter came out. People want to play the new killer. Also, the chapter tanked console performance, and the majority of console players play survivor. Fewer console players means fewer survivors, so the killer queue gets longer.

    Now, we also have the event. Not only is it easier to get cakes on killers, but it's easier to earn BP as killer, too.

    And so queues are royally [BAD WORD]ed.

  • Killers without enough hooks slug. If the devs decrease the number of hooks on the maps, in less than 24 hours the forums will be filled with posts complaining about the prevalence of 4-man slugging and bleed-outs.

  • My matches are usually pretty miserable as survivor, anyway, but yeah, there's more tunneling and slugging than usual. It really sucks since I can't do anything about it. The frame drops are so bad that I'm missing more skill checks than I'm hitting. And I certainly can't do chases properly, I'm almost never able to throw down a pallet in a chase, and I can't run tiles because it doesn't matter where I'm trying to run, where I actually run is into walls and corners. But killer queues have been long a lot of times during this event while survivor queues are fast, so I play survivor. Killers are waiting in long queues just to tunnel and slug and end the match super fast with no points. I don't get it.

    I went against a Nemesis, I was the last survivor left. I was dead, I was fine with that, but for a few more points I tried to inject the vaccine. He wouldn't freakin' let me! He downed me. He would've gotten more points, too. Couldn't just let me have my dying wish of more BP for both of us, I was there at the chest already injecting myself I just needed literally one more second (possibly less), but he hit me twice to put me down.

    Not like my matches when I play killer are good, either, and again part of that is because I can't do anything about it, the game is performing too badly to play for real. Unless the survivors actually want to farm or something, I can get maybe 8k to 11k BP by spamming my power and stuttering around the map, and the survivors all escape with about the same. I've actually seen survivors escape with fewer than 7k BP. How did they manage that without getting crows??

    This event, man. Do both sides have to play like this when the performance has reached a new level of tanked? I've never had it so bad before that I couldn't hit skill checks.

    The event is frustrating. People don't need to put in this much effort to make players miserable, the game's doing that more than enough on its own for those of us on console, but here we are. If I had any sort of chance to play when the other side is giving it their all, it'd be one thing, but I don't. The game's poor performance has taken away my defenses as survivor and offense as killer. Not to mention that efficient playing = fast and uninteractive. These quick matches are pointless. Game really needs a casual mode at the moment for those of us who are either A. casual or B. playing with frame drops and freezes at a stuttering 15fps.

    I'm leveling up characters, and the characters I'm leveling up are the ones with the cakes, so they're the ones I'm playing as... which means I have absolutely crap for perks, certainly nothing useful for these kinds of matches. Not that there's a "30 fps" perk, anyway, but Unbreakable would be pretty handy. DS would be pointless, though, the game won't even let me hit normal skill checks.

    Oh, and to that Doc who left me slugged so they could go find the hatch... I'm not sorry I found it first.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2331661#Comment_2331661

    Wait wait wait, they found out that the dbd code loads ALL assets, used or not, in every trial?

    If that is true than everybody from behaviours dev team would have to be fired.

    What reason would there be for any game to load every bit of unused assets all the time.

    Imagine league of legends or rainbow six siege loading all champions, tools/operator assets into every match. Half the PC and all of the consoles would burn.

    Yup, it's bad. Here's a link to the full explanation. I think I undersold just how detrimental it is for performance.

    https://forum.deadbydaylight.com/en/discussion/comment/2259209/#Comment_2259209

  • I'm having to play Nemesis because he's who I'm leveling up, so he's the one with the cakes.

    It sucks. The frame drops make it damn near impossible for me to use my power. I get more points just going around killing zombies than I do if I try to interact with survivors, so I'm playing zombie hunter.

  • The quote's not wrong.

    When I played Battlefront II, I was constantly on their forums criticizing the things that needed fixing, pointing out the things that they should put more work into. When I stopped posting on the forums is when I stopped playing the game, I just gave up on it. Silence implies indifference, and indifference means you've moved on.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2331468#Comment_2331468

    DbD is 5 years old but updating itself

    PS4 is 8 years old and is dying out and will eventually lose support once PS5s become more available.

    If what people who have delved into the code have said is true (and it being true explains some of the exploits that have been possible), then DbD is loading crap not even in use into every match. DbD needs to hire people who can fix the code. If they don't stop loading all the killer and survivor assets into every match, even for killers and survivors not being used, the game is going to just keep getting slower and slower for everyone, requiring more and more resources for no good reason. Loading times get longer and longer, and hackers/exploiters are able to bring a second killer into a match.

    Only loading required assets into a match would go a long way to improving how the game runs. Everyone should want that, because again, as they keep adding more killers and survivors, the game will perform worse on all platforms.

    PS4 and Xbox One could handle the game so much better without sacrificing graphics or mechanics with some optimization and by adding in options for controllers (and the next-gen consoles need those controller options, too, because not being able to set stuff like the dead zone hurts).

    And if the devs really aren't going to fix the code, then they need to make cross-progression for PlayStation and Xbox a serious priority. People on PlayStation and Xbox just get screwed in so many ways right now, and we've put money into the game same as everyone else playing.

  • One survivor steps in the trap. Once they're out of it, you reset the trap without picking it up. Then another survivor (or possibly the same survivor) steps in it. That should complete the challenge.

  • The new Developer Update actually talks about their plans to fix grabs (it's at the bottom):


    @DeathByGiggles said:

    https://us.v-cdn.net/6030815/uploads/4OLGKWWIQ7GG/devupdate.jpg

    It’s time for another Developer Update, a series of posts detailing what we’re working on and what you can expect in the future. A quick head’s up before we get started, our focus for this post is to explain what is currently being worked on and made available in the upcoming Mid Chapter. That said, the second half of this post is going to be very technical. You have been warned. 

     

    https://us.v-cdn.net/6030815/uploads/9JOWH5HEHTH7/patchnotesdivider.png

    The Trickster 

    Now that it has been a few months since the launch of the All-Kill Chapter, it is time for The Trickster’s post-launch review. This is something we do for all new Killers once they’ve had a few months to settle into the game. Reviewing the data, The Trickster tends to fall on the lower end of the roster (even among the top few percent of Trickster players), so we feel comfortable making some improvements to him to bring him up a few spots. 

    We’ve made several changes to laceration to make it a more tense back-and-forth battle. For starters: 

    • The number of knives required to damage a Survivor has been reduced to 6 (down from 8) 
    • The delay before laceration decay starts has been reduced to 10 seconds (down from 20 seconds) 
    • The rate of decay for laceration has been increased to 0.3/s while running and 0.4/s all other times (up from 0.235/s and 0.175/s respectively)  

    Together, these changes should make chases quicker and more interesting: The Trickster will be able to down Survivors much faster, but a good Survivor may be able to break line of sight for long enough to start decaying their laceration meter. 

    Additionally, we’ve reduced the amount of laceration lost for hitting a Survivor with a basic attack from 4 to 3. (We’ve all accidentally run into a Survivor while throwing knives before. Swing away.) 

    Next, we looked at Main Event. Main Event would activate fairly frequently, but the long activation time often meant that the Survivor could break line of sight before you had a chance to start throwing knives again, making it difficult to use at times. With that in mind, we’ve made the following changes: 

    • Main Event activation time has been shortened to 0.5 seconds (down from 1.5 seconds) 
    • The number of knives required to activate Main Event has been increased to 30 
    • Increased the amount of time you can hold Main Event to 30 seconds (up from 10 seconds) 

    With these changes, we aim to make Main Event less frequent, but more meaningful when it does activate. By increasing the time it can be held before it must be activated, you’ll have more freedom to choose when to activate it and be able to use it more effectively when you do thanks to the lowered activation time. 

    Last, but certainly not least, it could sometimes be difficult to tell when your Blades were hitting a Survivor. To improve the feedback, we have added hit indicators that appear where the Survivor was hit. 

     

    With base changes out of the way, we also needed to look into a few of his add-ons. Most add-ons are behaving as expected, but there are a few outliers that fall significantly above or below the rest that we needed to adjust. 

    Melodious Murder 

    With the number of knives required to injure reduced to 6, leaving this add-on as is would be a little too much. With that in mind, we’ve reworked this add-on completely to give increased reload speed at lockers instead. 

    Fizz-Spin Soda 

    Previously: Granted the effects of having already thrown 3 knives. 

    This one is a slight tweak; the bonus has been decreased to the effect of 2 knives. The initial rate bonus granted before was a little too high which made it an obvious choice every time. 

    Iridescent Photocard 

    Now, when a Survivor is two or fewer Blade hits away from the maximum, they will be Exposed. This will give you a larger window to work with. 

    Death Throes Compilation 

    This is another one that needed to change due to the lower laceration meter to prevent things from getting out of hand. Now, Death Throes Compilation will replenish The Trickster’s knives when Main Event ends. 

    Lucky Blade & Waiting for You Watch 

    These add-ons didn’t see much use before, so they’ve been reworked with a completely new effect. Hitting a Survivor with a Blade during Main Event will extend Main Event’s duration. 

    Last but certainly not least, we reviewed The Trickster’s perks and made changes to both No Way Out and Hex: Crowd Control. 

    No Way Out 

    This perk can do quite a bit, but it can also be very inconsistent. If you’re missing a token or two, or if the Survivors are preoccupied when the gates are first powered, it’s possible they’ll completely miss the effect. With that in mind, we have: 

    • Increased the base time of the perk to 12 seconds 
    • Increased the bonus time for each token to 6/9/12 seconds 
    • The perk only activates whenever a Survivor interacts with an exit gate for the first time, and you’ll receive a loud noise notification when they do 

    These changes increase the potential maximum time from 46 seconds to 60 seconds, and ensures that it will have a noticeable effect. 

    Hex: Crowd Control 

    A simple adjustment, but one that should have a big impact: 

    • Increased the time a window stays blocked from 10/12/14 seconds to 14/17/20 seconds 

     

    https://us.v-cdn.net/6030815/uploads/K6KKE22SGOL5/patchnotesdivider.png

    Survivor Visual Update 

    If you’ve had your eye on social media for a while (or the many places they were reposted), you may have seen some early previews for Survivor model updates. These visual updates are part of The Realm Beyond, our ongoing effort to improve the visuals of the game. 

    Some of you are dying to know when you’ll see these updated models in-game. You won’t need to wait much longer, as the updated models will appear in the Mid-Chapter Update. 

    With that said, we’ve also seen some people ask, “Why?” When the game first launched, a lot of things (characters included) featured a completely different art style. (You can still see some traces of this in the original Survivors. Look closely at Dwight’s shirt and you’ll notice a watercolor effect that isn’t used anymore.) As time went on, we moved towards a more realistic style, with more detailed textures and refined models. This left some of the more recent Survivors looking great, while others started to feel a little dated. 

    Our goal with these changes is not to change the characters significantly, but rather to bring them up to date. We’ve been playing with these Survivors for years, and some of us have grown very attached to them (some of you a little too much, we’ve seen the THAT art you’ve made). This is part of the reason why we’ve been sharing previews for so long: We’ve been combing through your feedback to make sure that the updated versions of each Survivor are as similar as possible to ones you know and love. If you’ve been losing sleep over David King’s smaller brow, you can rest easy, we’ve gone back and made some adjustments. 

    With that said, here’s a quick taste of what you can expect in case you’ve missed the many teasers. Please keep in mind that these previews do not include animations, so expressions like Ace’s trademark smirk won’t appear here. (But don’t worry, he’s still got it.)  

    (Note: These are work in progress images and some changes may have been made since.) 

     

    https://us.v-cdn.net/6030815/uploads/QKIDVPFW41PR/meg.jpg

    https://us.v-cdn.net/6030815/uploads/CLB66PG81J2G/david.png

    https://us.v-cdn.net/6030815/uploads/L3KIEK9ZJ131/claudette.png

    https://us.v-cdn.net/6030815/uploads/HYCUVGGRLRL6/nea.png

     

    https://us.v-cdn.net/6030815/uploads/GMSJP1QL7LH5/patchnotesdivider.png

    Updated Tutorials 

    Your first steps into the fog can be scary and unforgiving, so we’ve been working on improvements to the new player experience across the board. 

    In this upcoming Mid-Chapter, you’ll find a pair of brand-new tutorials (one for Killer, one for Survivor). We’ve learned a lot about what you want in a tutorial, so we now cover more than the old ones. Each tutorial also takes place in a single continuous level (rather than a series of mini levels cut together). This way, everything flows together like a real match, just more controlled so things don’t get out of hand. 

    As a head’s up, we have been seeing reports of preferences being reset (such as perks and cosmetics) for Dwight and Trapper after playing the tutorial. This bug does not revert any progress, but is something the team is aware of and will be resolved in the near future! 

    Now, a tutorial is great and all, but it doesn’t quite compare to hands on experience. Before you jump into an online match, you can now practice in offline bot matches. This will let you try out everything you’ve learned in a real-world scenario without the stress of other people watching. Bot matches are already available on the live version of the game (click the Getting Started button on the main menu to check them out). 

    Finally, we’ve added beginner tooltips to the menus. The game has grown a lot over the years, so there can be a lot to take in if you’re just starting out. Hovering over most buttons will let you know what they do and help you find your way around. If you’re already a seasoned veteran and find the idea of a tooltip describing something insulting, don’t worry, you can turn these off in the settings. 

     

    https://us.v-cdn.net/6030815/uploads/QUPT58WJ9N8W/patchnotesdivider.png

    HUD Improvements 

    One of the most common requests we received following our previous changes was the ability to customize the HUD. While full customization is still just a twinkle in a designer’s eye, we have added the ability to toggle on and off some non-crucial parts of the HUD. In the settings menu, you’ll find new options to toggle: 

    • Killer hook counter 
    • Score events 
    • Player names (in-match) 

    Each can be toggled independently in case you want one but not the rest. 

     

    https://us.v-cdn.net/6030815/uploads/A0KVQOIL8H8U/patchnotesdivider.png

    Game Health: Pallet Hits 

    In this Mid-Chapter, we aimed to address some of most frequent and annoying issues you can run into while playing. One of the things topping that list is getting hit through a pallet well after you’ve dropped it. Before we get into the solution, we’ll run through why this happens in the first place. 

    The first thing to note is latency (the time it takes to send and receive information to and from other players). Latency is a fact of life in any online game: It takes time for information to travel across the country to the player(s) you’re playing against, or the server you’re connected to. This delay means what you see and what other players see can differ slightly depending on connection strength and distance from the server. We do what we can to reduce latency as much as possible, but it’s impossible to eliminate it entirely. 

    So how does this apply to pallets? Simply put, each player sees something different: 

    • The Survivor sees themself throwing the pallet before they get hit 
    • The Killer sees themself hitting the Survivor before the pallet is dropped 

    To give you a better idea of what this looks like, take a look at this (simplified) diagram. 

    https://us.v-cdn.net/6030815/uploads/UT5OSUHG3GGV/assetb1.png

     

    In this example, the Survivor drops the pallet first, but the Killer doesn’t see that until they’ve already swung their weapon. As a result, the Killer hits the Survivor and then gets stunned. This isn’t so bad when both players have a low latency, but it can look very strange and unfair when latencies are high.  

    So what’s going to change?  

    Simply put, the server will become the judge. When you either drop a pallet or swing your weapon, that gets sent to the server. If the server receives a hit before a stun, the Killer hits the Survivor as they normally would. But if the server receives a stun before a hit, the hit is rejected. This is similar to how hit validation works now. The new diagram would look a little like this: 

    https://us.v-cdn.net/6030815/uploads/5YO0UFFLPH7S/assetb2.png

      

    As you can see, the server receives the pallet stun first, and then knows to reject the Killer’s hit as a result. That said, we have not changed how the mechanic of a pallet stun works – the pallet will still need to be approximately 50% of the way down before it stuns the Killer.  

     

    https://us.v-cdn.net/6030815/uploads/4EUH2MZEBB2K/patchnotesdivider.png

    Game Health: Grabs 

    On the flipside, we’ve all been there: You sneak up on a Survivor and go for the grab… and nothing happens. You hold your hand out menacingly and watch as they run away. 

    Why does this happen? A lot like pallet hits, this comes down to latency: Each person sees something different. The Killer sees themselves grab the Survivor before they can run away, and the Survivor sees themselves run away before the Killer can grab them. When the server receives the grab request from the Killer, it notices that the Survivor is no longer there, so it cancels the grab. Again, here’s a diagram to help visualize this: 

    https://us.v-cdn.net/6030815/uploads/DSVMHDZVIAKJ/assetc1.png

     

    So what’s the solution? 

    The solution for this is much more complicated, so it will come in two parts: A long term solution, and a temporary solution to bridge the gap. 

    The temporary solution: Whenever a grab is rejected by the server, the Killer will instead swing their weapon automatically and be granted challenge progress and Bloodpoints as if they had successfully grabbed the Survivor. This way, you won’t lose out on a hit because the grab was cancelled, and you’ll have an easier time completing Archive challenges that require you to interrupt Survivors. So now, the diagram would look like this: 

    https://us.v-cdn.net/6030815/uploads/8PTBIOOBXJV6/assetc2.png

     

    The permanent solution: We will rework the way interactions and interrupts work from the ground up with dedicated servers in mind. Our current system has not been significantly changed since the days where the Killer was the server and had full authority over grabs (as the Survivors were connected directly to them). 

    And with that, we’ve reached the end of this month’s Developer Update. If you made it this far, give yourself a pat on the back! That was a lot of reading, way to go! The changes mentioned in this post will be available in the Player Test Build which starts next Wednesday, July 7th. As always, we look forward to hearing what you think! 


  • @Pulsar said:

    I'd just like to be able to play the game on Console.

    I feel like that isn't unreasonable.

    ^ This.

    PS4 Pro and it's feeling horrible. I'm leveling up Nemesis, so he's the one with the cakes, so he's the one I have to play as. But the freezes and frame drops are so bad that I can't end chases; I spend most matches playing zombie hunter. I dunno what I'd do if he didn't have zombies I can hit for points.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2330032#Comment_2330032

    @TragicSolitude

    I'm sure those could be future options for sure. I was more or less focusing on the default cosmetics for Legendary skin characters, because technically they are entirely different characters.

    I do get what you mean tho. If the character has the same exact head, there is no reason why you couldn't swap them.

    Sorry, I was just saying, yes, I agree with you about Legendary skins, and I think it should go further, especially when these newest skins are taken into account.

    I've been championing for a prestige effect that can apply to all cosmetics for a long while, now. It should just be a toggleable option. The devs said before they couldn't do it, saying they can't just apply another texture over the cosmetic and every cosmetic would have to be individually altered, but apparently they found some new tech because they have Nemesis's blue goo that appears on all cosmetics.

  • Yes, they should.

    I also actually think the "Impervious Agent" and "Persistent Investigator" linked sets really need a prestige option, because you're paying for a Jill head you already own and Leon's head is just barely slightly different from his default. A prestige option for those outfits would actually make them worth the money.

    Right now, with Jill's "Persistent Investigator" set, a player is required to pay for a head they already own just to prevent them from using the outfit with Jill's prestige head, which is the exact same head but with a little blood. Not only do you lose out on one head option but you're paying to have it taken away. #########.

  • PlayStation 4 Pro. My friend just got the game on Switch a couple weeks ago and I play it on that, now, too.

    I'd try switching to PC if cross-progression were a thing, but I'd quit the game entirely before I started over.

  • Back home on my PS4 Pro, enjoying the console life.


    https://www.youtube.com/watch?v=SCcB3F8SS5s


    https://www.youtube.com/watch?v=ikiemklxrIs


    I'm not exaggerating when I say killers have to hold my hand to help me get the crowns. These two videos are highlights of some prize moments, but the frame drops, stuttering, and flickering are constant throughout all maps.

  • Maybe she already unlocked it? I continue to pick them up if I see them, because they grant BP and there's the new community goal to pick up crowns.

  • I got RPD once. It was awful. The freezes and frame drops were worse than normal, and because I'm unfamiliar with the map I couldn't find my way to the survivor on the hook to save them.

  • I don't think anyone here knows the answer for sure. Unless @MandyTalk tells us straight up, I'm going to give my opinion that what the killer did sounds like griefing. Since a survivor's bleed-out timer is paused while on the killer's shoulder that nonsense could go on for a very long time. Whether or not the player would be banned for it if you reported it is unknown, but I'd recommend reporting it and letting the devs decide.

  • @Sluzzy said:

    I'm seeing every killer tryharding. It's ultra rare to see survivors get more than 10K during the event while killers get an astonishing 30K for playing the powerful role. Using powerful hex totems because they know survivors having to do more than 1 objective puts the game hugely in their favor.

    In my matches killers usually don't get more than 20k. The average for everyone that I'm seeing, including killers, is like 15k. No one's earning much.

  • @terumisan said:

    https://forum.deadbydaylight.com/en/discussion/262570/change-the-how-survivors-aquire-crowns

    I did that with jill and didn't get it even though it said crown unlocked

    Jill is a licensed character; licensed characters don't get crowns, unfortunately.

  • @Raptoriutz said:

    Okay, let's ignore the farming bloodpoints part. Why is there an ingame objective that is exclusive to 5th anniversary, that Survivors can obtain if they find and ESCAPE so that means if you die, you have to try it more and more times, while killers simply have to only play the game. Basically you can find it and then stay afk. It's completely not logical and unfair this way.

    It's because during the 2018 Hallowed Blight some survivors would suicide immediately after collecting the serum, and their selfishness has screwed the rest of us over ever since. All of the events since then have required survivors to escape if they want to keep the event item they found in the match. It sucks.

  • I'm sure there are killers who do ragequit when they've lost, there always are, but I'm gonna point out that at least on Switch it's not uncommon for the game to crash at the end of a match. I had this happen multiple times, both before the EGC started and after it started. It sucked. Nothing like losing all your points from an entire match for no good reason, especially when there are BP offerings involved.

  • Frame drops are constant on all maps against all killers as I play any survivor. The flickering happens a lot, too. The requirement that during this 2-week event survivors have to escape to keep the crown is absolutely unreasonable. I can't escape unless the killer lets me; I do not have enough control in the match that my skill/experience/luck gets to come into play.

    Frame drops are also constant when I play any killer, and if I remember correctly the flickering was happening just as much.

    I'm on PS4 Pro.

  • ... I think you read that in too serious a tone. o_0

    I'm also sitting here trying to unlock crowns for my survivors on PS4, so my I'm-about-ready-to-burst-into-tears frustration with the game-crushing frame drops may be leaking into everything else. But I am a little surprised about the Elvira thing, she's like the most famous pair of boobs in horror.

  • @Zarathos said:

    This entire thread is assinine. People are still playing dbd to win. That dosen't mean survivors will slow the game down for you nor will the killers go easy on you. So many entitled moaners. Play the damn game get your points and if the killers or survivors are putting you on tilt take a break there will be plenty of cake going around after the event.

    I'm going to do what I always do play my games complete my rifts and ignore the petty squabbling. Time is bp, don't waste it. Play to win, suck up any annoying losses you take and move on.

    How can people play to win? No, seriously, you people who are actually playing, how?? How are you able?? I can't hardly do anything with the game in this state. I can't even run properly much less loop or evade (as survivor) or hit (as killer). The frames drop and the chase is over.

    I'm finally back home and able to try the game on the PS4... and I've never had frame drops like this before. How the hell is anyone expected to unlock the crowns with the game in this state? I can't escape unless the killer holds my hand throughout the damn match. Killing me is embarrassingly easy.

    I certainly wouldn't bother to burn cakes unless I'm prestiging that character and it's a choice between burn them or lose them.

  • It worries me that the majority of people so far don't know who she is and don't know how to use Google.

    Are you people 12 years old or do you just play DbD without having any other interest in the horror genre?

  • It's because during the 2018 Hallowed Blight event some survivors would give themselves up to the killer and suicide immediately upon collecting serum. They screwed things up for the rest of us, because every event since then has required the survivors to escape to keep whatever event thing they collected.

  • Well, playing survivor on console has issues, too. When I'm on Switch especially the only way I can escape is if the killer helps me open the door. So me, personally, I need farming killers or I'll never be able to get the crowns.

    But you should do what you wanna do. I'm usually a very laid back farm-y killer during events, previously by choice but with how broken everything is now I don't think I could play a serious match even if I wanted to.

  • Yes. This would be so nice.

  • It's to avoid survivors suiciding upon getting the crown. Some survivors would suicide after collecting serum during the 2018 Hallowed Blight event and it has screwed us over in every event since.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2323671#Comment_2323671

    Why are you people torturing yourself? I feel sorry for you guys honestly. I mean I love the game myself but I can't play it in this current state. It is just torture for last gen.

    At least on Switch I can "play" while watching TV. PS4 isn't as good for that, because even though I can play remotely on my PC the console fans are too loud with DbD.

    The Switch account is new and needs BP so I can get decent perks on a survivor for when my friend and I can legit play together. I know perks aren't required, but we need to be able to throw pebbles at each other. We need it.

    God I hope this stuff gets fixed. The performance getting worse with each update makes me uneasy.

  • @psionic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2323578#Comment_2323578

    It's a Windows feature. You can enable in the sounds settings of your PC. It should make the sounds of games more "3D"

    Oh, cool. Man I hope Switch cross-progression comes soon.

    Does that feature work with any headphones or do the headphones need to specifically be marked as having that capability?

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2323671#Comment_2323671

    That is just sad. I'm on Xbox I can see at least but that's about all massive lag spikes anything else. I wonder if just seeing a black screen and wandering around would piss me off more or less because losing a Survivor and a Chase because of the condition of the game is frustrating, getting to a gen a few seconds late because you spiked on your way there and warped into a wall is frustrating, and heaven forbid you activate your power all you get as a middle finger from dead by daylight.

    Not being able to see because the maps are so dark sucks. Chases are impossible as both survivor and killer. But, I think the lag spikes and frame drops I experienced on PS4 were more frustrating because I'd lose chases I should've won. On Switch, I don't feel like the game took away my win; instead, I have more of a defeatist attitude, I know better than to get invested in what's going on in the match.

  • 100k per match?!? Who's burning cakes? Usually I get 8k and the survivors escape and get 12k. Thank god Nemesis has zombies to make sure he gets points. And they glow white behind obstacles, so I can triangulate their position, unlike survivors, whom I can't see at all on Switch. Zombie-killer Nemesis is DbD's best game mode ever.

    I envy everyone able to participate in matches. I'd just like to be able to see enough to have a couple chases, maybe even get a hit. Eh, but a hit would require a miracle, I'll settle for chase BP.

    Wow, there are killers who can see survivors and even put them on hooks. I have forgotten what that's like. As far as I can see, I am utterly alone on these maps except for the zombies. They are what I hunt, now.

  • Is spatial sound a DbD setting or something done outside the game?

  • I'll stand around and phase my way to 8k BP in protest if it turns out the updates transformed the game into a Power Point presentation. But really, I need my crowns: I'm a completionist.

  • Darker?! Ugh.

    I've been playing in portable mode and it's way too dark. Like you said, can't see survivors in chases. Increasing the brightness on Switch turns up the backlight which is hell on my eyes, so I'm stuck being blind in the dark.

  • Ash is the only survivor who can talk because the Entity likes his Necronomicon poetry.

  • There's more to the game than just gens. I mean, are gens really that fun? Sitting there and holding M1 for 80 seconds at a time? Is that the only thing you want to focus on? Gens? Totems give you something else to do. Totems are the devs' attempt at a secondary objective, they didn't put totems on the map so survivors would just ignore them, they're there to slow down the match. Survivors have the option to ignore totems and rush through gens denying the killer time but at the risk of NOED, or slow down and do totems to avoid NOED but give the killer more time during the match. Once the exit gates are open the killer is much less of a threat, but NOED makes him dangerous again. A survivor hasn't escaped until they've gone through that gate and past the entity blocker. Until then, the game is still afoot.

    I'm not saying NOED's fun to go against. As a solo survivor, I hate cleansing four totems and dying to NOED, it sucks. But NOED is the counter to Adrenaline, a perk I see used much more often than NOED, and survivors can deactivate NOED before it ever comes into play. Adrenaline is one of the things that gives survivors the impetus to rush through gens, because they know when the last one pops they'll get an automatic heal, so there's NOED to slow down gen progress, or survivors don't slow down and NOED activates and counters their insta-heal.

    I'm not a fan of Adrenaline. If the devs get rid of both Adrenaline and NOED, I'm for it. But it's both or neither.

    In the meantime, the devs just released a perk to help survivors find and quickly cleanse all five totems. Or there's Detective's Hunch. Or hey, Small Game even has a totem counter now, which is a huge buff for solo survivors.

  • @Habaneropeppah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2317298#Comment_2317298

    Yeah I am totally cool with that. At this point, I have approximately 25 hours on survivor, and maybe 90 minutes on killer.

    Yeah, I played a lot of survivor when I first started. It was a while before my first killer match. The idea of playing killer made me nervous, because I was the 1 in a 1v4 and I felt like all the pressure was on me to give the 4 a good match. I got over that, but for a long while I still felt a bit of a weight on me when I played killer. When I turned off messages and friend requests on my PS4 so I no longer got any sort of feedback, positive or negative, I felt a lot freer. If you're on PC, I think you can close the chat box and have it stay closed, so keep that in mind if the things other players say start to get to you. Some people love getting salt from their opponents, but in this game it's so easy and pretty much inevitable that there's really no sport in it, even the nicest players get hate.

  • @Habaneropeppah said:

    I appreciate the comments, response, and insights. I totally realize that everyone's perspective on the issue is valid. Just want to reiterate that I have only played the game for 2 weeks total, and have only played the killer role 3x at this point at rank 20. Its not like I have 2 years of experience and de-ranked on purpose to wreck people at a lower skill level. As a new payer, I find it strange and confusing that this imbalance between whats OK and Not OK for survivors and killers exists in the game / community.

    My takeaway at this point is when I am a survivor, I am going to try to accomplish my objectives, help my teammates, and do my best to escape, for myself, and my team by using all of the abilities, techniques, and possibilities available to me in the game, and have fun running scared from the killer, and celebrating success when I can avoid getting caught, fix gens, rescue people from hooks, heal others, or when I escape the map. This can include taunting the killer to follow me, and through skill and awareness, run them around for as long as I can so my teammates can accomplish things. It also includes hiding, or repairing gens faster with skills or tools, being stealthy, dodging attacks, etc... These are fundamental aspects of the game that should not be considered bad behavior. If its strategic and part of the game mechanics, then I do not see how any of that behavior should be labeled as bad, toxic or not appropriate.

    When I am the killer, I am going to try to use the abilities, mechanics, techniques, and strategies to progress my objectives, be scary to the players, and fulfill my role to thwart their efforts to survive. I see t-baggin as an actual disrespectful action based on what you are representing with that action, but I do not see wacking a survivor on a hook as disrespectful, cause thats an action that is readily accepted in getting a survivor on that hook in the first place. Nor will I be troubled for strategically making it a 3v1 or 2v1 as quickly as possible if that is how I can strategically accomplish my objective in my role as a killer, or any other viable strategy that is possible in the game. If it is advantageous to prevent a player from being rescued on a hook, then its strategy to partol that area until they have a restricting outcome to their progress. I will also stun, chase, and catch survivors off guard, and do my best to limit their efforts to survive and escape. I will also have no regret if I prevent the last survivor from escaping using the games rules, dynamics, abilities, etc... I also don't see running a particular build as disrespectful, even if it is oppressive. That's what the survivors have to play around to win, and is what makes it fulfilling when, as a survivor, you know you outplayed a killer who maximized their potential to succeed with their objectives.

    I realize I am only 2 weeks into the game, however, I am not sure what I would have to experience to adopt the belief that the survivors get to do all of their survivor things, and the killer cannot do their killer things.

    Play to have fun, play to win, do what suits you. My only suggestion is make sure to regularly play both sides: it helps you become better overall and it helps you have empathy for your opponents. Many people who come up with "rules" for the other side or who treat the other side with disrespect are people who don't play both sides regularly, and that's how their perspective gets so skewed.

  • @Apollos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2317095#Comment_2317095

    Yeah, I've noticed that too. I still try to play in a way that maximizes gameplay and teamwork, but I know the majority don't. And with how both sides seem to have an aversion to fun these days, it makes sense that it's the norm. I would love to see the game changed to where everyone gets to play and no one gets singled out, survivor and killer alike. But until then, it'd be nice to meet halfway if we can.

    I've seen it talked about on the forums, the days of "old Hex: Ruin," where the matches were slow so killers felt less pressure to tunnel and camp, and they mention the survivors would end with 25k but be mad because they died. Now, matches are fast and survivors are happy to escape with 15k. If that's true, it's very sad. But, maybe that's a sign that a large part of survivor gameplay isn't fun. I mean, sitting on each gen for 80 seconds is a really boring mechanic, so maybe that results in winning being the only fun part of playing survivor for a lot of people? If that's the case, it's a real problem.

    As time's gone on, I've started to mostly only play survivor if I have a challenge to do. That might change now that my friend's gotten the game and we can sandbag each other to death, but solo survivor is usually a pretty crappy experience, it feels like I'm still the 1 in the 1v4.

    Edit: (I did play during the days of old Hex: Ruin, but my memory isn't the best, everything blends together. The biggest change I've felt in this game over the years, besides the amazing addition of the EGC, is the inversion of queue wait times.)

  • @Apollos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2317040#Comment_2317040

    I agree that bringing feelings into it is really stupid. But I at least wish people would actually want to enjoy the game and not speedrun every trial. Or that people would want to play fun builds instead of running the same handful of perks every single game. Camping/tunneling so early into the match actively denies anyone else from advancing in the game and enjoying themselves. Not saying there's no reason behind it, but to reiterate your point, why play a game with other people when you want to shut it down as quickly as possible?

    This goes for both sides as well. I get really bored when other survivors all run the same perks without anything unique to their character and genrush while ignoring everyone else on the team.

    The problem is that this is a cycle. If survivors keep going up against tunneling killers, they focus more and more on doing gens and getting the hell out. If killers repeatedly go up against survivors who rush through gens, they feel forced to tunnel to slow things down. As a player starts to use those tactics, it becomes less and less likely they'll hold back against casuals as time goes on. I doubt most people start that way, but they adapt to play that way because the reward of winning will often outweigh a fun journey that ends in a loss.

    Players can't be expected to be the ones to change because they're individuals, not a hive mind; the gameplay has to change, and that's on the devs.

  • I've had problems with being tunneled out for a long, long time now. If it's increased, I'm too unlucky of a player to have seen much of a difference. However, I can give some hypotheses as to why tunneling may have increased.

    • New players are not given much help. The tutorial doesn't teach anything about pressuring gens. The most intuitive way to play is to focus on a survivor, kill them, then move on to the next survivor. As long as this method mostly works, the player will never even question if there's a different way to play.
    • Gens go fast. Over time, killers who used to go for 12 hooks now feel more pressure to tunnel someone out fast to slow down gens. As more killers tunnel, the survivors push through gens faster. It's a cycle.
    • Killers who experience a lot of toxicity will stop playing nice or possibly stop playing killer altogether. Either way, this means fewer non-tunneling killers. Even empathetic people get worn down over time when they get a lot of hate spewed at them no matter what they do.

    It could be any one of those reasons, a combination of the three, or your experience might be completely anecdotal bad luck and not an actual pattern of behavior.

  • This perfectly describes my expectations of DbD and my expected reaction to anything that ever happens in DbD:

    expect-nothing.png


  • @Orion said:

    Here's an example of why "survivor threads" are usually shot down.

    As you know, there's an "upheaval" about how, when survivors run in a straight line, they can waste far too much of the killer's time, to the point that the killer is better off never trying to catch them in the first place. It's commonly referred to as "Shift+W" or "Hold W" or just "W".

    The threads from people pointing out this issue have detailed explanations of the problem, about how it's a game design issue (note that survivors are not being blamed for the problem), and so on.

    The responses from (presumably) survivor mains are mocking the complaints, pretending that killers are saying that "running is toxic" or "killers want survivors to spawn on hooks", and so on. Basically, saying a bunch of things that nobody has actually said to try to dismiss the very real issue that has been presented, because it's bad for "their side".

    To me, this shows that a lot of the people who start threads about survivors either don't understand or don't care about nuance, they don't read the actual arguments being put forth, and generally don't argue in good faith.

    When they start their own threads about survivor issues, they will, naturally, be made with the same mentality. Unreasonable demands (that they projected onto killers), black-and-white thinking (either X or not-X), and so on.

    That's not to say that some killer threads do not also suffer from these issues, but those are also shot down. Thing is, when "killer threads" are opened, they're more often accompanied by detailed explanations, calculations, numbers, and so on, than "survivor threads".

    ^ This. It seems to be a pattern on the forums.

    I wonder what it is about the two roles that provokes such different argument styles from players. Is it because the killer is a lone role that killers often see problems in the game as game-related issues, and because survivors are teams they see things as player-related issues and the opposition as "other"?

    Personally, when I play killer, I see a lot of gameplay-related issues, and when I play survivor, even though I play solo, I consider a lot of things that make my experience less fun as things my "teammates" do, so... yeah, maybe each role just encourages a different mindset that goes beyond what happens in-game and continues into the forums.

  • I'm a pretty understanding person, I think. I try to be reasonable and admit when I'm being biased. However, I have developed a very negative attitude towards a lot about this game. The lack of care expressed towards the console experience, especially when it's such a large market, has eaten through my patience. Optimization is a huge undertaking, yes, but the performance only ever gets worse. Their fog effects tax the system more and more. They have not implemented easier things than outright optimization to at least show console is important to them: we need more options for controllers (like dead zone) and the ability to choose a lower graphics setting (DOA6 gives the choice of graphics vs performance).

    Techland kept pushing back the release of Dying Light 2, and some people had a fit over it, but the team continued to give love to Dying Light with events, DLC, and improvements to performance, so it was obvious they cared. I happily buy their DLC, and I play Dying Light much less than DbD. Meanwhile, I put little to no money into DbD anymore because why should I, they want me to pay for stuff that they won't even make sure plays well on the PS4, it's disrespectful towards their customers. They ask for money from console players as the performance gets worse.

    I try to be polite, I don't attack people, but I will be bluntly honest about the state of the game and how I feel about it.

  • I am so, so, so [BAD WORD]ing tired of maneuvering to be directly targeting the unhooker and the game still hits the survivor on the hook. I have seen it swing through the unhooker to hit the [BAD WORD]ing invulnerable one. As survivor I have been extremely confused when this happens, too.

    The game does some really dumb crap, and this is one of the most frustrating.

  • DbD's loading screen has always made the fans on my PS4 loud, and it gets worse with each update. The problem has spread during the past year and occurs during regular matches due to the fog. Clown's bottles and spamming the glyphs can also make the fans go nuts.

  • I rarely go to the exit gate anymore. It used to be that survivors would let killers get at least one if not two hits, but that stopped a long while back. Now, I will go look for pallets, break breakable walls, spam my power for BP, look for the hatch, or AFK somewhere far from the doors (Why? Because if a survivor comes to find me, they may die to the EGC. I am a killer, after all.). Sometimes I put on Bloodwarden to be funny if I'm getting a lot of cheeky survivors.

    A few Brutality points is really nothing, even the survivors who are genuinely nice might as well leave so we can all move on to the next match.

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