TragicSolitude
TragicSolitude
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Most killers do not find the things your friends do fun.
As a way-too-open-ended asymmetrical game, usually if one side is having fun the other side isn't. The terrible matchmaking only makes it worse.
Players who don't play both sides often have less empathy, though it's also true that some survivors who insult killers for camping and tunneling (even when the killer doesn't) are hardcore campers and tunnelers themselves when they play killer. A lack of self-awareness only increases the incidences of hypocrisy among players.
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I agree.
I wrote a post elsewhere saying what I would do to improve the gameplay, personally, and I'll just repost it here for the hell of it:
In my own opinion, the game needs more structure. Maybe escalating objectives that bring the two sides together more to force teamwork between survivors and interaction between sides which can be used to determine an average length for matches, avoiding them being too long or too short. Maybe different maps have different objectives, maybe one is hide-and-seek-based instead of objective-based.
The maps themselves could be more interactive for both sides, adding a new dimension to chases.
Get rid of the dying state, get rid of hooks, instead the killer does a kill animation on the second hit. Survivors get three lives, maybe they have to help revive each other, but get rid of the ability to camp [the killer doesn't know where the survivor is, like Pyramid Head with his cages], lessen the ability to tunnel someone out.
None of this will ever happen, it'd be a completely different game, but the devs need to look at the things players don't enjoy and come up with creative ways to minimize those elements while adding new fun gameplay.
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@blue4zion said:
It's called making distance, and killers are mad that it works well against them.
A large part of killer gameplay is a walking sim where he just walks from one gen to the next. Chases are supposed to be the interactive part, but all the time spent trying to catch up to a survivor isn't interactive, for most killers it's a long trek where he tries to close the distance and maybe he can cut the survivor off with a shorter route. Skill has little to no impact, it's just a matter of 115% (or for me often 105% as I play my beloved add-on-less tier 1 Myers) vs 100% movement speed.
I'm not mad while I do that, but I am bored, and there are a large number of matches where I never bother to chase some survivors because they're always so far away that it feels pointless before I even begin.
As a survivor against new Nurses, those matches feel so ridiculous because she never catches up: my chase points are practically empty. That's not good, that sort of gameplay shouldn't be the norm in any situation, but due to the game's design it can be the optimal play.
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@Grandpa_Crack_Pipe said:
Fixing W doesn't fix the game.
The entire game needs a massive overhaul before it becomes an enjoyable, balanced experience for both sides.
^ This.
In my own opinion, the game needs more structure. Maybe escalating objectives that bring the two sides together more to force teamwork between survivors and interaction between sides which can be used to determine an average length for matches, avoiding them being too long or too short. Maybe different maps have different objectives, maybe one is hide-and-seek-based instead of objective-based.
The maps themselves could be more interactive for both sides, adding a new dimension to chases.
Get rid of the dying state, get rid of hooks, instead the killer does a kill animation on the second hit. Survivors get three lives, maybe they have to help revive each other, but get rid of the ability to camp, lessen the ability to tunnel someone out.
None of this will ever happen, it'd be a completely different game, but the devs need to look at the things players don't enjoy and come up with creative ways to minimize those elements while adding new fun gameplay.
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If I see a BP offering, I expect a short match. As survivor, experience has taught me that I will be tunneled out. As killer, despite my best efforts, survivors will avoid interacting and rush through gens. On Switch I am better off standing still and phasing my way to 8k BP by myself over trying to earn BP with survivors; they just want their quick escape with their 10k BP.
However, I haven't been paying much attention to the lobby lately and I usually have no idea a BP offering is in play until I see the end screen.
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The story so far:
In the beginning [Dead by Daylight] was created.
This has made a lot of people very angry and been widely regarded as a bad move.
- Douglas Adams (mostly)
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@sulaiman said:
Yeah, they nerfed sthe stealth aspect in every map rework so far. Fog should be a thing again, but then, people use strechted res, brighting filters and such anyway to not to have play fair.
This may be true for PC, but meanwhile console is often at a huge disadvantage. PS4 is dark and survivors a few feet away can actually completely disappear in the fog. On Switch, I can't see survivors. I can't see a lot of the environment, it's all so dark and blurry that I'm effectively blind.
The game does nothing to try to ensure a consistent experience across platforms. It doesn't even require stealth for survivors to disappear.
Just to be clear, I'm agreeing with you that things are unfair, I'm just pointing out the opposite side of this and how the devs fail their players even on stuff that's within their power to improve.
On topic, my queue times were a little wonky when the RE chapter released but they've pretty much returned to normal.
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@ChantyBoi said:
No I just think it's an issue with the game design. It's the most effective thing to do but is INCREDIBLY boring for the other side. It's like the survivor equivalent of camping/tunneling. Most effective thing, there's nothing wrong with it, it breaks no rules, but holy ######### is it boring.
Either very few people understand that the game design encourages boring and uninteractive gameplay, or it just gets drowned out by the loudness of the ones determined to continue the survivor vs killer vitriol. Some are determined to hate the opposition and ridicule them and demand punishment rather than actually seek improvements that will increase their own enjoyment, because if it also increases the opposition's enjoyment then it's not worth it.
Some real changes need to be made to the game's design to encourage fun for everyone even when both sides are playing to win.
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I've had Lightborn permanently installed on my killers since not long after dedicated servers went live. It has been my favorite perk since latency and whatever bugs made the counters for avoiding blinds less effective.
I freakin' love Lightborn and I hate playing any killer whose RNG has so far screwed me out of unlocking it.
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Only tier 1 appears in the Bloodweb. Once the player purchases tier 1, they specifically put more BP into the perk to get it to tier 3.
With this system, future perks then have the option of not having tiers.
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I don't get why survivors hang around until the end of the EGC when they see me walk away from the exit gate after I've opened it. We cross paths, I don't swing at them, but they stick around or even make noise notifications like I don't know they're there. Why?! I've obviously gone off to break walls or something. It's like they can't believe they're not the center of my world.
Someone died doing that nonsense yesterday. I was trying to practice having control with the JoyCons, landing on the caterpillars below the coal tower building, and she waited just a little too long to run back to the gate.
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@van9684 said:
Might be how you’re playing honestly. Nobody wants to play in a kill simulator where killer is only one having fun.
Someone DCd against me even though it was the beginning of the match. First chase, not a single hit yet. I'm struggling seeing the map and using JoyCons so it takes me a few tries to get through the shack doorway and I get caught on a lot of walls. Guy disconnected after I lost track of him during the chase.
Right now I'm an escape simulator. People will DC for any reason.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2313291#Comment_2313291
Ah okay, thanks for correcting me. Was the old achievement downing them *with* legions power then?
Pretty much, but it was a little more specific:
I'm so glad I didn't bother going for the achievement before he was changed.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2313180#Comment_2313180
They can't, consoles are strict about that stuff. It's why when they nerfed nurse there still had to be a way to use 3 blinks, when they nerf keys they'll still have to be able to allow all four survivors escape the trial with it, if they wanted to nerf huntress they could do pretty much whatever they wanted but except reduce her range that much because 24+ metre hits still have to be possible, all because of achievements. Even if they could change them, a lot of them are difficult and/or time consuming and people who went for them won't be impressed.
This is wrong.
Sony is a pain in the ass about achievements, and about the only way one can be changed its if it literally becomes impossible. That is why on PS4 Skilled Huntress still requires 100 downs. But when Legion was changed one of his achievements was changed too because it was no longer possible with the way his power had been updated.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2312072#Comment_2312072
I agree with having a performance or graphics option, that's valid. I just don't like people being angry that a game with textures and models made in 2021 is not running flawlessly on their Xbox One.
I don't know about others, but I don't expect it to run flawlessly. But the low fps, the freezes, the game just falls so short of being acceptable, and like I said, the lack of options to help improve the console experience makes it worse; adding those options should be a lot easier than full-out optimization and in the meantime it'd at least show they're trying to do something.
The fog effects make the fans on my PS4 Pro go haywire. It gets worse with each update. Especially the fog in the opening screen, "Press X to Continue," it makes my PS4 sound like a jet engine. It's just the opening screen! This has been an issue for years and they refuse to touch it. The stupid opening screen!
I don't know if you saw this post, it's from a couple weeks ago, but this really emphasizes that the game is nowhere near optimized:
https://forum.deadbydaylight.com/en/discussion/comment/2259209/#Comment_2259209
This nonsense will cause problems on PCs, too. It makes the game less stable and easier to hack, but the devs just keep adding to it with each new killer and survivor, and at this point it may be too late to fix it but damn, what else are they doing that's destroying their game's performance?
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Dbd isn't a new game: it's an old game that the devs didn't expect to succeed and so they've continued to build their game upon a bad structure. If every match didn't load such a large amount of extraneous junk it might run decently. They brought it to console, they said they'd optimize for console, and they haven't. Players who continued to give them money because "console optimization is coming" are not going to let them forget this.
There are other things they could do to improve the console experience but have neglected. More options for controllers, like a dead zone setting. Being able to change the graphics settings (DOA6 on PS4 lets players choose "graphics" or "performance").
There are plenty of games on PS4 that look better, run better, and have a higher number of online players in the same lobby. It's not the hardware.
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Seems like each time one side counters the other the resulting gameplay is even less fun. That's my takeaway from this forum, anyway. Neither side ever seems happy with the state of affairs.
Survivors running circles around knee-high junk is a pretty lame gameplay mechanic. With many pallets, the killer may have little choice but to brute force it, chasing the survivor in a circle until they inch close enough that the survivor is forced to throw down the pallet. If the killer breaks it, the survivor gets to run to the next loop, and the survivor has fun. If the killer Bloodlusts the pallet, the survivor gets annoyed the killer is abusing Bloodlust and not letting them get to the next loop. Neither is really interactive in terms of gameplay. The fun part is usually agreed to be mind-gameable loops.
Anti-loop killers mean survivors are more likely to pre-drop the pallet and not try to loop. In one way, the killer's power has worked because the survivor isn't looping. In another way, the person playing killer loses out on the fun of actually getting to use the killer's power. People don't usually pick a killer and go "Oh boy, I hope the survivor counters my whole kit so I never have to do anything except M1." I mean, I'm exaggerating a bit, I think (I hope), though it might get less exaggerated as the meta changes.
And I've seen survivors say they don't find holding w and pre-dropping the pallet fun, but they do it because that's the optimal play. People often play to win, even when it means they make the game itself less fun, because they want to feel the reward of winning. Both sides do this, and that's because the game's design seems to push them to it.
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/261191/where-are-all-the-pc-survivors
This place is a killer main support group mainly. They chased most survivors out. Now they can meet daily to complain and whine about not getting 4K rounds every single game.
Then why are my survivor queues so damn long and my killer queues crazy fast? You apparently haven't chased enough of the survivors away. Get to it Mr. 4k, I need faster survivor queues: I have tome challenges to do.
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"help chases last longer"
Chases are supposed to be short. The killer chase emblem suffers if chases are long, and gen speeds are what they are because again chases are meant to be short. If chases are designed to last longer, gen times will be increased to compensate. If I'm expected to hold M1 on each gen for 150 seconds I'm not playing survivor, screw that, gens are [BAD WORD]ing boring.
If you enjoy gens and want them to take longer to repair, this is the game for you: http://www.mistersyms.com/tools/gitgud/
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Console has a larger number of survivors than killers because of the performance issues: it's much easier to play survivor rather than killer on console.
When combined across consoles, the playerbase on console is larger than the playerbase on PC.
So those two factors may be why you see more console survivors.
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There are definitely things I miss from the old days.
The 2018 Hallowed Blight event that never returned (it's what got me playing DbD in the first place).
Nurse not having her stupid extra cooldown, which makes her a miserable chore on console.
Spirit having collision (when you can't track via sound and scratch marks are delayed by like 10 seconds, collision is all you have, so quiet all of you with such amazing hearing, it's not like her collision was the thing most people were complaining about anyway).
Being able to spin in the dying state as survivor.
Performance on console has gotten worse, and the fans on my PS4 get louder with each update. DbD is the only game that makes the fans go nuts, and it's mostly the fog that causes it.
And I agree that the reworked maps are bad. Too dark, too green, more safe pallets, more dead zones, longer loops on the Coldwind tiles, corn blindness has gotten worse, more freezing and worse fps.
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@BlazePyron2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2311655#Comment_2311655
Oh thank god the leaks said they wouldn't stack phew
To be fair, the leaks said that the cakes weren't coded to stack, but that hopefully it was an error or just unfinished. The leak was hopeful it wouldn't go live that way and specifically posted it to Twitter to make sure that if it was an error it got fixed prior to going live.
Most people were pretty sure the cakes weren't meant to be personal BP offerings but didn't want to see a repeat of last year where the cakes were bugged when they went live.
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@BlazePyron2 said:
I've never played during a bloodhunt, but I played last anniversary when cakes stacked and it was so fun. Now, hearing that the year 5 cakes don't stack this year, I'm so disappointed. They're just escape cakes but with a different image.
They stack.
https://twitter.com/DeadByBHVR/status/1408447871800725504 -
@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2311572#Comment_2311572
When someone burn BPS, killers were nice to us.
Lucky. If anyone burns BPS or Gateaus when I play survivor, I get tunneled right the [BAD WORD] out. Too many matches where I ended with fewer than 5k BP to not feel like these offerings are the reverse-rabbit's-feet of video games.
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Apparently, the grind has been reduced so much in the past year that we are no longer allowed Bloodhunts.
(The first part is sarcasm, but the second part about no Bloodhunts is for some reason unfortunately true.)
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2311594#Comment_2311594
I really do not know why they reworked him. He just needed some buffs and little changes. He would be great with teleport power but BHVR wasted one great concept sadly.
iirc, they reworked Freddy because they said his power was too confusing. Many survivors did not understand that he could see their aura while they were asleep. I saw this a lot, low rank survivors would do really dumb things while they were asleep because they had no idea I could see their auras. Yes, survivors do need to learn the powers of the killers they go up against, but in this case the devs seemed to think that it was too punishing for new players.
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BPS and Escape Cakes/Survivor Puddings.
I don't burn BPS, personally, they're like the most reliable bad-luck charms I've ever come across.
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Survivors Sprint Burst away and then I'm pushing forward on the thumbstick for like 20+ seconds just to catch up to them... I don't really have a choice unless I ditch them and go after someone else, in which case I'm still having to push forward on the thumbstick because that's how movement happens. In a chase I can't stop "holding w" until I get to the loop the survivor stopped at, if they stop rather than just outright losing me because my eyesight is apparently for [BAD WORD].
Am I supposed to stand still and wait for the survivor to come back to me? When am I supposed to stop moving forward???
I mean, the same is true when I play survivor. Of course I run away. Not moving away from the killer would be kinda dumb, I'd just get hooked that much quicker.
In a chase, the survivor is the leader kiting the killer, so the killer has to hold w for about the same length of time as the survivor, otherwise they never catch up and the survivor would have to turn around and come back to them if they actually want points, because as my no-Blink Nurse matches can attest if survivors are too far ahead in a chase they get zilch for BP at the end of the match.
Sorry, I think I know what you're actually saying, that killers just follow survivors around loops rather than moonwalking and whatnot, but all this sniping back and forth between sides seems to become more ridiculous with each passing day, and since I've been on these forums something like 985 days that means the "no you" is astronomically exponentially apocalyptically worse than when I joined at this point. Why can't we all just hold hands, sing kumbaya, and agree that the game itself is at the heart of all these problems?
I've seen fewer posts about "holding w" being toxic and/or easy and more about chases just becoming less fun and interactive as the meta changes. Even some survivors have said the game is getting boring as it's gotten boiled down to "hold M1 on gens" and "hold w and pre-drop pallets in a chase." That seems like a valid complaint, especially since gens are boring as hell so if chases are now losing their fun that's really bad for the health of the game.
With all these posts claiming "the other side" plays in a way that's not enjoyable, that "the other side" has it way too easy, is anyone having fun in DbD right now? Because the posts on these forums suggest the answer is a resounding "no."
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@Razorbeam said:
https://forum.deadbydaylight.com/en/discussion/comment/2311344#Comment_2311344
I am hella jealous of the cross progression, I want my legacy prestige skins aka entity jizz outfit. Blight was actually who I was originally aiming for because I need his undying perk but was scared off of him with the current performance issues, have you played him on PS since the re update ?
No, not since the RE update, unfortunately. I'm traveling at the moment, so my PS4 Pro became half a country away a few days before the RE chapter was released, and because of the talks about overheating I don't want to play DbD remotely. I'm really hoping the RE update didn't kill him, but I'll admit I've been worried.
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Emblems get messed up pretty regularly in this game. Most things in this game get at least a little broken with each big update; emblems would be unique if they were immune to that.
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@Razorbeam said:
https://forum.deadbydaylight.com/en/discussion/comment/2311309#Comment_2311309
Yeah I stopped buying switch ports after mortal Kombat 11 rinsed me for £50, I very quickly saw switch games that were multi platformed were simply shoehorned in with no care for framerate.
I haven't actually got spirit yet but I am at 8000 shards so I'll give her a wirl.
Yeah, my friend got it on Switch because 1. cross-progression with PC is coming, 2. we can play survivor together, and 3. the Silent Hill version was on sale. Hopefully playing survivor together will work out and it'll be fun and worth all this pain. I hope the PC cross-progression comes sooner rather than later.
Spirit is good, though she'd be better if I had the ability to track via sound. I don't, so I just get my kicks spooking survivors every once in a while with her. Blight became my current favorite on PS4 when they finally brought his camera up and adjusted his controls. Oh, he feels so good, even with his annoying habit of sliding off half the environment he's still fun. I can use his power during chases since I can still see survivors, unlike Spirit. And he gets Deviousness points just for bouncing off stuff, so I can grind BP. He's not unlocked yet on my friend's Switch, unfortunately, but hopefully soon. I miss the little pinball.
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@van9684 said:
Thanks. I’ve been so upset as I’m not getting the constant easy 4K rounds. Yesterday I got a 3k and literally felt like breaking something. I can’t wait until this is fixed so it’s back to easy 4K games. If I wanted a challenge I’d play survivor!
Euw.
Maybe you don't want a challenge, but for anyone who does, hard mode in this game is playing on Nintendo Switch. Doesn't matter which role. The screen is tiny and blurry, the fps is horrendous, and unless you're super young with titanium eyes turning up the brightness to try to compensate for the darkness of DbD's maps is out of the question so the the maps aren't navigable (can't see corners, walls have no details, I get stuck constantly because I can't see the environment, on Dead Dawg Saloon I have to just sort of walk forward and move side to side until I get the prompt for a breakable wall). As survivor, I have no idea whether or not I'm ever hidden and I get stuck trying to run around tiles. The JoyCons are a nightmare, I can't hug the environment for proper looping. With the sensitivity at default, the camera doesn't move enough to track, but when I turn the sensitivity up the camera swings wildly so I find myself looking up at the sky or down at the ground or running into walls. There are all kinds of optimization problems, just like with the other console ports of DbD, but my god playing on PS4 seems like heaven compared to this.
If you're not on Switch, you're playing easy mode. Anyone who's not a coward and wants to experience real pain, this is the express ticket. You can play on your cushy any-other-platform-whatsoever and whine and moan about nonsense like not getting a 4k like van here, or you can play on the Switch and join me as I whine about not being able to see anything about 80% of time.
@Razorbeam Personally, I hate Hag, from all sides. I'm grinding the game right now to help my friend on the Switch so we can put BP into a survivor: I just put on Spirit and Distressing and phase my way to 8k, maybe get a few chase points if I accidentally trip on a survivor or something. It's lazy and slow but at least I'm not fighting all the problems to do it, I just have to hold down the trigger button while watching movies, though occasionally the game crashes anyway.
Part of me really wishes they'd never ported DbD to console. They didn't bother to do a proper job of it, and it only ever seems to get worse. There's no staying strong anymore, it's just an inevitable path towards curling up into a ball and waiting for the sweet release of death.
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The Emblem system tries to force people to play the game in a specific way. It wants matches drawn out, not fast and efficient. It's a band-aid fix because it's easier to devise a point system to encourage certain behavior than it is to change the actual gameplay to encourage that behavior. Survivors are supposed to be a jack-of-all-trades in every match and a large number of killers have to forgo using their power if they want that Merciless.
Survivors may be pushed into a specific role during the match and they may do an awesome job at whatever it is, but their emblem score could suffer because they didn't tick off enough checkboxes. For killers, the emblems really need to be updated so that killers' powers are taken into account. Even Trapper, their first killer, gets penalized for using his traps, something that can actually take a lot of skill to implement well. It's ridiculous.
The game is a confused mess. Killers get an overall hook counter, but they don't get to see how many times each individual survivor has been hooked. However, the Devout emblem doesn't really care about hooks, it cares about sacrifices. Make up your mind what you want from your players, BHVR. Getting 8 hooks and no kills can be way more challenging than getting 4 kills, but the emblem system is stupidly rigid with little room for nuance or context.
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Sluzzy, which killers do you enjoy going up against, and what makes playing against those killers fun for you?
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There have been threads recently where people seemed to believe I was exaggerating when I said the game was damn near unplayable due to disconnects back before the penalty. No, it's been the case since I started playing that without a DC penalty the number of matches where there's a disconnect is too high to be like, "Oh, it's no big deal." This is the way of things.
HOWEVER, the game is broken right now and crashes are not at all uncommon. When I play killer, it likes to crash at the end of a match. When I play survivor, I've had it crash while being hooked. I'm sure there are a lot of ragequits (this is DbD, after all), but it's not like disconnect penalties are disabled right now because the game is so stable. Penalties will be back as soon as the game is functional-ish and it'll be all sunshine, rainbows, AFKers, and hook suicides before ya know it.
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I thanked BHVR when they added the EGC.
I thanked Nintendo when they gave the ability to hide the camera UI in Animal Crossing.
I've thanked Techland for continuing to do regular events in Dying Light.
I'm not going to randomly thank this game for existing, though. I gave money to the game for its existence so I could play it. And what has happened to all the money I've put into DbD? Well, it certainly hasn't been used to improve my console experience, despite the promise that console optimization was coming. The problems with this game have been far from temporary; instead, their number just seems to be growing, and while BHVR fixes some problems others continue on forever.
It doesn't really matter what characters they've put into the game when the game doesn't run properly. A great idea executed poorly is a poor creation, that's the truth of it. Anyone can have a great idea: it's making it work that's the important part.
They have my money for what the game is. They get thanks (and more money) when the game gets better.
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Prestiging shouldn't be so expensive yet reward so little. Having the prestige blood be something that can be applied to any cosmetic would make it so much more worth the effort. They said it couldn't be done, but apparently things change because here we are with the T-virus.
It'd be really nice if they'd do this for us.
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Dangling on a hook isn't fun. The survivor is sidelined from the gameplay, unable to participate, and at the mercy of others. If they need to, they can suicide, maybe giving a teammate the hatch.
Being slugged isn't fun. The survivor is sidelined from the gameplay, unable to participate, and at the mercy of others. They have no self-agency, as they cannot suicide and are stuck on the ground, possibly for 4 minutes while they bleed out.
Then there are other conditions like perk loadouts, tome challenges, and daily rituals, all of which can affect a player's attitude towards their opponent's playstyle.
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@vvumper said:
https://forum.deadbydaylight.com/en/discussion/comment/2308666#Comment_2308666
Well, I agree with you about all that. Really I do. You're talking in-game balance, and I don't contest that perhaps the state of in-game balance is done poorly.
This thread isn't about the short comings of in-game balance, though, really.
It's about how when I hear Truetalent talk about in-game balance, he fails to point out how the lopsided nature of match making might affect how the developers have to balance out the two different aspects of the game to keep match making healthy.
People tend to rant about the shortcomings of killer or the OP'dness of survivor without ever considering that for every game 4 people are needed on one side, and that may require that the side requiring more players be more appealing to play.
That's a poor way to get more people to play survivor. Devs shouldn't make one side unhappier than the other as their way to populate a 1v4.
Survivor gameplay is a different experience than killer and will thus appeal to different people.
Survivor can be a social experience whereas killer is exclusively solo. Many people play survivor just so they can play with friends. This alone has the possibility of keeping the survivor role over-populated, as long as survivor never becomes so miserable that it forces friends to try other games. Unfortunately, BHVR isn't great at the "fun" aspect on either side, so both killers and survivors are unhappy, and the reasons go beyond balance.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2309295#Comment_2309295
Oh, I don't take offense. I expect any discussion to have more than a few people eagerly jumping in with semantic complaints.
Lol that's fair.
So I'm not a total ass, I'll post my thoughts on the topic, but you may have already seen me post them elsewhere.
Survivors are able to do their objective too quickly, and generators are boring. This needs changing. At the same time, if matches are adjusted to naturally take more time, the ability to camp and tunnel needs to be removed (not penalized but removed using some change to the core gameplay).
Interactivity between the two sides needs to be encouraged in some way that's central to the gameplay rather than BP rewards and pipping.
Matches need some sort of timer that prevents them from going on indefinitely.
A key should only allow the survivor using it to escape unless they equip an Extremely Rare add-on (ER add-ons are never found in chests). The hatch should not spawn unless all gens are done (spawns closed) or only one survivor is left on the map (spawns open).
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2309164#Comment_2309164
Considering that 90% of the threads on this forum not whining about a specific perk/killer involve one or more of these issues, I'd say they reflect a pretty significant reduction in the quality of an average gameplay experience.
Obviously, the big Quality of Life change would be "never matching you against an opponent miles out of your league," but that's what the MMR tests are ostensibly all about.
Or did you just want to debate semantics? Because TECHNICALLY, they're not 'quality of life' OR 'balance changes,' they're core gameplay revisions. They're not there to balance one side or the other, but to reduce the viability of certain intrinsic game strategies that revolve around optimal approaches that reduce the game's overall enjoyment factor. Making these strategies way less viable helps foster alternate approaches and creates a different gameplay experience.
As someone who likes to suggest QoL changes, like improving the tome challenge interface, I was disappointed when I clicked on the title of this thread and found it to be what most threads are rather than what the title proclaimed.
I'm all for improving the gameplay experience, I'm all for improved matchmaking, but as someone who works with UI/UX I sometimes it's nice taking a detour into QoL discussions rather than thinking about how poorly designed DbD's gameplay is (which I have pointed out a lot on these forums), but QoL threads are (understandably) much rarer than gameplay-related threads.
Don't take it personally. I'm pointing out that the title miscommunicates the thread's content, and it does hurt your suggestions because it gives the perception you underestimate the impact these changes would have. It's not meant as an insult, and if it comes across negatively I apologize.
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These are not "quality of life" changes. These are balance changes. These are changes to the game's mechanics. They alter the actual gameplay.
QoL changes are small changes that improve the player's experience without changing the actual mechanics, like the colorblind settings, adding a crosshair option, being able to change the graphics settings on console, improvements to the UI, and tome challenge selection options.
Calling these "QoL" changes make it sound like you're suggesting common-sense changes, things that can't be reasonably argued with because their impact to the gameplay will be minimal, but that's not the case. Just be upfront that these are balance changes.
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2305608#Comment_2305608
even in those situation i feel like most times, there is so much time for all of that even in a shorter span than 2 minutes. but that is what im talking about mainly, since it is the end game collapse, there shouldn't be any extra time for any last second plays.
For years, after survivors opened the exit gates, they then had infinite time to run around the map. Infinite. They could stealth around and hold the killer hostage for however long they wanted. It was a nightmare.
Then the End Game Collapse came along and freed us from that nonsense. If survivors don't gtfo within a few minutes, they die. Killers can open the door or close the hatch to start the EGC timer, and thank god for that.
The EGC doesn't provide extra time. The EGC cut the end-game from infinite down to two-four minutes. Infinite is a much longer time than two to four minutes. The EGC most certainly does not extend the end of the match.
The EGC was never meant to hold the killer's hand and help them get kills. The EGC just makes sure the match ends so the killer doesn't have to DC because some survivor thinks they're being cute. I've died to the EGC, and I've had survivors in my killer matches die to the EGC. It is escape or die.
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The gameplay should keep players coming back. Challenges and events should keep the gameplay fresh.
The grind gives players an overall goal, but the Bloodpoints earned per match are abysmal given the Bloodweb's expensiveness, the RNG is super frustrating, and new players are easily overwhelmed by it all. The devs band-aid-fix problems in the game with perks, so many perks feel downright necessary to play, but good luck getting them in a reasonable amount of time. My friend just got the game, and unlocking one teachable and then getting it on the desired killer took over a week.
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Nope. Console players have no access to post-game chat whatsoever.
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@FablPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/2306329#Comment_2306329
Yeah why fix bugs when they can link cosmetics and take away BP
It's a sad state of affairs. They make poor decisions on what to prioritize, when to release stuff, how to fix issues, etc.
Hoarder can't alter the rarity of items in chests because of their spaghetti code. They removed that functionality from Hoarder and said they'll try to work on fixing it, but in the meantime they didn't buff it with anything, leaving everyone to complain that they nerfed an already weak perk.
They nerfed moris and said they're working on changing keys and/or the hatch mechanic. Months later, still nothing. Oh, but they did change Franklin's, killers' best counter to keys, because it conflicted with Nemesis's vaccines. Surely they could've just excluded vaccines from Franklin's effects, but instead they did this, which gives off a very negative perception.
They didn't just fix the cosmetic glitch: they also didn't address at all the reason people were using the glitch. There are plenty of linked cosmetics on original characters that don't have clipping problems, but those remain linked.
Jill's old-school outfit has her default head. People who want that outfit have to purchase a head they already own.
The coming event is basically last year's event recycled, despite how they said after the 2020 Halloween debacle that they were only going to focus on two events per year so they could make those events the best possible.
They shove crowns on the default heads instead of giving it a new cosmetic slot.
People have asked for them to make it possible to make all cosmetics bloody when you prestige a character, because only having bloody default clothes is extremely disappointing. The devs said it wasn't possible. However, when Nemesis infects survivors they get blue goo all over them. This happens to all survivors regardless of what outfit they're wearing, and it is exactly what people were requesting they do except with blood. Is blue somehow easier than red?
Like I said, they do what's easiest. It's a pattern.
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It was inevitable this would get fixed, as it was definitely a bug.
The annoying part is that it got fixed before the game-breaking issues. They could have left it in as a little bonus until the game was in a better state, but they fix what's easiest first, even when it gives off the impression that all they're doing is taking things away from players without giving anything in return. Perception is everything, as is obvious from many forum posts, but BHVR does what's easiest.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2305762#Comment_2305762
We wanted this for previous year crowns. It's been a year so I seriously doubt it.
Oh, trust me, I know. But if they're just going to recycle last year's event I might as well recycle last year's complaints.
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Their recent chapter release screwed up the game and has caused a lot of instability issues. I've had the game crash on me as the killer was hooking me. I've crashed a bunch of times at the end of a match as killer (I just love losing all my points, [BAD WORD] [BAD WORD] [BAD WORD] [BAD WORD] [BAD WORD] [BAD WORD] [BAD WORD] [BAD WORD]). The DC penalties will probably return as soon as they've gotten the game back to its usual well-this-is-good-enough-the-players-will-understand-small-indie-company working order.
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@Pulsar said:
No.
^ This.