Avatar

Tsulan

Tsulan

About

Username
Tsulan
Joined
Visits
14,849
Last Active

Comments

  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3419526#Comment_3419526

    they call it rank cause thats what they call it in DBD. and once you hit masters, you are RANKED against other masters.

    the game may only have you interacting with ai controlled elements but it most definately IS player VS player. a player built the outpost and a player is attacking the outpost. the player set all positions and patrols, the player set every block. if you trying to beat that isn't a competition of minds, i'm not sure what it. i may not be able to immediately react to your raid but i can then respond to your actions after i see the replay and fight back. there is the same ebb and flow as any direct contact pvp game, the contact is just a degree removed.

    i disagree with the notion that for it to be PVP it requires both people to be active at the same time. a mail correspondence game of chess is pvp even though both players are taking actions after a period of time has passed and seeing the opponents play and having time to think.

    What you describe is called PvE.

  • @Seraphor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3419458#Comment_3419458

    There are exclusive decals, three of them.

    One of them is a red triangle with a large white HRV in the middle.

    My bad.

    But it looks like there was only a reward for the open and not the closed beta. Or am i wrong here too?

  • @Iron_Cutlass said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3419462#Comment_3419462

    That was the main point of my original post. The changes they are making to leaving outposts is overall negative (for builders and) for the game since the systems surrounding it are also poorly designed.

    The rank system overall needs an overhaul, it causes far more issues than anything else.

    Thats why it should be completely removed. A rank system might be good for a pvp game. But this is a pve game.

    The people that struggle to rank up are not motivated and the streamers that rushed to master rank are also not motivated to keep playing.

    Since the devs haven´t announced any rank rewards, there wouldn´t be lost anything if they just removed ranks. If i remember correctly, beta hat no ranks and people were more motivated to play and die.

    As its now the whole concept of "raid, die, learn from your mistakes and beat the base" totally gets thrown out of the window, because people just don´t want to lose rank points. Removing negative points, might help. But while we´re at it, why just not remove it completely? As its no measurable reflection of skill.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3419446#Comment_3419446

    I think the ranking system is a good concept when done right.

    The idea is rewarding people for playing the game, it gives them a reason to log on and play matches.

    There is a bit of FOMO to it unfortunately, but it's all completely free and leads to cosmetic rewards (that have no impact on gameplay).

    Right now, the system is punishing people for playing the game. Like literally.

    I get negative points if i die on a raid AND i get negative points if i keep my bases online and the don´t get enough kills per raid attempt. Thats not motivating me to play at all.

  • @zbord said:

    Not sure what one your are talking about, but I believe there as some decals and props that were exclusive to those that did beta.

    I think there are no exclusive decals or props for people that played the beta.

  • Or... and hear me out...

    They could just remove ranks.

  • @Seraphor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3414623#Comment_3414623

    Does it matter if traps are one-time if you get more deaths for it? Wouldn't you rather have two co-op raiders die 20 times in total while bypassing certain mechanisms by expending limited use traps, than one solo raider die 2-4 times because they're being super cautious and memorising each trap combination in sequence?

    Additionally, I've found a significant portion of deaths from co-op runs on my outposts are due to friendly fire, something that doesn't really happen in solo outside of the odd grenade to the feet.

    They specifically mentioned that they intended for co-op to be an avenue for lesser-skilled players to partake in higher difficulty raids. Which is a very good thing considering the 'Brutal Boycott'. Besides, the difficulty of your outpost as it relates to the raider, doesn't have an impact on the rewards you receive. 1 death from a Dangerous base awards you as much as 1 death on a Brutal base, the difference pertains to the raider, with twice the genmat acquired from a higher tier difficulty compared to the one below it.

    As i said, i´m not against unlimited revives. It just feels weird as a solo.

    But sure, Brutal needs all the love it can get. If those bases get only raided by co-op players, than so be it.

    Maybe we´ll see a trend of normal and dangerous bases being run by solos only and brutal by co-op players. Would definetly help the base owners.

  • @Seraphor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3414561#Comment_3414561

    You're literally rewarded for deaths. Co-op players die more.

    Also (I've not played co-op yet so I'm not certain) but don't co-op players each give up to 2 Accolades? The devs have flat out said that Accolades are designed to be the most rewarding metric.

    Yes, they are dying more often anyway. Because they usually are less cautious or skilled. But since most traps are 1 time use, it heavily defeats the purpose if all are triggered by someone suiciding and then are useless. For example, traps that are not 1 time use, like the Flamethrower, cost more and impact the rating more than one time use traps. Same goes for the mods that allow repeated use. It makes bases more expensive.

    So maybe, give bases against co-op players a lower difficulty rating or let traps recharge/be usable more than once without mods.

    Just a thought. Probably not viable.

    But yeah accolades are probably doubled, IF the raiders give accolades.

  • I wouldn´t mind unlimited revives (like now) if builders get more points from co-op players. They´re playing brutal maps in easy mode, so the least thing they could do is reward builders more for it.

  • @TragicSolitude said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3413612#Comment_3413612

    Oh, wow. Yeah.

    I ended up watching the stream. While most of it isn't new information, it is nice to hear confirmation that the devs designed the game with certain intentions. I've been watching some people on the Steam forums say the game isn't a level designer, Accolades are secondary to kills, people are misunderstanding what the game is about and the players who are unhappy are wrong, etc. etc. This stream proves those people are wrong: they're misunderstanding the devs' fumbles as their intentions.

    The dev talks about how Accolades purposefully reward more than kills. He talks about how building is a balance with making sure your base is challenging and fun so Raiders will stick around and keep dying to it (so all the Builders saying Raiders should be forced to stay and die repeatedly have missed the point). He talks about how they're looking into expanding on Social Raids, looking into doing more with P10 bases (I know with BHVR nothing is guaranteed until it's actually in the game, but this shows that the devs are not hardcore set on keeping the current Outpost system exactly as it is). I'd go tell those people on the Steam forums off if I weren't dead set on staying the hell off the Steam forums, plus they'll always find some way to argue no matter how ridiculous the interpretation required to do so (I saw that with the people defending the Corrosive Cube bug as intentional despite the Launch Day patch notes, holy hell).

    Sorry. It's been disappointing to read the different forums and see all kinds of terrible takes on the game. Defending crap that's bad like it's intentional (as if being intentional somehow makes it good). MYM could be really fun, but the devs made some mistakes that have had negative effects on the community (Raiders get docked rank points for leaving a base, so they demand every base must be exactly to their liking and any Builder who fails at that even once gets blocked... I try to make fun bases, it makes me sad to think one misstep could get me blocked. Blocking a player seems so extreme to me but people are doing that over Abandoning an Outpost because BHVR somehow made blocking the more obvious/enticing option.). The directions the game took are at odds with the intentions. "Builders need to make fun bases so Raiders are willing to die repeatedly to them. But also Raiders are docked Rank points for dying, so they're not going to be willing to die no matter what."

    The dev says if you play a base over and over again but end up leaving, you walk away with hundreds of Synthite and hundreds of Parts. lol. Hundreds of Parts, yes. Either he misspoke or someone needs to adjust the RNG like a lot. Makes me wonder if they realize just how bad the Synthite grind actually is.

    Even the part about "listening to the community" shows a lack of awareness. The devs may be listening, but they're not responding, so the community thinks they're being ignored.

    I hope the devs really are paying attention. For some reason I rather like this game and would prefer to see it survive.

    Edit: Oh hey, they did an AMA where they address some of the playerbase's concerns. I know this doesn't mean anything will definitely get fixed, but hey, they haven't abandoned us yet, that's something.

    It just feels weird. They say, that they are listening. But are not interacting with the community. The release dev stream really looked promising. The devs were playing player created maps, the viewers could vote which map to play, they talked about the future, etc. THAT was interacting with the community. Not what we had in the last 3 weeks. So far it looks like we will get a new mod every 2 weeks. Why not make a dev stream twice a month, where the devs speak about the mod and show some actual bases where the mods are applied? So people could see whats coming, how to use it, and hype about it.

    DbD has a kill switch for bugged content. I would have imagined, that MyM would have something similar, because the devs are from the same company. The whole corrosive cube issue could have been prevented with just kill switching the second stage mod for the cube. Problem solved, people can still use the cubes, but not exploit it anymore. Everyone happy.

    Alt-F4 a base shouldn´t be a thing in the first place. I mean, the game saves progress during the raid. It saves how often you died and that you raided the tombs. But it doesn´t save how many mats you have collected? Or that the builder should get X amount of ressources for the kills when the raider left early?

    Some things simply shouldn´t be in the game. Blocking for example, whats the point of blocking other players in a game that relies of invading other players bases? It wouldn´t surprise me, if people that complain about not getting raided, are the same that have a ton of players blocked.

    Ranks, also something that could be removed in an eye blink and no one would complain. So far there has been no rank reward revealed. But the community is hellbend on the idea, that we´ll get limited cosmetics. So people abandon a raid early, when they die. Because their rank will suffer and they won´t get that cosmetic that hasn´t been confirmed yet. Everything around the game revolves about dying, learning and finally beating the base. BUT doing so and losing a ton of rank points doesn´t feel rewarding at all.

    Parts to Synth economy makes no sense. I get easily 2 or 3 times as many parts as i get synth and i have no idea what to do with all the parts. I have stacked over 100 of every consumable and still sit on over 25k parts. Also the boosts make no sense. Since the drops are completely random, there is no way to see if the 30% increased drop rate actually is doing something. Had a raid, where i earned 20 Synth and 90 parts, despite having the 30% increased synth drop boost activated. Instead of having this completely rng based, why not give the bonus after the raid? So you could see, that you earned X amount of Synth and with the bonus you get this on top.

  • @wydyadoit said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3413852#Comment_3413852

    i'll say this. ever since i stopped making bases brutal and swapped to normal cheese builds i've been getting a ton more new players that have no clue what they're doing because they skipped the tutorial and a couple of high ranked speed runners that have long since forgotten the basics of the game. so both die and my 4500 capacity base is growing. once i hit prestige 9 i'll turn it back into a fun brutal base.

    No, but he´s right. The Rank system is horrible. It punishes failure very hard and only slightly rewards success.

    For example, i have 2 active bases. 1 normal and 1 dangerous. The normal one got 10 kills in 2 rais and +11 rank points. The dangerous one got 0 kills in 1 raid and -30 rank points.

    Same goes for raiders, if i die even once = instantly -9 rank points (had even one, where i died 4 times and it hit me with -90 points). If i complete a maze without dying = +44 rank points.

  • Its no boycott. Its just that players can´t afford to die to often due to the rank system. I´ve reached gold 1 and dying only once on an outpost means that i´ve lost rank points.

  • @TragicSolitude said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3413550#Comment_3413550

    Oh, okay! I actually caught a bit of that but only saw them playing MYM and clicked off. I'll have to go back and check it out. Thank you!

    You haven´t missed much. They just introduce the game, speak about the difficulty of creating interesting content for purely player driven content and how important it is to listen to the community...

  • @TragicSolitude said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3413098#Comment_3413098

    in yesterdays stream

    There was a stream yesterday? Shoot, I missed that and can't find anything about it :(

    Yeah i also only saw it, because MyM Twitter retweeted it.

    https://twitter.com/insomniacgames/status/1651295433501839360


  • @hastarkis said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412863#Comment_3412863

    They have formula to separate maps and offer them to different people.

    https://us.v-cdn.net/6030815/uploads/A3PMSP9UJ2NS/image.png

    I don't know if it contains rank in any way but I guess they pretty could use it to calculate things which could lead to smaller map pool for higher (less flooded) ranks (and therefore higher chances for every map here to be raided). Of course it's only my guess. But it makes sense if they try to show similar rank bases to similar rank raiders.

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412779#Comment_3412779

    I don't have time through a day to manage my maps this way :c I buy 9k maps only and keep them active 24 hours. Like I activate them at 3 am (GMT+3), go to sleep, to work, come back into game at 10-12pm, check everything, raid and later (at 3am) I prestige and reactivate. But I don't get any spikes like you described. My raids seem random, without any time consistency. One raid here, one raid there, that's it. Not like all four in ohe hour. That's why I stopped. All my maps are on hold now except one.

    Well, I guess, if you can activate your outposts at right time for 2 hours, get value and turn the maps off till next time it's better than one long run. Sad.

    I don´t think rank plays a role in regard of what maps you find. For example, in yesterdays stream a dev said that new players are not limited on what kind of maps they can play on. That implys that rank has no effect on matchmaking.

  • Oh yeah, nothing bad could come out of this...

  • @hastarkis said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412706#Comment_3412706

    Oh you are master. I guess matchmaking works here...

    I'm silver 4, almost gold, hadn't enough time to get higher. And I get 4-5 attempts PER PRESTIGE. At max. Even champions don't get too many raids. And I know everything that can influence raiders' decision to try the base so I'm pretty sure mine aren't bad in that way. It's either tons of maps in pool or I'm extremely unlucky. Your rank is the only possible answer for me :/ I guess I'm going to grind master rank as fast as possible and try again with same outposts, they aren't active for now anyway, I' ll keep them and will activate later as master. Not clear experiment but it is something.

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412703#Comment_3412703

    And what's your rank? Are you master or lower?

    What does rank have to do with raids?

    Gold 1

  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3411684#Comment_3411684

    i'm still not 100 on all my advisors, i run 5 bases daily, all my maps but one are 4500 base capacity. i have 16000 synthite, every guard and trap fully unlocked including addons. i do not hunt treats.

    edit - the only thing i CAN spend synthite on is bases now, so it just accumulates. when you're unlocking it goes fast and is hard to keep. but if you know what traps and guards you want, you can easily stick to a single base format without unlocking everything for a while and grind synthite out easily by keeping your bases active and productive. i go in and collect my kills on my outposts at about 20-30 deaths, i come out with about 100-200 synthite each time i do this from raider death. i do it probably once every 2-3 hours on each map. so about 150synthie an hour passively per dungeon if i had to guess conservatively. my presteige costs 1000 synthite, which on average the dungeon will earn me in 10-12 hours. and it has a genmat pool of 9000 meaning it's on for 24 hours. i also run these bases in overdrive, doubling the genmat they collect from kills. these kills also generate exp for me and each level up gives me a chunk of synthite, sometimes i log in from sleep and i've gained 3 level up rewards.

    That is nowhere near what i get from my bases. Kill rate of 5 gets me like 30-50 synth on several raids. But 30 raids per Hour? How? I get maybe 3 raids per hour and am happy about it...

  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3411760#Comment_3411760

    in order for the route to be valid you must hit "stand guard" or "finish patrol" falling 3 blocks ejects you from the patrol setting interface before you have these options. that is what he is saying.

    @Twitchybait said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3411760#Comment_3411760

    If they fall more than 3 blocks it doesn't work, both options to end the path are greyed out before you hit the ground and let you pick neither and when it boots you it hasn't recorded any of the movement because it didn't let you close it out with stand ground or end route ergo it's as if you never started recording it.

    I´ve seen guards fall to death. So... uhm, have you tested it even when you get the error?

  • Thats why i don´t give accolades to those. Since there is absolutely nothing to gain from it...

  • @Iron_Cutlass said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3411684#Comment_3411684

    1. Cells have limited usage.
    2. Parts are not that hard to come by.
    3. They probably invested most of it in Brutal bases which are not good for farming Synthite.

    The issue is not Synthite drop rates, the issue is that you do not know how to properly design a base with profits in mind. Again, this are not surface level.

    And again, the game already needs more raider than makers, we already have issues were maps just never get raided enough, even after the matchmaking update.

    1. You could argue that each ressource has a limited usage. But Cells is not one of them. Since its used for unlocking everything and for boosts. Pre-release dev statement was, that players should be able to play one way or another. But the only way to sustain a base is to raid all the time. Playing only raider is possible, playing only builder is not.
    2. Drop rate of parts seems to be way higher than the drop rate of Synth. Even with boosts activated.
    3. Bases not getting raided at all might be a combination of people blocking other players, thus preventing the blocked players from raiding and the use of lava cubes. Since the second wave exploit is heavily used, people just see lava cubes in the map preview and dodge them.

    Getting a decent kill ratio of lets say 5 is not enough to sustain a base. How much would be needed? 10? 20? 30?Now consider that people abandon raids where they die to often, to prevent their rank from dropping. Only to revisit the same map with 0 deaths.

    The game seems to be designed to punish builders. As i just had a rank drop of 22 points, because a base only got 9 kills in 2 raids. Doesn´t sound fair to me.

  • @Twitchybait said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3410594#Comment_3410594

    I meant as in you're in control of the guards patrol route then it kicks you out of the patrol route and back into regular build mode. Above poster explained its when a guard falls 3 or more blocks this occurs.

    Oh yeah, that. But the route still works.

  • @Mellcor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3411701#Comment_3411701

    3 weeks since launch, the bugs and exploits have gone from a rare mention to a common occurrence.

    no hotfixes, no balance changes, no communication other then the twitter spinning up in the last week spitting out things that should of been in a tutorial as if they are new info

    Pretty much.

    I mean, DbD started small. But at least it had a weekly dev stream. Which helped bond with the community.

    Here we have nothing to look forward. No actual news.

  • I think the lack of communication and advertisement is hurting the game.

    There is like no interaction with the community at all. No life sign. No "we are hearing you loud n clear".

    Everything substancial (road map, dev stream) came before the launch.

  • @Iron_Cutlass said:

    Here is the tricky thing with balancing Synthite. (Consider this a pocket guide to help.)

    If you increase that rate that it drops, you have far more people making maps than raiding. If you decrease the drop rates, maps become too inefficient to make. I think (after toying around for a bit) that the developers have hit a nice middle area for most parts of the game.

    My only suggestion will be to not investing into large plots of lands, the cost to up-keep are significantly higher than medium and small plots, and Brutal difficulty is already bad enough since getting consistent raids can be tricky (both before and after the matchmaking changes). Large bases by design are meant to be costly but provide lots of XP, but if you just want to log-on, collect resources, prestige, then log-off, it's definitely not the way to go.

    Personally, I have invested in a lot of small/medium bases that are able to kill enough to led to net-profit in Synthite (you are limited to Normal/Advance Difficulty but you get more raiders through those anyways), and I also pay a lot of attention to the amount of Genmat each plot of land has as well, since some bases last longer (thus getting more raids).

    There are other alternative factors to consider as well, such as the time of day for your region. I find that the best times for getting kills is in the mid-day/afternoon, so if I need Prestige Points I will often just let me Genmat extraction happen during that time but set my base to inactive otherwise. Of course you can just let your Genmat be extracted normally, with some bases you can get away with it due to the long duration, or if you need passive XP it's always there, etc.

    Overall, base making in MYM (at least for some sort of net-profit) has more layers than just "build base => profit", I often burn through a small bit of Synthite recycling plots to find the one that seems (almost) perfect since things are not really surface level, but it's mainly just proper management combined with applying knowledge.

    I would implore people who are not well-versed in it to experiment and/or research a bit.

    Nah, the synth drop rate is simply to low.

    Yesterday i saw a reddit video of someone who reached lvl 100 on everything, had 46k cells, 47k parts and only 6k synth.

  • Did you receive anything? I only see the cosmetics for owning dbd but nothing else.

  • @hastarkis said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3410767#Comment_3410767

    When you log in, the game shows you results in genmat gained and sometimes also shows your rank gaining/loss. It's from your bases.

    Idk why you think it's unfair specifically for builders, everything you say also true for raiders who don't know which base (easy spam brutal or clever death trap, high rank builder or not experienced one) they get and whether or not they bring right weapon to beat it first try (even with suit boost). That should be solved by math: good raider won't drop your rank THAT much exactly because the game do know they are good and unlikely to die in your outpost. But the math seems to be unfair (not the rank system itself). You lost 44 points, it's probably because you have pretty high rank and builder's rank was lower that yours. Game doesn't expect you to die even once in those outposts. The games doesn't expect us to die at all, I guess, lol, in a game about learning from deaths.

    Especially if you don't know the numbers beforehand and can't control your behaviour based on this knowledge. I wouldn't even try an outpost I can't die once in without loosing my rank, what's fun in a base without kills? :/ you've leared from deaths, you've finished the outpost and got punished for that. Gross.

    Outpost rank rewards are meager to say the least. Even with a decent kill ratio.

    Honestly, i don´t even know why we even have ranks in the first place. It seems pointless.

  • Now add, that people leave outposts when they die to often, to prevent rank loss. Which might even cause the builder to not be able to prestige.

    All for a reward, that could be something useless like parts or a decal or whatever.

  • @Twitchybait said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3408997#Comment_3408997

    I have done that, the issue is the idea is to have them path off an edge and fall through a cube down below like a drop bomb (sequencing them out with several so you get a random drop effect) so when trying to sequence the path the second it goes through the cube it instantly boots me out. Looking at videos of others doing this it didn't seem to used to do that.

    What do you mean it boots you out? Does your game crash?

  • @Twitchybait said:

    So I've seen a trap before where guards walk forwards, fall through a lava cube which kills them and then they explode with the mod. Was going to try and incorporate this but I can't for the life of me figure out how to make it work. For some reason every time I try to record the guard route and move them through a lava cube they instantly die and it boots me from the patrol before I can save it. Was this patched out of the game and I'm just missing it in the notes?

    Try blocking the path with Masquerade and/or Second wave Holo cubes.

  • 20230423135307_1.jpg

    Yes, i still struggle with the one base i put the most effort into. I have refilled 2 times now, but i won´t refill a third one. Simply doesn´t feel worth it.

  • @wydyadoit said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3408224#Comment_3408224

    the benefits of brutal bases are:

    • they tend to have more traps and guards that you can farm for loot
    • they tend to be bigger meaning they're often large class bases with 3 vaults
    • they give 3750 genmat which is 2x the 1875 you get for dangerous bases and more than 4x the amount for normal bases (900).
    • brutal champion outposts give 5000 total genmat (1000 per) which is 2x larger than champion dangerous (500x5 or 2500) and more than 4x larger than champion normal (240x5 or 1200)
    • the amount of times you can die while still increasing your rank is higher
    • they cause champion outposts to spawn quicker
    • they're often easier than smaller outposts with the right gear due to their saturation of traps and guards which will allow for "backfire" opportunities
    • you gain more xp
    • they make you better at the game

    here's an example of a level 4 brutal base i just completed with 1 death

    (will post image as soon as xbox live lets me)

    I´ll do occasionally a brutal map. But usually when its a small one and not a big one with 100+ traps. Since it costs simply to much time.

  • I would like to see a rolling death ball. Something that roles along a path, at a really fast speed, with blades attached.

    A spider like creature, that can walk on the ceiling and drop itself down.

    A slow moving brute, that blocks a path (like a piston).

  • Visual bug when you quit and block a player.

    Next match you should have the normal rank points.

  • @stvnhthr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406913#Comment_3406913

    The rubberbanding was a big part of it. Today the rubberbanding is not evident, so maybe they got it worked out? MMR does mean something, but like you said it is hard to use it as a definitive gauge. I'm level 60 but probably only an above average casual player

    No, prestige means absolutely nothing. It has no effect on the mmr. It just shows how much bloodpoints someone spent on a character.

  • @stvnhthr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406904#Comment_3406904

    Naw, MMR is not really a thing. Every game it is me and three noobs versus at least a level 25 prestige killer. So MMR matches me with a high skill killer and gives me cannon fodder team mates. Usually at least one DC in first two minutes of play. Also scores for all players are way way down.

    To be fair, prestige means nothing. I´ve seen prestige 100 players, that played... well bad.

    Also, the patch hasn´t been out for a full week. So its way to early to see where the kill rates settle.

    On top of that, from what i see. A lot of survivors suicide/dc early on for seemingly no reason at all. So any stats from now are pointless.

  • @HangryMogwai said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3404221#Comment_3404221

    Yeah, when I saw “answered” on this post I was excited that there had been some form of community engagement. Needless to say, it’s disappointing to see that is not the case. 😑

    Yes, the "answered" really set me off. I also thought, that there might have been an answer in between.

    I´d just wish, that they would do a weekly dev stream. Like DbD did when it released. I miss that. It really helped bond with the devs/community.

  • @Seraphor said:

     Replay +30s and -30s buttons break the entire replay.

    https://i.kym-cdn.com/entries/icons/original/000/028/312/will_poulter.PNG

    You guys have +30s/-30s buttons?

    emyhj.jpg

    Yes

  • @EmmaFrostyEyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404051#Comment_3404051

    So soon? And be honest with me. Is the perk so strong that it warrants a nerf in the first place?

    Doesn´t matter. Only the pick rate matters.

  • @LeFreezy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404052#Comment_3404052

    I bet that they were overly (and unsuccessfully) altruistic

    I mean, the time around controversial patches is usually a ... show.

    Since no one seems to play "normal"

  • Was the team afk or something?

  • That one has an easy answer: When it gets a pick rate of 30%

  • You lost me at survivor being remarkably more challenging.

    Like... really.

  • @UmbrellaWeapon said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3403161#Comment_3403161

    Oooohhh, relentless on bolt shot? Have to see when I log in, did it replace double down?.

    No, both are available. Boltshot is currently the only trap with 5 mods.

  • @drsoontm said:

    I was about to complain about the lack of update of the game.

    I guess this will do.

    At least they've pushed 6.7.0 on DbD.

    They could definetly improve their communication.

    Because there was no announcement on the Mod.

  • UPDATE: Well still no patch, but the Relentless mod for the Boltshot was secretly released.

  • @Seraphor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3403018#Comment_3403018

    Unless I'm mistaken, the Hornet and Plasma Sentinel don't destroy traps right? They're energy projectiles so technically 'Striking' damage?

    So I could see this being 'Striking' too (flesh, but not armour/traps), but I wouldn't be too surprised if it turned out to be Breaking (flesh and traps)

    Kinda depends on how the laser beam works. I'm hoping it's like a steady stream laser that reflects off surfaces, but it follows the raider slowly with a lag time so you can easily run away from it, and the tricky part would be avoiding the reflected beams. This way it could be Striking and be relatively balanced.

    But if it's more like a star wars blaster shot laser, essentially an Enforcer bolt without the arcing trajectory, it would probably be Breaking.

    A quick, reflecting shot could be extremely deadly in certain kill box set ups.

  • I have another question: Does the shot destroy traps or guards? The bounce could be pretty dangerous for certain bases.

1 … 20 21 22 23 24 … 279