Vizikk
Vizikk
About
- Username
- Vizikk
- Joined
- Visits
- 68
- Last Active
Comments
-
@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2593740#Comment_2593740
I think his core argument that the server is fairer than picking either of the 2 clients makes sense.
Shame though he didn't respond to my post, where I pointed out that Killers spend way more time playing around Dead Hard, so it may not be as simple as sacrificing both experiences results in a fair experience for all, as it feels like just sacrificed consistency on one side, for no consistency on any side (now more is subject to latency).
I think we all understand for the survivor it's more "fair", but it's at what cost? That's what he is missing.
-
@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2593713#Comment_2593713
That's a statement, not a demand. He is saying he is backing out of the debate (I don't blame him, you basically implied he had no foresight). He's not demanding anything of you, simply stating he's done with the chat.
Ah, the luxury of text rather than speaking. My mistake.
Either way my point still remains that he has no foresight once so ever. This isn't just "yOu ShOulD nOt hAve hIT aNyWay". I figured someone that seems as smart as him, would know that.
-
@DemonDaddy said:
Dh already freezes frames on console, now we will get rollback on top of that 🤨
Off topic, I really feel for you guys still on the old consoles. I couldn't play the game on them without wanting to break something.
-
@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2593681#Comment_2593681
Demands? What demands did he make? Quit digging a hole, this guy is eating you alive haha
"That brings this conversation to a close."
-
@Freddy96 said:
https://forum.deadbydaylight.com/en/discussion/comment/2593650#Comment_2593650
They're actually the same speed but ok
Incorrect. Once you've hit Dead Hard, the i frames start the very next frame. Hit's and swings are very clearly animation based.
-
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2593615#Comment_2593615
Removing the i frames would only fix avoiding special attacks, people would still be able to dodge hits.
Just look at what happens when you try to hit some one whos in the middle of a sprint burst, majority of the time youll lock on to them but whiff because theyre moving too fast
This isn't entirely true. Since we will be looking at the animation for the hitboxes, I think nearly all of the time (when a survivor greed for far to long) people will end up getting hit when using it this way. DH has a ramping "dodge" the start of the animation is a slow "walk" before the actual dash. Sprint burst just pops you to the speed if im not mistaking which leads to misses if you swing, because you anticipated a different speed then what actually was there.
-
@Freddy96 said:
https://forum.deadbydaylight.com/en/discussion/comment/2593520#Comment_2593520
You forgot the part where getting validated means your ping is high and if you're laggy as surv you won't get a fl save
You also forgot the part that DH is an instant action, and hitting is not.
-
@Shroompy said:
I dont understand..
Did people forget how Dead Hard worked just because it actually functions properly now???
I don't think you understand that is doesn't JUST function properly now. It's way more nuanced then "The Server checked if it should've hit". The main key missed here is there is an animation BEFORE a hit is counted. With DH, once that button is pressed the action is done.
@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2593520#Comment_2593520
So is the flashlight blind validated on survivor client side?
I would have to do some testing to say for 100% certain, but from my experience on both killer and survivor side. It seems to be validated on the survivor's client.
-
@Nicholas said:
It's so unfair for killers. I guess it's fair to deny survivor players movement because The Killer benefited from the lag advantage. However, now that DH is validated, the world is ending, and it's super unfair. Meanwhile, an unfairly downed survivor due to the competitive advantage given to killers is ok because The Killer saw the hit, and his client confirmed it; it doesn't matter what the survivor saw or the server. Sounds super entitled and biased.
First, lets be honest and stop being disingenuous. How many times a match would you say a survivor gets exhausted on the ground? None. It's more along the lines of out of every 10 games SOMEONE will be exhausted on the ground.
Now I ask you, stop being disingenuous and tell me. How many times will this hit validation effect hits that were earned rather than this "laggy killer" boogeyman? That's right quite a few.
I bet while you typed that, you didn't even stop to think of bs that killers have to endure getting blinded when they clearly looked away. And even YOU saw them look away. Who is really biased here?
This hit validation stuff just enables survivors with decent ping to play so greedy and be rewarded for it when in reality they SHOULD have been punished for it. I am willing to bet 99% of all the times people get exhausted on the ground, are because they played WAY to greedy.
Playing greedy isn't the way you should be rewarded. Making smart plays should be.
-
@SunsetSherbet said:
Yeah, it's either going to need to be reverted or have the perk nerfed. I don't expect it to get fixed any time in the next 6 months though.
Here is a suggestion...remove the invincibility frames. If anyone complains, then they were never using Dead Hard the correct way anyway, and just playing greedy. Which CURRENTLY you can greed DH so hard because of the hit validation.
What makes DH "op" is the fact it can be used to make enough distance to gain another 10-15 seconds in chase AT LEAST. With a good survivor you can be getting chased for almost another 30 seconds if you know the tiles. So why not encourage people use it the BEST way.
Remove the invincibility frames.
It sucks to say but today might be my last time playing killer until something is done about the how survivor sided high MMR is and THIS being the cherry on top.
-
@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2593462#Comment_2593462
DH is one of the more annoying things in this game for me. It's not enough to learn the tiles, it's not enough to profile each survivor in game to predict their pathing and mind games, it's not enough to make the mental catch to bait/wait DH each and every time you are about to hit a survivor, now you have the extra 50/50 of server validation to make the whole DH experience just that little bit more inconsistent
You wanna know something hilarious that NOBODY will point out. I will try and break it down because it may be a bit confusing at first.
So, what do you notice about all the "hit validation" stuff. All of them are things done by the survivor or actions. They are instant and immediate. Whats one thing that immediate and instant that the killer does...action wise? Looking away from flashlight saves.
Hitting before DH or dropping a Pallet on your end as killer doesn't matter. But ALSO looking away from a flashlight save on your end doesn't matter.
My point is, as a killer we can get blinded for a flashlight save even on our end we looked away. But why isn't this validated? They DIRECTLY effects the killer. Just like DH and Pallet hits DIRECTLY effect the survivor. You can bet just about anything they will never do a "blind validation" because it directly effects the killer.
Just for those who are still not understanding...the actions effect eachother this way.
DH Hits: Killer -> Survivor (VALIDATED)
Pallet Hits: Killer -> Survivor (VALIDATED)
Grabs: Killer -> Survivor (VALIDATED)
Blinding: Killer <- Survivor (Not Validated)
Now my point should be obvious.
-
@baseballfan4877 said:
https://forum.deadbydaylight.com/en/discussion/comment/2593449#Comment_2593449
exactly. the more bs is added to this game for the survivors, the less I want to play normally and instead do something like facecamp bubba or basement trapper. because chasing is becoming the most boring and frustrating thing.
I'm honestly trying to at least play Devils Advocate to figure out a reasonable justification for this but I honestly cant. The farthest I get is, "It's fairer for survivors to not get hit when they shouldn't have". But "shouldn't have" is being so disingenuous. I have once....one time...been exhausted on the floor since the Dedicated Servers. The issue is, people think they should be able to infinitely greed DH and pallets. And that's what hit validation does.
-
@JPA said:
I'm a basement bubba main now, they can't DH me from the hook.
Unironically chasing survivors is slowly becoming a way to LOSE the game. Like I said, I can somewhat get behind Pallet Hit Validation, even though it made it easier to loop pallets safely.
Now they enabled the Healing Boon again, on top of this....I'm going to start letting people bleed out on the floor or basement camp.
I except a HUGE killer rework soon or this game will be a joke. If I'm being honest, give every killer 5% added to their movement speed. It will make the game more interesting instead of Survivors just greeding DH because of Hit Validation, and greeding Pallets because....once again, Hit Validation.
-
@humanbeing1704 said:
Sometimes cleansing dulls but you don't cleanse em all can ######### you over if you get all the super obvious spots but you can't find the uber hidden ones it's over
This is EASILY solved by using a totem perk LIKE Small Game. If you don't wish to give up Iron Will or BT, then DONT do the obvious ones. Spend a few seconds extra after you complete a gen to look in the harder to find spots, because at the end of the day even the "hard to find" ones can still be easily found if you know the tile-sets of a given map.
It's crazy to me that something so obvious has to be explained.
-
The fact of the matter is this:
- No one is saying you should actively HUNT Dull Totems (until it becomes obvious the killer more than likely have NoED)
- The idea that "doing dull totems" as you find them, is a waste of time is plain wrong. (you only need to technically do 4 and the 5 one can be left, so ~1min of interaction)
- Killers who run NoED as a core part of their build are admittedly mediocre in chase so are forced to use this when all the gens are inevitably done.
Now this is much more of a nuanced topic then either "just do totems" or "totems waste time". With that being said, in the general case of a killer running NoED, there is more than ample time to do a totems as you see them. I seen someone argue it can hurt your team more than help which is just wrong. No other way to put it. No one is advising people to do a dull totem when all other 3 survivors are on hook and you see one. This is a ridiculous assertion. There are very few cases where doing a Dull Totem as you see it is when there are still 4 survivors left is "hurting your team"
I wish to expand on the cases where NoED is usually used. Like I mentioned in the OP and this comment, people who tend to run NoED often are not so great in chase (majorly speaking). This leaves room for a decent survivor to effectively running this killer well over 45 seconds until going down. Which is more than enough time to sneak in a totem or two after finishing a gen your working on without "wasting time".
If it's not obvious, then I will tell you this. If you notice a killer doesn't have Ruin, Corrupt, or Pop....there is a GOOD chance they are running NoED. Sometimes even in combination with things like Ruin.
I'm not entirely sure what the opinion is in this forums space is, but NoED is not a very good perk. Period. If you are running into killers every game using it then sneak in dull totems because chances are they are sacrificing this for a decent slowdown perk, or they are not great in chase. Which like mentioned, give you the time to do totems. You really don't even need a totem perk to do this, just learn the potential spawns of totems within a map.
-
@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2517742#Comment_2517742
You're right about these two, but im pretty sure their add-ons will mostly be buffed so there is no need to burn through them
Yea I get you :)
-
While this game propagates the mindset onto survivors that you need to win as efficiently as possible, this will never change. With the addition to Boon perks soon, I wouldn't be surprised to see a "Prove Thyself" equivalent. As much as people try to ignore it because the phrase "Gen Rushing" has turned into a meme of sorts, it is a problem for everyone....not just killers.
-
@landromat said:
I never use strong add-ons on my killers because it's just boring. Balanced games are more challenging and fun
I get the challenge part, but some killers are just useless without addons. Take Ghost Face for example. Your power is what makes you a threat, but your punished for using your power (please fix the reveal inconsistencies). Your almost NEED to at least run the Chewed Pin. Trapper is another good one (his upcoming buff will make it better), its damn near impossible to do anything without the Yellow Bag Addon against a half decent team.
-
@Dactylis said:
https://us.v-cdn.net/6030815/uploads/3I0XZN7ZCYFK/bug-saloon.jpg
When it's a devour hope and you can't break it..
OOF
-
@Daddy_Doctor said:
@Vizikk no, it spawns just to the right of where you are when the video starts. So that’s 2 totems that can’t be cleansed.
That's interesting because I was able to break that totem there. Thats what i did before the video started.
-
It wouldn't happen to be this spot would it?
-
@Mandy said:
@Vizikk please stop derailing this thread. We have acknowledged the issues and have discussed the HDD issue - the fixes for the issues listed on this thread are being worked on.
If you are not having these issues, then I am happy for you. But please stop with your comments on this thread that are attempting to disregard the situation. I do suggest moving to another thread if you wish to discuss something and not derailing this one further.
This specific issue with perk activation/deactivation, status effects, prompts that seems to effect HDD more does not make it an issue with how the game handles unloading and offloading on a HDD or even account for every performance issue that commenters on this thread is referring to.
BUT IM the one derailing the thread, gotcha. Couldn't be the BHVR bashing or even the the thread name being that way. No way, impossible. Jesus. If this is a report thread then pin it. It's as simple as that. It's not like im here shitposting. You wanna maintain the BHVR bashing, and aggressive reports, that's cool and fair. PIN...IT. If it was pinned for the topic, I would not be here. Every post I've made in this thread has been related to the topic of "Performance Issues". Discussing the validity of what these performance issues are, or could be is on topic. So as far as it's concerned I'm not breaking any forum rules.
But, I'll leave this thread be. I advise if you want this to be a report topic, pin it.
-
@JimboMason said:
https://forum.deadbydaylight.com/en/discussion/comment/2494398#Comment_2494398
Great point! You pointed out things that I failed to miss, and I actually agree with what you say. Of course, we don't want to destroy the grind entirely, but I definitely think that we can use the new grade system to help with some of the current issues of the game's grind, while keeping the rewards fair to all ranks.
Thanks! But yea from my POV currently, I haven't played much but the little Im playing I can tell the grind is there, but not hairpulling. Maybe I will re-think that when I get to Gold, but as of right now I'm happy.
I think a good balance would be in the 500k range. Enough to, if your main killer/survivor is max prestige, get enough decent addons and offerings to last you until maybe half-way through the month depending on how much you play of course. If I'm being honest, there may need to be another grade level just for those people who play ALOT to justify their playtime.
-
I think the reason for this is just how much you could kinda do with, in your recommendation 1.5M. You could effectively get a survivor or killer to level 50 if you only had like 200k extra.
With that said, if you only get 250k for hitting red grade, thats kinda low. I would personally be okay with 250k however if you got like 1k or 1.5k shards on top of that. But like I said, if they give to many bloodpoints, it would take away from the BP grind for newer-ish players or even regular players. I would love a crap ton of BP, but I understand if they gave out large quantities for something like that, bloodpoints wont mean much.
I hope you understood my point. :)
-
@Ryuzaki said:
https://forum.deadbydaylight.com/en/discussion/comment/2494328#Comment_2494328
It's clear the poster has created a new forum account for the purpose of derailing this topic. The poster said above this would be the last post they would make but still continues with posts which are nothing more than theories as you say.
As an added note, your just wrong. Im just new in the DBD forums. I made the forum account because I was curious if I'm alone in a specific matchmaking issue I was having. I noticed this thread, was genuinely curious because I have very rarely ran into actual performance in DBD whether that be on the Xbox One, Series X, or PC and noticed it was more dev bashing more than an actual discussion of actual issues that are because of poor optimization or what have you.
-
@Ryuzaki said:
https://forum.deadbydaylight.com/en/discussion/comment/2494322#Comment_2494322
If the optimization issues are related to networking then why hasn't anything been done to address this since 2019?
@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2494300#Comment_2494300
Do you realise that devs fixed dh and they don't consider these things I mentioned "network issues" but hdd problems. Do you even know anything at all except making your own theories about things?
@Ryuzaki said:
https://forum.deadbydaylight.com/en/discussion/comment/2494328#Comment_2494328
It's clear the poster has created a new forum account for the purpose of derailing this topic. The poster said above this would be the last post they would make but still continues with posts which are nothing more than theories as you say.
- Player interactions are more complicated than fixing one line of code...one additional killer or perk and a rework can easily make the same bug appear.
- HDD problems....interesting how the HDD can cause hangups when everything you need (unless you have like 3GB of system memory) is stored on the ram for quick access. Again, if you don't know how this works, then why act like you do?
- You got me. Maybe it's because I'm not here to be mean or hateful, rather helpful. Like I've stated, if this is something everyone is serious about when it comes to fixing game performance issues on old consoles than it's important to distinguish what is what to give clarity to the devs to fix things.
-
@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2494236#Comment_2494236
If you think issues like dh (now fixed mostly) sloppy, certain killer powers, unhooking etc. causing freezes are "network" problems you are completely clueless and no one should even take you seriously after this post.
Just to further explain why it is because I understand not everyone here has a job in server management, it goes like this. If the gamestate bugs out on the server whatever data you receive that was in reply to the bugged whatever, than it will bug you out. This wasn't a problem with the game itself, just a server issue. Which is why it is classified as a network issue.
As an example, say you go to hook someone you freeze as you put them on the hook, that survivor more than likely freezes himself as well. Some interaction that happened the server bugged and you had to wait for the packets where the issue was already resolved internally on the servers gamestate. In other words, there was some interaction that made the server hang-up. And again, this would be deemed a network issue.
-
@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2494236#Comment_2494236
If you think issues like dh (now fixed mostly) sloppy, certain killer powers, unhooking etc. causing freezes are "network" problems you are completely clueless and no one should even take you seriously after this post.
If you don't understand the difference between network issues, and actual game hitches. Then why are you here?
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2494236#Comment_2494236
All I'm saying is that when a PS4 has constant stuttering and never hits a consistent 60fps while looking like, well, DBD, but Resident Evil Village can play like this
https://www.youtube.com/watch?v=51VpVPimH2g&t
It's a game issue, not a console issue.
I think simple replies will suffice. The PS4 does not play DBD at a consistent 60fps and probably never will. Both Xbox One and PS4 play DBD at a stable 30fps however. Did we just forget what BHVR said back in 2019?
Comparing these two games is quite hilarious. RE8 will sacrifice graphical fidelity/consistency to hit target framerates. Doing this in DBD will probably be a "competitive" nightmare. Since then the complaint will be "sometimes Clown looks like a rainbow potato and it's hard to tell what he is doing." which is a much worse complaint than "my 2013 console lost 15fps when he threw a bottle at me". Competitive consistency will serve this game far better than making things' LOD low just to squeeze a few more frames to hit a target fps. Which is why BHVR specifically said in 2019 pushing 60fps on the old consoles will be a long and tedious goal. This is exactly the mess that is going on with Warzone. Old gen console players are in arms about how bad the game looks past 50m and the FOV. Which is a more than fair point, but this was done to hit a "target framerate".
It's also just crazy how no one will just come out and say "Hey, my console is getting kind of old, yes it's still supported but some of my issues im having is just because it's just that, old." This is exactly why I got the Series X. I understand the limits, and the Xbox One and the PS4 has met theirs. This is this childish mess I see everywhere in forum communities and it's insane. No one will stop and admit maybe IT IS their hardware. Everyone will just point fingers at devs.
-
This will be the last time I make a comment here because a mod is hawk-eying this thread and seems to be hyper-sensitive.
I would really like to know actual performance issues that can't be chalked up to your network problems and/or hardware problems, console or not. I have an Xbox One, Xbox Series X, and a PC slightly better than the Series X. I NEVER run into performance issues maybe except the Xbox One. Which is pretty obvious why but I have to choose my words carefully because the hyper-sensitive nature of the people here involving the old consoles.
AGAIN, I've have watched nearly every "performance issue" clip in this thread and 90% of them are network issues. Either your connection is just not cutting it at times, the server hit a hiccup, or there is a bug with certain interactions in the game that cause the server to crap itself. Just to remind you, actual optimization/performance issues are followed by a huge dip in framerate or frames being held up for to long (micro-stutters....but micro-stutters are not anywhere near as common as it can be on PC but is usually due to hardware/setting issues). If you notice is nearly all the clips, there is a freeze then the gamestate playing "catchup" and seems to fast forward within a couple hundred milliseconds. This is a network issue. Either from you or the server. If you notice just you seemed to be dazed by the "freeze", then it's your network. If you notice the survivor your chasing or the killer your running, seems to be dazed after the "freeze" then it was a server hiccup.
If anyone here wants to truly help this "problem" some of you think is plaguing the old generation consoles, it's important it distinguish between actual optimization issues or network issues.
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2489288#Comment_2489288
I was being sarcastic. This matchmaking was clearly terrible
Okay, lol
-
@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2489279#Comment_2489279
Well depends.
Let's imagine you are a casual killer with an average skill level.
Let's imagine a game without customisable perks for both sides, just items/addons.
With the SBMM, as a killer, you will face a survivors squad of your skill level and you will get around two kills.
To me it looks fair.
What is unfair is to face a team of survivors all equipped with IW, BT, DS, DH/SB...
Oh again, dont get me wrong...there are some addons and items that can be removed and/or tweaked. *cough cough* keys *cough cough*
I think my over-arching point is...at the end of the day, there will always be a meta.
Which isn't to say leave things unbalanced lol
-
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2489260#Comment_2489260
Multiple times in this post now people have said this and each time we have responded with...
1. There are plenty of brand new 2020/2021 games outside DBD that run perfectly fine on our consoles - there have even been videos shared of how smooth other games are running on our consoles. Games that have WAY more going on are not having performance issues like DBD.
2. DBD is a 5 year old game that has had performance issues for years on console. They promised and never delivered an optimization patch years ago that is much needed because it's the game, not the console, that has the problems.
3. The new consoles are limited in supply due to chip shortage so the option isn't even there for us to upgrade. Switching to PC as an upgrade would require starting from scratch because there is no cross progression and most of us have put in thousands of hours.
4. New consoles that haven't even been out a year have started to report performance issues popping up after chapter/mid-chapter patches. Sloppy Butcher which has been consistent trigger on ps4/Xbox one has been reported to cause performance issues on the new consoles. It's the coding, not the console.
Mods have also responded in here to people saying to stop with the "just upgrade" comments because that is not the solution to the performance issues.
https://us.v-cdn.net/6030815/uploads/JE44M8UF4ATP/20210911-103257-jpg.jpg
Okay, and how far are you willing to drag this out? Where is the line? Is it games like BF 2042? Is Dice just lying about the older consoles just cant handle 128 players? Are people expecting the Xbox One and PS4 to play games well into the 2020's? Where is the line?
As a former software developer, this is quite simple...as software/games/whatever become more and more complicated and/or more things the hardware has the juggle, the more unstable something will be.
Look, I'm not here to bash....far from it. I have a Series X myself and I haven't ran into any real performance issues that wouldn't happen on a my PC (just so we're clear, I have a RTX 3070 and a R5 5600x).
To the first point. I would really like to know of these titles your referring to, I really would. The reason I ask because it seems pretty obvious these are more than likely AAA games with ~$50 Million production budgets. We also have to understand the engine. Don't get me wrong UE4 is great, but unless you have some talent and huge budgets...your not going to get the same performance as something like Gears, or one off's like Hellblade. Remember, if something is possible it doesn't mean it's the expectation. I can just as easily say, "Look at games like Ark, or Conan".
What your asking for is probably way to much effort and money for a port that wont be relevant in a few years time. It's as simple as that.
-
Since the SBMM isn't Rank Based Matchmaking it's harder to know. Which is probably the whole point of making the MMR...well....hidden. Doing what you would do before to "derank" more than likely wont get you very far here. Because before doing nothing would make you go negative pips and derank. Here it's not a pip system anymore, it's hidden. So while it's possible doing NOTHING will do something, I doubt it.
-
@Phasmamain said:
Working as intended!
Your missing the glaring issue here. Grades as of writing this, and well be until the 13th.....do infer skill level to a point. Because Red Ranks got moved to Red Grade. Purple to Gold, Green to Silver etc.
-
@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2420521#Comment_2420521
DbD became a game that relies way too much on perks, both sides. I guess it's time to rework the game and to remove all the perks.
All killer should have 4 perks directly in their build and can't change them. Survivor should have some perks in their build aswell (healing for exemple).
Everything else should be removed. Only customization should be add-ons/items and that's all.
This doesn't FIX the problem, just moves it.
Let me be clear, I do think there are some perks that can use some tweaking, but from what your suggesting and everyone seems to skim over is the fact there will always be meta perks. ALWAYS. With the new SBMM system for the top ends, it does mean you will have to run meta perks and killers to compete. I mean you dont have to use them obviously, but don't expect to win. It may be an unpopular opinion, idk, but I didn't mind the Rank based matchmaking.....I didn't. I would much prefer that, over this new SBMM system. Because if someone doesn't play casually from day 1 and continues to do so and instead you want to play serious or even semi-serious, you wont be able to enjoy casual play anymore. For the simple fact, you wont be able to.
Though to act like just nerf these perks and/or as your suggesting removing them, does nothing but shift the meta to something else.
-
I think the realization that the Xbox One and PS4 are on tech (in PC terms) is equivalent to a GPU that is nearing to be 10 years old, and both consoles having CPU's that might as well came from the mid/late 2000's.....it's pretty safe to say....it's time to upgrade. There is nothing weird or wrong about it. People are expecting an old console that wasn't "prime" performance even for it's time, to keep up with titles and updates for what we have now in 2021. Even for someone who plays more on PC (I have a Series X) it would be pretty obvious why my PC wouldn't perform how it does now, in 10 years from now.
-
@NomiNomad said:
https://us.v-cdn.net/6030815/uploads/YHJB5HFNT4XS/uh-281-29.jpg
Since everyone else is doing it, I might as well too.
I have no conceivable idea why I'd be matched with these guys. As you can see, two of them basically gave up (No, I didn't camp or tunnel. the First guy straight up didn't get saved, other one gave up.)
I get SBMM's supposed to 'match you with your 'skill level', but I've been doing decent as Bubba with SBMM. Only one game I've played with him has been a complete loss, the others have been consistently a 2k or 3k.
In general, I've noticed my matches are somewhat more consistent. Every now and then I'll get either completely stomped or stomp the survivors, but most of the time it's around a 2k. This is so far the most blatant mismatch I've seen.
I made a post about it from my side: https://forum.deadbydaylight.com/en/discussion/279284/lowest-rank-matching-with-highest-rank
I haven't played in awhile and my only guess in my case, the game still thought I was good at the game (which I aint lol). I was a red rank every reset but I stopped playing for AWHILE. So the last "match" I guess, that they have to go off of was me doing perfectly fine in red ranks. Though since I haven't played in awhile, my Rank decayed, and so my Grade was low when I came back.
-
@ObscurityDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/2489214#Comment_2489214
That i know, and yes it will be the case
But for the current MMR time, people in ash or silver still shouldnt face people in IRI since they got graded depending their ranks
Yea, which is my concern and why I thought more was going on. Cuz while....yea grades not mean skill. Right now there is some overlap with grades and skill until the 13th.
The only thing I can think of, there is no "Skill Regression" in a sense. Which is pretty silly if you ask me because while yea at one point I was a red rank every reset, but I haven't played in awhile so I suck now compared to how I was before. So regardless of my time off, the MMR still thought I was a Red Rank, because at one point....I was. That's my only guess of whats been going on. Which is kinda frustrating because I have to really really try and get good again because of this but...it is what it is I suppose.
-
@ObscurityDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/2489133#Comment_2489133
It is true But on the same time... grades got attributed depending your previous rank this time
So the killer was iri ranks and the survivor obiously not
Even if the MMR would match them together, it just doesnt feel right to me right now
From my understanding now, it will change come the 13th because everyones Grade will be reset to what is it...Ash (I think). So even if you got to the Iridescent Grade because you were Red Rank before....this reset you will go all the way back down. So in other words, on the 13th, Grades will have no correlation with skill. Just how often you play. (Obviously the better you play the faster you will go up in the grades, but there is no 1:1 comparison).
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2489187#Comment_2489187
that's exactly it.
Okay, well I really appreciate the feedback from everyone and the clarification! :)
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2489167#Comment_2489167
It is not random. There is a system in the background which calculates a Rating and pairs players of similar skill level with each other. But nothing is known how this system actually works.
It will also need some time to settle.
Okay so basically (unlike before) it's a hidden MMR? Grades should be looked as nothing more than "How much you play"..?
-
@n000b51 said:
The reset is the 13th. of the month. SBMM will probably work better later. Actually it is clearly a big mess.
No clear explanation to give on it but just don't focus on the numbers. The logic never will be the BEhaviour's trait.
Yea, I just want clarity on everything but.....yeeeeaaaaa. It's just frustrating because I'm not fully grasping whats been going on.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2489152#Comment_2489152
Those Red Grades were "decent" at the game when Ranks were still a thing. But now, they can be the worst players ever, but still have Red Grades, since they had Ranks before OR because they play a lot.
So let me get it clear just so I don't make myself look dumb. As of recently (5.2.0) there is NO rank/grade/skill based match making anymore, all random? If this is the case I guess I either suck REALLY bad now, or I am just getting really unlucky going against decent players frequently.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2489138#Comment_2489138
The new Matchmaking is in effect since a few days. Ranks basically became Grades, so someone who had a high Rank before (which was used for Matchmaking before) will have a high Grade. On the 13th, everyone will be set to the absolute lowest Grade and they can climb up again. But Grades should only show the time someone is playing, no Matchmaking Purpose.
You can read more about it here:
So what your saying is, there is a little validity to my experience? Like, as of now if you were Red rank before, you got placed in the Red Grade. So if I run into Red Grades right now, there is a decent chance they are decent at the game until the 13th?
This is fine and dandy, but why am I being placed AGAINST so many Red Grades? From the over 20+ games I've played so far for the past 3 days. Either my "rng" is insane, or there is something beyond it being that....RNG.
-
@Aven_Fallen said:
"Things would be different if there was NO rank based matchmaking, but there is and it's matching with people I don't belong playing against. "
There is indeed no Rank-based Matchmaking. Those are Grades, not Ranks and they are not used for Matchmaking.
@Vizikk said:
https://forum.deadbydaylight.com/en/discussion/comment/2489133#Comment_2489133
I wouldn't know 100% because I haven't played in awhile so forgive me if I'm wrong but.....it's higher "grades" that I notice tend to be better. Last night I did play a single game with lower grades and it was obvious to me, they were not that great (I mean neither am I right now but you understand what I'm saying). From my experience so far with this "grade" system is that Higher = Better, Lower = Worse. Again I could be wrong but it's consistent with how my games have been going.
My Quote^
-
@Bwsted said:
Grades (aka ranks) are not used for matchmaking purposes.
I wouldn't know 100% because I haven't played in awhile so forgive me if I'm wrong but.....it's higher "grades" that I notice tend to be better. Last night I did play a single game with lower grades and it was obvious to me, they were not that great (I mean neither am I right now but you understand what I'm saying). From my experience so far with this "grade" system is that Higher = Better, Lower = Worse. Again I could be wrong but it's consistent with how my games have been going.