WestManTooth210
WestManTooth210
About
- Username
- WestManTooth210
- Joined
- Visits
- 160
- Last Active
Comments
-
@Aven_Fallen said:
Are you at the Cap? The Cap is 5.000.000.
No. It fixed itself after playing killer. Was not working with survivor. Very Strange.
-
@Emeal said:
Honestly, Noed without Bloodwarden would be so sad without eachother.
When I mentioned "end game perks", that was just to get the ball rolling.
Not to say "end game perks" should all be bundled up together. You could just bundle all instant down perks together, and gate related perks separate.
-
@ChaosWam said:
Something like this would have worked very well if it was adopted early in the game's life.
At this point, would it mesh well with content releases? Possibly. Getting hyped for a new 'team aura' perk could be possible.
The one issue I can see is to balance it all out correctly. A lot of perks would need major buffs/changes to compensate for the restriction of only being able to bring one of each type.
Yeah a domino effect of changes would need to occur for this to happen, but I think this was always necessary to do.
-
map, event and bp offerings should be doable.
-
After a restart. It auto adjusted to correct itself.
-
Killers needing to snowball should not be a thing in the first place imo.
If a killer character needs to snowball to "win" in general, then there's something wrong with that killer that warrants buffs or a rework to that killer character.
You dont start a nerfing survivor campaign when the killer in question is probably flawed to begin with.
-
@Lynxx said:
Yeah aura reads are pretty much 30 seconds apart - which would point to Object of Obsession
but from your screenshot, guess it was MoM he was just getting out of that 16m range to you and he stays visible.
I just dont understand why I kept getting aura reading when they were inquired. I thought it only activated after fully healed. I got both readings from being healthy and injured. Am I missing something?
-
I want to say its broken, if not being abused or disguised as an exploit hack for covering up a hidden object perk.
-
@[Deleted User] said:
Do you have a shot of the end game screen showing the survivors perks? I would say Object of Obsession.
I will post it again.
dbd aura pic.png -
@sleepy_knight said:
https://forum.deadbydaylight.com/en/discussion/comment/3200138#Comment_3200138
Ah sorry, I missed that you were the killer. Looking at the clip, I'm pretty sure it's object of obsession. The aura seemed to be periodic and he was the obsession.
Here's the thing, they were using mettle of man, not object.
dbd aura pic.png -
@RatbasterdJr said:
It’s gotta be object of obsession. Or mettle of man, I believe that has an aura aspect to it.
If you can look at the video I posted, it would be appreciated. I dont think mettle of man works that way.
-
@sleepy_knight said:
Was the killer the Dredge?
I was playing Trapper, I am not sure what to think of it.
-
Me trying to remember.
-
There was supposed to be four. Because four survivors.
-
@GoodBoyKaru said:
No. It's close range with nothing in between and so it's a regular health state of damage.
Okay. Its just that a lot of other things happened too. That's why I asked. Like how did the dire crow hit me when I was to the side? But I guess that's just latency.
-
@DeadByDedicated said:
I think that mmr resetting would defeat the purpose of mmr, wouldn't it?
I get that, but was curious if it was a thing for players in limbo with regards to their mmr.
-
Ideally, a survivor in chase should not be affected by the hunt.
-
@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2512119#Comment_2512119
Wait times will also get worse as people get bored and play less and less. But in most regions the wait time isn't bad because there aren't enough players, it's because it's an asymmetrical game and there's never a perfect 4:1 ratio of survivors to killers in the queue.
Other games have multiple modes and are fine. Identity V has multiple modes. Some games will have a returning mode that is playable for like one week every month, so that it remains fresh and doesn't permanently take away players from the main mode(s).
DbD is [BAD WORD]ing stale and boring. I honestly am amazed it still has players at all, sometimes. It really needs to shake things up. The thing that makes me think it's not doable isn't the queue times, it's that this game only has one mode right now and it's an unbalanced buggy mess, so I don't really have faith BHVR could do even a reasonably playable second mode.
We can't know for sure how a new game mode will play out. But this game needs another game mode to not only make the game more enjoyable, but possibly highlight features worth investing into for the long run.
-
@Seraphor said:
So for survivors, your goal would be to; complete as many objectives as possible? or to survive the longest? or to beat your own survivor duration top score?
If objectives, would objectives be equally rated? Is a repaired gen worth the same as an unhook, or a heal or a totem, or an escaped chase?
If survival duration... wouldn't it be best to play immersed and sneak around the edge of the map?
As killer it would clearly be; kill all survivors as quickly as possible. So now gen slowdown it's such a big issue. Instead; fast kills, slugging, exposed status, and proxy camping will be the best tools at your disposal.
I couldn't tell you all the specifics. The survivor's goal would be to see how long they can last while having consistent interactions with the killer. The mmr for the game mode would be based on objectives and interactions. To avoid survivors for hiding for long periods, I would apply the afk crow feature to also ensure survivors can't stay hidden for long. Kind of like a meter that builds up if the survivor does nothing and hides.
-
@Emeal said:
Sure @WestManTooth210 It might do all those things, It might also not do all those things.
Wait times are already the biggest complaint, Lets not make it worse, more than we have to.
What is life without taking risks to better something. There's nothing to lose especially if its temporary to test the waters.
-
@Emeal said:
New Game Mode ideas are bad for the reason that it splits the player base driving up wait times for games, This is the worst idea.
However we should not be opposed to new maps with a different way of escaping than an exit gate
dbd has been increasing its player base, so a sudden shift of players from one game mode to another should not impact that much. Mind you we are only talking about adding one game mode as opposed to many. The reason why queue times are high in the first place, is because many players don't want to fill that role, plus mmr. This game mode could could encourage players to play a role they normally would not play or play often.
-
@TacitusKilgore said:
https://forum.deadbydaylight.com/en/discussion/comment/2512036#Comment_2512036
Because they are called "Survivors" for a reason. Their only goal is to survive, otherwise the purpose of playing survivor is completely nullified. We have several escape related perks as well, further defeating the purpose of a non-escape related gamemode. Plus alternative gamemodes would already further split a 50/50 matchmaking system that relies on 2 different sides actively playing.
It never hurts to try something new in my opinion. Even if its just temporary.
-
@Gitamish0 said:
I mean, "Death is not an Escape" is literally the tagline of DBD, makes sense.
I just want different game modes in general. Like one with multiple killers in one match but even more survivors, a more official 1v1, etc. Maybe even SOMETHING single-player, but that's probs asking for too much
I'm sure there can be other game modes. But the one I am suggesting deals with a common issue in that survivors rush gens asap to escape. This however becomes problematic in that it introduces boring play styles that eventually encourage cheap tactics to achieve objectives as a killer or survivor.
-
@[Deleted User] said:
That is aimless
How so?
-
@Pulsar said:
I feel like that's a bad idea.
Why would it be a bad idea? Mind you, it would be another game mode.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2482868#Comment_2482868
Here https://youtu.be/3-ip1w-FrSY?t=4021
They talk in terms of matchmaking but I think it would bring that result too
Thank you.
-
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2482881#Comment_2482881
Idk, don't wanna think about a way either. 😜
Dang it, Bobby.
-
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2482860#Comment_2482860
That's right, i deal with map RNG cause i never cared what map i'm on.
I do not want to deal with being forced into a role, it's why i'll never like Friday The 13th.
I am not sure how such an implementation would work. There is probably a better way of doing it than Friday The 13th though.
-
@[Deleted User] said:
They said something about this in the anniversary stream
If you can find it. I would love to add the link to the top of the post. If youre willing to look for it. It would be appreciated.
-
Force is a strong word. Mind you, people have map preferences, but dont always get the map they want. Yet, at most times, they deal with it and play the map they are given.
-
@Barbarossa2020 said:
No thanks
I was tired of playing with potatoes, who would unhook near a kliller without b.t
So i started playing Killer, if there is any mistakes it's on me and no one else.
Given the changes to MMR, if accurate, it shouldnt be a problem, right?
-
@CornHub said:
If people were forced to play one side they probably wouldn't feel motivated to play well.
True. However, I don't think asking for players to play few matches should really have a severe impact on motivation to keep playing.
-
@dbdgamer123 said:
bhvr do be ddossing all of us
I don't want to point fingers, but the impression is there.
-
@PanicSquid said:
Its probably not too many packets. Its probably non-ideal optimized code on machines with outdated hardware that doesn't perform at peak specifications any more.
I ask myself why some massive open word games perform well on console, but dbd struggles at times. I honestly believe its a range of issues with the code and validation.
-
@Kees_T said:
Yes, the parcial problem is that but the cause is not exactly because of the real-time protocol that is used to send and receive data from server to client and vice-versa, it's how they coded it in the game to manage those data.
For example, implementing a logic that takes SO LONG to finish will cause FPS drops and freezes in your game.
About the zombies part, for example they coded in the backend server to send the position of the zombies half of a second or even less, or they're sending useless information that wasn't needed and could be done in the client side, for example, the server just giving a new path to the zombie with a simple X Y to all clients(Killer and Survivors), and then in the client machine these paths calculation would be done.
This brings a interesting topic about DH on consoles or random freezings, people on console press the button to DH, the DH input is sent to the server and it does some validation, and then sends the response back, during this wait it will freeze the game because it is waiting the data to continue to execute what it was supposed to, but one thing is certain: It is frezing everytime you DH because it is executing some code that takes so much time to finish, because it is not well coded or because it is awaiting something which takes some time.
Very informative. Thank you for the input.
-
@PIP330 said:
I dont know about programming, but maybe? anyways since i bought a ethernet cable my experience is x1000 times better (i was playing on a 2.4ghz wifi lol)
I can confirm better connections over wire than wifi. lol
-
@fogdonkey said:
It is like saying computers are to blame, because the game runs on computers.
I'm not an expert in programming, but I have been taught that not doing code correctly or not efficiently results in longer load times. In other words, certain elements will take longer to process.
-
Devs stated fps drops were the result of zombies sending too much information. It makes you think what other game element and feature could be sending too much information.
-
Please be open minded to this conversation.
-
@ThanosPAWG said:
https://forum.deadbydaylight.com/en/discussion/comment/2159894#Comment_2159894
I have a bad wifi isp and play at night but it gets better at night.
That's unfortunate to hear that only in the night it gets better. Thank you for the feedback.
-
@ThanosPAWG said:
Its pretty bad where I live.
What kind of connection do you have? Wifi or cable? Also, what time of hour of day you play on? I feel, for me at least, latency progressively gets worst at night.
-
Wraith can be very miserable going against in the 1v1 at loops. But that's only if the three variables exist (bad loops, strong killer perks/addons and bad teammates). Other killers have better and efficient special abilities, and so are not so depended on addons and perks. For instance, in long loops it can be devastating for wraith to injure or down someone. And in the amount of time it takes wraith to down you, gens "should" be popping left and right. Mind you, having any killer needing to down you in span of 30+ seconds is huge if your teammates are doing gens while you were in chase.
-
@ShinobuSK said:
You mean calm spirit? Iron will mutes your moans of pain when you are injured, you will still scream tho
Yes. Holy cow whata rookie mistake.
-
@DerZuntor said:
I usually have around 17 - 27ms, if i have more than 100ms I dodge the Lobby but that rarely ever happens.
I'm from Frankfurt am Main, Germany
So far, EU servers seem great from what I'm hearing.
-
Great Feedback.
-
Thanks for the feedback.
-
It's pretty clear many of you are too concerned with my ban specifically than the greater issue at hand.
The thread was about finding better solutions for the current ban system, and not making the same arguments to defend what is not a perfect ban system. And sometimes those solutions might require changing gameplay itself.
It seems like I must handle the issue in a different approach. I am retiring this thread, and plan maybe to make a more dumbed down version that will not make me the sole focus of it (which this thread was not meant to be about).
-
@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/1982093#Comment_1982093
Again if you WHOLE post i do cover matchmaking at the end and express hope towards mmr fixing that.
Now lett me ask you a question. Since people who dc already dont care about the bp/shards they throw away and with the rank system being changed to make it essentially irrelevant. What kind of reward would be needed to stop people from dcing? I ask this because i really dont think there is one that would make people change their mind set.
In my opinion you have to approach DCing by 3 fold.
Make more incentives as you said with bubba example to deter the "Well if I'm going to de-pip anyway. Might as well just DC" mindset.
Find a better balance and better method that would make possible to end matches instantly after a DC at start of match. (Im sure you have seen a chain reaction of hook-suicides and chain reaction of DC's after one player DC's.) This ties into "Well if I'm going to de-pip anyway. Might as well just DC". Keeping in mind ways to not punish bystander players.
Deterring the need for killers to camp and tunnel while not making matches too easy for competitive survivors.
-
@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/1982027#Comment_1982027
See now whos not reading, i suggested a change to reward the player on the hook. I will wait while you re read my post and give you a second chance to reply.
You mentioned that you gain passive points with facecamping and slugs. Thats ideal. That's what I want. But you also mentioned this.
"you should passively gain points based on what your team is doing with that time."
Lets say your teammates do well (dont forget about bad teammates). Does that guarantee you a pip? Even a safety pip? Do those passive emblem points feed into one emblem category? Thats what you did not mentioned. That's why I responded with that.
-
@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/1981917#Comment_1981917
On the topic of unjustified bans vs justified bans. There is no way to determine one from the other, and as such both have to punished. The difference being the size of the punishment. This is why the bans start small and also why in my pip punishment i excluded the 5 min ban from increased punishment.
As for your comment regarding playing at appropriate times, that is very much the same as me telling you not to dc, wait for bad weather to clear up, or to to fix your internet or system issues before playing to avoid dc penalties.
As for your reasons why players dc, yes getting camped sucks, but it is part of the game. What i would say to this is if you are on the hook/slugged, whatever it is that disallows you from doing things that generate bp and emblem points, you should passively gain points based on what your team is doing with that time.
So in a situation where you are getting camped by bubba in the basement as an example and therefore buy your team time to finish a gen, you would gain equivalent bp for the completion of that gen, and a safety pip as bonus for good sportsmanship and teamplay.
The problem that arises from here is if your teamamates are garbage and dont acomplish anything but thats matchmaking which is a whole seperate issue,that we have to hope the new mmr will fix somehow. Which is another reason that people dc, that they are actively trying to fix
"So in a situation where you are getting camped by bubba in the basement as an example and therefore buy your team time to finish a gen"
You de-pip regardless if teammates do well and your facecamped without an unhook at 4 gens. Matches like these leads to:
The mindset that, "Well if I'm going to de-pip anyway. Might as well just DC", should not be a ongoing tradition.
