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Xbob42

Xbob42

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Xbob42
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  • Eh, if you let a single person have that much control of whether you be decent to others or become an ass instantly, I think that's a much bigger problem.

  • @madradfox said:

    Ok, clearly someone is extrapolating individual instances to create their own general belief of what is actually happening. Let's look at the actual math, shall we:

    https://us.v-cdn.net/6030815/uploads/8WDQFMEETSP1/dbd-chances.png

    No Plunderer's Instinct (assuming item selection precedes rarity)
    • Your chance of finding a key is 7%, i.e. 7 keys per 100 , or better yet. 1 key per 14.3 chests
    • Only 3 chests spawn in each trial (one of them being a basement chest)
    • Hence 1 key will be found every 4.8 trials, if all 3 chests get searched.
    • You need at least a purple key to open the hatch
    • If the breakdown of possible rarities is 16%, 5%, and 2% across all possibilities, yet keys can only be green, purple or red then if the same odds propagate they become:
      • ~69% Green
      • ~22% Purple
      • ~9% Red

    Conclusion: you have about 2.2% chance of finding a purple or red key in every chest you search, or if you search all 3 chests in every trials then it will happen in 1 out of every 16 trials.

    No Plunderer's Instinct (rarity before item)
    • You need either Purple or Red, but the number of available items at each level varies
    • You have 5% of getting purple, and purple item range consists of : 1 flashlight, 2 toolboxes, 1 medkit, 1 key
      • Best case scenario: you have a 1 out of 5 chance of getting a purple key i.e 20%
      • Worst case scenario: the above item chances also propagate after the rarity is selected, with both medkits and toolboxes given significant priority that far exceeds the propability for a key

    Nevertheless, even assuming 1/5 chance as far as items, you get 5% for purple and then 20% afterwards for a total of 1% for a purple key.

    • You also have a 2% chance of getting a red item, and only red items are 1 key and 1 map
    • Here your worst case scenario would be 50% red key, but its possible keys get some priority over maps

    So the total chance given ultra-rare rarity is at the very least 1% red key

    For a total of at about 2% to get a purple of red key if rarity plays a role before item. Again approximately 1 out of every 16 trials.

    Plunderer's Instinct
    • Item before rarity gives approximately 9.5% chance of finding a purple or red key in every chest searched, or about 26% per trial if all 3 chests are searched by the survivor with Instinct. I.e. 1 in every 4 trials with PI
    • Rarity before item: if there is no item preference and each has the same probability once the algorithm selects rarity, then the total for purple and red key could be as high as about 13% per chest or approximately ~34% for 3 chests searched I.e. 1 in every 3 trials (9 chests searched ) with PI

    Conclusion being, unless there is a problem with my math above, no one cares about your anecdotal experience. Suggesting that 1 out of 16 trials (if all 3 chests searched by you) might yield you a purple or red key is something comparable to Mori is ridiculous. Even looking at the odds with Plunderer's Instinct makes the situation trivial, because if its a case of a survivor equipping a perk then killers can proceed accordingly and equip an item-limiting perk of their own.

    You can break down the math any way you like, you can do the same for maps, like talking about how many maps there are to get my percentages for going to any given map. But I'll still go to Lery's 15 times in a row if I pick Trapper.

  • @MaybeShesCrazy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531955#Comment_1531955

    So overall even though some of the progress numbers for the players was off - you felt good about the matches (not the toxic dumb dumbs though but they'll never leave until the rest of us make it miserable for them to stay lol) but overall good, yes?

    Yeah, none of my matches were stomps at all. Frankly I think I only got the kills I did because I'm starting to get the hang of the nurse and she can really end chases quickly if you get your blinks right. As I said, often it was near the end of the game after I'd only gotten a couple hooks because I suck at finding stealth players. I did get a few SWF matches, and they were tougher, but it wasn't like sweaty SWF, it just seemed like friends on Discord or something.

    Overall it was starting to really feel good, I had plenty of losses, too, but didn't want to spam the thread.

  • @WheresTheGate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1532057#Comment_1532057

    I never said anything about stealth in bushes. Nor did I say anything about doing only gens. I was commenting on the fact that as a survivor if you want to maximize your point total in as quick a time as possible it is to your benefit to ignore gens.

    I never said you said anything about doing those things, please work on your reading comprehension. My point was that if gens gave you the most points that would, of course, become the most optimal way to get points and you would be even further disincentivized to do secondary objectives. The devs don't want you to just "do gens and escape," that's why these other things are even in the game: holding M1 the whole match and doing nothing else for optimal points would be boring as hell.

    That's why you can die and still pip up: escaping is NOT the only goal.

  • ...Yes, that's to incentivize you to do more than hold M1 and stealth in bushes all match. They're trying to encourage you to play the game more boldly and do more than just gens.

  • At least for me it seemed like it was finally starting to work well the last couple of days. Unfortunately, it took much longer than the "10 games" that it's supposed to take. Even taking into account everyone in the lobby having to have done 10 games it took a LONG time for my games to start feeling normal.

    While that's a temporary issue for people already way into the game (who will whine but ultimately put up with it) it is a very critical issue for new players and could put them off the game completely forever, which is what you REALLY don't want.

    Something about their parameters was clearly off, they need to fine tune it better so that new players only get matched with other new players and it tests the waters more gradually, rather than "well you won your last match, guess you're ready to go against rank 1s."

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531760#Comment_1531760

    It's obvious to me you haven't played enough survivor. And my points are plain as day to see. One thing (a key) does not advance the match for the survivors nearly as much as moris do. Moris skip entire chases, etc. Hatch only skips gate, if you can find it in time.

    You clearly have no idea how keys work if you think it "only skips gate." The only time it only skips the gate is if all 4 survivors are still alive. If even one survivor is down, it also skips the last generator, more with each dead survivor.

    So, the killer will be patrolling gens with 3 people alive, knowing it's going to be a close game... and then bam, everyone escapes with no warning whatsoever. The game just ends.

    Fun!

  • I was absolutely starting to get really good matches.

    20200805141040_1.jpg 20200810180237_1.jpg 20200810235731_1.jpg

    I didn't take a screenshot of every end of round match (I was actually started to take screenshots of post-game chat to see how often I get toxic people, nothing so far in a few dozen games, everything is either gg or no response) so there's a big gap between the first and second image, but for the past few days I've gotten a lot of really good matches. Many of them I only get my kills once the exit gates are open because I still suck as a nurse and lose track of people in half a second in tall grass/corn maps.

  • They can't afford to make a few more art assets for the thing they're charging you money for! That would be craaazy!

  • Evolve was an absolutely incredible game completely ruined by aggressive over-monetization, severe lack of tutorialization, and awful balancing.

    Sounds kind of familiar, when I put it that way...

  • The worst part isn't even the pay to win aspect (which this game totally has to some extent) it's that we've entered an age where people defend monetization schemes. The only one that should ever be defending trying to take your money is the people trying to take your money. Don't do their ######### jobs for them. Let them justify their practices.

  • I only heard of this a few days ago and I game all the time, have well over a thousand games on Steam, etc. The marketing must've been extremely poor for me to literally have never even heard the name before. Honestly, the footage I saw looked really cool and like a fun evolution of DBD's style, but clearly it suffered from heavy balance issues. They need to hire a serious balance team or something.

  • They just toned down how fast the chainsaw cools down a little bit so you might actually notice it sometimes. Of course, this is regarded as a huge nerf that will ruin the game forever to the Billy-is-the-most-balanced-thing-ever-made crowds.

  • They should make it so if you DC frequently, every once in a while when you're about to escape it'll DC you, or if you're about to hook the last survivor.

  • @BadNancy said:

    I get some people like having the penalty off and others don’t.But wanting the penalty back is just a complete utter mess.And also lets be real here what person wants to be stuck in a game with bad teammates and or a killer trying to purposely ruin your game experience.

    You're thinking about it wrong. The DC penalty always being in the background encourages people to actually try more often. "Might as well keep going, either that or I sit and wait for 5 minutes."

    But more than that, not having it actively encourages people to DC instantly if there's literally any part of the match they don't like, at any point, ruining the fun for others. Sure, a few folks might be grumpy they're stuck in a bad match every now and again, but it'd be the avalanche of manbabies who DC the second the killer M1s them for the first time less than a minute into the match that cause the real problems.

    The amount of people I've had DC the second I hit them lately is absurd. I'm not even on instadown killers, they're not even on the ground, they just quit because they got hit once. You can't encourage ######### behavior like that.

  • @WiseOwl said:

    https://forum.deadbydaylight.com/en/discussion/124828/an-mmr-system-for-dead-by-daylight-can-never-work

    This is why this game should never be treated competitively, no matter how we feel about it when we play. Its 4 v 1, it is never intended to be a competition to give it so much thought to the point where we forget that its main goal is to simply enjly ourselves. I' m curious to know what is your real life job and if you have ANY sort of real life responsabilities, seeing that you have all this free time at your disposal to debate the state of a videogame . I love dead by daylight as much as all of you, and i spend my free time playing it to the points where , in the past 2 years i accumulated 2100 hours on steam. BUT to actually waste my time and thoughts on theories and hypotheses on a virtual reality, which at the end of the day this game really is, seems utterly pointless, childish , and it gives the feeling that you don't have any real life priorities. I'm sorry i come of as harsh/rude , i am a dead by daylight fan , but not to the point where i become so obsessed that i must analize every aspect of it as if its something essential to my existance. And i apologise if my comment seems unfair . I just don't see the point of analizing a videogame so much. I dunno....i guess thats my 2 cents on things. Maybe when everyone here will get to a certain age, have kids of their own and priorities, they will understand what i meen when i say that "analizing a videogame, reguardless if you love it or not, is a childish thing to do"

    Apparently you have enough free time to necro a 7 month old thread, read the entire thing, and then post some hippy bullshit about real life priorities. No one gives a ######### about your opinion on what is or is not a waste of time.

  • You can play absolutely normally while saving Dead Hard for when you need it, while Sprint Burst requires managing when you can or cannot run. Sprint Burst isn't bad, but it's used in a very different way and often results in you playing sub-optimally to keep it at 99 or to prevent it from activating early. Dead Hard has its own button, and has i-frames. Why any ability in this game has iframes is beyond me. Is a quick dodge not enough? I'd rather it have 0 iframes and 2 charges rather than the current setup, but that's just me.

  • @MrPeterPFL said:

    PC problem

    This isn't the first time I've seen you make this comment. It's a really pointless comment that serves no purpose. It'd be nice if you could contribute something or just not comment at all instead of injecting nonsense. "The game runs bad" "Console problem" wow we can all do it.

  • I'm struggling to comprehend what I just witnessed. That's lag on a level like I've never seen!

  • @cannonballB said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526237#Comment_1526237

    I came here to say there's a tutorial as well. I'm new (read my previous posts) and the tutorial explained what I needed to do and why.

    It doesnt go through looping specifically but most people expect if you're being chased you run so it's not really not intuitive.

    I dunno maybe it's because I've been playing video games most of my life but the tutorial was good enough to get started. Maybe some advanced techniques to further the tutorial?

    Looping isn't running, though. There's so much more to looping than just running away. I doubt anyone who learned how to loop from the tutorial that doesn't teach you how to loop will be even a low-tier looper, they'll be the guy on the floor after 8 seconds, and then will spend the rest of the match crouchwalking around the edges of the map.

  • @PalletsAndHooks said:

    But there is a tutorial actually...

    There sure is. If that joke counts as a tutorial, I'm to open a culinary school. I'll never have to attend because I can just put a sign up that says "make good food" and people will come to defend it as proper instruction.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526143#Comment_1526143

    And here is an example of why we don't need comments from people unrelated to the thread, especially when the only purpose of it is to mock another.

    People confidently giving answers that could be completely the opposite of reality is actively harmful to useful discussion and the issue plagues every facet of this forum.

  • @GoodBoyKaru said:

    Obligatory weekly discordance thread

    No. At this point the perk is a year and a half old. Anyone who wanted the T1 now has the T1 and anyone who wants the t3 now has the t3. Swapping them now literally ######### over every single old player.

    All the devs need to do is let us choose which perk level we want to use provided we've unlocked them. Say you've got Autodidact t3 you can choose to use T1 t2 ot t3 but say you have ds T1 you can only use ds T1

    @Almo said:

    It's on the list, and it will be updated "soon". I can't comment on exactly when, as usual. But the new design is in place and it will go out as soon as it can get through the production pipeline.

    And here is an example of why we don't need development answers from people who are not developers.

  • If you don't have full control of your character yet, the killer can grab you.

    Combined with latency, they might still grab you within a small window of you gaining control.

  • lol @ anyone who thinks this game has a tutorial. You clowns don't know what a tutorial actually is. A tutorial teaches you how to play a game and why you might want to do X or Y. Not just how to move and the very basic goal of "do gens" or "don't let them do gens." This game has one of the worst tutorials in the history of gaming. Not the worst, but damn is it up there.

    You will NOT learn how to play this game at a level where you can do very well on your own. And to an extent that's fine, learning all the advanced techs and whatnot usually isn't tutorialized even in good games. But in this game you don't even throw down a goddamn pallet in the tutorial.

    You need to give new players enough information to succeed in a way that will remain useful and relevant as they play. The tutorial teaches you habits completely counter to succeeding outside of rank 20 matches. The tooltips are full of status effects you have to check a wiki to understand (maybe there's a place to look up status effects in-game? If so I haven't seen it, which is damning unto itself) and even things like keys use outdated nonsensical terms like "black locks." ######### JUST SAY IT OPENS THE HATCH.

    Defend it all you like, I don't know why anyone would, it's a piss poor effort to onboard new players, so it's not going to make the game more popular or successful. And taken with the hits to the player count over MMR and the endless list of bugs, I don't think any of us want the game to drop in popularity. They need to address these things. Joe McBadass figuring out window tech on his own is great and all, but for the vast majority of people, we're not even introduced to the concept of looping. LOOPING. I mean good lord. I don't even think the tutorial teaches you that you can heal others without a medkit. It's been a while since I've done it, but there's just this huge collection of information you're missing from the get-go.

    And it's not like there's a practice mode where you can go to learn these on your own. That's the dumbest part of all. You're thrown straight into ranked matchmaking, with constant pressure to survive or kill, so learning is much more difficult than it should be. This is less frustrating if you know people who play and can do KYF, but in that case they'll be giving you the information anyway. The very least they could do is pop up little tutorial boxes when something happens for your first few games. Or like a tips-and-tricks section after a match that goes over how well you did (lol, as if they have the telemetry to accurately determine how well we do) and facts about the killer you faced.

    There's so much they could do to encourage new players to dig deeper.

  • That makes much more sense. But it's not what he said.

  • @Veen said:

    Or maybe get the stun and don't make obvious pallet throws.

    Yeah dude pull some sick 360s in those narrow hallways!

  • Any time the killer is locked in an animation is the perfect time to easily blind them. They literally can't move. Works on pallets, lockers, picking up downed survivors, and while I don't see it on windows often, I think you might be able to get one off there if you start early enough.

  • I'm both an even newer, and a much older player. I played the game for a while at launch, and quit shortly thereafter because survivors could literally go through windows an infinite number of times, meaning the vast majority of windows were brainless infinites with no danger at all. That ruined the game for me.

    Fast forward to about 2 months ago or whenever the Silent Hill chapter is announced, and it catches my interest. I come back because I think it's a good fit (I'm not against licensed killers, if this point doesn't make that very clear) and I wonder if they ever fixed the infinite window issue. I had no idea the game was so popular or had such hardcore players.

    So I start off playing very casually with a friend or two on survivor, and it's pretty fun. Like all new survivors, we do a lot of stealthing around because that's literally what the game tells you to do, and it works out well enough. But eventually we hit a brick wall where it feels like we're missing something.

    For one, I never had any idea how any of the killer powers actually worked. And I feel like until you play them yourself and feel their limitations, it'll stay that way unless you watch an in-depth video about them, and even that might gloss over basics you'd notice within a few minutes of playing yourself.

    Which would be fine, except a ton of killers are locked behind paywalls or utterly ridiculous grinds.

    So I turn to Youtube. First person I find is PainRelievers, who I think is still my favorite DBD content creator, despite having not made anything since basically before I got back into the game. His videos were highly informative and enjoyable. He taught me the basics of things like what looping even is or how to select good perks.

    That helps a lot, but I'm still feeling a bit lost. Then I find Ayrun's videos. All the weird techs and tricks he uses, even if occasionally he can come off as a bit of a bully to the people he's going against, are very good and really accelerate my knowledge of the game and how it works. Then of course I find Otz and Scott Jund and all of them.

    The base game teaches you almost nothing, and based on how DBD is actually played, it teaches you how to lose.

    I feel like every single killer needs a tutorial, preferably voiced (c'mon, you've got millions of players, you can afford a little voice acting) that teach you basic, intermediate, advanced, and master-level techniques for every single killer, and how to approach different situations. And the same with survivors. You'd probably wanna stay away from perks since they're a lot more likely to get reworked over core killer powers, but as we've had multiple killer reworks, maybe going over a few just to give examples wouldn't hurt, either.

    And all of this is just how it feels to try and learn how to play the game.

    For every one of us that stuck with it and learned despite everything being stacked against us, there were surely dozens, if not hundreds who dropped the game immediately because it's just too much.

    We haven't even gotten into the cosmetics, the DLC, the matchmaking, the performance, the server issues, the ######### RNG progression system that makes no sense, all of which you covered, but I could write an encyclopedia on my thoughts on why these things are busted and how I'd like them fixed. But I think BHVR is very well aware of all of them. I just hope they're working really, really hard on addressing these issues. DBD is a really fun game, and could be an amazing game if it wasn't plagued by mountains of issues.

  • @FreakPrince said:

    https://forum.deadbydaylight.com/en/discussion/comment/1524432#Comment_1524432

    They never said it is a engine rework. Don’t get your hopes up.

    Well people talk about how they lie, so now I'm hoping they're lying through omission!

  • @FreakPrince said:

    https://forum.deadbydaylight.com/en/discussion/comment/1524384#Comment_1524384

    No, it won’t. We already got an updated Lerys and it only gets worse.

    Individual maps are not at all the same as a rework to the entire engine, which I assume hope is what the "graphical" update entails. The game runs exponentially worse than it should given the simplicity of the game play space, the small size of the maps, the limited interactions, the small player counts, etc. Something is rotten in how the game was designed and I really hope they can fix it.

  • I have no information on this at all, so I don't want to pretend like I do, but some part of me feels like the graphical update will be tied to a major optimization overhaul, like they'd basically be doing "Dead by Daylight 2.0" and trying to fix as many issues as possible at once to get the game looking but also running better.

    I know it's a meme that BHVR is like super incompetent or something, but I do wonder if a lot of their issues come from legacy code/planning that just requires this giant effort to get things in a better spot.

    Could also be 3000% wrong and both the graphical update and optimizations never happen, but a man can dream.

  • @Malkraz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1523909#Comment_1523909

    https://forum.deadbydaylight.com/en/discussion/comment/1524051#Comment_1524051

    It's standard practice in games to use a single cube (outdated), cylinder, or pill shaped hitbox/hull for collision. Mapping the hull precisely to the character model is not only significantly more taxing on the CPU, but can cause major issues and inaccuracies when calculating how your character is supposed to collide with other objects, especially those of other players. The collision hull is locked to a coordinate somewhere around the exact center of the Survivor's feet, meaning that when you're injured and lean forward the hull does not move with your upper body and can make hits behind you seem like they should've missed.

    Because projectiles like the Huntress' hatchets are physics objects, they rely on the Survivor's collision hull for calculating interactions. Due to the hatchets being physics objects, their movement and interactions are completely handled by the server, meaning that you will never see them in their "actual" position due to latency and interpolation.

    In a similar vein to player's collision hulls, terrain collision is generally kept as simplistic as possible to decrease CPU load and prevent you from getting stuck on every tiny thing. You would NOT enjoy totally accurate terrain collision.

    As a resident freak of r/hitboxporn I can say with full confidence that nothing gets my blood pumping like watching a projectile go through a tiny gap or get clip the tiniest bit of terrain. The accuracy... it fuels me. And by accurate terrain I specifically meant for hatchets and other projectiles, not for moving around. Good lord I can't even imagine BHVR trying to get fully accurate terrain collision for movement systems. That would be hilarious.

    I generally also don't care about keeping things simple to ease the burden on my CPU, since we're using the same friggin' style of hitbox for decades and our CPUs are much more powerful, but despite how simplistic this game is, it already somehow runs poorly, so I guess you've got a point.

  • Why don't they just make all the hitboxes more accurate, including that of terrain? I can shoot through a tiny crack in a wall in Hunt: Showdown, but a hatchet explodes when it hits air 5 feet above a rock in DBD.

  • That would certainly bring the horror element back.

  • @Shivadeathkiss said:

    I dont use the perk myself, but think its fine. The killer and survivor both see each others auras when looking at each other.

    Seems fair to me. But I don't use it and don't run into it too often when I play killer.

    I can see how you might think that, but the survivor sees 100% of the opposing team and the killer sees 25% of the opposing team. And unfortunately, with that kind of info, a survivor can basically stay on the opposite side of the map while revealing your aura, you have to REALLY commit to get an OoO survivor who's using it constantly. In solo queue it's pretty strong but I don't think it's broken or anything. In SWF with comms it's a whole 'nother story.

  • @DWolfAlpha said:

    I'm more interested in why broken keys show up in chests. They literally do nothing without an add on.

    Well, you can still escape the trial with it and use it after, but in the actual match, yeah it's 100% useless and likely to get a killer's attention if they notice it.

  • These "you ATTEMPTED to do bones" replies. Good lord. Can we address the fact that if I see someone running around wasting 80% of the match looking for bones I write them off as basically useless? The issue with one person attempting to do all the bones (especially dull ones) is that it's an extremely poor use of time. You're basically down to 3 people at that point, dramatically reducing your chances of winning in a solo queue.

    So basically the counter to NoED in solo queue is "throw the game really badly."

    It's even more ridiculous than I could have possibly imagined. Y'all are out of your minds.

    Don't even get me started on "hop on Discord within the 60 seconds it takes to start a match with these randos who on most platforms you can't even tell to get on Discord" just... stop. Seriously. Stop.

  • @Demonl3y said:

    It may sucks for solo player but at the end of the day, its still a team game. You cant do everything solo and you shouldnt. If one survivor could do everything solo the game would be near to impossible for killers.

    You have to work together in order to escape even if its extremely hard in SoloQ but that doesnt mean you should can do it solo

    No, it's not "extremely hard," it's "literally impossible." There's no way to communicate any information whatsoever about totems. There is no way to work together. You just have to do your part, on your own, and hope someone else had the wherewithal to also do totems, and that the combined totems you did were all of them. Because you can't talk to each other.

    That's not teamwork, that's just individuals individually doing objectives. Or not. Maybe no one else did anything.

  • There's a bigger issue than just "do bones." The majority of us probably play in solo queue when we play survivor, there is no way to tell others to do bones. There is no way to tell others you've already done bones. There's no way to know how many bones are even left. It's this huge question mark all for a single perk that might or might not be there. There's no practical reason to do dull bones EXCEPT NoED. Simply by existing in the perk pool it can have the power to dramatically slow down the game and even then the survivors might not get any value out of that time spent cleansing bones since they have no way of knowing if they did all the bones unless you did them yourself, or went around counting them.

    If you're in SWF, then it's a joke, but if you're in SWF, you're probably also not terribly concerned about NoED. It's like the anti-solo queue perk. It's not even that it even gets tremendous value, it generally just screws over one person because not only is it a secret the entire match whether it's there or not, even in end-game it's a secret until the killer actually hits someone.

    It's a strange one, because it's not really OP in the fact that it can let you down people in one hit, but the kind of way it can screw with the entire match even if it's not taken is really, stupidly powerful. At least with things like DS you get an obsession, so if you're not running obsession perks you can guess, Unbreakable is more of a pain but usually doesn't ruin the match for anyone.

    I would at least appreciate a NOED warning the second the 5th generator was done. You still get the power of it, but survivors can at least try to play around it a bit.

  • Weird necro. Also weird to see people crying about not being able to get hits that they obviously shouldn't have been getting. "I hit air, why doesn't it count as a hit?!" The fact that it took so long to fix is its own issue.

  • As the name implies, a lag switch isn't really "cheating." I mean, it is, but not in the same way as something like wall hacks or something that lets survivors run faster than the killer or something. It's just screwing with your own network connection, which could literally be as simple as jiggling your ethernet cable a bit. Rather than anti-cheat, this could be solved by making characters experiencing extreme ping fluctuations just... stand still until their connection clears up. That way their ######### connection (or lag switch) doesn't mean they get free benefits. Good incentive to not play with a bad connection, and completely kills the point of a lag switch.

    Apparently this game switched to dedicated servers at some point, as I see people meme about it a lot. But on properly configured dedicated servers, lagging people are almost always at a distinct disadvantage. You make sure no one EVER benefits from a high ping or fluctuating ping. That's like online gaming 101. Sadly, some companies still haven't learned this lesson.

  • I think Hunt Showdown does long clothes for males really well. Even capes, or at least cape-like garments, though I'm having trouble finding any images of those.

    image.png image.png


    Obviously the style's a little different than the modern crew of DBD, but you can definitely make some cool looking longer clothing for DBD characters.

  • Reported for using "y" as a word.

  • I don't really have an opinion on whether the game favors one side or the other, as I don't think I'm experienced enough with both sides, but Killer is always a thousand times more stressful. You have to be there for the entirety of the game every single match. If you get killed as a survivor halfway through a bad match, you just queue up again, no big deal. You can't die as the Killer. If the match sucks, you have to see it through. Thankfully on either side, bad matches tend to end quickly, but because survivor progress feels inevitable as the killer, the stress of each generator going off is much greater. It's a lot more loosey-goosey as a survivor. Yeah, the killer might've gotten a lot of hooks already, but I'm pretty confident I can loop long enough to buy another gen, maybe 2 if I'm doing really well and my team is actually awake.

    And if I die, again, that's it, I'm out, next match. If I don't die, I can look forward to the hatch or the generators being auto-completed when the hatch is closed. Second chances for me as a survivor as built into the game, which is probably the right way to go about it, but you don't feel that same sort of chill "it's alright, I'll just do this" as games near their climaxes as a killer. It just gets more and more stressful.

    Unless the survivors are potatoes, in which case you don't want to play too well because you want everyone to get more points and have a better experience than just getting annihilated by the sweatiest man alive. It's really hard to find that same sort of chill satisfaction on killer as you get as a survivor.

    Of course, whenever I play survivor half the team is cleansing dull totems and searching for treasure in the basement and crouching directly in front of the killer, hoping he doesn't see them, but again, it's not terribly stressful as much as it gives me something fun to complain to myself about. "Oh there goes Meg again, Megging it up." On a killer, it's 100% on me. I miss a swing and I've got no one to blame but myself. I misjudge the distance to a hook and let someone wiggle free, I feel like a complete idiot. It goes on and on like that. But in the end, I still have a lot of fun as killer despite the added stress and the ironic occasional feeling of helplessness.

  • I mean technically it WAS easy for them, all they had to do was locate the hatch and hit M1. Instead of bragging, consider it them admitting they did nothing.

  • More than a minute? Can't say I've ever had that problem 😎



    😥

  • Looping is good, but being able to end a chase by quickly getting into a strong stealth position (after looping for a while) rather than just eventually going down is really powerful.

  • One of my earlier Trapper matches, I had just gone done getting tips and watching some videos on how to be a good Trapper, so I completely trapped up this nice 3-gen area and didn't even leave it once for the entire game, they popped all their gens and came for my 3... no one escaped. It's the match that made me fall in love with the Trapper. I never felt overpowered at all or anything, or like I was winning by some unfair BS, I felt clever and had a lot of fun, and even got compliments of all things from the survivors afterwards. It really made my day!

    For me it's still rare to get a match that good (and now I'm learning Nurse, I'm rank 7 and I'm getting paired up with 13-17s... and still sometimes losing, so it 'works' in that I'm still really bad! I can do really good blinks, I think, but totally lose track of the survivor when I get there...) but chasing that dragon is part of the fun, I guess!

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