Xbob42
Xbob42
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@Yamaoka said:
Tru3 just doesn't understand that different objects have different collision values in DBD. Particularly cars and some other metal objects have always had smoother collision than let's say Crotus Prenn brick loops. Curving as Hillbilly is so much more forgiving on Azarov car pallet loops than other loops because the chainsaw can slide along the car doors if you curve too closely whereas the chainsaw will immediately connect with brick loops if you curve too closely to the wall.
That would be fine if it was just cars. But if you're surrounded by 50 different trees in a thick part of a forest and half of them count as "round" objects you slide off and the other half are brick walls you'll bounce off of, it gets really tiring, really quickly. Make sure you remember which tree has which collision model! Not to mention all the broken BS in Ormond.
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BHVR and DBD do not exist in a vacuum. There are free games with free events that give out free skins that ######### all over anything BHVR is doing here. It has nothing to do with "entitlement," or whatever word-of-the-day you want to use, it has to do with expectations set by the industry, including by BHVR themselves. As such, BHVR should be fully prepared and indeed surprised in no way by the backlash they're getting.
They made a ######### event with ######### rewards, and now they're reaping what they've sown. They are not entitled to our money or praise anymore than we are "entitled" to free skins or fun events. Except without us, BHVR no longer exists. Without BHVR, we have one less video game in an ocean of video games. The onus is on them to try and please us and make us want to spend money, rather than making unpleasant money-grubbing events that are frankly pathetic Z-tier trash.
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@The_Krapper said:
Behaviour will never change unless people actually stop playing the game or stop buying cosmetics and their numbers start to show a decrease , only then will they truly listen to the community and I have a feeling after this event and complaints about optimization from console users that downward trend will come sooner than later
Based on Deathgarden, if people stop playing BHVR will just shut down the game and go out of business. They seem willing to bend over backwards and climb inside their own buttholes to make sure there's a million microtransactions, but improving the game? Nah. Here's our perk nerf/buff dartboard and our bug generator, that generates 2.5x bugs per literally any other change made to the game.
Also we can't get it running as smoothly as a literal mobile phone version because "that's a different team," some mystical team full of talent and drive, as opposed to the milk-machine that is BHVR proper.
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@TimeOutTimmy said:
https://forum.deadbydaylight.com/en/discussion/comment/1697571#Comment_1697571
same. I rarely have an issue on xbox. We have 2 xboxs in our house, and both run the game fine.
I do not own an Xbox, nor do I play this game on the PS4, but I'd be very curious to see what you consider "fine" performance on your Xbox. You hitting a "solid" (lol) 30 FPS with no drops or stutters?
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@EvilJoshy said:
A lot of us are thinking it, I'm gonna come out and say it. The game shouldn't have come out on console if they weren't going to put in the effort to work as good as it does on PC.
Which isn't saying much, as PC performance for all tiers of computers is dramatically lower than vastly more impressive (visually, technically, player count-wise, every SINGLE metric) games, to the extent that it's almost comical.
Yes, you can get over 60 FPS, and compared to console performance that's great, but you still deal with stutters (especially after playing for a while, game performance gets worse and worse and worse until you restart the game) and massive frame drops which makes it easy to make mistakes. To the extent of consoles? Absolutely not, but even on a 3080, if I dare to set the game on Ultra and 4k (which should net me easily 100+FPS, especially when compared to vastly more impressive games like Warzone, Battlefield, Remnant: From the Ashes, Hunt: Showdown, which all perform much better, look much better, and more importantly run consistently) then I can expect very good FPS on some maps, and then I'll hit Lery's and look a certain direction and it still drops down to sub-40.
Keep in mind, this is on one of the most powerful video cards in the world, my PC is already dramatically faster than the Series X or PS5, and I get sub-40 drops in a game as assy looking as DBD, with itty bitty maps, no destructible terrain, only 5 players total, in an INDOOR MAP. It's like there's no culling whatsoever and the game just loads absolutely everything at all times, but even if that was the case, I am able to disable culling in FFXIV at 4k (FFXIV is an MMO that also looks much better than DBD with its 5 whole players) and get FAR better performance in maps 10x the size of anything in DBD.
Something is fundamentally busted with the game. I have a PC that could eat next-gen for breakfast but I still keep it set to low at 2560x1440 to ensure I minimize frame drops/stutters, which still eventually happen regardless. It's pathetic.
Again, I know that the idea of that kind of performance is still a dream come true to console players, but the issue is this isn't going to get any better with next-gen either, and they show no technical ability to actually fix the game. We've been hearing about optimizations for 2 years AND THE GAME RUNS WORSE.
It's like they refuse to hire people who can dedicate the time and effort into digging way deep into that filthy code and untangling the mess. I have absolutely no doubt that if the game was programmed and designed properly, even base Xbox One would be able to hit a smooth 60. There's simply NOTHING in the game to warrant the awful performance. It looks like buttcheeks, it has tiny, static maps, there's no fancy physics engine or deep interactions with the world or other players, the player count is both small and set in stone, I just don't get it, and the more I think about it the more annoyed I get.
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I thought maybe they just added an extra 0 and we're going for 200,000 on accident, but the math doesn't add up. I got another 8,000 points, which translated to 598 points. Obviously it would just count as 800 points. Thought maybe it was a percentage thing, but 598 points is 2.99% of 20,000 points, so that doesn't seem right, either??
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They set their performance target, unfortunately they have terrible aim.
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The funny thing is they should be hosting a free weekend (or week!) for DBD and giving out unique skins to anyone playing around Halloween to get new players invested, instead of trying to beat the wallets of the existing users to death.
They do have free weekends from time to time, but around Halloween when everyone is looking for spooky stuff, they should REALLY just be handing the game out and then giving people some goodies to keep permanently so they're in the ecosystem.
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@Rivyn said:
If you don't like it, you can go play Civilizations, remember?
BHVR has shown, year after year, that they cannot learn from their own mistakes. Instead, they follow up with new ones on top of the old. Last years event was terrible, but this new one blows even that out of the water. History repeats itself.
So, fun story, I wasn't here for last year's event. I got the game on launch day in 2016, but quit shortly thereafter once I noticed survivors could infinite me at many windows because back then there were no entity blockers.
I rejoined this year with the Silent Hill chapter, and while I heard there were some serious issues with previous events, it still sounded kinda fun to earn currency to buy skins.
The 4th anniversary event was alright, a lot of cakes and silliness. This one so far has been tremendously terrible. The most barebones nothingness I could've possibly imagined. But based on what I'm hearing now, it sounds like next year's will probably be just a giant price tag to buy another price tag.
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Frankly I don't care about the event. It seems kind of bad and unfun. Rewards very little BP. I'm hardly going to go out of my way to ruin you trying to accomplish your objectives, but I also really don't feel like farming or pseudo-farming. I just want to play the game, and I don't want the event to be a barrier. If you don't like that it's limited time and requires a grind, talk to BHVR, they seem to think long grinds in short amounts of time are really fun.
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@MadLordJack said:
And what happens when you're in a game with OoO and you don't have a blindness option?
Or if you're playing a killer that can't just inflict an easy hit on an OoO dude halfway across Midwich. It's no problem for me and my little Blight, but poor Trapper would just put his head in his own trap upon being taken there.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1691736#Comment_1691736
I see where you're coming from, but people zoned with him in large part because it was a free hit. Even a wider or faster ranged attack is still more likely to miss.
Keep in mind that if the killer or survivor has even moderately high ping you're not going to be able to dodge his attack, even if you're looking for it and have space to dodge. He doesn't even raise his sword and give the audio cue until the shockwave starts, so even if the ping on both sides is good it's hard to see it in time. You basically have to go off of the red light, which itself fades in and can be mostly obstructed at times (especially during the EGC).
I'd support a faster moving attack because I and many others already can't dodge his attack on typical ping. May as well make that consistent for killers. I haven't played him since 4.3.0 went live, but provided he actually can't zone now I'd have no problem just making that change. If he can still kind of zone, I'd tweak the numbers a bit more until he can't.
Yeah, his attack is literally the easiest attack in the entire game to dodge. I dare you to get to red ranks and try to land hits outside of survivors being in animation locks or stuck in narrow hallways. My guess is you'll miss 99% of the time because most people playing online games aren't using two tin cans and a string as an internet connection.
People zoned because his power his hot trash if you don't zone. It is borderline unusable, and in most cases going for riskier hits is going to be massive risk for mediocre reward. Your power is a detriment for most of the match if you actually use it.
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@FattiePoobum said:
https://forum.deadbydaylight.com/en/discussion/comment/1693973#Comment_1693973
Thats right my opening statement has nothing to do with what you said and it also never addressed balance people who posted in here did
but non of those answer the actual question
If your question isn't about balance, what is it about? You talk about other killers "earning" their powers, so you're saying these killers don't earn it, hence your implication is that they're unbalanced.
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@FattiePoobum said:
https://forum.deadbydaylight.com/en/discussion/comment/1693936#Comment_1693936
why would I do that? where did I say that you can get more kills with certain killers over other killers?
did you not read the opening statement?
You're contradicting yourself. If you don't get more kills with one-shot killers, then you mean to say it's balanced. If it's balanced, who cares? Your opening statement doesn't address what I said in any fashion.
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Well, you could always show us you streaming these killers and streaming non-one-shot killers to the best of your ability. Let's see if you can get significantly more kills per game or not.
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@Mooks said:
„This addon may have unknown effects on certain killers“
do we know what this even means?
While it might imply some cool lore ramifications, it probably just means it's buggy as ######### on some killers.
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@gibblywibblywoo said:
They've made it pretty clear they don't want PH's entire playstyle to be "get a gauranteed low effort hit at every loop". The PTB slowdown on pulling out the sword was so minimal that it didnt affect it at all. It makes sense to slow him further.
And he's now actually rewarded more for getting hits with the shorter cooldown. That said I haven't played him myself yet (gonna try tomorrow) but the general consensus seems to be that this was a buff overall. At least for PHs that didnt rely on the free "50/50 but not really" hits.
Personally I'd like him to reach a point where using the projectile outside of free hits was actually viable to shake things up and make him less braindead.. I'm hoping that may be the case.
The issue is that this was basically the only viable strategy that made him more than an M1 killer in most circumstances. Sure, you can land the occasional cool hit through a wall or something, depending on add-ons/perks and whether or not the survivor is predictable (or has poor reaction times) but most of the time your power is just unusable trash. People waited for "guaranteed hits" at windows/pallets because using it elsewhere was just a way to help the survivor gain distance.
The cooldown is the absolute dumbest part of his power to change. Who cares if you can use it more often? It has an ENORMOUS telegraph! You have to put your sword in the ground, wait for the meter to fill up, you turn SUPER slow so the survivor knows exactly where your attack will land, then there's a red danger zone alert before the power activates as a last chance warning to the survivor, and finally the power comes out in segments, so the farther away you are, the longer it takes for the damage to actually land. So the survivor who is at the edge of your power has more time to react.
And I'm not saying this as someone who wants "survivors to run into hooks" or whatever nonsense someone above was on about. PH was the first killer I got to 50, but I haven't touched him since because he's so boring. This change doesn't fix the fact that he's boring, it just means he's boring AND less capable in a chase. I'll stick with Blight. PH needed his ability to come out faster, or be wider, or maybe have it turn sort of chain-connect with your trails so they become damage zones (in the same staggered, segmented way the power currently works) rewarding you for clever placement and planning.
Instead, it's the most lazy and least interesting change they could have made.
He'll still be "okay," because even the Clown is "okay," there are no killers that straight up can't get kills right now, but he won't be fun. And every killer should be fun. I'll take a fun killer over a strong killer every day of the weak, unfortunately PH is neither and Blight is both, so Blighty boy it is!
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1693487#Comment_1693487
Mirrors Edge has zero randomized elements and was a linear line from A to B. It also barely had any textures. Just white and red walls. And no direct online features. It was very low on processes.
And EA is a predatory publisher. You can be guaranteed that the original dev team was cannibalized and their bones made into a necklace.
The fact that you think Mirror's Edge not having randomized elements or being linear had literally anything to do with DBD's terrible performance in comparison is ######### hilarious. Having randomized tiles on your map isn't some performance hit, that would be ridiculous. If anything that would increase load times as the map is generated, explaining DBD's hilariously long load times despite the maps being tiny with barely any assets, even on the fastest SSDs around.
And being linear makes no sense. DBD is even simpler than linear: it's basically one medium-sized enclosed space. You don't move to new areas or anything.
On top of that, there's no physics, almost nothing is interactable, there's no dynamic elements at all aside from breakable doors/pallets, which all use identical models, the game looks like ass even on ultra at 4k but runs worse than the best looking games on the planet, there's only 5 players in a match yet it's outperformed by huge open maps like CoD: Warzone or Battlefield that have over a hundred players, everyone firing different weapons, loot to find, destructible environments, vehicles, etc.
There is no excuse. BHVR has made far too much money for this to be a cutesy little indie turd running like ass anymore. They need to hire some top-tier professionals and get this game into ship-shape. I guarantee this game, coded and designed properly, would easily hit 60 FPS on current-gen consoles. As the game is now, I can also guarantee it will not hit 60 FPS on next-gen consoles.
The friggin' mobile version hits 60 FPS solid. It doesn't look amazing, but it's the same core game. I literally think we'd be better off if they used that as a base to redesign the "real" versions of the game, just enhance the visuals and get rid of the mobile UI.
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@Hex_DemoMain said:
https://forum.deadbydaylight.com/en/discussion/199132/mindbreaker-is-a-solid-perk-now
You can walk away and get sprint burst back before a 32 or even 24 meter terror radius killer gets to you in 5 seconds, this is a menial change that doesn't fix the perk at all
You spending several seconds less on the generator than you otherwise would have is a big buff, and that's assuming you spent time not repairing/running to wait for exhaustion to go away to begin with. I think we'll be seeing more vigil and more treasure/totem hunting than we already are.
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The first thing I think when I see someone making posts like this is they should probably be immediately banned because you know they're exactly the type of person to exploit anything and everything.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/1689955#Comment_1689955
I like your optimism, bob
Oh, I don't trust BHVR to be able to implement literally anything without making some unbelievable game breaking bug the game industry has only thus far imagined. I'm only saying it's possible and has been done.
Frankly at this point, they should scrap the current executable on PC, take the mobile one, give it a UI overhaul, port over the proper visuals from the current PC version, and bam, they already have a better base to start with.
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I have used a 360 pad, an Xbox One controller, an Elite 2 controller, and a Switch Pro pad, they all work without issue. Haven't tried a PS4 pad yet, but I'd rather eat my own butt than use one of those. D-Pad in the primary position on the left side, gross.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1690557#Comment_1690557
Getting one rainbow match out of however many means nothing.
I see reading isn't your strong suit. My literal first sentence was "I've gotten several matches like this today."
The match immediately after that, which I finished just now, was this:
Further,
@[Deleted User] said:
Killers want the new MMR simply because they want to 4K every match and have 1 or 2 less skilled survivors for easier games.
What the hell are you talking about? I'm a killer and I don't want the MMR if it results in matches like this because it's awful. Easy wins make games boring.
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@[Deleted User] said:
Nobody cares bro, move on.
What a weird reply. I can assure you, if MMR was back on, many people would care.
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@hurryingok said:
https://forum.deadbydaylight.com/en/discussion/comment/1689551#Comment_1689551
How many asymmetrical online multiplayer horror games wherein each killer has a unique power and each new character introduces 3 new game-altering effects are you currently balancing?
It's not perfect, but I think everyone in the community underestimates how mammoth of a task this is.
I'll grant that they're probably using addiction-causing design strategies, but in sum stop laughing at me it because I'll put a spell on you and you'll grow a wart on your left pinky.
"It's one of the only ones attempting it, therefore it has to be balanced!"
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@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1690452#Comment_1690452
He had every right to say “It’s Just a Game bro it’s not that deep” at the beginning of that video because that is the problem with this community, Someone always has something negative to say. God forbid someone uploads a survivor gameplay video of them having fun but it’s okay for a killer to upload videos of them moring survivors and slugging at 5 gens etc. and have nothing be said? Hmm... you see how the coin can flip the other way now?
You've built up and burned down your strawman, that being that apparently someone said it was "okay" to upload videos of 5-gen survivor mori-ing. No one here said that. Go strawman somewhere else.
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Whether or not you find this fun would depend on what you were trying to do as killer. Trying to farm up some bloodpoints and unlock perks? This would be a tremendous waste of time, I can get 32k points twice over in the time it took for this single match. Just looking to meme around? This would probably be pretty fun.
But the streamer's idiotic defense "look I know you're gonna say we're bullying this guy but LOL IT'S JUST A GAME BRO IT'S NOT THAT DEEP" makes him sound like a real douche. If you really just want to meme around and have fun with your friends... why not get a fifth friend and do this with them? Oh, it's not as fun when you're not potentially annoying the ######### out of someone? So your fun is derived from depriving others of fun? Hmm... Sounds like a bully squad.
While I'm not like repulsed or anything, meme squads happen, it was just the saddest most pitifully lazy defense he possibly could have mustered, and was worse than him saying nothing at all.
All that said, I'd probably find this pretty fun for a minute or two, but at some point it would get really boring. There's only so many times you can see someone get stunned before your brain should stop finding it entertaining.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1690259#Comment_1690259
Idk how it works on console with regard to people sending you messages after, but on PC it actually has a button right next to the text box that allows you to disable it, and I think it remains disabled across games, until you decide to press it.
Ah, nice. I wouldn't know since I tend to leave chat on as if it bothers me I can always just move on to the next match. It's not like anyone's forcing you to sit around reading anything, y'know? But the option to disable it is always good for those that just don't want to bother. For me it's half the fun assuming people are normal, functioning humans and not just bots spouting ez or whatever. And most of the time? They're just totally normal people.
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@AvisDeene said:
No thanks. I get enough trash talk and insults from angry Survivors from the PC players, I don't need it from console players too.
Now go make me some macaroni.
If the endgame chat is bothersome to you, you can always just hit the continue button before it even pops up. Better yet, give an option for people to opt out.
And while they're at it, they can fix it so it syncs properly, right now you don't see any messages that happened before you yourself entered the chat server, so you often miss out on some entertaining conversations, and sometimes even whether someone said "gg" or not. I watched a VOD of one of my killer matches and even though I'm the killer so I'm last out, I apparently typed "gg" too fast and it never appeared in their chat.
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The mechanic is absolutely terrible and frankly should just be replaced with PH cage skillchecks (so no auto-suicide, but good skillchecks keep you alive longer) and frankly I don't care if they have to change PH's cages after that, just make struggling less bad.
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@WeWillFloat said:
https://forum.deadbydaylight.com/en/discussion/comment/1690199#Comment_1690199
WAAAAAAAAAAAAAIT, OH MY GOD.
Now my brain will be relieved with the fact that there will be no more space smashing! YES. All hail the infinite mouse wheel spinning! Oh, but hold up, you can choose the mouse wheel JUST for struggling?
Yuuuuup!
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While I agree that the struggle mechanic as a whole is pretty dumb and antiquated and should probably go, the fact that you have 3,000 hours and haven't mapped your struggle to mouse wheel down is far more concerning.
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@Primalux135 said:
https://forum.deadbydaylight.com/en/discussion/comment/1690008#Comment_1690008
I can bounce during a chase but what you do on a tile?
Depends on the tile, the angle you and the survivor are approaching it from, the debris outside the tile, and in some cases how predictable the survivor is. I ran around the entirety of the Badham main building and got a hit on a survivor who ran away from me because I knew she was just gonna vault out the main window, for example. I ran around the long way. It's much harder to use on really tight tiles or things like jungle gyms, but it's not impossible at all. With some turning add-ons it actually becomes trivial because umbra salts is almost like a top knot for Blight, but even without any turning add-ons you can get some real good angles just from using a bounce or two to position yourself and then using your lunge to immediately change direction on a dime.
Basically unless you're in a hallway or are baiting a dead hard, coming at a survivor from directly behind them is going to be your weakest method of attack, because it's a lot easier to dodge that. Still hard if the Blight has fast reaction times and isn't a potato who does a long lunge, but most of the time you want to come from an awkward angle (which is easy because you have several rush tokens) that makes dodging much harder. But even then, as long as you're not using your power and failing over and over again inside a strong tile, recovering from a whiff is super easy as Blight, he's so relentless. You can just keep going. It actually makes the shredded notes add-on really strong, because with 1 less token to recover on top of token regeneration rate being increased, you have almost no downtime. So even if you're really bad you can still always make up the distance rapidly.
He's also incredible at just walking away from a tile, which a survivor will obviously want to leave ASAP to get back to doing whatever, and then catching them off guard as they're no longer deep within the bowls of the jungle gym, even though frankly you should be able to put people down as a basic M1 killer in a jungle gym fairly quickly most of the time, it's still faster to get them out altogether.
Keep in mind, all of this "it's easy" talk is assuming you understand every tile fairly well, understand how to properly use Blight's power and have the sufficient reaction time required to really be able to outmaneuver survivors, etc. A lot of assumptions, but Blight rewards you for both game knowledge and just plain reflex/skill. It's very satisfying because it puts everything about playing DBD to the test in one package.
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@Primalux135 said:
https://forum.deadbydaylight.com/en/discussion/comment/1689945#Comment_1689945
Idk which surv do you play mine just turn around and evade it.
I want a power useful in chase. Rush isnt
Ah yes, you just "turn around and evade it." All my 4ks say otherwise. Almost like it's not that easy. But I guess if you're trying to curve him like Oni it's small wonder you don't land hits.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1689946#Comment_1689946
https://forum.deadbydaylight.com/en/discussion/comment/1689951#Comment_1689951
Yeah, but Ormond is way better than Haddonfield though. Maybe everyone has just run out of Ormond offerings?
Haddonfield is dramatically more annoying, though.
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@Accullla said:
I agree to an extent, but it's not as simple as you might think- there's quite a lot to consider:
- How long do you give the player to reconnect? Some platforms are extremely laggy (PS4) and excluding queue time and lobby timer it will take a minimum of 5 minutes to load from tally screen back into a game. By the time you can get back into the match most of the time it will already be over.
- Do players deserve to be allowed to reconnect? In theory, yes if it's not their fault and their connection just cut off. However, regardless of who's at fault they still most likely ruined the match, so wouldn't it be better for the common good if people with inconsistent connections didn't play the game (at least until they fixed their connection)?
- What will happen to the in-game character of someone currently in the process of re-connecting - will there be a still husk there? Will the other players be able to interact with it? How do you make it so that other players don't get confused by the fact that there is someone in the match who might or might not come back. If it's a survivor, do you hook them as killer? If it's a killer, do you do gens as survivor, or wait for them to come back? Or does the match just freeze for a set amount of time whilst waiting for that person to potentially reconnect?
- and so on..
I know this is an older post that someone else just performed a necro on, but it really is quite simple, dunno why you're acting like it's hard. Video games have had the ability to reconnect for decades, this isn't new technology.
- You don't "give them" any amount of time, if they reconnect, they're back in the match. But also, when someone disconnects, don't kick them back to the ######### title screen. Keep them loaded into that match's map, and attempt to reestablish connection. This isn't rocket science.
- Do they "deserve" to be allowed to reconnect? What does this even mean? This is gibberish nonsense. It's a video game. If they're a chronic disconnector, then give them a ban and a warning about connection stability affecting the quality of the game for the rest of the people playing the game, but a DC every now and then is normal even for people on great connections, for myriad reasons.
- The same thing that happens in any decent game and frankly what this game should do when someone attempts to lag switch: have the person's character stand perfectly still (as if they're AFK) until they reestablish a reliable connection. There's no need to interrupt anything.
Wow, it's almost like other video games exist and have solved these issues years ago and DBD doesn't exist in a vacuum.
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I guess it doesn't matter what the killer is, since based on how you described Blight, you're obviously not going to put any effort into learning them.
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I've been getting multiple of these every single day, starting a few days ago. Prior to that I might see one every 20 games or something, and that's being generous.
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@JephKaplan said:
https://forum.deadbydaylight.com/en/discussion/comment/1689139#Comment_1689139
They explained that its red because your individual progress on the gen is slower but overall working with other ppl is faster its rly weird
It really is weird. Would almost prefer a "0.85x efficiency" text blurb to be more clear or something, that changes with each additional person, and would make healing slowdowns more clear. But they seem kind of allergic to actually showing numeric values of anything, so everything is left to vague icons and color coding and such.
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@Thrax said:
https://forum.deadbydaylight.com/en/discussion/comment/1686773#Comment_1686773
So it would be my fault for being hook farmed? Mine those rocks in your head for diamonds buddy I bet they've been there long enough to create them.
If your team is farming you, it's not the killer being toxic.
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"I get grinding is important for a game"
It's really not. Many games have lasted decades with 0 grind. Grinding is "important" at keeping people occupied with meaningless nonsense until you get more stuff to sell them onto the storefront.
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Oh yeah, I forgot about the T3 stats. Still bad, because in most maps those hooks are still plainly visible. I feel like it'd be so much better if it hid hooks farther out, like up until the edge of dropping a survivor if you try to go to any of the visible ones without agitation, forcing the killer to actually pay attention. Might be a bit too strong at that point, though.
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"SWF gives an unfair advantage equal to several different perks at once, without any of the drawback of having to take any of those perks, as well as a massive tactical advantage of being able to convey timing on taking hits, passing along killer perk info instantaneously, etc."
"hurr durr it's not a win button"
No ######### it's not a win button, if I got a hack that gave me 8 extra perks as a killer, that also wouldn't be a win button, but you probably wouldn't like it very much.
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Wiggle effects are when your wiggling causes a killer to move to the left or right as they carry you. It is not your wiggle speed. However, if the hook is far away and there's a lot of crap in the way, it can occasionally get you a wiggle escape you would've otherwise not gotten, and it's generally good at at least wasting a few seconds of the killer's time.
Overall it's pretty bad. If it hid hooks farther away instead of just 10 meters, it'd be better. Although on indoor maps it can be a real pain.
You running this and a friend running breakout might get some fun escapes, though!
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You usually have 3 people not on the hook, and most of the time at the very least 2. Either focus the gens and let the killer waste his time, or do a multi man save where one dude goes for the hook, gets hit, leads the killer away (ideally to a tile) and the second sneaky boy makes the actual save.
You have the numbers advantage, USE IT.
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On most killers I know OoO is gonna give me a hard time, especially since in red ranks almost no solo queue players would dare run it.
But when I see it with Blight, and see some survivor across the map beckoning me from behind like 16 tiles, it just makes me chuckle. You in for a REAL bad time little man!
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1686948#Comment_1686948
If comms are built in in console DBD I'd assume the gap between SWF and Solos is nonexistent, is this the case? I'm really curious why I've not heard anyone mention this before in a discussion about SWF.
Uhh, pretty sure they're absolutely not built in to the console version of the game.
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If comms are an expected part of the game, they need to be added as a baseline option for survivors, including text chat/callouts. You can't fight against comms, and you can't remove SWF, because that genie's already out of the bottle. So you need to change your game to support it.
But this is DBD, and expecting things like functioning DC penalties, bots to replace DCers, working sound, a functional tutorial, etc, is all asking way too much, let alone this.
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I have tried out the Stadia version (for a single match) but I'm not a "Stadia player" as it were. Still, I can answer most of your questions:
How it plays will largely depend on your connection to the server. For me, aside from frequent-but-small hitches (very very tiny skips every now and then, honestly wasn't nearly as bad as "hitches" sounds, since it never felt like I was losing control or missing info or anything) it ran very smoothly. It was very responsive. I played a round as Huntress and had no trouble aiming or keeping up with survivors, and while it was probably very slightly harder than landing shots on my PC, it was only by a small margin. Again, it's gonna depend on your connection.
I didn't notice if there was any free DLC, sorry.
The community is the same as everything else because of crossplay. You also get end-game chat so it doesn't feel lonely!
Because of the above, finding a game was super easy, same as on my PC.
One issue was image quality. It was by no means bad, but it was kind of like watching a 1080p or maybe a 1440p Youtube video with okayish bitrate. A little blurry (just a smidge) and if you looked at bright solid colors like the sky on the map I was on, you could notice compression artifacts. That would normally bother me on any other game, but since DBD is horror-themed, I kind of liked it? Not making an excuse for it, just saying that noise and stuff generally fits horror vibes.
All in all, I wouldn't play it over my PC version at home, but if I was on the road or something and couldn't take my PC, I'd be 100% down to play it, no questions asked. Assuming the internet was decent wherever I was at.
Based on what I've seen of the console version, Stadia looked about 100x better than any of them. Even with the minor hitches, it's nothing compared to the mega freezes that consoles get, or the huge dips in FPS, it ran smooth. Weirdly, the last gen finishing did initiate about a half-second pause in the game, similar to what I've seen on consoles. It wasn't connection related, it definitely felt like it was the Stadia hardware being hit by whatever causes the consoles to pause for that event.
The best way to see is to just try it yourself, though. It's got a free trial (sign up and cancel it immediately so they don't charge you if you don't want to use it), and going from signing up for an account to actually being inside DBD took literally less than 2 minutes. You don't have to wait for downloads or anything. I'd say give it a try if you're even a little curious.
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Quentin will be more detailed than ever before!


