ZaKzan
ZaKzan
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@madminer95 said:
This is a real kick in the teeth to everyone that was excited to get there hands on the event skins and in hindsight got scammed out of hard earned shards.
it wasn't a scam because BHVR didn't intend on discounting the items, otherwise they would have gone on sale discounted to begin with.
They are incompetent, not malicious.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1697247#Comment_1697247
Which is again personal biases and people being a nuisance just for attention. Then they play victim saying WHAD I DOO?
Going "they didn't listen to the communities suggestions" is anecdotal as well. Lots of people hated Billy but we don't listen to those people. They're CrAZy.
https://forum.deadbydaylight.com/en/discussion/comment/1697253#Comment_1697253
Ruin was gaining steam even before Undying. The benefit of running someone off a gen and being able to continue chase was always an underrated ability.
Corrupt is a placebo. They'll still manage 2 gens at the beginning of the match if they're swf, and we all know all these kneeslap reactions are from coordinated teams bullying killers.
The devs (unpopular fact) actually did listen to community feedback. Billy was way too oppressive. The community ( when you weren't just blindly looking at reviews that said Billy is fine) said he needed only an add-on review. The community also said he should get a cooldown mechanic which was suggested by the community. The community also didn't like the cooldown mechanic in the PTB so it was reeled back to being almost non-existent.
The community is also not a big blob of people with the same hivemind. So when you say community, it's meaningless to make them out to be a conformist group all agreeing on the same thing. It's a pointless term. I'm part of the community? Right? Or did I not meet the standard guidlines of not having my own opinion?
The maps? Yeah I can agree on that. Though what would be a better solution? Baked in maps with hooks and loops all in the same place? The game might run better (CoD doesn't have to randomly determine if your camping spot still exists) but then everyone will all play the same on those maps going straight for the safest routes and loops.
ruin wasn't gaining steam, corrupt replaced ruin, and some people still used ruin. It doesn't seem you have much experience in the game to understand why old ruin was so good and corrupt is so good, it's the fact that they give the killer map pressure at the start of the match when the killer has no map pressure. Getting survivors off of gens and running around is the best way to get the first survivor hooked and to start the cycle of always keeping 2-3 survivors off gens. Old ruin got people off gens and cleansing totems. New ruin rewards staying on a gen instead of leaving it, making new ruin much more weaker, given the context of why ruin was used in the first place, to help secure that very important first hook and start the snowball of the game. Now it's a slowdown perk and must be paired with a patrol-heavy strategy to get the full value of it. This is why corrupt largely replaced ruin.
No one talked about nerfing billy's power. People are not going to argue for more static and boring gameplay, they will argue for more complex and dynamic gameplay. The major issues with your argument here is that people like back revving / curving with billy and the fact that there was such an outcry after his nerf because no one wanted his power touched. People just wanted insta saw gone. I would like you to prove what you said with some kind of evidence, because no one was saying anything about his power, only his addons. The devs even made a post alluding to this, that they would like to see killers have to strategically use their powers not just spam them when they changed billy's power.
When I say community, I'm bringing up a consensus of people who are willing to share their views, including good players. Your personal opinion doesn't matter too much in this regard, because I'm taking the opinions of many people and weighing them, especially people who have spent thousands of hours on the game.
The simplest fix to maps is to actually write a good algorithm for determining a tile's strength and realize that adjacent tiles also contribute to a tile's strength. One of the strongest tile combinations in the game is to have a jungle gym window facing a junk pallet tile, and this happens very frequently. A lot of times this junk pallet will lead to another fairly strong safe pallet. 3 good tiles in a row is enough to single handedly win the game for the survivors, as the time wasted negotiating them gives survivors enough extra time to do gens and escape before the killer can hook them 3 times each.
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I would leave and never come back if one of their competitors offered a better experience with original characters. I don't much care for the licensed killers, and what keeps people playing this game isn't the licensed characters, it's the addictive nature of the game.
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death by 1000 cuts as the devs make arbitrary changes to the game while ignoring glaring issues. We're already starting to see it, with the advent of a new dlc plus halloween, DBD has seen its largest numerical exodus of players over the last 30 days.
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@jeekae said:
https://forum.deadbydaylight.com/en/discussion/comment/1697331#Comment_1697331
IT IS ONLY SURVIVOR SIDED WITH PARTIES OF FOUR AND COMMUNICATION. Have you literally ever played solo? Your explanation is DS and unbreakable? Seriously? Seriously? What a fckn joke. All you have to do is not tunnel, I realize that’s a hard concept for you trash crybaby killer mains to grasp but cmon now it doesn’t take a genius to realize that these are wasted perks if you avoid tunneling which is extremely fckn easy to do. NEXT!
I exclusively play solo survivor, I have no problems whatsoever, as the game gives survivors plenty of chances to escape. If my team mates are bad, I just farm as many points as I can then take hatch. It's not hard to play survivor, you don't even need to do gens to escape and get that sweet 5k bp and black pip.
You don't seem to have enough experience in the game to understand how DS and unbreakable can be used offensively. I don't think you have enough skill at the game to comment on balance issues, it's clear you're not only not a good player, but an unpleasant person as well.
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Survivors are objectively overpowered. This is not even a matter of opinion, the fact that you have to resort to fallacies prove this point
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No, the game is supremely survivor sided, it's not even a matter of opinion. The reason why there has been no new survivor perks is because survivors already have the strongest perks in the game, dead hard, borrowed time, adrenaline, decisive strike, unbreakable.
Most pallet tiles are safe, which means the killer must break the pallet once it is thrown, or the survivor can loop it indefinitely. If you find yourself compromised in these situations as a survivor, you are playing wrong. The survivor is also not meant to take on the killer 1 on 1, as there are 3 other survivors and this simply wouldn't be fair. The survivor is meant to waste the killer's time to allow the other survivors to complete the objective. The point of contention is how easy it is to waste the killer's time, and considering how powerful survivor perks are combined with how powerful a chain of strong tiles can be, it is way too easy for survivors to waste killer time.
The penalty for camping hook is that the killer has no map pressure in any other spot in the game. If you see camping as a legitimate strategy for the killer, you are being way too altruistic and you aren't doing objectives. The killer specifically camps to specifically take out a single survivor at the cost of the other 3 survivors escaping. Everything that the killer can do to be cheap punishes the killer severely. Camping costs the game, tunneling costs the game, moris depip you. Survivors on the other hand can run things like keys, they have enough time to teabag after throwing pallets in killers' faces with no penalty to efficiency. Survivors can absolutely break the game with no penalties to their survival efficiency.
If you are a very strong killer and you kill all the survivors too hard, you will be punished for it by depipping. Even in your example of being chased all game, you can evade the killer by turning a corner and walking off or otherwise hide / drag the killer towards one of your team mates and you will be rewarded for it. You don't get rewarded for being a good killer, you get punished.
DS and unbreakable is a popular perk combo as it allows you to completely be invulnerable to anything the killer can do, if they down you and pick you up, you ds, if they down you and slug you, you pick yourself up. This combo gives 4 survivors a combined 240 seconds of free time that the killer cannot do a single thing about. Given the fact that a decent killer will have about 2 survivors occupied at any one time, this is enough for 2 survivors to do 6 gens for free, not counting the time they can take from the killer through regular chases and all that.
https://www.youtube.com/watch?v=KGlKlpjc4aMI implore you to watch a recent tournament where the absolute best survivors fought against the absolute best killers, as it shows how severely survivor biased this game is.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1697170#Comment_1697170
Explained using your own biases? Though I suppose I never do see any devs chip in on why their buggy game is so awful. Usually it's chiming in about how they play characters but y'know devs don't play their own game so they're liars.
There is a divide between what people consider validating their opinion. Foundations can't be pulled out on whim. Simply changing a few numbers can mean devastating effects. People need to realize this in a game where the difference between winning and losing is the number 1. One dead survivor snowballs into a win. One extra hit is another down.
Let's take Shrodingers Nurse for example. No one can settle on whether she's still op or terrible. She can still ignore everything in the level to slap your biscuits and can do it quickly, yet she's got terrible add-ons and is hard to control. And flashlights negate her power. What is the final word here?
What I've seen recently is compromise. Plain and simple. Does the Discordance nerf really need a multi page thesis on the behavioral patterns of the long trek genny? They made that change for their game. Players determine the meta but it's the devs job to not make it the entire game.
I mean Ruin was horribly nerfed and no one uses that anymore right? It's a dead perk? Haven't seen it in months. Wait I just hit red ranks.
Before undying, ruin was largely unused. Corrupt intervention took its place. I will tell you, and I will tell the devs to their face that they don't play their game. The billy rework exemplifies this statement. Especially one of his addons, the one where you would gain movement speed while you're being flashlighted. This epitomizes the fact that the devs don't play their own game, as it shows such an extreme lack of fundamental knowledge of the game that anyone that spends more than a few hours playing will get. Flashlights are primarily used to blind the killer while the killer is stuck in an animation, any flashlight that is not used in this way guarantees a free hit for the killer. There was absolutely no logical reason to even conceive this addon, and the fact that it got into the game shows a lack of understanding by not only the creator, but the people who signed off on adding it.
There's also the algorithm that determines the strength of tiles. This algorithm is so poorly designed that it does not even take into account adjacent tiles, so you can have one map where it's like 2-3 jungle gyms / super safe pallets connected to shack for a literal 5 gen loop, or you can have 2-3 junk tiles connected to an L wall T wall which will easily create a dead zone. There is absolutely no uniformity in this algorithm, maps can have the same 'strength value' but differ so wildly.
And the most important thing here is the attitude of the devs themselves. It is forgivable to not understand all the nuances of your game and high level play, that's fine. What isn't fine is wantonly disregarding what the community says and changing things no one complained about. The devs are knowingly ignorant of their game, they think their thoughts and ideas on the game are far superior than the people who spend thousands of hours playing it. Normal game devs will turn to the community for suggestions when they don't have the technical skill to exploit balance issues. These devs do not have the technical skill to exploit balance issues with the game and they purposefully ignore the community on suggestions.
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downhill since the ruin nerf / breakable walls patch.
Devs did nothing to weaken loops and pallet chains, and their implementation of breakable walls as things the killer must kick in order to avoid infinites is one of the worst game design decisions I've ever seen.
It's unfortunate that the devs of this game have no idea how its played and have no basic understanding of the game whatsoever, relying almost purely on spreadsheets.
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of course this game is heavily survivor biased. The devs balance the game around ranks 15-10, where most of the playerbase is. This is also where killers are usually much stronger than survivors because survivors don't know about looping or proper pathing. Hexy's tournament showed how strong survivors are. It's an objective fact, and anyone telling you otherwise is telling you that the sky is green.
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@[Deleted User] said:
If the vast majority of that is compensation, then that's not really much is it?
Also, if I have a trillion dollars, and I donate only ten-thousand of that, and I only do it just for good publicity, well... it's not really being generous is it? Usually free BP from codes on Twitter and stuff is just a coy to get people to follow the game's social media accounts. It's not 'free'. It's advertising. There's an ulterior motive for it and they're not doing it just to be generous. They do it so the number of people following increases, which in turn creates more buzz and publicity to make advertising the game easier.
The funny thing is that in your situation, you have actually given more than behavior, as money is more universal than bloodpoints.
I can't use bloodpoints to buy food or gas, and behavior can give every single player a quadrillion bloodpoints at the click of a button. It's like thanking someone for literally 2 seconds of their time, the time it takes to click a button.
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@MongolPSR said:
https://forum.deadbydaylight.com/en/discussion/comment/1695785#Comment_1695785
don't tell me that homeless shelters are bad too!
A nonprofit is a good way to start a business as you will have a good 10-20% margin over competitors due to not needing to pay taxes. It also looks good on a resume. Also you have access to public grants. There are significant monetary benefits to the people who run homeless shelters. There is no such thing as a free lunch, because no one works for free.
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@Moundshroud said:
I would just like to point out that in the last two months I've gotten over 2.5 million free BP from Codes and compensation from the company that some say doesn't care about us. Are we forgetting this?
If you think any company cares about you beyond the contents of your wallet, you are quite naive.
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and for god's sake, don't mention the C word!
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I don't even care about the event. I just want the game to be more balanced and fun to play and accessible to more people like those with color blindness
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@Mekochi said:
https://forum.deadbydaylight.com/en/discussion/comment/1695054#Comment_1695054
but the money we spend on the game just might be paying the people's paychecks who help to work on the game, even if the game has bad fps, weird hitboxes, etc.
The average salary of a game developer is $200,000. Behavior is a company worth tens of millions, if not hundreds of millions of dollars. What the devs of this game make in a month is close to if not more than what you make in a year.
Just imagine making ten times your salary with one quarter of the work. These are the people that have decision making power within the company, they don't deserve your empathy.
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a video game company is one of the few companies that can have most if not all of the work done remotely. Their customers don't even need to get up out of their seat to spend thousands on the game.
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@Sonzaishinai said:
Well small correction, you don't HAVE to buy cosmetics or the battlepass
Do agree with the rest though. It's a double shame as the new blighted skins are the best ones yet. Even being able to get one for free without having to clock 500 ingame hours would have been nice
I'm not sure if all the budget is going into updating the new maps but there seems to be a pretty obvious decrease in effort as far as events go since they started with it
most of the money is going towards new maps, new cosmetics, and the battlepass. They are not spending much money in anything else.
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considering a dlc just recently released, it's probably not a good sign. Looks like they are losing all the players they got from the covid lockdown
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@Aven_Fallen said:
Break the Wall. It takes 2 seconds, and afterwards the Building is quite weak, since they also removed the Pallets.
what do you mean 2 seconds?
The action takes two seconds, but what about going over there out of your way? not counting those seconds? To do it in the beginning of the match, you are sacrificing maybe 30 seconds. To do it in a chase you are sacrificing about 5-6 seconds which is essentially a free DS for the survivor, and enough time that they can easily take the window loop again another time, run out and head to the nearest pallet.
It's amazing that people have no idea how huge even a single second is on this game, considering the game's poor balance. Forcing the killer to waste time and break walls instead of chasing survivors in order to take out an infinite is utterly bad game design.
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They've always got questions about making the game more accessible to players with disabilities, and they shrug off these questions all the time. I don't think they care about making the game more accessible.
For 4 years people have asked them to add color blind options as people have a real hard time playing. The fact that these people still give this game support is commendable, and it is shameful that the devs have not done anything for these people.
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behavior's actions are starting to catch up to them. Hopefully this gives them a wake up call, although I fear that they may have become too arrogant to notice their flaws.
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the killer experience is simply not a priority for the devs. Considering the changes over the past year, it's quite clear.
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@Uncharted said:
The replies in this thread remind me of the DS bug threads and some people hoping the bug never gets fixed. Not saying this is related, it's just funny how the cycle repeats itself.
because all we can hope for is bugs, since the devs take ages to change the game in meaningful ways.
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@SupaSlay3r20 said:
Was discordance really nerfed. I personally never ran it, but I never saw anything particularly wrong with it, especially with other perks that exist and are far stronger.
the range is a nerf, as it went from unlimited range to 96m. Discord rank 1 used to be good to have because the yellow aura would go away quickly after survivors stopped repairing it, so you could get the information as you were heading towards it that they stopped repairing it and you would know to start looking for survivors, now it's a base 8 seconds after survivors stopped repairing.
It was stronger before, but it wasn't oppressive. It's just a legitimate stupid change.
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because the game is losing players at a spectacular rate.
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plague had a similar bug for about 3-4 months before they fixed her. Killer issues / bugs aren't really a priority. I imagine it is a bug, hopefully within the next few weeks it will be acknowledged and hopefully this year we can have a fix, but it's probably unlikely.
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@Squirrel_Thicc said:
What exactly is bhvr gonna do? Do you want them to remove swf and completley ruin the game for people who wanna play with their friends?
to SWF you need to invite players to your party. A fantastic way to balance this is to implement a penalty for every player in the party. What that penalty should be is up for debate, but people often point to perks since SWF gives you a plethora of perks for free, on top of increasing efficiency as you and your swf can form builds that complement each other.
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if you play this game a lot, you don't really need statistics to see where the problems lie, and then bringing up the issues you have with other people that also play the game a lot can confirm your issues.
A glaring issue I see with modern game devs is that they simply don't play the games they develop, and they rely on statistics and spreadsheets to balance their games. This leads to mechanics that are statistically sound, but feel like utter crap experiencing for yourself.
Fortunately for many game dev companies, there's a large amount of very passionate players that are willing to put in the thousands of hours it takes to be able to pick at a game's vulnerabilities and exploit them to then tell the devs where the problems are. The issue with DBD is that the devs choose to largely ignore these players and they change things that no one was complaining about, which would be ok if the game was in a healthy state and didn't have very serious bugs that fundamentally alter the game that have not been fixed for years now.
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the majority of survivors are bad and die quickly. You do not balance PvP games towards casual players, but the highest skilled players.
Taking anything from these stats and formulating any opinion on them is the exact reason why this game is so poorly designed and balanced.
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solo doesn't need to be brought up to SWF, SWF needs to be brought down to solo. A coordinated team of solo players will still dumpster on even a strong killer player playing one of the strongest killers. SWF just gives you a ton of perks for free, and allows you to coordinate perks and addons with your team mate(s) to increase efficiency beyond what you are capable of solo.
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removing the terror radius and removing the red stain would make the game much scarier. It would have to be jump scares because everything else people would get desensitized to. Just overall removing survivors' ability to gain information from the match would be much scarier and anxiety promoting. I get a jumpscare on those rare occasions when i spring a hag trap or a stealth killer is able to sneak up on me.
But this game is not designed to be scary, it's designed to be frustrating, as pointed out by Cote. So instead of working on the fear spectrum, which would increase anxiety, the game works on the anger spectrum, increasing frustration.
https://youtu.be/YCc4SU-NSW4?t=578 -
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1683056#Comment_1683056
Generally speaking console game revenue slightly outpaces PC games. Mobile games beat both by a factor of two to one, over half of game revenue is in the mobile market. So your "ferrari to model T" analogy is heavily flawed. It's more like gamers slightly gravitate toward Honda Accords over Lexus because the Honda is more affordable and still gets the job done.
https://www.wepc.com/statistics/pc-gaming/
Also I never said their increases are "dramatic", I said they're consistent year over year increases. And like you said, they had 11k 4 years ago and have almost quadrupled that number currently.
Moreover what makes you think "nothing is happening for a while"? They do a new chapter and new killer every quarter so we'll see a new one in about a month and a half. (Not to mention the big graphics overhaul they're doing plus the promotion they're doing on PS 5.) So no, I don't think you can assume anything about the "downward trend", assuming there even is a downward trend to make an assumption about.
Revenues are higher due to the fact that the price of entry is much lower, and the costs accrue over time due to licenses with microsoft and sony and on top of that having to pay a monthly subscription in order to play online in the first place. It's far easier to spend $500 to get an all in one package.
Not many pc players move to consoles because there's no point. If you like playing with controllers you just buy a USB controller for the computer. Computers offer more customization and better graphics. My analogy is spot on. Not many people can afford ferraris in the first place, so more people will be driving fords, but of those that can afford a ferrari, they're not going to go for a model T. My analogy is spot on because you said that PC players would go to console, when that is not the case. More people can drop $500 on a console than they can $1500 on a PC. More people can drop $20,000 on a ford than they can $100,000 on a ferrari. Of the people that can afford a ferrari, they're not going to prefer a ford. Phones are even cheaper and they are much more versatile and are essentially computers you can carry in your pocket.
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Because it's actually addictive in the way that things like caffeine cocaine and meth are addictive. \
by Trevor Haynes figures by Rebecca Clements “I feel tremendous guilt,” admitted Chamath Palihapitiya, former Vice President of User Growth at Facebook, to an audience of Stanford students. He was responding to a question about his involvement in exploiting consumer behavior. “The short-term, dopamine-driven feedback loops that we have created are destroying how society works,” he explained. In Palihapitiya’s talk, he highlighted something most of … -
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1683006#Comment_1683006
I would expect the largest numerical loss would occur when the game is at about highest number of players. The more players there are the greater that leave when there's a dip a month or two after a DLC release. The dips haven't outweighed the overall gains though year over year. So even though a large number of players always leave after about a month or two following a DLC release enough continue to play to keep the net number of players slowly increasing as a long term trend.
Not to mention the Steam charts only reflect PC players, we have no idea from this how many people play on console. It's quite possible for example that players in general are migrating from PC to console and whatever trend we see in Steam charts is not accurately reflecting the overall game population trend because of the console portion of the base. And because of crossplay it's the combined playerbase over all platforms that matters in terms of things like queue times, not specifically players on Steam.
If you look at the game long term, they have not increased their numbers dramatically. The most dramatic increase was during the covid months. Other than that, they started 4 years ago with 11,000 average players and averaged about 23,000 before covid. It's clear that they've reached their peak players this year. Since there's a current downtrend and there's no news of anything really happening for a while, we can assume the trend to continue. Keep in mind they've also released a major DLC during this time as well and that didn't even save it.
No one is going from PC to console. Just like no one is going from ferrari's to model Ts
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@Akito said:
Beside major changes forwards to communication and beter coordination to their base game, yea this will be one of the reasons.
Not very new player friendly, insane grind (still increasing), lack of rewards, bad matchmaking, bad hit registration, never ending story of "fix one bug, get 3 new ones".
And I really hope that some new devs are already developing a new asymetrical online multiplayer horror game. This would be the most dangerous thing lets say in 2 years that could happen if our beloved developers aren't able to bring their base game to the next level. base game, not making thousands of perks you have to buy and grind which are supposed to fix the game.
BHVR has already made moves to fight any potential competition by buying as many killer licenses as they can.
Although they can have fancy killers, if the gameplay sucks compared to a competitor, I think people will flock to the competitor.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1682687#Comment_1682687
Even in the snapshot you posted the game has increased its population 50% over the last year and a half. And when you look at the full chart you can see clear peaks at every new DLC release (which also correspond to sales) followed by regression but an overall upward trend year over year.
Yeah, they do make some gains, but the majority of players that start playing the game end up quitting not too long after. Like I said, the recent uptick was due to covid, many games saw huge increases during this time. Considering that the last 3 months have been in the negative, that's not a good sign.
The recent lost of 6.3k players marks their single largest loss of monthly players ever. The previous top was around 3.8k. This is also the second time in DBD's entire history where it lost players consecutively for 3+ months. The previous loss of 4 months in a row nearly killed the game when it was new.
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the devs can't even figure out what constitutes skill on this game. MMR will NEVER work when the metric used to determine skill is flawed. I personally would rather have FFA MM where you get matched with everyone of any rank. In the chaos of this MM, balance changes could be made that would ensure you have more games that are fun than games that are unfun. Rank could be a personal thing and there could be rewards for reaching certain ranks to keep people playing.
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the vast majority of the games I play as solo red rank survivor I don't get tunneled or face camped. Being a solo survivor, I cannot relate to a single thing people complain about with survivors, even moris, because at high ranks if you do any of these things as killer, the game actively punishes you for doing them by deranking you and giving you no points.
You should probably think about your behavior towards the killer if you are being camped and tunneled in a large portion of your games, or you have a distorted view on what camping and tunneling actually means / you have no experience with playing killer and how situations can arise where it may seem like you're camping and tunneling when it's just the survivors running straight into your face after you've hooked someone.
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This game has a player retention problem. The players that the game gained during covid are finally starting to leave. When you see thousands of players coming in and then leaving, it is indicative of a game that doesn't keep player attention. This game gets insufferable at high levels of play for both sides and the devs do nothing to help this. The current market strategy for the game is to get people to buy the game, buy a few dlcs, buy some cosmetics, then leave. It's amazing that such a poorly designed game got as popular as it did in the first place, but it seems BHVR isn't up to the task to create and maintain a lasting game.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1662853#Comment_1662853
So do they just expect people to have a recording software on 24/7 when they're playing?
What about console players? I'm assuming they can't even record gameplay.
yes, you need to have recording software running 24/7 in order to report players.
This is part of why cheaters are so prevalent in this game, because it's very hard to get banned.
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No they aren't. They don't play this game at a very high level and they rely mostly on spreadsheets to balance the game and they largely ignore the people that spend more time playing this game than they do developing it. This leads to changes that are statistically sound, but feel like crap to experience.
The changes to perks you just mentioned has minimal effect on the meta. No one is going to change their perks based off of these changes. Instead of focusing on glaring problems in this game and perks with problems, they chose to spend time and money on changes that have zero effect on the balance of the game. If this game wasn't a giant mess of bugs and imbalances, these perk changes would be fine. The weeks and weeks it takes to roll out these changes is also interesting, considering these changes could be done in the span of a few hours by a single person, so I don't know how they spent the other 500-700 hours they had.
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@lucid4444 said:
https://forum.deadbydaylight.com/en/discussion/comment/1658679#Comment_1658679
That 2nd interview clip, wow. I guess that's the answer to my question of "why do moris (and broken items/add-ons) exist". They want you to be pissed off that you got tunneled and mori'd because apparently that keeps you playing (???).
There's a strategy to this, and it takes advantage of the addictive nature of variable reward. This concept is most notably present in gambling, but video games can be designed around it.
by Trevor Haynes figures by Rebecca Clements “I feel tremendous guilt,” admitted Chamath Palihapitiya, former Vice President of User Growth at Facebook, to an audience of Stanford students. He was responding to a question about his involvement in exploiting consumer behavior. “The short-term, dopamine-driven feedback loops that we have created are destroying how society works,” he explained. In Palihapitiya’s talk, he highlighted something most of … -
Just play civ 6 instead.
https://youtu.be/3XeACeKejcA?t=55The game is designed to be frustrating
https://youtu.be/YCc4SU-NSW4?t=578This game is barely scary. The negative emotions that this game is designed to invoke are frustration and anger. If BHVR didn't score a jackpot like they did with the grinding system, this game would not be nearly as popular as it is. There are core design principles in this game that allow you to specifically ruin the fun of another person and barely anything is done to combat this, and the fixes that are implemented are arguably just as frustrating to deal with.
This game does have a profound negative effect on the mind, and it feeds into toxicity. It is unfortunate that the devs seem to either shrug off this issue or even make fun of it.
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the highest skilled players are able to exploit game imbalances and they are the best at breaking a game. Balancing a game around the most skillful players will balance the game around all skill levels. In a PvP game, in order for the game to be fair, the higher skilled player should beat the lower skilled player. When the difference between winning and losing is player skill rather than game mechanics, the game is fair. Losing and winning fairly are what create a healthy community. This game's toxic community is fueled by how unfair it is.
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/1655041#Comment_1655041
A. Learn what a strawman is because you clear don't know what one is.
B. Point me to where I said I disagreed with what was said in the video.
C. Point me to where I said I didn't watch the video.
D. Yes. This streamer worship is childish. Omg this guy said the same thing fifty thousand people have already said but it's really important because HE said it, listen listen listen!!! Enough.
NOUN
strawman (noun)
- an intentionally misrepresented proposition that is set up because it is easier to defeat than an opponent's real argument.
"Just because a streamer said it doesn't mean it's important" - Instead of critiquing what was said in the video, you make the argument easier to attack by saying that because it's a streamer their opinion isn't important. This is quite a classic strawman argument.
Your post also implies that you disagree with what he has to say. Also not to mention ad hominem. You clearly don't want to engage in a conversation and you clearly just want to start arguments and you clearly have nothing to add to the conversation other than insults.
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/1655018#Comment_1655018
Omg he worked really hard on it, okay then, such quality, wow :(
The only thing that's nonsense is this childish belief that anyone cares about your favorite streamer as much as you do.
So you use a strawman to justify your argument and you don't even take the time to listen to what the other side has to say, and yet you say someone else is childish.
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people would probably not complain as much if behavior actually tried to change up the meta. It's nice that they're changing perks, but the problem is no one is going to use the perks because they aren't making drastic changes. Behavior is just wasting time and resources making effectively no changes to the game. It's like paying someone to build you a deck and all they do for 8 hours a day for a week is pound a nail into a board and pry it out. Although in this case, the devs are pulling $100k+ a year working weeks / months on these changes.
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The devs come off as smug while discussing changes, they change things that no one really complains about, and they tend to ignore things that players say that spend twice as much time playing the game as the devs do developing it.
If it was just ignorance it would be excusable, but considering the pattern of this behavior, it's quite intentional. The most glaring issue is that they don't seem to learn from their mistakes, especially when it comes to communicating things to the community. The fact that they haven't specifically hired a PR team to manage information and communication to the community after 4 years of this is nothing short of miraculous, and it is part of why I say that what they do is intentional.
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dead hard's power doesn't come in the form of being able to force the killer to miss. Dead hard is the strongest and most OP when you are looping and you need that extra few seconds to get to the pallet or to a window to get to the next broken chain of pallets and windows that will either lose the game for the killer if they continue chasing you, or drive the killer away from you if they understand the game a bit.


