_HN_
_HN_
About
- Username
- _HN_
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Yes, the fact that the Hook Timer (or bleeding timer, or worst, the Deep Wound timer) is so small, and in the case of the hook, not centered under the protrait anymore, thus making it harder to guess the middle point is one of the biggest flaws of the new ui.
-
The thing is, Undying shouldnt be needed, because gens SHOULD regress when not worked on (same with the door btw) and ruin should just make the regression faster. Kicking should be something like a pop goes the wissle that make them lose a chunk of progression instantly (like 10%).
The reason why everyone and their grandma dog is using Ruin is because it's the only way to at the same time "pressure gen" and chase someone, otherwise you are forced to make a choice, kick the gen (and do basically nothing to it) or chase (and let the gen get easily finished by the survivors.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1934255#Comment_1934255
Oh FFS does DBD mobile have loot boxes? Are you ######### with me?
What is this:
https://us.v-cdn.net/6030815/uploads/BMSGP87NCAJU/image.png
Oh I'm sorry "sUpeR mYsTeRy bOxEs"
This is sadly a very bleak sign of what would come to DbD if (or rather when) they'll finally make it a F2P.
-
@BaldursGate2 said:
RNG perks are a design failure anyway. They have no plan, how to create a slowdown perk, that is good but not overpowered.
Cant argue with that.
It's a shame since hexes could have been done in a way better way, just have the hex effect slip onto all of the tomes, and each time one is destroyed you lose 20% of its effect.
No more bad luck instafound/neverfound cases, and going after the totems would turn into a real secondary objective instead of a wild goose chase.
-
HOW DARE PEOPLE share their opinion on a forum made to share opinion?!
HOW DARE THEM?!!
-
Bruh wat?
She was the next on my list!
-
@skyguys said:
It's crazy how quick the reaction to a new patch, announcement of changes etc. can change.
yes, I know why people are angry at this patch as they rightfully should be. The point of this post is to mention how fast general moods can change within a short timeframe.
Havent seen thos OoO and DS change in my patch, have you?
Also, just because something good is made (or rather planned, very, very slowly planned) doesnt mean SUDDENLY everything bad must be disregarded.
What kind of weird and twisted logic is that?
-
@PeaceNGrease said:
All of this is BS and Theorycraft. The UI is fine.
Thanks for your very insigthful and deep comment on the topic, your contribution to the discussion is greatly valued.
-
@toastcrusher said:
i dont get it, joined a few discussion about suicide on the hook, wich i do with toxic killers. but as a killer in this household there has never been a suicide on a hook or even a dc.... as a killer its as simple not to be toxic, just dont run after the survivor who just got of the hook, dont camp around the hook and if you choose to use the basement ( i dont) then get the hell away from there so the survivor can be rescued. When your a good killer the survivors will get to do almost or all gens, but they wont make it out.
Another rule we have here...always let the last survivor go free!! With a low rank team wich you can clearly tell...sometimes i lett them all go....no hate mails and never any comments.
What some killers forget is that there playing style ( no mather that its a tactic that you can use) is setting the mood for other games these survivors are playing. And i dont care to win or loose, my goal is good bloodpoints for all and a fun game.
Admit suicide on hook
Check
Tell killer to just follow the survivor rule book
Check
Ok mister survivor main. That post was so carricatural I'm still not sure it's not satire, which says long on how bad the survivor mentality is in that game.
-
@dezzmont said:
This new UI fiasco is honestly very interesting to the point that I plan to use it as an exemplar of 'Graphic Designer UI' for interface design courses.
Basically, its very visually flashy in a way that screams "I am a flashy UI," which is why you see this sort of thing a lot in fiction. Think how Ironman's helmet shots tend to have screens all over the place, it doesn't exist because that would be convenient for Tony Stark, it exists to tell you, the viewer, "Ironman is taking in a lot of information!'"
In real life however, good UI design is intended to be invisible and compact until you need it, at which point you can quickly see it and absorb the information from it. It takes up as much space as it needs to in order to be readable. Sometimes you want your UI to quickly update players so you have elements jutting into the 'main area' but usually this is done through color. This isn't really an 'opinion' or 'beauty is in the eyes of the beholder' thing: UI design has been a science for like 60 years at this point with ######### like Bell Labs or the US Airforce doing rigorous scientific experiments with both user fatigue and information retention/absorption, because as it turns out when we were making airplanes having stuff be quickly readable was important, and when we were making early phones misdials sucked. So we got really good at it real quick.
Lets take an example your likely looking at right now if your on windows, a very basic bit of UI you interact with so much you might forget its UI: The Taskbar! The taskbar is located very centrally on your screen SOMEWHERE, but you can choose where it is! Its most likely at the bottom, but some of you renegades like it at the sides or top. Doesn't matter, its ONLY in one place. It doesn't wrap around, because the point of the taskbar is to let you quickly glance down to see if any of your icons are lit up to say they need your attention, and to see what you have open. Icons are, on most screens, about the size of a fingernail these days, and most graphic designers for apps understand how to make a readable icon: Non-realistic stylized imagery usually with 3-4 colors and geometric shapes: You don't get any photos, you get a dark blue gradient circle with a white line going through it at that breaks at an angle for the steam logo, or an orange square with a semicircle in the center for your PDF reader. So I can mostly tell what I have open through shape and color. Less relevant information, like if a pinned thing is open or not, are smaller bits of information that are still visible but take up less space. For example, I can access my volume any time from my toolbar, which is a much smaller section of the screen because its rare I need to mess with sound settings compared to switching windows on apps I am using. It de-emphasizes redundant information too: I probably am aware I am connected to the internet in this day and age so that icon barely takes up any space and uses color more than its shape to denote a problem. There is a reason no one talks about windows 8: Centralized UIs that focus on readable iconography based on color and abstract shapes do so much better even microsoft couldn't force this one on anyone.
DBD does almost the opposite of good practice in every way. A good example is the perks and items: A LOT of screen real-estate is taken up by unimportant information like your own perks, which you shouldn't really need reminding about too often. Its also the information located at the least busy and most clearly read part of your screen in DBD: The bottom. There is a reason a LOT of UI designs focus action at the top or bottom rather than the sides, it intrudes on the 'focus' of your screen way less. Having ironman style ######### popping out from the corners of your eyes is a cool scifi visual but there is a reason basically no one does that and why popups from the 1990's were annoying as hell things no one liked for appearing there. It isn't bad the perks are there (especially as it is a cooldown timer) but its so weird they are dramatically larger than the information used to track gamestate that contains info you can ONLY get through the UI. Items fare little better. I get the item should be larger than its addons, but its SO much larger despite the item being visible on your character, when the addons aren't. And the fact that both items and perks are so much more vibrant, centralized, and in a more valuable part of the screen real estate than gamestate tracking is weird.
It also does stuff like using detailed photo (or CG, in this case) graphics that are harder to read than simple iconography, it de-emphasizes critical information like your borrowed time/deep wound timers, and it doesn't give you enough face to focus on important things like your peripheral vision in a game where seeing stuff in the corner of your screen is kinda HUGELY important. And in a videogame having UI low is also good because it makes it less likely its going to be floating over a rapidly changing background while your moving: sure it won't always be over a featureless ground but you get less jarring change that way. A lot of the information is conveyed through more muted colors which fit the game's aethestetic more in some ways but are a readability nightmare, and stuff like a circular bloodsplatter that can fade into muddy backgrounds is a lot less useful than a more stylized visible shape based alteration.
And then there is the basic stuff, like the items and perks not being correctly aligned. Its like... such a badly designed UI that if it wasn't real I would say it looks like an unrealistic textbook example. I get I care about this way more than other people because like... its my career and most people won't think of it this in depth, but the reason people tend to do things the same way in terms of usability design like UI is because those ways tend to not be ass for your consumer. People are talking about getting motion sick and that could certainly be true (Having some of the more immediately critical information in the top left where your likely going to get a lot of transitions over complicated backgrounds like tree branches, roofs, ruins, ect is going to definitely make some people woozy) it is far more likely the overly busy UI is just over-stimulating people. The average person doesn't have nuanced language to express why this UI sucks, but they know it sucks, and it stinks in a way that doesn't just make the product worse, but makes it physically unpleasant. If your UI is so bad that it is physically upsetting to use, people aren't going to use it.
And, 100%, people would complain about this UI if it was perfect. ANY time you make a change to your interface its going to piss people off: Reddit UI change, Google chrome, whatever, you actually DO need to let people sit with it because the reaction will ALWAYS be negative at first. But holy crap this is so bad that, again, I literally plan to print this out as a handout for how not to do a UI.
Just open any interface design textbook they are different than graphic design ones pleaaaaaaaaaase this is NOT a place you flex creativity. You flex creativity in stuff like the perk icons, which are beautiful and iconic, not in where stuff is on your screen.
My thought exactly. It looks very... well, amateurish.
It breaks basically ALL the standard rules of UI designs to a point that I'm left wondering "how could that happen"?
-
- Top right (poorly designed survivor information)
- Top Middle (Gen count)
- Top right (bp info)
- Right Middle (status effects)
- Bottom Right (perks)
- Bottom Middle (status bars and buttons)
- Bottom Left (item/power info)
- Middle Left (killer hook counter).
When you lay it down that way, it makes it sound somehow even worst.
It feels like their goal was to have every side and corner of the screen used (which is the text book exemple of what NOT to do in UI design) rather than having it compact and convenient to use.
-
Why do you ask the question instead of... yaknow, read what the people who hate it say about it?
If you KNOW people hate it, it's because you've seen them complain right? So explain to me how you've managed to get that they hate while ignoring the part of their post where they explained why they indeed hated it?
Also, if you are really curious, here's my pretty detailed take on why its bad.
-
Spoiler alerte, the only killer you are allowed to use is the one that will let the survivor get away.
Oh wait, even that wont work because the survivors will then proceed to be toxic anyway.
That's the thing dear OP, DBD survivors are, no joke, by FAR the most toxic group I've EVER seen in a video game, hell, even LoL at its toxic peak wasnt nearly that bad.
If you want to keep being a killer and enjoying yourself you need to either totally ignore the chat and leave instantly, or embrace the darkness and mine the salt from the killer, and use it to strengthen yourself.
-
@Decarcassor said:
https://forum.deadbydaylight.com/en/discussion/comment/1931976#Comment_1931976
Patch notes have been wrong or incomplete before. This is why I'm asking. I'll be happy if the patch notes are 100% correct. I just want some confirmation, because the chances of escape are significantly different if the mechanic does not actually work as advertised.
Indeed.
You'll need to check one of the dev stream, they specifically talked about the change and what was the goal (that's where I got the fact that they wanted to make it harder at first but easier with each new attempt).
-
I'm pretty sure it's not a 1/6 on each attempt.
They specifically made the change with the goal of making instand escape harder, while making each subsequent attempt easier, a pure dice roll wouldnt accomplish that while a card draw would.
-
I've noticed that reducing the UI size somehow makes it better.
But it also makes it even worst to use by having everything less readable (especially the already very not readable bleeding bar) and further away from each-others...
So yeah... here's that.
-
Oh yeah, after playing a bit more with the new UI I noticed 2 EXTREMELY bad new downsides compared to the previous one.
1) Now that the hook bar (or bleeding bar on the ground) isn't centered under the portrait anymore, it's way harder to guess where the 2nd hook stage is.
2) Now that your bleeding bar is on the top right corner, far away from everything, it's pretty easy to forget (or even just not notice) that you have the deep wound status effect (didn't it used to have an bloody overlay on the screen too?
I got downed by a deepwound from a borrowed time, because the chased took almost 5 minutes and I just totally forgot that I was still in deepwound state. This is bad. Real BAD.
-
@HuDawg said:
Why do people hate it? personally i love it the survivors feel more alive and realistic some killers got a buff and i like the new hud but the fact that you can see how many times a survivor is hooked not so much
Overall i like it
I always LOVE when poeople make thos very dishonest posts asking "why poeple are upset", as if they somehow managed to read post of upset people, but the actual content of thos post managed to elude them.
How about you get a spine and just say "I like it"?
You KNOW why people are upset, they are LITERRRALLY telling everyone why they are upset and that's the reason why you know they are upset.
-
@Grimm120 said:
I like the new UI. Looks new and it's finally something different. I don't get what the whole fuss is about. If you don't like it.... Deal with it? Devs will do what they want and the whole UI thing is just silly at this point. We get it, a lot of people don't like it but I'd rather them change stuff so it's not the same boring crap for 4 years.
If you REALLY dont get the rather obvious, I'm made a dissertation about why.
https://forum.deadbydaylight.com/en/discussion/225484/lets-talk-ui-and-why-the-new-one-has-problems
-
Sure.
As you said "whatever float your boat".
-
From what I understood it was more like a deck of 6 cards.
One of the card is the get escape. You draw one card when you attempt to escape and that card is then discarded, thus reducing the number of card left in the deck.
But then again, I could be wrong.
-
@TragicSolitude said:
If it's such a yawn, why do survivors crawl away and drag things out?
I had two matches today where I downed the 3rd survivor and the 4th one was right there, so I downed the 4th one, hooked them, and.... where'd the 3rd one go?
No idea, so the match went on another 3-something minutes until they bled out. Apparently, bleeding out is the new thrill.
I KNOW RIGHT?!
It's pretty mind blowing the amount of salty survivor complaining about being slugged and left on the ground to die when all they did was making sure I couldnt find them by crawling in a corner.
-
@RiskyKara said:
https://forum.deadbydaylight.com/en/discussion/comment/1931560#Comment_1931560
Oh yeah, me and a friend have been playing this game a lot for the past several weeks, actually I think it's been months now. Today we got on, played two rounds and decided "You know let's play something else."
Can't explain it. I just didn't feel immersed anymore and I don't actually like... care?
The way the UI clearly look like a mobile game, with large bright blocks scattered on each corners of the screen is kinda totally killing the immersion in what should be an immersive horror game.
-
TLDR: It's bad, on many levels, most of them being an apprentl lack of understanding of very basic UI design knowledge from the person in charge of the update.
-
Aaaaand, I stopped reading at "he was perfectly fine before this update".
-
Yeah, they really dont feel like they are running anymore, especially when wounded.
-
I was wondering if I should do a new thread on the topic or not, but since I've already done a massive wall of text about the UI ( https://forum.deadbydaylight.com/en/discussion/225484/lets-talk-ui-and-why-the-new-one-has-problems ) I thought waiting for someone else to do the animation thread would be a good idea.
At first I was fine with the new animation, but the more I see them, the more I dislike them.
The worst, by far, is the new wounded run animation, the way the character move is just awkward (and not in the I'm moving awkwardly because I'm wounder, but in a "I'm warlking very fast with my back very straight instead of running" kind of way.
It's just jarring to watch survivors quickly walking away when you are a killer, and its even worst when that thing is stuck in the middle of your screen as suvivor.
-
If Victor has proven anything, it's that a small killer can be totally doable.
-
@[Deleted User] said:
Is the sky falling? I don't know. I am sure it says if it is somewhere in this new UI but I can't see it anywhere.
The 2 new informations they added in (the hook counter and the portraits) are good.
And that's it.
Made a wall of text about it there : https://forum.deadbydaylight.com/en/discussion/225484/lets-talk-ui-and-why-the-new-one-has-problems/p1?new=1
-
That quote seems to be poorly understood.
She's not saying they can't change the UI have it look like the old one, just that the backend of the UI has been changed and probably can't be reverted, which frankly doesnt matter since, yaknow, the UI is just a bunch of elements that can be moved around without any problems.
-
@Ovicron said:
tldr pls
The UI is bad and here's why.
-
I'm a killer main and that UI is killing me. It maybe due to some pretty rare eye muscle problem I have, but still, I get nauseous after only a couple of games.
-
Yaknow someone opinion isn't worth listening to when they use word like "ungrateful" when talking about a relation between a company and its consumers.
-
I dont think that clip shows what you what to show...
-
I was about to report something like that.
It seems that most of the challenges involving the basement don't work at the moment.
The one when you need to have strong grip, the one where you need to have agitation (I'll need to test Alpha suggestion to not use Agitation to see if it fixes it), dont work either.
Edit: I tried doing the Tome I, Chapter 2, Agitated Advantage challenge (ie hook 2 people with agitated in the basement ) without agitated as per AlphaAware tip, and it didn't work.