aurum_exe
aurum_exe
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I really don't know what to think about about it. I play killer sometimes but mainly survivor, and as a survivor i say a big thank you devs! Appreciate a lot! I got 20 games today, they almost had all Ruin on (a lot of Corrupt Intervention), and we all escaped in all 20, even with high rank killers. My personal opinion? Devs what you've done! I think that a fair nerf for Ruin would have been just enlarge the Great Skill Check point a little bit more, and leave the rest as it was. Maybe add the automatic regression that i think it's a cool feature. Devs start developing some AI soon! Playing killer was frustrating with Ruin, think about now. Devs don't kill DbD. Please.
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I don't agree with your point of view. I see Billy, Oni or Huntress players wipe out the squad in no time and they have no Ruin or any other HEX totem at all. Also many Nurse players don't run Ruin, and that's basically a very bad news, because it means that the killer is very confident in his skills, and Nurse still very... very strong. If the killer is good Ruin is a just waste of a perk slot, he just need to know how to stop loops (mind gaming) and put pressure with hooks. Period. Ruin is good for killers who count on time and not on their abilities.
I would have actually nerfed SWF more than Ruin, because SWF is the real cancer. I would actually take out SWF completely. Solo players is not a big deal for a killer.
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Have you ever played Spirit? Is not that easy to track injuried survivor as you think, with the music blending with crackles and other environmental sounds blasting your ears. Iron Will is the only counter to Spirit, unless the player who runs it has Stridor or is good at tracking blood stains.
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@EZ5k said:
Yep, nerfballs a comin from the usual BHVR signs, and sadly, the game looks like it's slated to share deathgarden's fate if they keep along the current course of balancing
Nah. They stopped Deathgarden on purpose to redirect more resources on DbD. More profitable.
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Yeah but at least you don't have to witness their toxicity, and people often react btw. I see rare cases of people not reacting to these players. Very rare, but i witnessed many long discussions in end game with insults and harassments of various kind, and then you don't play the game in a good mood.
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I met nice people as well, don't get me wrong, but "ggs" a part, the chat doesn't have any useful function, even in lobby one. People don't talk about "which strategy" you could use. Just jokes and whatever.
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Finally. Well in my game experience, some ggs a part, i see only discussion with bad manners, not very constructive. Yeah i can hide the chat, i know that, but i was talking about the general toxicity behind the game. Toxicity is very strong on DbD. My goodness.
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@siren_sorceress said:
SC was overrated before it was nerfed. We have inner strength. SC is for poor, noob survs.
I'm rank 1 with 1700+ hours: never took SC off my builds, and i have an equivalent escape rate of survivors that hasn't SC in theirs. What "anti-selfcare" players don't understand is that escape in a DbD match don't depend totally on the perks you have in your build but from your playstyle and looping skills. Self-Care still useful in late phases of the game, when you're in solo queue.
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@BenZ0 said:
Make sense but in that case I would just go for a chest and search for a medkit. I dont see a reason to use selfcare if you have teammates or medkits from chests and I get alot of medkits in chests honestly. But healing overall is not that important. I stay injured for over the half of the match and I rarely get punished for that. I can understand if you aren't that good in loops but if you are well enough and trained well you will see that healing is not the most important thing^^
Go for a chest and search for a medkit, isn't a waste of time? You can find a toolbox or a flashlight instead of a medkit. :D As i said some posts above, in comparison, is the search for Ruin totem a waste of time? It is, at least for me because i can relay on my skills, but can i say the same for the rest of my teammates, that constantly regress generators performing wrong skillchecks? But if you find the totem, you give the chance to everybody to genrush. I think that "time" is important but also very relative in DbD, because the game strongly depend on "different scenarios". I'm rank 1 so i don't feel any pressure about "ranking", but i never took SC off my builds since i started playing DbD, because those i use are the only perks that a really suitable for all type of scenarios, while other meta perks are only scenario dependant.
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@BenZ0 said:
What about if you play against a legion, plague, billy, myers? Against those killers you dont need to heal that much or not at all. Then your amazing perk build is "a waste of perk slot"? You realize that the origin and reason of perks is that you can take them IF this specific situations happen. They are not made to be ALWAYs in every situation good. Passive perks like botany etc are nice to have and I personally love to play with iron will.
I never said that you are invincible with meta perks and I dont use dead hard either, Idk whats your problem xD For me as killer main view it is just stupid to play a heal build. You want that survivors heal, because it is time waste. If survivors stay injured and just do gens, thats a MUCH bigger threat.
Well i well explained in this post many times the reason why healing isn't a waste of time at all. I also compared it to Ruin totem search some posts above. Maybe against legion it is, but it's one killer over many, and i don't meet so much legions to be honest (luckily!).
There are 4 survivors on the map, right? If one survivor is healing himself, i don't think the other 3 aren't doing a single gen. Maybe one is on a chase, but the other 2 are certainly messing with some generator. So going to a teammate, that is doing a gen and asking to be healed, it's 16 seconds taken out from the gen he is reparing. Right? Time wasted. With Botany and Resilience, i can heal myself at almost the same speed, and i don't stop my teammate from commiting his gen. If you see it from this point of view, Self-Care isn't a waste of time at all. Yes you could help your teammate commiting the gen, instead of asking for a heal, but they heal you anyway after the gen is done. Where is the "time gain"? It's simple math.
As a Resilience survivor, i don't heal everytime (that would be stupid), or the use of resilience would be pointless. I actually start using Self-Care only when most of the gens are done, and i need to start organizing the escape strategy, that is almost a pain at every match, with the killer camping his prey. I don't believe that injuried survivor are such a threat for killers honestly. With one hit they are down, especially with sneaky killers, like Ghostface and The Pig. They can catch you out of guard. Not all the survivor players are killer juking gods, so an extra help is much better than no help at all.
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@BenZ0 said:
Take a medkit, even a yellow one with 8+ charges would give you 2 heals. Why waste a perk slot when you can use a yellow item?
Again with "perk slot waste". Are you people actually playing this game or what? Lets take some examples, do we? Aaaight. Let's suppose you have one meta build, like Adrenaline, Decisive Strike, Balanced Landing and Unbreakable. In a match the use of Adrenaline is not guaranteed for many reasons, so "perk slot wasted". Decisive Strike, use not guaranted, because the killer if he's smart, slug you on the ground and secondly i haven't seen any Decisive Strike grant so much safe after the use. So, to me is another "perk slot wasted". Balanced Landing, it's good if you're in Haddonfield, in other maps, so so... Finally Unbreakable. The killer don't slug you and hook you all the times. Perk slot wasted. All these perks use is not guaranted in an actual match.
Self-Care, Botany, Resilience and Iron Will, are all perks that has an actual use on every game. Time wasting? With Botany and Resilience i can heal faster anybody, even myself. There is sobody who got downed and he is slugging on the ground? I can heal him so fast that they all come back to me when they need a heal. Think about this build as a "doctor" type of class in the game.
I play DbD more than any other game, and people with "meta perks" get killed as well.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/957877#Comment_957877
Fair enough, I’m glad you won’t judge when I start using a late game build with NOED and blood warden.
Oh c'mon... please stop these killers blackmails. Please. Every perk has its counter. Noed? Cleanse totems. Blood Warden? It actually works? I haven't seen any 4K with Blood Warden in more than 1700+ hours, so... we're not scared, stop blackmailing :D
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@meatisadelicacy said:
I'm a red rank survivor who has been playing for over a year. I am not a clueless noob. Self Care is a huge waste of time and the best gift survivors can give a killer. I cannot tell you how many times I've died because my teammates are all running Self Care and spend 3-5 minutes EACH healing themselves behind a tree, while I'm injured and repairing gens alone. It's not just 32 seconds of healing. It's hiding behind a tree or finding a nice pallet to camp, then healing for twice as long. Bond is BY FAR the better perk. My mind is genuinely blown you think otherwise.
I'm a red rank too and i think otherwise, and i explain you why. Everytime people talk about SC think only about time wasting. Sorry but it's pointless. Is the search for Ruin totem a huge waste of time? Absolutely YES! Probably the most expensive waste of time in the whole game, because you can learn to perform perfect skill checks! But hey not everybody can perform perfect skill checks even after 2000+ hours, and this give to the killer a huge amount of time to down all your little friends... Most of the games, in my experience, where killer got ez 4k, it wasn't because he was that good but because all the job where made by Ruin totem. Not all players are able to perform perfect skill checks and this slow the game down for everybody. How much time you and your teammates waste regressing gens when performing wrong skill checks when Ruin totem is on? And think about the new Ruin that is coming with the new 3.5.0!
If you waste "some time" to search and cleanse Ruin totem, you give the chance not only to yourself to genrush cosy, but also to your teammates. I can perform perfect skill checks very 98% of the times, so to me find and cleanse Ruin totem is a massive waste of time, way way more than spending 32 seconds healing yourself. Think about it. The time you spend to find a Ruin totem may vary from 30 seconds to 3 minutes. Add the time it take to cleanse the totem. In many games you can't find it at all! How many gens you can repair in 3 minutes? And what about "Dull Totems"? Cleanse? Don't cleanse? Well if you don't cleanse you get NOED. So, everything in Dead By Daylight is, basically, a "waste of time", because this game is so situational and devs try to buy more time for the killers of course, because the game is totally survivor sided.
Self-Care is nothing compared to other "waste of time" topics. Think about those games when you're the only one doing gens, and your teammates are hiding in a bush doing absolutely nothing. Self-Care isn't the problem here. At all!
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@Nemmy_Wemmy said:
https://forum.deadbydaylight.com/en/discussion/comment/957871#Comment_957871
Whats your 4th perk you usually run with those? Thanks for your time! Im just trying things out!
Well Iron Will helps a lot during chases and in many other circumstances. So it has a great value. With Iron Will killers might lose track of you, giving you a chance to sneak away from a chase. So for me the best build for my playstyle is Self-Care, Botany, Resilience and Iron Will. That's why i don't self-care all the time. Resilience is great to genrush, so if i get injuried and i escape, i go immediately to a generator to take advantage of that 9% more repairing speed. If the killer is a sneaky one, with no terror radious (like Ghostface, The Pig or The Wraith), then i heal myself (or ask to a teammate to be healed), because they patrol gens to find survivors and can catch you out of guard with a free hit.
Btw, don't listen to killers who says they are very happy if you heal, because you're making their life easier. LOL. Dead By Daylight is totally survivor sided. Every person who run a decent killer knows that, and healthy survivors are actually a pain. Everytime you escape from a chase and you have the chance to heal, it's a hook denial for the killer, and that's basically what survivors have to do: do gens and press shift+w.
If you wanna be a better survivor, definitely play killer, so you can discover all their weaknesses.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/953508#Comment_953508
If a survivor has to run 3 perks to counter one of mine then i call that a win in my book
That's absolutely nonesense. I don't use 3 perks to counter one, i just use these because they are extremely useful for me. Botany is great to fast heal not only myself but most important my teammates, and Resilience is also great to genrush. As i said in my post, self-caring anytime is a waste of precious time, self-caring with brain is perfect. I don't use any other meta perk like DS or other exhaustion perk like DH or blah blah blah... i don't need that stuff when i can survive doing a bit of looping, help healing my teammates faster etc. etc. I don't feel i'm wasting any perk slot. These are the only one i need. I'm rank 1 with more than 1700 hours, and never took SC off my builds, and i will never take it off, i don't care what "hardcore" gamers says.
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@[Deleted User] said:
I completely agree with this thread, all survivors should run Self Care. Sincerely, a killer who regularly uses Sloppy Butcher :)
Self-Care, Botany and Resilience... there your Sloppy a waste of a perk slot.
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@Tr0g said:
https://forum.deadbydaylight.com/en/discussion/comment/951418#Comment_951418
And so the circlejerk of farming begins. Nice point farming though.
What can we do about it. This game is balanced with feets. Devs throw new perks in regardless the obvious conflicts that these choices will generate. We can just "adjust" ourself to this situation the best as we can.
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@Tr0g said:
SC is fine. I want BT gone or at least an indicator a survivor is invincible after being unhooked.. make them shiny before I hit them, not after.
Because of BT (and hook tech, that should not be a thing) you can get a 0K match even if you facecamp a hook unless you're leatherface. Not saying facemping a hook is a proper strategy, just saying it's a bit silly survivors can all escape when you're 2 meters away from the hook the survivor is on. It's a big middlefinger into the face of the "killer".
When they go for the save with you around you already know they have BT. Just ignore the unhooked survivor and go straight for the saver.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/947463#Comment_947463
Calm down bud, this thread is to just see the opinions of people, not to kill each other
Dude, express opinions and behing somewhat salty, there is a bit of a difference.
Your quote "What you do not understand is that after 32 seconds you heal yourself [...] what you need to do is stop being selfish and look at survs game as a 4 v 1". That's not an opinion dude but a free accusation of behing so ######### we don't understand that "time" is precious in DbD. After 1700+ hours, i know that. If you run Self-Care with Resilience (9% speed up) and Botany (33% speed up), you can heal yourself (and most important the others) almost the half of that time.
Every game is different, every team is different, every killer is different and every map is also different. Conditions makes the game different every time, and you cannot predict how the game will end up just thinking about "genrushing" as the only objective possibile to complete the trial. DbD simply don't work like that. You can be in game with loop-mind gamers demigods, so you can take care about genrushing, or with poorly skilled potatoes. You can't decide anything. If you can't talk to each other or even try to organize a working strategy against the killer, is all condition based. Just "luck", if you wanna call it in another way. There are games, for example, that all the job isn't even done by the killer, but just by Ruin, when you and your teammates aren't able to find the totem. I do gens with Ruin on without any problem, but most don't! Isn't the search for Ruin totem a waste of time? Yes it is, but with Ruin on, the killer has all the time he need to wipe your team out. Without Ruin the genrush is way more doable not only for you, but for the rest of the team. So searching for Ruin is a valuable "waste" of time if you can find it in a couple of minutes. If the search takes much longer, then i don't waste more time but i already know that with Ruin on, chances to escape are way way low, because i can only count on my skills, can't say the same for the rest of my teammates. That's why Self-Care, when you play solo, has a value.
Go on Twitch and take a survivor god player, like "no0b3" for example, or "Monto" or any other one you think is a god, and watch their games. They don't run SC because they wanna play hardcore and 7/8 times out of 10, they all die and never escape, unless they play SWF. Check it by yourself. The vids are there.
Maybe what Self-Care need is a cool down (exaustion maybe?) to prevent the abuse.
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@Brucecastro81 I wonder where in my post i said ranking up is a "victory". Just where. If you don't like the actual scoring system, no problem. #playsomethingelse. What i meant is "the longer the match the more blood points you get and chance to pip", because the scoring system is entirely based on "actions". All games where me and my teammates were able to genrush in 5 minutes (or even less), we got a misery in blood points that didn't even worth the time spent in lobby, and we even depiped. Wow! That's a victory! If you run self-care with resilience and botany, you heal very fast not only yourself but also the others, that are very happy to come back to you. What you seems don't understand is that all games are different because of different conditions, unless you're in a SWF, so you can really count on your friends support, self-care stil a good solution.
Not all players are loop gods. Just realize it and accept it. Period. No more "but" or "whatever". Accept it. End of argument.
"what you need to do is stop being selfish and look at survs game as a 4 v 1"
Why selfish? If there are 3 on the ground, and i can heal myself to have a better chance to heal the others, i'm selfish? You kidding me? There is no chance for the team to organize strategically 4 v 1 if you're playing solo. Not that hard to understand. Playing solo is totally condition based, unless you're a loop god. Oh well, that's another story, but read again above.
Btw you don't need to be salty dude. Self-care will still in our perk slot no matter what.
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Another "self care against" post. There are general rules for "self caring". I run self care but i also run resilience, so i don't self care anytime i get hit, but in some situations (the most), players who don't heal go down faster, no matter how good they are. I use it mostly in the last parts of the game, only when almost all gens are done. Who self-care at every chance, are obviously time wasters. If you use it with brain nowadays, is actually a good perk to run even for higher ranks, and i explain you why. Most killers relay on fact that you wanna genrush and leave, and they patrol gens and they know you don't waste time in healing yourself trying to genrush him faster as you can. This often turns in their favour, especially if they runs sneaky killers like Ghostface, The Wraith and The Pig, because they can catch you out of guard. With Oni, for example think about the fact that he takes all his power sucking blood orbs. If you take out Oni's power healing yourself, well Oni gets way less dangerous.
Every game i play, if people don't heal, it's an ez 4k for killers systematically. Secondly, you don't always find teammates ready to heal you at need, because you might not knowing their position or because they are in the middle of a chase. If you think about those situations where killer have downed 3 person and you're the only one who can have the chance to bring them up, and you can only count on your self-care to have at least one chance, then is a good perk. I saved many games with it. Now people when i state this says "well bring a med-kit". Maybe i had it and i finished it. What i wanna say is don't use it all the times, use it with brain. Is a time waster if you abuse it.
Another mistake in my opinion is thinking that "if you genrush only" the game is 5 minutes. Yeah, but if you genrush, with the actual scoring system the game has, you don't pip so you don't rank up. I actually pip with longer games than short and fast games. You make points making actions, and this count, and at the end of the game if you die on hook, but you got your points, you pip and you're good anyway.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/916865#Comment_916865
Absolutely, because they were trying flashlight saves too. Oh, the game after that, everyone was running a flashlight, so I used franklins to screw their day up., The point here is there are too many tools for survivors to be bullies, which is idiotic in a horror game. Then there's the fact that a level 10 should NOT, under ANY CIRCUMSTANCES be going against red ranks. Someone like me is only going to take so much BS before dealing it back out.
I think you totally miss the point here. Frustrations? It's a game and the news is they can "light save" because it's part of game mechanics. If you don't like it #playsomethingelse or get a better killer. Tunneling and camping don't make you a good killer, also relaying on pink and purple addons. All you need is apply more strategy and pressure on the map and you can easily bring your 4k at home.
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Actually, basement bug can be considered abuse of an exploit.
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@FriendlyGuy said:
They don't need to touch spirit, but they'll do it sadly.
They base these kind of decisions on raw data, and Spirit is a type of killer that has the most high disconnection/play rate. DC is an important factor. And devs have to take this important data into account to keep their servers alive with players. DbD lost almost 50.000 players in less than 4 months. They have to do something.
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I don't wanna resume a dead topic but, here is what happened to Puppers yesterday night, and he is not clearly happy. Same map. Attack "cone" is garbage devs. Play at your game (i barely believe you do it) and you will realize it by yourself.
https://clips.twitch.tv/FrigidSmellyMeatloafPeteZaroll
https://clips.twitch.tv/FrigidSmellyMeatloafPeteZaroll -
There are many ways to fix "latency". I know that latency is physiological in online games, but there are algorithms written to predict or get very close to that latency. If you remove that "cone" and write a proper Physic Raycast, that happens in just one frame, you can adjust and smooth synch the characters based on that latency. Not only. With Physic Raycast you can also adjust the joint/bones of the third person killer in the direction of the hit origin, writing an Inverse Kinematic solver. This is how many multiplayer games works. Just play DOOM and you have 10/15 players on the map that shoot hundreds of projectiles every second, and the game just run perfect. Yeah they have dedicated servers, i know that, but it's the concept that has to be optimized from the beginning. Latency is predictable! They use Raycast to register hits on colliders, not "cones", that can read hits even through walls (?!?). If you don't do anything for these stinky hitboxes you're going to lose more players, because it generate frustration and take away all the fun. DbD is a fun game and you should not ruin players experience. That's all i have to say about it.
https://web.cs.wpi.edu/~claypool/mqp/latency-comp/imcneil-mbeyler-mqpreport.pdf
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Thanks for those who have understood my point. Considering the fact that Dead By Daylight isn't free2play, we pay for the game and for the new contents in the game, i just said that things could be better optimized for a better game experience BEFORE introducing new killers etc. The game lost in 4 months almost 50.000 players, and sorry guys but Demogorgon isn't going to change the situation, unless devs decide to put their hands on a better optimization plan. Dedicated servers will give a considerable improvement on the game experience, no doubt, but to fix the issues they had in the last PTB, they have to rewrite/fix a lot of stuff to adapt the game. This is due to a bad optimization work at the origin of the project. Maybe in the beginning of the project, they didn't expect so much attention or success, and only now they are trying to fix as much as they can. But how it is right now, Dead By Daylight is a great idea, fun to play, but looks like an early prototype stage.
So here i sum my proposal for improvements and i would even push myself to create a prototype to prove my point, and not with Unreal (that is way too easy for networking games) but with Unity! More hard... more glory! XD
1) Active Trigger/Collisions should be on joints/bones of the survivors. Period. Not just "capsules". If you look to modern games, Team Fortress 2 for example (definately not Dark Souls), the first person and third person isn't an issue at all. All characters has colliders on joints/bones (if you hit at the head it hit the head not the air!), and the game works just close to perfection. We are talking about "good optimization", not witchcrafting.
2) Drop that BS "cone" on killer and put a Physic Raycast from an origin point on Killer's root. The center of his camera would be good. That Raycast happens in just 1 frame, as soon as the player/killer hit the left mouse button to hit his prey. 1 FRAME not 100. 1! There lag BS totally gone. What the raycast HIT in that precise frame, comes back and tells to Game Manager what it HIT. Was it a surv? Then register a hit on the surv. Is it a wall? Then register the hit on the wall and adjust the animations of the third person killer character accordingly with an IK/FK solver. Easy. So no more arguable hits behind walls from survivors point of view etc.
3) Never start coding a multiplayer game in P2P! Never. Do you have sufficient budget at your disposal to create dedicated servers from the beginning, and code the server while you're coding your game? Good. If no, just do mobile games. Easy. I don't wanna be sassy or salty, believe me, but this is what it is if you sell a multiplayer game. People expect more optimization job. In the '90s we had multiplayers games with ######### 56k/s baud modems! With all the crappy noise generated by very old line cables! Well Unreal Tournament was working just PERFECT because they spent a lot of time optimizing their product. People pay for DbD. They pay cash and they should deserve something a bit more optimized. That's it.
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@Rizzo said:
@aurum_exe If you think you can do better, please apply: https://www.bhvr.com/job-opportunities/
Thanks for the tip but i have already a position. "Better" it's just a matter of good optimization. Can you state that DbD is well optimized? C'mon. It's the player talking with the competences of a developer, not an enemy.
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@Raptorrotas said:
You're assuming dbd melee weapons have actual hitboxes on their shapes.
Theres a conical area in front of the killer, if the collision cylinder of a survivor is overlapping with that conical area, the survivor gets hit by the attack.
It doesnt matter how hunched over or leaning forward your characters model looks, the shape of the hit-cylinder doesnt change.
I'm not assuming, but there should be colliders on the melee weapon to register an actual hit. The conical area is responsible for many of the "weird hits" that happens in game, and doesn't make any sense to design it that way, unless you don't give a f* about your product, because there more precise methods to do it without compromising the performance. There are many titles made with Unreal Engine, and this is the only one that after almost 4 years shows so many bugs and lack of optimization i ever seen.
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I don't understand why my answers keep disappearing and now i have a notification that says that my posts will appear when they are reviwed. Ok. Got it moderator. I just shut up from now on.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/687723#Comment_687723
It doesn't matter if you're a developer, or how you do things. This is DBD, and that's how BHVR does things for their game and that's the only thing that matters.
When people told you why you got hit, you deflected their (factually correct) arguments initially by calling them "killer mains", telling them they need to get a pair of glasses, and stuff like that.
Now, I'm not going argue on what should or could be done to "fix it" because I'm not a developer, nor is it my game. But I can argue why it is the way it is because BHVR has shown and explained why it's the way that it is in depth and I understand that. I can also say that insulting people who are just telling you politely why you got hit is not a good way to make friends.
My friends are the people i know personally. I didn't insult them, and i said "no offence", and they started the conversation being witty, telling me that "was a legit hit in the butt" while, "visually" it is not. I said "killers main" because for killers main the game is perfect how it is. With every killer main you speak, the game has no defect. It's pure. I play killer also, and i know how difficoult it is, but hatchets throug walls? Really? Is acceptable? Ok. I just stated that this is a problem and the fix is easy. Less than a couple of hour of work, and everybody is happy.
The "lag, ping, delay" stuff is just blabberish. If you've played Unreal Tournament in '99 you should know that the game was working great on 56k/s baud modems. 56k/s!!! Way more far than the actual high speed internet! And Unreal Tournament was just perfect and made it the perfect game at that time. Perfect synch of the players on the map, perfect hits, and that is why Unreal Engine is well known for his great multiplayer support. Moreover Unreal Tournament had collisions on every bone/joint of the character! Because a "head hit" should be a "head hit", not just a swing in the air! Probably here we are referring to an arguable final game polishing design. I mean poor game finalization. If you play other Unreal Engine titles, you don't see this stuff.
If you like the game how it is, ok, fine. I have no problem with that, i'm just saying that if you have 2 different perspectives, first person and third person, there are tons of ways to fix it. I'm not the only one who complain about "weird hits" and the devs explaination doesn't have to be accepted just because they say it has to be in that way, because isn't totally true.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/686644#Comment_686644
https://us.v-cdn.net/6030815/uploads/505/A0HA9XY268N5.png
Also mind you, Claudette is also the smallest survivor.
Also factor in latency, which unless you and the killer were playing on LAN, exists.
Seems like a very fair hit to me.
People aren't "killer mains" here to slight you, just because they logically explain to you with factual information how you got hit and why it looks the way it does.
I stated that i'm a developer too. I develop games everyday for different studios. I know how things works, and the picture you linked shows the old way to do this kind of stuff. Character must have colliders on bones/joints to register hits in the right spot, like this:
This is how is registered hit collisions in usual multiplayer games. Can you imagine playing COD, hitting the head, while you're shooting 2 feets right above his head? The picture you linked shouldn't be the "hit" capsule but the Unreal's standard character controller. That is the "motor" controller that drives your movements and shouldn't be used to register any hit. And btw, colliders capsule are scalable, so the dimensions of character is totally irrelevant.
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Ok so, this is what i've understood so far from this discusssion:
1) It seems that killers main are happy how the things are because they can have hits for free to satisfy their somewhat needs. Good. They see "a butt tap" where there is clearly a WALL between my butt and his melee weapon (that hits just the air), the empty space in the middle and me. Aaaaight. Seems logic at first sight but fail.
2) Pings issues, delay issues, p2p, lags. Blabberish. I played Unreal Tournament (made with Unreal Engine in the '99) when multiplayer games were played with a 56k/s baud modem (so well far from the high speed internet we have nowadays) and hits were just perfect. No lag, no ping issues, no nothing. It was P2P and was PERFECT. That is the main reason why Unreal Engine is considered great for multiplayer supported games. Characters had active colliders directly attached to joints. So if you pointed at the arm, the character were registering a hit (melee or shoot) in that precise arm. Period. I'm a developer too. I know what i'm talking about. This is just a failure in game/concept design.
3) Killers are Behavior Interactive favourite pets, and i understand that: they sell killers, so marketing wise this is pure logic, and they don't wanna bother them too much. If killers cry because they are not able to manage 4 potatoes on the playground, Behavior Interactive give them something to be happy with, like hatchets passing straight through colliders or characters or very arguable vault/lunges. Good.
4) If you have 2 distinct perspectives (killer first person and surv third person) sorry but you have to find a way to be fair and correct with both categories. If the killer, from his perspective "hits" your butt, then from surv perspective should be visually the same, or at least very close. Just for fairness and correctness, not just for whim. I love this game, really, it's a good idea (not original but good), but that doesn't make too much sense.
5) A "cone"?! Really? Devs explained million times that and you just accept their explainations as part of a "game mechanic", just because it comes from the devs? Really? If you think so it's becuse you don't know that there are many way to fix this, easily! As Behavior Interactive developers knows very well (at least i hope they do) there is another way to register "hits" and it is a Physic Raycast. Basically it's a ray starting from an origin point placed on the killer that register every collision and returns back what it get. Is it a surv? Register a hit on the surv. It's a wall? Then register a hit in the wall. No "invisible cones" whatsoever. It's a shooting weapon? Define a range for it with a Raycast. It's a melee weapon, like for example a hammer? Attach the hit registerer directly to the hammer. Easy and it's also performance wise. So a hit it's a hit for both and nobody have something to complain anymore. Characters joints (arms and body) can be manipulated via C++ with active Inverse Kinematic thoward surv joints when Raycast register a hit. No rocket science here. Just normal trigonometry.
6) I love the game, i have almost 700 hours so i can consider myself a fan of the game, but what i've learned from my degree in game design, is that there are no issues that are unsolvable, and your job is to solve issues when you sell a game. This is not a "free-2-play". You pay for it and for every DLC. And there is also a "rank system". Why put a rank system in a game that register hits in a arguable fashion? That makes even more less sense.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/686669#Comment_686669
Just have killers T pose all the time so its just cone hit capsule.
Then no one will complain that weapon/animation didn't touch because it doesn't exist anymore just straight gameplay mechanic without visual.
Well not exactly. If you watch Freddy, his joints/arms reach the surv when his hand register a hit. You can see it that the character moves his arm where the surv is. So it is not just mechanic without visual. If you have 2 perspectives, you have to find a way to be a bit more precise. And really, isn't hard to do at all. Joints can be IK/FK controlled via physics.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/686636#Comment_686636
The weapon isn't what needs to hit. There is a cone a few meters in front of the killer that needs to hit.
It is this way so killers with knives have the same reach as an axe.
When looking at hitboxes never ask if the weapon hits because its irrelevant in DbD.
And this is illogical for the 2 type of perspectives in the game. The "cone", if it's so, is a fast solution but not a proper one. A Physic Raycast Hit would be much better and more precise, also to push the joints of the killer to reach the hit point coming back from the raycast hit on the surv. Colliders should be on the character joints, not just a cylinder on the character to register "somewhat" hits.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/686644#Comment_686644
You were most likely colliding with his collider from his point of view, given that the Killer is the host and Survivors will always have some delay from that being the case.
Yeah i can get the delay based on net data inconsistent flux, but there are tons of ways to fix this. If you make a game with 2 different perspectives, then you have to think a solution good for both type of players, because if play surv you're in third person, if you play killer you're in first. That doesn't bother killers, but survs yes.
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Well i say that because i'm a dev too and working with Unreal i know how the things works. Of course the collider don't change, but it's easy fixable. If devs puts colliders in joints instead of having a "fixed" box on the model, then the hit would be physically registered on the model. Very easy to do and doesn't change anything in performance.
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Well i could have been in his range, but a "hit" with a melee is when the weapon collider reach MY collider, and there is no hit whatsoever there.
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lmao, you both clearly are killers main, and i get that, but his weapon didn't even touched my butt... it ended right behind the wall. If you say it's a hit, good for you but i suggest a pair glasses. No offence...
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thank you for your well explained clarification and i'm sure that i will learn better this game as more as i practice . I know my statements can be a little hard but some mechanics in this game are a little frustrating. When unhooked survivors run away from the hook, to my opinion, it exagerate the "trauma" (this game has tons of psichological mechanics involved). I go with them, wherever they go and i heal them, but seriously some of them don't stop even when the distance from the killer is far more than reasonable. Some killers, when someone is unhooked, come back at the hook, but most don't, maybe because they are chasing someone else. Most of my death came from survs who unhook too early, while they should understand that "the most you stay far from gens the higher the chances to die in there". Leave somebody on the hook 10/20 seconds more and do gens ffs!
Regarding the vaulting objects, i recon their value, but 90% of the times you get hit even if you are already landed to the other side. I know that killers has arms, but some vualt hits are just pure nonsense to my opinion. Killers don't have just "arms", they have spring/plastic arms that goes against physics. XD
Thanks for the advices!
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A) i'm at rank 7 and they still do it.
C) Well, you can clearly see it because, if you're working on an isolated gen, without any stones or pallets around (so no protections), these type of players start running towards you. With all the places they can run away, right there. :D C'mon. Coincidence? I don't believe in these type of coincidences.
D) Yes it depends from the killer, but when you know that the killer isn't around, c'mon... you can heal at the hook most of the times.
2) Well, not always mid vault. It happens very often also when you have already vaulted. Now i stop vaulting... i run straight to the window, to make the killer thinking i'm going to vault, and then i move left or right. Most of the times killers hit the window, letting me escape on their back. Don't work always but most of the times.
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Well the only last thing i can say more, after reading all these posts, is that devs made the perfect game that bring people to argue on stupid stuff. I told in my post that i do all my job possibile to play the game under fair rules. I earned my red rank not because i self-care but also because "i care of other players" 1) yeah i get points in doing it. So what? It's a game ffs! 2) i love to rank (again so what?) and i don't wanna end up my game with some players that like to teabag killers and then ends up hooked in the basement. Every player should do their best to end the game, but the most of the times, they don't. So what? (again). It is because "Self-care" perk? Do you really believe in what you are saying people? Every game is different. Same rules, different conditions. If you can get that, then you'll see that "self-care" is not an issue at all. If you watch players like No0b03, Puppers (all rank 1 survivors), they all self-care in their build, and they win games like 50 in a raw! So? Are they stupids too?
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@danara said:
https://forum.deadbydaylight.com/en/discussion/comment/622862#Comment_622862
it’s not as easy as i stated, that’s true. which is why i said to learn how to handle a chase injured. if many more survivors learn how, the problem of ‘omg, i’m injured! must instantly go to a corner and do nothing but self care for 32 seconds’ wouldn’t be a problem every time you get hit.
fact of the matter is self-care wastes a lot of valuable time, then it’s always the solo survivors complaining that they’re not on par with SWF, i wonder why? because everyone is running self-care unlike SWF.
if it’s that much of a problem, just equip other perks that help with survival like iron will, adren, ds etc.
i don’t even use adren i’ve started running hope and still don’t find any use for self-care.
Danara, self-care is a perk you gain leveling up a character. Developers put it there, not solo players, or me. It is part of the game mechanics. So that means it is usable if it is valuable, and i think it is. In lobbies i often find people that in chat asks for gen rush, but gen rushing doesn't grant you a PIP point at the end of the game. What grants ranking up, is staying alive the longer possibile, making points. I see games where people greedily attack a gen because they wanna exit fast, and fail miserably because a HilliBilly down them all at the very same gen! Time is not the only important part in this game, is just one condition. Do you wanna PIP? Then you have to fight a little more longer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/622862#Comment_622862
Don’t you ever wonder WHY you’re the last person left alive in 90% of your games, though?
If you spend less time self caring in a corner and more time doing the objective, you wouldn’t have to be the last person alive, you could power the gates and get more people out. This is why people call the perk Selfish Care - it helps you live longer, sure, but at the expense of your team.
LOL. So the main reason why very often the others players in my games get downed is because i do self-care? Maybe a little of their responsibility of not being able to escape the killer? I also do gens, heal, unhook etc. etc. etc. I do my part, i didn't get my red rank just because i self-care in a corner. You can get in a lobby with good players and in a lobby with really bad ones. Every game is different. Same rules but with different results, and there are players you simply can't team up. Generalize is a really bad habit. With self-care i can have one more chance to survive to a really bad game... i can get that killers don't like self-care. Of course they don't. XD
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/622862#Comment_622862
Don’t you ever wonder WHY you’re the last person left alive in 90% of your games, though?
If you spend less time self caring in a corner and more time doing the objective, you wouldn’t have to be the last person alive, you could power the gates and get more people out. This is why people call the perk Selfish Care - it helps you live longer, sure, but at the expense of your team.
LOL. So now the other player get downed because i self-care when i can? Nope i do gens also, i didn't got my red rank just because i self care. You can get in a lobby with good players and get in a lobby with really bad ones. So, self-care is one more chance to stay alive. I can get Killers don't like this (of course they don't). Generalize is a bad habit, every game is different. Same rules but different.
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I'm a main solo player even if i play SWF sometimes, and 90% of the time i end up to be the last player in the game, and very often in this percentage i can get the exit. Why? Self-caring in a corner. While the others lay on the ground, 'cause handle injuried chase isn't that easy as you state, i still have one chance more to heal them, unhook them etc. while killer is distracted. So, self-care in a corner is good for me. Self-caring in a corner all the life.
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@lynelmane said:
https://forum.deadbydaylight.com/en/discussion/comment/617886#Comment_617886
This is actually kind of offensive considering it's not like i've been playing for a long time. I've literally owned the game for no more than 2 weeks and i'm not the best. Somehow I rank up faster than I get better so I get matched with people who are much better than me. It should be harder to rank up IMO, but that's another discussion.
The ranking system should match players with killers based on the swf's highest ranked player of that group, not the lowest. It's not exactly about skill compared to rank, it's about similarity in rank.
I couldn't know you are playing it only from about 2 weeks, you haven't specified it in your post, and considering that ranks reset at the end of every season, to me you could have easily been a more experienced player. This type of games need the SWF option. It's the main reason that people buy the game, but you cannot force friends to be at the same rank to play together, otherwise SWF would lose meaning. You'll be a better killer with more time and practice and high rank players than yours will be fine. Consider that most of high rank players has from 600 to 4000 hours of experience, and this is a kind of game that need a lot of experience.
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Dude i've seen rank 14/16 killers wipe out entire teams of rank 9 to 6 survivors. No offence but probably you're not doing your job correctly. You just need to refine your hunter instinct and you'll see they fall like flyes regardless their rank. I'm rank 8 survivor and i still fall miserably with rank 18 killers as well, and i play a lot of SWF, but we get rekt anyway if the killer is really good. It's not everything about rank, but also about hunting instinct and intuition. There are killers you can't escape because, somehow, they already know where and when you're going somewhere. They're simply good at it.
