burt0r
burt0r
About
- Username
- burt0r
- Joined
- Visits
- 11,313
- Last Active
Comments
-
@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3279129#Comment_3279129
Idd like to know how you detect the state 'we' are in.
Mismatch complains on these forums and ones own experiences in game.
When you get a lobby with teammates with less than 50 hours and in the next ones with 5k hours each or the same for the killer and all that multiple times per session, i would say that paints a picture of the state.
Also the devs had already official announced that they softened the mechanism to not keep high MMR in hour-long queues.
Maybe you are an outlier going by the "we" you emphasized on. Maybe your region, crosplay on/off-platform constellation or your time of day give you different results? That is highly dependant on the factors mentioned and your personal MMR coupled with the player population "on your level".
-
Like i always say:
All hail to our lord and saviour Lightborn π
Relieving our stress since it's day of implementation.
-
@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/3279039#Comment_3279039
So you dont expect to win anymore, and find fun constantly losing to killer
Well that's what saved many fair playing killers from burning out. Stop caring about kills. So when killer can do that why shouldn't some survivor accept it?
-
@Rydog said:
If you're the killer, why not? Just wait! The survivor is saying "I am giving up to get this glyph," so why not let them? You aren't actually a killer in real life, just have a little bit of courtesy to the player who is handing you a free down, this is obviously important enough to them that they would do so. The game should just make you invulnerable when doing glyphs.
(I 100% do this every time, and I will always hold everyone to my standard on this sort of thing.)
How is it a free down when the killer waits with any hits until the survivor is done?
A healthy survivor would get hit once, use the speed boost to the next tile and loop the friendly killer to hell and back like usual?
And please don't come with specifics like X killer has an instant down, that's not a general applicable answer.
-
Before that they would have to derandomize the gate spawn and implement rules to have certain minimum and maximum distances and no point of direct Los for both gates at the same time.
Or the alarm lights would need to get redesigned.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3279083#Comment_3279083
Not like we're in any better state now.
Now we just can't SEE that we're all grouped together.
I am just pointing out that all this "old matchmaking was soooo much better" is BS. Not that the system at the moment is better.
In the other thread from the op, about the same topic posted 25minutes before this oneπ, i even point out exactly the fact that both system crap the bed the same way now.
-
Speed over quality, that's the name of the game for the devs.
The softened the matchmaking criteria for high MMR and implemented the above mentioned backfilling which ignores most matchmaking filters from the get go and you end up with the equivalent to old rainbow ranks.
But i don't have to tell you twice when you make two parallel threads about the same topic off MMR.
-
Ah yes the "good" old matchmaking, going by ranks with rainbow lobbies and more than 50% of the playerbase being clumped together in red ranks, not because of skill but because of time invested into the game each month.
Yeah, those times weren't full of mismatched lobbies, no no no, everything was peachy back than. /Big fckng S
-
@Katzengott said:
Thought they implemented bots already with the new chapter. Last night 1 surv DCd and nothing happenend.
Guess i was wrong. Any info/news on that?
Survivor Bots in custom, not the "husks". No idea if they even have any plans in that regard for normal games.
-
Ah okay. Yeah, no idea how to implement a system that would allow to move both the knight and draw the patrol path.
For example activation of the power switches into a top down view to move the knight and draw the line for the patrol but it would be finicky and not work on multilayered maps plus survivor would need to be invisible, which opens possibilities for bugs/hacks.
Another one moving the knight with a fixed camera to draw the line from your pov around loops in Los would also be clunky.
-
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3275833#Comment_3275833
Scrolling through maps or menus while you move your character sure, usually these things involve two different inputs, like the map/menu takes over from camera movement.
But I'm not sure you could move two distinct characters or projectiles at once, The Knight and the Ghost Orb, unless you change the power into something more like Nurse/Pinhead and did away with the 'carving a patrol path' aspect of it.
To be honest i have no idea how the knights power works in terms of setting it up and/or controls.
But simply detaching mouse/right stick from camera controls and letting you draw the line for the patrol should be possible.
-
@shalo said:
Is there some place to see what is actually discounted? Putting up a news item saying selected items 30% off is not helpful, do I realy have to look through 60-plus characters to find the discounted items?
Why would.you need to look at all character? Just look for the ones you like?
Or are you just like me and get tempted by big discounts and buy stuff you don't really need or use? (In my case games on steam etc.)
-
@Seraphor said:
I'm not sure how it's possible to use his power and not stop dead. You're literally controlling a different object, how do you move two things at once?
Control both? No way.
Move both? Just let the main object keep moving in a straight line at the same or a reduce speed
I had multiple games (not pvp) where cou could interact during motion and navigate the menus, like for example GTA V working on the map during driving. Or some other space game i can't remember right now where i sometimes would look for something in the inventory or menus and suddenly boom i crash with something.
-
People won't disagree much since there already like 10 other threads with the same topic.
-
@ProfessorDunwich said:
The Knight gives an incredible amount of information in regards to when and how he is using his power. I have converted this concept to other Killers.
Trapper: When a trap is placed, it's aura is revealed to Survivors for 30 seconds
Wraith: His aura is revealed for 5 seconds upon uncloaking
Hillbilly: The trajectory of his sprint is visible to Survivors when revving his chainsaw
Nurse: Survivors can see Nurse's blink location
Huntress: Survivors can see the trajectory of winded up hatchets
Myers: Survivors can see his aura for 30 seconds upon Tier changes
Hag: Traps are shown in a bright green aura to Survivors
Doctor: Upon a successful shock, his aura is visible to all Survivors for 10 seconds
Bubba: While swinging his chainsaw, his aura is visible to Survivors
Freddy: When he starts teleporting to a gen, that gen is showed to Survivors as a green aura
Pig: Survivors with RBT can see her aura
Clown: Aura is shown to Survivors for 5 seconds when he switches his bottle type
Spirit: Her aura is shown while phasing
Legion: After each Frenzy strike, their aura is shown to Survivors for 10 seconds
Plague: Her aura is visible when she has Corrupt Purge
Ghostface: He is shown in a green aura for 10 seconds when a Survivor is marked
Demogorgon: Aura is shown to the Survivors while traversing the Upside Down
Oni: His aura is visible while his power is activated
Deathslinger: Trajectory of spear visible to Survivors when aiming down sights
Pyramid Head: Aura of Trails or Torment shown to Survivors
Blight: Trajectory of rushes are shown to Survivors
I would say for doc they also can see the shock field areas, treatment and shock with different colors, and for clown they can see the possible trajectory and impact spots for bottles.
-
@KerJuice said:
Yea matchmaking and this b.s mmr is frustrating as hell. I keep saying longer ques for fairer matches are better. For years this game managed to thrive with 15 min ques, but at least teammates and the opposition were consistently on the same skill level. It made for a much better experience than getting thrown into a trial instantly, with 3 potatoes to vs. a gawd tier killer with purple & IRI add ons and strong builds. What the actual hell???
"Thrived for years"?
I guess the one year+ of rainbow rank mess and red rank skill mush have never happened?
People tend to see those times way too much through rose colored glasses since sbmmr. It wasn't really better back then.
-
@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3274726#Comment_3274726
The Killer receives a global noise and there's a black bubble centered on the Hook when a Survivor gets unhooked. They get an active notification as it stands. (Unless for whatever reason my mind has completely failed me, that's how I remember being able to circle back to Hook all the time to take advantage of Make Your Choice)
To be honest i can't remember. My last game was in June and it was only 3 rounds and before that las December and I never cared for kills or anything in the last 2 years.
-
@Tsukah said:
https://forum.deadbydaylight.com/en/discussion/comment/3274715#Comment_3274715
I'm not even on the game right now my dude, I literally just woke up 10 minutes ago
You need to take a chill pill
I just matched your energy there. And good for you getting up just now, i came home from work a few minutes ago. To each their own UNKNOWN circumstances, i guess.
-
@AssortedSorting said:
Unhook notifications provide a lot of information, especially if you haven't yet found another Survivor, or are interested in continuously hammering down on a weak link.
The game just tells you: Hey, there's two Survivors over here.
(Yes, the UI would still also show the Unhook Icon go from a Hook to Injured, but that's another discussion about the information provided by the UI tracking Health-states real-time rather than updating only in chase)
Ehm okay, am i crazy or are you asking for an ACTIVE notification for the killer upon an unhook of a survivor instead of simply keeping the icons in the bottom corner in mind?
The latter isn't that hard? Why would you need an additional notification? Most people want less camping not improvements for soft camping?
@Regulus47 said:
A good fix would be making it so when the killer hooks someone they teleport to a hook far away so it's harder to camp. Like pyramid head's cages.
And how did you go from "additional unhook notification" straight to "anti camping fixes" that have nothing directly to do with this thread?
-
@Tsukah said:
https://forum.deadbydaylight.com/en/discussion/comment/3274612#Comment_3274612
"alt tab into youtube" You can't do that on console
"go on your phone" I don't have a phone
"go outside" It's cold and snowing here
Then go to the toilet, read a book, make a snack or do anything else you do as a hobby. And don't tell me DBD is your only one.
Aka do something productive for instead of DCing and then crying over a penalty you inflicted upon yourself instead of being clever.
-
Oh well what would a new chapter release be without half the game breaking in the process. Atleast Bhvr is consistent with that.
-
It's nice to see Bhvr keeping things consistent /S
-
The "real issue" is that the olayerbase of this game is too small and too unevenly distributed for a proper MMR matchmaking or anything similar. And don't forget the rng mix of killer + map + solo/2/3/4 people swf + casual vs tryhards loadouts/mentalities.
That's why we always end at the same, a huge mix of everything matched at random to shorten queue times. It was like that with rainbow ranks and is now with speed over quality nerfed SBMMR.
This game simply doesn't have what it takes for a proper quality over speed matchmaking. Or we end up with matchmaking times of 10+ minutes ACROSS THE BOARD and we all know that people nowadays don't have the patience for that anymore.
-
@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3272002#Comment_3272002
There's perks that assist you/ make it harder for the other team that don't have to ruin the fun aspect for the other team
Would you be so kind to name a few of them?
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/355530/knight-is-fun-to-play-but-too-weak
I find it the opposite. I think he's fun but his best playstyle is to easy to use and way to strong for how easy it is.
Which would be......?
-
Way to go to keep the bots "realistic" and lifelike
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3272547#Comment_3272547
The bots have clicked and tbagged me so far lmao
@BenSanderson55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3272573#Comment_3272573
same, after predropping pallets lmao
Way to go to keep things close to a normal pvp match in terms of realism. Bhvr didn't want to deviate too much from the real deal, right? π
-
@AnneBonny said:
wow, the game didn't magically get better in the span of a week, what a shocker
I was about to comment the same thing. Imagine expecting something to change in a game that gets patched every 6 weeks and gets a new chapter every 3 MONTHS π
This isn't league of legends or other properly maintained games XD
-
Because a game crash is indistinguishable from a ragequit DC.
The server just registers a connection loss, no matter if it was the internet provider having problems, the game crashing because of a software failure on your PC, you pulling the plug/switching of you wifi/whatever.
The ONLY crash that they would be able to distinguish are when the server or the game software itself crashes with an preprogrammed error message and already noticed that there was a problem that you didn't cause.
-
@Roaroftime said:
"Why do survivors not want to be in a game with me when I purposely run perks that makes their experience less fun" Maybe she didn't want to hold M1 for 10 minutes and wanted to try something different? You ruined that :(
Ehm, please tell me, which perk makes the the experience of the other side MORE fun?
Isn't the purpose of perks to make the game easier for oneself not the others?
Also: Items like flashlights make the experience less fun for the killer and get deliberately picked by survivor in the pregame lobby?
-
@Devilishly_Rowdy said:
Can't think of any other game where one side tells their opponent to "play nice" for them and to not kill them early. Weak links/players always die first in any game. Can you imagine a pubg player telling their opponent "i literally just spawned, don't kill me early, let me loot first". Why is this "play nice and fair for me" still a thing in dbd i don't know lol. Killers are allowed to kill someone as fast as they can just like survivors are allowed to do gens as fast they can.
Honestly?
Because only one side has the power to kick players out of game "prematurely".
Killer isn't a group role were individual players can be yeeted out of a trial like in last man standing shooters. Only survivor can be cut short in terms of playtime per trial.
But both sides can and often will make the experience unfun for the other side by playing too casual or too ambitious for the win.
The problem remains that their is no normal and ranked queue separation like in other games. With the reminder that even those don't prevent such games between different mindset aka you can't keep tryhards out of casual matches.
Also DBD isn't big enough to split the community like that without extreme queue times.
-
@Entitled_survivor said:
If a killer has cringeborn I'm sittin my ass on gens and gtfo after waiting for the last possible moment of endgame collapse while tbaggin for bringing that unholy perk,,
BLASPHEMY!!!!
Don't drag the name of our lord and saviour Lightborn through the mud, peasant! π
-
@bunnyfengenthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3271616#Comment_3271616
I'd get that if we were talking about mid-match BM. I was specifically referring to exit gate BM here, which serves no tactical purpose.
Okay while that's a valid point, where the hell did you specify that????
@bunnyfengenthusiast said:
Title
Surely not in your og post?
Edit:
@bunnyfengenthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3271416#Comment_3271416
That's my point exactly. If a killer goes out of their way to play fair then gets teabagged at the exit gate, there's a high chance the next group will get tunneled.
Ah okay found it.
Sorry, but saying it in ONE COMMENT as a PART OF A SENTENCE is definitely not being "specific" for your whole point.
-
I watched a Dwight and a Nea have fun in Freddie's room under bad ham preschool.
But it was my lord and saviour lightborns grace in disguise that has given me the blindness to withstand the blinding light, with that sight.
-
@Iron_Cutlass said:
BEFORE YOU JUMP TO CONCLUSIONS ABOUT THIS POST: Please read this entirely...
Back when Survivor queues were 10+ minutes, matchmaking did not work at all for Survivor and I was paired against people from a wide variety of MMR ranges. And I had some of my most difficult matches ever as Killer, not from the perks, but from the amount of skilled Survivors I was facing.
Past a certain point, MMR stops looking for quality match-ups, and just looks for a match to throw you into, typically using a set of "backlog" players. And with a lot of Survivors leaving or swapping to Killer after the 6.1.0 Patch, I think we see an inverse effect happening. Killer matches are easier and less stressful than before 6.1.0 because the quality matchmaking no longer exists for Killers, and instead has shifted towards Survivors.
Which overall, I feel like this would explain why I seem to be facing Survivors who are not at my skill level despite me being at the MMR range to face difficult opponents. It's why my Killrates (despite me never using slowdown perks) has risen with me barely losing my matches (most end in a 2K or 3K). And while some can attribute it to the survivor perk nerfs, I think the quality of my matches have far more influence than the perks and items I face.
And none of this is to say that Killer is "the easiest role" since stuff like that is subjective, and Killer can still be stressful sometimes and I do have to take breaks from the game, just the game feels easier than before as Killer, and my opponents as Killer do not feel on par with myself.
Overall this is just food-for-thought, theory-crafting at best. Would love to hear some of your thoughts on this?
And you know what's the most ironic thing?
With MMR crapping the bed like it seems right now, we are basically back to rainbow ranks from pre-MMR times.
I love when people cry in the last few weeks "ranks were so much better than sbmmr" when we are basicly already back to the complete random matchmaking from ranked times when the mass clumped at red ranks and for the sake of short queues everyone gets matched with everybody.
"Good job so far"
But let's be honest bhvr made a game where matchmaking is nearly impossible due to a plethora of rng and a playerbase that is too small and not diverse enough (skillwise) for a functional matchmaking.
Edit: Oh and to your og point, of course the game gets easier for killer which can and could easier climb in MMR and rank when they get matched with not only people of their skill but the whole pot of survivors. But the same applies to skilled survivors and especially swf since they can ignore the factor of (skillwise) randomized teammates.
-
Well the difference is easy:
Killer camping/tunneling -> strategic value -> upsets the target
Survivor tbagging/clicking/BM -> upsets the target -> strategic value
Ergo survivor use the annoyance and frustration for strategy while the killer strategy causes annoyance/frustration.
And I personally think of the first as worse. Inducing a negative emotional state in someone for an advantage is worse than the strategic advantage having the side effect of causing a similar state. Meanwhile i don't do either but was regularly subject to the first without provocation, the reason why i ultimately left the game.
Edit: A better comparison to killer camping/tunneling would be for example survivor flashlight saving (not clicking) or (mass) hook bodyblocking. Both are annoying but are mostly done for strategic value and have the frustrating aspect which makes people call it BM only as a side effect.
Btw I'm not saying that no one is using them just to cause frustration, just that in general it is a inseparable by-product.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3270953#Comment_3270953
I miss the BBQ Cult π
Yeah, sorry. Bhvr murdered the old king.
Long live the king. π
-
Well then my religion will find more and more young followers.
All hail to our lord and saviour Lightborn π
May the shades be with us!
-
All hail our lord and saviour π
-
Most probably they are doing it for dailies or rift challenges and don't bother with playing normal.
Saw the same regularly in R6S, people have a daily to get X something with Y operator, said operator gets picked by someone else, instant DC in the lobby still.
-
I love the demanding tone in the headline π
The only things it's missing is ALL CAPS and a multitude of exclamation marks !!!!11!
-
@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3269839#Comment_3269839
In that i would agree.
If killers can see the info of the entire survivor team, the survivors could at least see the killer they are going up against.
Sure go ahead, let survivor pick perfect anti builds for certain killers.
We did have that when people noticed ahow to extract that information from the client side temporary trial files.
It was a disaster. Every doc saw calm spirit, every spirit the former iron will, every hag and wraith flashlights, trapper toolboxes (when his traps when still could be permanently) disabled and so on.
I am sure there won't be problems with that /s
The only info killer can see are names, items and skins. Its not the end of the world.
But on a serious note, yes survivor should see each other's perks.
But warning: that is also problematic in its own and will lead to lobby dodging, i can promise you that.
-
That's the biggest gripe i had with demo and why i didn't play it outside of dailies. Those NEVERENDING screams, so atrocious.
Same reason why i stopped playing billy after the overheat change. The increasing screeching of the chainsaw and repetitive roar.
-
@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3268537#Comment_3268537
Not really, we've had a thread about Dead Hard and Nurse every day for several years
"Had"?
We still see them multiple times week π
-
@HugTheHag said:
Lightborn is more than okay in my books !
All hail our lord and saviour Lightborn π
Down with the heretics
-
Maybe let basekit unbreakable hit first before moving on to the next bashing target XD
-
@almofan1001 said:
https://forum.deadbydaylight.com/en/discussion/comment/3267977#Comment_3267977
Based on what? The killer is multitudes more stressful than a survivor, in addition to DBD being 1v4 game, in addition with all stupid gatekeeping done by survivors on how to play the game, in addition to SWF, in addition to...
I can keep going on and on. The killer is just more stressful and requires much more mental fortitude to win games. Survivor is extremely chill and forgiving most of the time.
Ignore them, 80%+ of their posts are "killer are worse than survivor in everything". It's spamming at this point.
-
@Colton147147 said:
Killers are much more weak-minded than survivors.
Yeah, yeah, there, there....π
-
@Brokenbones said:
idk man
the killer/monster always loses in the majority of horror movies
Myers gets killed in basically every film he's in, so does Freddy, Jason, Ghostface and so on
Yeah they always come back but they wouldn't if there wasn't money to be made yk
But always only after killing like 80+ percent of the victim cast, right?
-
@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/3266276#Comment_3266276
So wasting the killers time in order to help the others escape is toxic? I stay on the gates in case someone is in chase and needs a bodyblock or to attract the killer's attention and gain time to others escape.
I love how despite the scenario being established as "all survivor remaining alive and healthy in the exit and tbagging", yours always comes back as a "counterargument".
No one has a problem with survivor waiting on someone injured, in chase, on hook or whatever. Only the ones that have nothing left to do and refuse to walk the last 10 steps out the door without an audience and or spam vault to get the killer to come to them.