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ceeroover

ceeroover

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ceeroover
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  • @RandDBD Perks and status icons can't be deactivated in my installation, so I can't check this.

    @Pulsar If I would have to make a guess, the current issues with HUD elements I have seen just amplify an underlying issue.

    The game is obviously dynamically accessing assets in different situations ingame form the hard disc. This might be textures for blood pools, sound or texture files for attacks or dead hard animation or whatever - I don't know what this situational access to the *.pak files during the match really is. These assets are probably accessed in a blocking way during the render cylce. So the render cycle maybe has to wait until the asset is loaded to render it correctly or has to skip a frame.

    I don't know if this is exactly the case, it's just guessing. In general, all of these situational assets could be loaded at the beginning of the match, but maybe it's not like this with DBD (or maybe it is the case and it just tries to load them by accident anyway) or at least let's assume this scenario. At the end, only the devs can tell.

    On top of that you have additional hard disc activity from logging and at least on windows D3D/OpenGL library access (which both could be non-blocking but causing hard disc load anyway). And on top of this there is at the moment a constant hard disc activity because the game permanently tries to load icons.

    On a fast hard disc like an SSD this might be not a problem, but on slower drives this might lead to situations where the render cycle maybe has to skip frames, because the assets are not ready. This would lead to freezes or stuttering when a lot of assets are requested from hard disc. So the underlying issue might not be the HUD icon hitches but the situational loading of assets.

    purely hypothetical of course

  • I don’t know if this is a good place to post this and if this is even a general issue or just my finding, but as the console performance discussion was a lot about HDD issues lately, maybe it can give some additional information/insight.

    I did some hard disk activity logging with Windows Process Monitor because I was interested what might cause the issues that could be related to the HDD/SSD issue, even I don’t really have this issue on PC.

    As the findings in terms of performance were mixed with the 5.1.0 patch, I was not sure what to expect, but there was and still is a lot of situational hard disk activity during a match, which I find questionable because I believe these assets could also be load to memory during loading screen, but I don't want to speculate about how the game works.

    However, what’s new with patch 5.1.0 for me is a lot of failed reading of HUD assets from the hard disk (and probably replaced the NAME INVALID errors I have seen in 5.0.2). E.g. the game permanently tries to load the icon for undetectable status (while playing Ghostface) and perk icons (even if they are still there visible) from hard disk, it can’t find on the hard disk.

    Numbers (all from the same match):

    filtered hard disc activity during the recorded trial: ~28000 log entries

    Bild1.png

    including NAME NOT FOUND messages: ~46000 log entries

    Bild2.png

    including PATH NOT FOUND messages: ~234000 log entries

    Bild3.png

    I just thought the Steam update didn’t worked out well, so I freshly reinstalled DBD after this first finding, but nothing changed.

    As I don’t experience significant performance issues with this, I don’t mind, but it’s still questionable.


    Logged KYF match on PC (played vs myself, PC Ghostface, Stadia Nea):

    https://youtu.be/MkeR6zwZ0OQ

    Situational hard disk access:

    scratch marks first time: 3:12

    idk, just moving: 5:30

    reveal + injured: 5:40

    …

    ProcessMonitor filter options:

    excluded NAME NOT FOUND at 1:55

    included PATH NOT FOUND at 8:30

    excluded PATH NOT FOUND at 9:40

    included PATH NOT FOUND at 9:55

    excluded PATH NOT FOUND at 10:05

     

    Just to make it clear: I don't want to proove or speculate about issues. I just wanted to share my findings. Maybe somebody else can confirm this, especially PC players that experience more stuttering/freezing issues with 5.1.0. I don’t know if PC is different to consoles in this aspect or even PC exclusive with 5.1.0 or just a finding with my installation.

    BTW, it looks like Stadia has these stuttering/freezes many console players reported here (when finish gens and so on), but could be network related as well (didn’t Google said they use SSD on their Stadia server blades?).

     

    Some other public match ProcessMonitor footage:

    DBD 5.0.2. Game + Logs on SSD (NAME INVALID Messages at 0:20 and 5:25, related to HUD icons):

    https://youtu.be/RS3rPGnVPvI

    DBD 5.0.2 Game + Logs on HDD (feels less smooth than on SSD):

    https://youtu.be/24PMltAk1nQ

    DBD 5.1.0. Game + Logs on SSD (with NAME/PATH NOT FOUND filtered):

    https://youtu.be/O1RpZHoZq08
  • Unfortunately, DBD is a game where you are rewarded for a bad internet connection. And the devs refuse to give priority to the player with the lower ping.

  • The HDD issue should be known to the devs because its somewhat like that on steam as well, if you dont install on SSD. The interesting question is, what is so heavy on the hard disk during the match? Maybe the game logs cause the stutter?

  • There will be no change if you just go to the forums. Queue up as killer and do better.

  • Saw it on Twitch and tried it out on the free weekend in August 2016.

  • @KingFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2206963#Comment_2206963

    No, I had to stop because I took a break from DBD for a couple months and deranked. I only wanted the red rank experience. I plan on restarting eventually, though I had hoped to get others to help me compile stats so that I could reach more games. Unfortunately nobody was willing to help.

    I would contribute with stats, but it needs to captured in an automatic way.

  • Beside from the actual numbers you track, the perception can still be different. I also made stats covering roughly half a year from December 2019 to June 2020 when the log files were not yet encrypted. I can tell you, even if I had a escape rate of roughly 50% for solo Q matches, it always felt lower. Same for killer in reverse, you mainly remember the bad matches.

    Additionally, and no offence as I know it's a lot of work to do this manually, but 46 games is a pretty small sample size as you also have to take into account random factors like the skill of your teammates and the map spawn that can only flatten out to some extend in a larger sample size.

    We would need regular community stats so that everyone can find out for sure if they might just be a less skilled/experienced player. Unfortunately the devs don't deliver this.

    god_old_stats.png


  • Are you paid by the devs? Comments like this might let them think they really did something good for solo Q.

  • 1. Base

    2. Claudette, now Meg

    3. Wraith, now Legion and Bubba

  • You have to do it twice (not per game, per occation): Premonition triggers >> gesture >> gesture

  • It wouldn't be BHVR, if they would release a patch that does not introduce a bunch of new bugs.

  • @Judgement said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074296#Comment_2074296

    But that’s what DS does anyway - if the Killer comes back and tries to re-hook the Survivor who just got hooked, that’s their fault, when they could have instead downed and hooked the person who unhooked the other one, spreading out the damage and increasing the pressure on the team. This doesn’t even consider Borrowed Time as a variable.

    If the Killer decides to down and immediately re-hook the Survivor that just got saved, and gets DS’d, it’s their fault for doing it, when the rescuer unhooking in the Killer’s face guarantees that they get themselves knocked down unless they have Dead Hard, but even then the Killer can afford to wait one second and still take them down.

    It will still make things worse for killers. Especially vs SWF you most likely won't be able to kill somebody during endgame. It might be ok until the distributed equivalent of like 3 gens has been repaired.

  • The problem is that this suggestion would lead to bad playstyles. If you know somebody has DS you can just unhook him unsafely and punish the killer again for aggressive survivor playstyles.

    DS is now how it should have been from the beginning.

  • With a good MMR it would be 9/10.

  • SoloQ <<<<<<< Killer < 4 SWF in terms of fun. Killers in this forum are just crybabies that can't stand some challenge.

  • West Europe, PC, Crossplay on, red ranks:

    Killer:

    morning: ~3+ minutes, afternoon: ~1-3 minutes, evening: instant

    Survivor:

    morning: instant, afternoon, ~1-3 minutes, evening: ~3+ minutes


    In the evening the SWF's are playing, easy as that.

  • How about grow a skin and go on? You are also wasting the time of survivors if you slug them to prevent the hatch escape, which is disgusting as well.

  • I feel the same on the graphics thing, but maybe it's just because I'm used to the old graphics for years. For me, the objects and ground merged better together in the old version. Now the gras and the rocks don't really melt together with the ground, but ofc the textures on the trees and rocks are much better now. Also the lighting was different and I also liked that the realms had a characteristic color scheme.

    https://imgur.com/a/W31iwJi


  • hooks could be permanently sabotaged, no bloodlust, jungle gyms had 2 pallets (more pallets in general), hatch spawned on certain spot on every map, no EGC, double and triple BP events, exhaustion recovered while running

  • The Rift is there to keep the game populated. The more grind it is, the more people will constantly play - easy as that. You get some more or less exclusive assets and some profan lore for it. Up to you to decide, if it's worth your time.

    The direct monetarization is probably not even the focus. Otherwise they wouldn't make it refundable, which is another trigger to keep you grinding.

    But without it, the size of the player base might be in question sooner or later (and with it the overall cashflow for skins and DLC) and you can't blame a company trying to keep their product alive, which is also in your interest if you want to continue playing. We all know that a large and active player base is most crucial for multiplayer games.

  • At first, I'd like to have an after game information who was premade (for both sides). I'm always in doubt how many killers pretent they getting matched vs premades all the time while they are maybe just bad at the game. After that I would think about further changes.

    However, mandatory obsession would be a good addition without being unbalanced.

    I'd rather prefer an MMR system that matches good solo players together instead of questionable solo buffs. This would already help a lot and would strengthen SoloQ at the same time.

    At the end, it's everybody's choice to play solo or premade on survivor side. Some people (including myself) like the appeal of less information. Otherwise it might end up one match like any other. Buffing solos might require too strong killer buffs, that might make the game less fun/unexpectable.

  • Recently similar thing on PC(Steam) just without hooking. It seems, the person healing is also stuck.

    https://imgur.com/a/RmnNkqB https://imgur.com/a/t9EVLSj


  • This game is currently a shitload of bugs, and they say they can handle it.

    Ofcourse, if I don't know the bugs or ignore it, everthing is fine.

  • Another one on Badham. Why do I even wonder...

    https://imgur.com/idgOPAT


  • https://imgur.com/a/B9cs9M5

    Obviously, post blink lunge is already very short.

  • Killers never get tired of mentioning how useless the aura ability of BBQ is and how easy it is to counter. But first of all, countering the aura means a loss of time on the generator in most cases (so nobody will do it) and second, we saw the killers run wild with the Mid Chapter patch and the aura change, even though they never get tired mentioning that they only take BBQ for the points (which worked anyway), while in general the amount of time saving for the killer by knowing where to go for the next chase is significant. Especially on mobile killers you can snowball effectively. So no it’s not OP, but considering that BBQ is a no brain perk, the aura reading is too strong on Billy, Freddy, Spirit and Nurse, who are already high pressure killers.

  • I only see stuff that will still work or shouldn't have worked in the first place.

  • Not a new player. But yes, the grind is crazy. At least they could get rid of at least one perk tier. Having 3 different tiers for a single perk is getting more and more annoying, especially as there is typically not much difference on the levels beside the area of effect.

  • Yeah, and if IS would be meta and 3-4 survivors consume the totems, it ends up beeing as good as a grey medkit.

  • @Witas said:

    No matter how many times I see stats like this, seeing self-care as the most used perk always hurts 😪

    Yeah, because running around with Inner Strength searching for a totem is so much more efficient.

  • No point in writing GG in an asymmetric game. Especially if there is no common sense of what is considered fair play.

  • There is not much communication in this direction, so my interpretion is more like it's everybody's own business to play solo as SWF is probably the way the game should be played from BHVR pov.

  • Far from 300 but having 170 often is already annoying. I have 60-70 normally.

  • My answer is a bit late, but I'm in doubt it would work much better than the competitors. I tested DBD with Liquidsky, GeforceNow and direct Nvidia Gamestream from my PC to NV Shield via Ethernet. Local stream was best of course, but the main problem is, that you can hardly hit any skill check due to latency and input delay. So doing generators was already painful (forget about hitting great skill checks), timing of DS, DH, Snap Out or Head On, ... pretty much impossible or pure luck/rng. Anything else was good, but I give up the remote playing investigation almost immediately.

  • I know, but no need to overdo. There are 33 maps (currently 28 without preschool) and I wouldn't mind to give a reworked map map double chance, but not 25% of all.

  • I think you have to elaborate a bit more, why you think VR would be a good addition.

    This is a relatively fast paced multiplayer game. How do you want to handle this while moving your head/body all time?

    VR is such a niche market for reasons. I don't think somebody would spend a lot of work in a project, that requires expensive hardware to be used...

  • How do you know who is SWF? Did they told you after the match?

  • Take a Mori ;)

  • Getting him out of Nightshroud does not seem to be a hard task for the survivors I play against with him :D. Nevertheless I enjoy playing him, as he is actually pretty stealthy without the dumb warnings Wraith has to deal with. Stabbing survivors out of nowhere is very satisfying and you often get them of guard while doing so. A surprise one shot at match start is also very likely. But without good perks he is relatively weak. It's a shame that one is forced to equipped the same dumb teachable perks on all killers to stand a chance against the genrush. If you don't care too much about it, I'd recommend playing him, even with lame perks.

  • If all survivors just would work through Ruin, it wouldn't be a problem. Unfortunately most waste the time to cleanse it. In terms of BBQ I never got the point of that perk. If it should encourage to leave the hook it should work like Devour, where you get that stack after unhook and not additionally a giving dumb Aura reading to allow fast killers to snowball effectively. The whole concept of aura reading is total trash in general (OoO in SWF, just saying). At least it would fit better to a perk like Spies or Whisperer. Not on a no brain perk pick like extra BP.

  • It's mainly as the map is still new and many are not really used to the layout, gen spots and totem positions yet.

    Additionally, as in all indoor maps, the killers position is uncertain while being inside terror radius due to blocked LOS. From my feeling it's small, which is usually good for killers.

    It also gives killers like Spirit advantage, because the directions you can choose could be very limited depending on the location.

    In terms of strategy, survivors should avoid to make the gen in the second floor and at the elevator first, because these gens are the hardest to control.

    If they are done early, the other gens are relatively easy to patrol as these are the ones with the biggest distance.

  • Your rank is not rounded to the nearest rank. Your pip match result just counts twice in the result screen.

    Dumb bug. In game since ages, but noone cares...

  • I think the interaction is just unfair as there is not much mindgame potential for a survivor especially after you got hit and spirit has Stridor equipped.

    One can play sneaky vs. Spirit by using Spine Chill, but unfortunately if this gets used alot, this will screw other killers even more (Wraith, Ghost Face, Pig). And playing sneaky means also you don't get gens done quickly.

    I think the devs are too mindless in terms of killer powers/abilities combined with certain perks. But instead of nerfing killer abilities too hard I would just wish they would deny certain killers certain perks. High mobility killers like Nurse or Billy should not get get aura readings or at least BBQ aura reading (Aura readings is a dumb concept at all) should not work while Ruin is on... Stridor should not work on Spirit...

  • It doesn't matter if people complain or not. If some killers are significantly outperforming others, there has to be a rework. It's like if there would be one survivor you have to hit 3 times to down him, nobody would play the others any more.

    It's just funny how people pretend that Nurse and Spirit don't need nerfs - while they are constantly 4k with them.

  • Legion, at least he would need some better add-ons.

  • @Bloodartist

    As long as it keeps people playing the game for their monthly satisfaction, it's probably ok for the devs.

    However, I think they could make the move for a Player XP based matchmaking and give real rewards or a monthly leaderboard for constant playing. This might also help to increase the playerbase, if experienced players don't stomp the newbies anymore.

  • @beatddb said:

    No one likes facing SWF, but do you honestly think that a free mori is a solution?

    I don't know.

    Of course, if a killer brings good addons and Mori all time, facing SWF wouldn't be a problem. However, it would be complete overkill vs. randoms and as you don't know if you play vs SWF, it's probably a waste and completely annoying for those random groups, leading to even more solos leave or go for killer. But is this the desired way? Wouldn't it be better to even out SWF and solos somehow? I just don't see how they will get to the same level of coordination as SWF on comms.

    I mean, the devs can't even decide to make kindred basekit or disable OoO for SWF or at least to give it a try on a PTB. Therefore a handicap for SWF seems the cheaper choice, and has to come with some killer nerfs/surv buffs as well. Don't get me wrong, I don't want SWF also to get 3/4k all time. I just don't want the average kill ratio being 50%, consisting of 0/1k vs SWF and 3/4k vs randoms.

    And rewarding more points (let killer bring good addons more regularly) or make all killers viable vs. SWF, will screw solos even more. But playing vs Nurse, Spirit and Billy all time gets just dumb.

    Of course, a free Mori vs SWF is pretty strong, but as I said you can just give it to some killers each season and so on or make the conditions a bit more tough. I agree, it's still crutch, but playing vs 3/4 SWF just bc of some more points, that I could get easily vs randoms the normal way does not trigger me.

  • @katoptris: I would, if I'd know I play against 3 or 4 SWF

    @Johnny212: "I don't want my easy mode being touched"

    I didn't suggested a basekit Mori, I suggested a conditional Mori. But ok, you don't want it, I got it.

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