ceridwen309
ceridwen309
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- ceridwen309
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There are many tales of revenge in Japanese lore. The evidence is high, I will admit...but it may end up being a "generic" Evil spirit/demon woman who wants revenge, and after acquiring/not acquiring....continues seeking revenge to the ends of the earth....unable to find peace.(She forgot to forgive herself.)
My "Hell Girl" senses are tingling.
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Sorry, then I was wrong on that part. I never heard the term used until recently. Thank you for the correction. Solid reliable data is important.
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One of the "?problems?" with our community is that our terms that we use are evolving and constantly changing.
For instance, "face camping" is a term you will probably come across in some way eventually. This term originally indicated an abuse of mechanics by the killer. The killer would block the hook by standing in front of it, and prevent the prompt from showing up for survivors. This was patched out by allowing survivors to pull a hooked victim from three sides of the hook instead of just one.
The term "face-camping" continued to get used by enough users to indicate that killer was staring into a hooked victim's face. Several players became divided over this terminology, and some attempted to incorporate a new term: "hard camping".
The new term is still met with some resistance today.
All that said....
"Tunneling" to me personally is when a killer targets the easiest target and keeps targeting even when other prey becomes available. Even after an unhook, the killer will continue to target the unhooked target.
I personally wouldn't do this unless I also intended to kill the rescuer in the same move too. Unfortunately, most rescuers vanish way better than my previous victims.
Looping however, I have noticed has a similar terminology problem.
The original term "Looping" used to...and, still does in my opinion, refer to running as a survivor around a "standing" pallet in a circle while being chased by the killer. After a few circles, and the killer is just about to hit you....you throw the pallet down....and then run to the next pallet spot and rinse and repeat as necessary.
Some people...thankfully not many I hope....is under the impression that "running the killer around", no matter how....is considered "looping".
I personally feel the term is too premature. "Running the killer around" or "Running from the killer" seems to fit the description way better....even if it is a small phrase.
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Last time I heard, they were working on implementing a "Ladder system" which will maybe add a new way to rank and hopefully be more competitive for all those who crave such a thing.
Perhaps even...a reward or some kind of incentive will also be included....but who knows. -
Changing one thing about the game by adding something new...seems to require you to change/add something else sooner or later. And this cycle repeats until things become to a whole new level of gameplay. (This would be nice I think. The rinsing and repeating of the game needs a good shakeup...but I realize that it may be just fine how it is.)
It's either that...or just start over in a new mode....that way, if mess becomes too disproportionate....it won't affect the standard play. (You can spice things up in a whole new way...and still keep the running around doing the same stuff over and over wholesome goodness.)
Things have gotten so stale to me personally, (Minus new killers, survivors, maps, and events.) That I'm thinking about creating new events myself. Just something to keep me engaged in the game.
(Maybe a game where everyone tries to stay alive within a certain time, and get the killer to sacrifice/kill the other survivors before a timer goes down.)
(Or, a hide and seek hardcore game variant....where if you are hit just once by a killer, you are out. last person alive wins, and 1st person caught has to be killer next. Killer wins in the event that he/she finds you in a certain amount of time.)
(ooh...a scavenger hunt. I am semi-famous on two guilds for making such a game. "clues are given out to groups, and they have to take a picture of what they think each clue is referencing. The team that can find the most/all of them within the time limit wins. The time limit is usually a 5 days worth of time...because not everyone can be on at every day/hour." Yeah...this sounds nice. I'll start preparations.)
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define "always" in this context. If you mean since the map first came out...I'm unsure, but I've seen them since before the clown was released. (my memory can be faulty, but I personally think people are grasping at the wrong clues here.)
I hope the devs are going to go, "Yes, it was that shadow on that wall there" show picture, or "Sorry, but we were referring to this one object on a certain shelf in this one or two maps." Shows object
And then everyone goes. "wait.....what.....but I thought that was there forever."
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@Might_Oakk said:
A rule/do and don't section on the main screen. A tab you click beside play survivor, kyf, swf, store, play killer.This would have things that are allowed ie. Camping, bodyblocking a hook, bodyblocking briefly to hit someone, t bagging etc etc. Would also have things that aren't ie. Holding game hostage, working with killer, threats, slurs etc etc.
Once this is posted in a format accessible to all players, people can stop always wondering what the "rules" are. This would probably greatly reduce the load on the report system
Also add a ban system to console
I'm definitely with you on this. Standardized rules where players have to read them, and they are relatively easy to understand would be awesome.
There actually is a ban system on console, it was explained a while back. However, the way I read the explanation....they only dish out bans once a month. I may be wrong, unsure. (It was a reply from not_queen in a another post a few days ago....but I can't seem to locate it now.)
Hopefully some tweaking may be made in the future.
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Let me just list/confirm what we have here so far...
- More hex perks.
- Perhaps a new obsession perk.
- A brand new style of perk.
A Stronger/Super perk that requires more perk slots to use.
Old game mechanics reworked. (etc...)
5a- Skill checks for hook struggling
5b -separate good and great success zones in skill checksSomething new added besides a killer or survivor.
Alright, Now I will state my personal opinion on each.
Hex perks are interesting and a cool concept, but I seriously believe they need some reworking soon.
Obsession perks I feel are a lot more balanced than hex perks. Lets go ahead and add some more for both sides.
I would love to see new styles of perks, and definitely more "Universal perks" thrown in periodically. (I feel like the game becomes overly dependent on perks, when adding and altering mechanics around could be even more fun.)
ooh, a perk that is so strong it takes up two slots....nice. The game is going to need to get more difficult and expansive before they start adding this kind of perk. (The game still currently feels like we are playing a "hyper mini-game")
Mechanics being reworked and tweaked is nice, and will spice things up in small ways....but I still feel strongly about making the game start feeling like a "horror" game. Here's a link: [Make dead by daylight Scary again] (https://forum.deadbydaylight.com/en/discussion/comment/47710#Comment_47710)
I really would love to see new things added. New modes, new threats, new hiding spots, new/more objectives. Lets really infuse new terrifying life back into this game.
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I'm not going to lie. This is kinda cool. What would really be a winner for me in using such a site is if I could name the builds and add notes if possible.
This would keep me building and using new builds and I would be able to review the notes and names to remember what the heck I've built.
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Several minutes of riding down the familiar street of his hometown, the fog grew increasingly dense and swallowed Chris. Rising in front of him was another town, one that was very new to his eyes.
Feeling suddenly very lost, the young man stopped his bike in the middle of a quiet red-light intersection. "Where is everybody? Why does it feel like i'm the only one here?" Chris thought to himself.
Honk Honk Came a sound from his left shoulder. Christopher looked over in surprise and alarm. A car was hurtling down the street at him!
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That is a very complex and intriguing character you have there.
A few notes on his "Abilities" however:
Being this will be more like a collaborative story, versus a game...I think you will get plenty of use out of his abilities even without all the stats and game mechanics you added. (Although, the extra bit definitely helped me get a grasp for what kind of ability you were referring to.
Hyper focus, and Tracking skills make sense dictionary wise.
You got this!, I think should be summed up in a more contextual way. I suggest "Contagious Energy". When Lukas is excited and hopeful it has a tendency to rub off on people who are receptive. Likewise, it acts like a flaw in that Lukas can equally depress people when he is being emphatically dense.
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Some form of questioning about vanity? Followed by the need to answer it in some way? Mirrors could come into play perhaps?
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When and if the game gets to an okay level with it's ranking system....something is going to have to be done about all those "Rank glitches". I'm sure it's on the agenda, but until the ladder system is implemented...I doubt it will be fixed.
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Some form of questioning about vanity? Followed by the need to answer it in some way? Mirrors could come into play perhaps?
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Sounds like an interesting idea, and should be tested (along with all the ideas). Because trying new things is awesome and can lead to finding new ways to alter and change the game.
Thank you for your contribution.
As possible criticism to the idea, I would have to add: have you considered any possible flaws or problems that could occur? And what were they?
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@ChesterTheMolester
https://en.m.wikipedia.org/wiki/Sex_and_gender_distinction
This page may help you understand. Ask questions if you want. I will try to help you create your character as best I can. -
It was free for me on PlayStation plus. Although, can't really play due to server issues.Bug_Reporter said:@ValentinaCutie said:
Too many people are trying to play because it's free, R.I.P serversI just checked the store, still not free.
Nice Bait tho!
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The more the merrier. I hope you join in when we get started.
Love the character, he's quite interesting. I can't wait to see how rot will cope. -
@Detective_Jonathan
Of course you can.
I'll just post a new thread with a guideline to help flesh your characters more...and you can post them there. (Might be tommorow though.) -
I can understand your hesitancy in wanting to part from Canon.
The 3rd suggestion was an odd idea I got when one of the devs let slip the possibility of a female being working in the shadows. (They could of meant Vigo...but I personally feel it was something bigger.) I believe it was in answer to a question. The dev replied something like. "Oh, she...um, next question."
I suppose I could open more than one roleplay story....one during the trials and one in the test scenario. (I was worried about doing too much at once though).
Trust me, controlling just one character can be alot to work with at first...especially if it's not fleshed fully out. Two characters per person, in two separate group settings with also necessary npc interactions....could get crazy.
I do want everyone to have a say...being this is essentially a collaborative project. -
@Rattman
Rules will be put into place to help keep posters from building and playing like "Mary Sues." https://en.wikipedia.org/wiki/Mary_SueCharacters shouldn't be perfect, and instantly effective at whatever they attempt. Even if your character came from a realm of chaos and magick(example only...)....you would still write in rules and structure for the character's abilities and interactions with the world around them..
Don't worry, I'm quite experienced at tabletop gaming, and text roleplaying. Stats shouldn't be needed. Think of this more like building a story with multiple people. It's less a game, and more a written work of art.(although, we should aim to have fun as well.)
I believe the third suggestion is what we will start with as a base to build the story on. (We can flash back periodically to the trials of the entity if it becomes story relevant.)
I have a bit more rules and data to type up...and then we can start building characters.
Since we are just starting and this is a fairly new territory, players should strive to create and control one main character. (If things progress well, and everyone is cool with more to juggle, we will up it to two.)
(Npc's will be a case by case basis right now.)
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This show was awesome!
I loved how many different styles of storytelling and tropes they crammed into it.
The art was good, and the story encouraged some of my enthusiasm for text roleplays and game creation at the time.
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@PhantomMask20763
Which suggestion from the three above interests you the most?
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@Rattman
Which suggestion do you think would most work?
From your second post, it sound like you are leaning towards suggestion 2 with killers as roleplayers....and maybe suggestion 3 for the originality.
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In any rp i work with, I try to encourage roleplayers to create original characters.
I'm glad more people are interested than I first thought.
Once I know which suggestion of rp people are interested in, we can tweak it if need be.
I'll start working up some of the base paperwork, since I have a feeling this is going to happen. -
Hmm, good point.Orion said:I like them, but pallet looping occurs primarily before the pallet is dropped. Very rarely do Survivors vault over a pallet after looping and dropping it.
Pallet Looping rethought 1:
What if the killer could attack raised pallets as well....and when the survivor throws it down(not paying attention), the pallet will break and stun the survivor. -
Attempting to Garner more interest. Any more takers?
Any ideas or suggestions for improvement? -
"shameless bump"
On gen rushing:
If we go with the locating the missing part, the easiest method of this would be to take up a chest.
Although, one could find them in supply crates around the map. -
Hmm....I could see a separate mode that endorses only stealth style playing. But the main game shouldn't be just stealth.
I believe the main game could use some completely new mechanics for survivors and killers. (And some story wouldn't kill anyone.) -
I wouldn't mind if the dogs would chase you and grab your legs if they catch you.Might_Oakk said:A little off topic but when I hear a dog bark on Badham I always think there should be a map with dogs.
Like a couple pen you need to sneak by or they alert the killer up to a certain range.
I do want the game balanced in such a way that the game is more fun for both sides.Delfador said:cool ideas and hate to be that person but these changes require so much work and considering the way that this game has been coded, chances that we are gonna get these changes are minimal.
Game is still not balanced. Before all of these changes, the game must be balanced.
I also think some of that balance could be achieved by creating more "threats" on the map. The killers need some help to stall survivors all across the map....and survivors need more things to take your attention. -
I was thinking more realistic. Not too much supernatural madness. We don't want the survivors to become immune to the overall effects.
So, random doors that teleport survivors, or that open to bricked walls.
Windows that seal up after going through them. If
Trees that grab you.
"Mimic" chests.
Darkness that only affects them.
Build some trust issues for survivors...make them worry and wonder. -
I've stated this before. The enviorment should be more threatening. Fear of the unknown should pushed for more than adrenaline fueled chases.
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Give us more details. More examples. How would you balance the survivor abilities against the rest of the game?
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Because, if you didn't happen to be there for the event....then it's unlikely you can get that cosmetic now.
The shard cosmetic will probably continue being available going forward.
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I believe you posted this in the wrong section. General discussion would of fit better I think. -
Oh...."pocket edition". Like for the phone.
I thought you meant Parasite Eve at first...lol.
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I recommend "Idenity V". Behavior has stated it's similarities. -
yay! I may catch a quick game or two before sleep.
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Georgia, USA. Ps4 server is currently down here as well.
Hopefully fixed in a couple more hours. Was hoping to play today.
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Yeah, suggestion 1 will be something like [example]:
(Not sure of the chronology just yet) The Town of weeks, and it's residents before the incident at the Macmillan estate unfolds. Players will decide who gets to be Evan ahead of time, and choose/create survivors that would have a reason to be there.
Players then play out their stories surrounding the current setting until they deem it's a good time to close the chapter and move on to the next one.
Suggestion 3 [example]:
Players awaken in their "homes"/place they felt the strongest connection too before all of the entity events occurred. Players then try to solve the mystery, deal with the realization they are all still trapped, deal with the entity/presence's "test", and attempt to get free.
This is not to say how much character interaction between survivor/killer, sub-plots, and what other players may think up as the story develops....that may occur.
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@DirtyNurseMain said:
Dbd role play in the bedroom? I’ll be doc you be nurse. Or we can get kinky and you can be the huntress?!? No? Ok!Lol, naughty nursie.
I was thinking more along the lines of a text based roleplay.(For those who are not in the know, Text based roleplays are stories crafted between two or more participants. Participants control personal/player characters(pc) as well as a finite amount of Non-player characters.(npc) as needed.
(Text roleplays can include mature scenes, depending on the rules of the roleplay and venue they are hosted at.)
Being the rp would be hosted on this forum...Sexually mature content would have to be kept to none. (unless their was a way to age restrict specific forums...or something.)
The question before we start such a game/story....Which, if any, of the story suggestions above, do people want to engage in?
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They may add in something later.
They put in the 3 training perks for each character as starting now. Goodness knows how long it will be until I decide to prestige, and thus take advantage of that.
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They did mention a "leaderboard" system soon. Maybe they plan on rewards coming with it or the ranking system at that time.
I estimate maybe this winter.
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In general, a lot of people like recognition/praise. Even those who would prefer to remain hidden, anonymous, and very far away from the shiny spotlight....I'm sure they would still like a "nod" or even some praise in some form.
Ideas are a bit like wildfire...in that it's hard to tell where the spark began once the raging inferno of several voices of creativity is before you.
Many inventors and "deep thinkers" will go "personally unrecognized". That is sadly just the way of things. However, I still think we should acknowledge all the different minds in general who helped grow and cultivate the idea.
Usually it is the "doers", those who build with the ideas that are grown and craft finished products that tend to get credit. However, the structures of finished products can rust, get torn down, or even fall into disrepair. That doesn't mean you can't rebuild...but tangible products are fallible.
Ideas....Ideas however are bulletproof. Ideas will withstand all things as long as it is tended and watered....and thus prevent decaying.
Even if ideas should wither into nothing. Just a little bit of nurturing will help it spring back from nothing.
(Sorry, I kinda went off on a tangent there. But I think I covered most of it.)
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I have also had this happen and was told by a mod that the automated filter can be fickle.
If anything trips the filter it will be pulled until a mod can review, and either allow or deny it.
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@deadbydaylightfan said:
I don’t tunnel I find it boring and kinda mean for the survivors like picture this your downed put on hook at like a minute into the match then left on the hook taken off instantly put back on and then killed it’s boring af for me as killer and when I’m survivor it’s easy to get a for man without tunneling or camping and if you say other wise then your either looking for an easy win with no challenge or aren’t good enough to get a 4K so I’m not saying you can’t tunnel or it’s toxic but it’s pretty bad out nglSome possible options for tunneling scenarios. (they may not apply to all and this is just my opinion.
-If the killer is camping......one should gen rush as much as you can until it's obvious the killer isn't moving. Then one should get 2 survivors or 3 depending to help you save the hooked victim. This can be accomplished and negated in several ways...but can be done with some sacrifice on other survivor's part.
-If you get pulled off a hook and the killer was camping/patrolling hard enough to get back to the hook quickly....then you have a few choices.
--(survive long enough for the killer to realize you are a waste of resources/time)
--(Manage to lose and/or hide effectively from the killer)-easier said then done I know.
--(Have an insta-heal, use it, and then run from the killer as per normal now that you are less in the danger zone.)-If you get pulled off a hook and the killer is far enough away, try to get heals right on the spot if you expect a possibly tunnel in the next 10 seconds or so. With 2 teammates healing you should just make it. (one of the other survivors may get injured, pulling the killer off you....and if not...at least you are now ready for a standard run.)
All that aside....from a moral viewpoint....I find hitting survivors that have been hung on a hook far more of an issue than tunneling.
Tunneling makes you feel desperate....but when you consider that everyone will probably do it...it forces one to think of strategies around it.
Not saying it's right or wrong in any sense. It is a game....and we all know how much of an micro/macro cosmos games can be.
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https://forum.deadbydaylight.com/en/discussion/comment/35565#Comment_35565
From my previous post above:
I believe some of the ways to increase the creepy/scary potential are thus:
-increase the number of threats on the map. (Trees that grab you, birds that peck at you, things that grab your feet when you get to close to a storm drain, rabid demon like animal things...etc.)
-create reasons for fear. (Lights in certain houses blowing, the rattling of chains, the thumping of wood, blood dripping from the ceiling....random insane scary stuff.)
-apply different scare scenes. (set a player wandering down a dark hallway with the dripping sound of water, add the scratching of metal on floor, and then have a shadow looming behind them. They turn, and nothing is there. But now their mind is looking for evil in every corner. Jumpscares are one way to go....but true fear is a build up of anxiety, uncertainty, and just the right pinch of supernatural.)
-Less adrenaline, more uncertainty. (If you truly want fear...then you got to stop making your players run all the time. A good scare requires atmosphere, a psychological build up, and an unexpected twist or two. When you force characters to run and get all worked up....sure, they will be frustrated and filled with dread/anxiety....but they will lack that true terror.)
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@JP_Cloud said:
Course they do. No matter their very questionable decisions. DBD, their creation, is why we are here in the first place. What is a Canadian Holiday tho 🤔 is it like a Bank Holiday here in the UK?https://en.wikipedia.org/wiki/Canada_Day
"Canada Day (French: Fête du Canada) is the national day of Canada. A federal statutory holiday, it celebrates the anniversary of the July 1, 1867, coming into force of the Constitution Act, 1867 (then called the British North America Act, 1867), which united the three separate colonies of the Province of Canada, Nova Scotia and New Brunswick into a single Dominion within the British Empire called Canada.[1][2][3] Originally called Dominion Day (French: Le Jour de la Confédération), the holiday was renamed in 1982, the year the Canada Act was passed. Canada Day celebrations take place throughout the country, as well as in various locations around the world, attended by Canadians living abroad."
@Science_Guy said:
Hold on though, first, how would you propose taking it from them?
Just let people enjoy things...we're all going to die eventually.
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https://forum.deadbydaylight.com/en/discussion/3546/anniversary-activities#latest
Generally located at the top of the forum pages. This link will provide you with a list of all the Anniversary activities. The first one is the Auric cell Raffle.
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If the limit was removed....I believe the blood web should be expanded with new items/add-on/offerings with higher values.
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They said they were working on the report system at some point. Hopefully @not_Queen can tell us more when she gets back from vacation.
Trust me, I can understand the frustration of feeling like there is nothing you can do. My advice would be to record the video and get the info required, and if all goes well in the future, we can eventually show them some justice.
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Oh...."tank controls". Like the old resident evil series....
Ok...if that's what you meant....I would probably not play much differently as survivor.
Killer in first person view with such controls....that would take some time to get used too.
I loved resident evil classics, good solid horror genre. And alot of the horror was generated from the fixed camera angles, and the "tank controls".
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Explain/define "Tank controls"?
I'm sure it's something obvious...I'm just overthinking it.
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Not to throw fuel on this fire...but devs should know how widespread this is. I have gathered enough intel to ascertain there is a large gathering of people who specifically find/and distribute hacks/exploits on youtube, skype, and several other places.
Zekeo even stated he got some of his codes from another person called Vzlom.
(I personally have very little qualms in people learning how to do these things....it's that they are using the knowledge to create unfair advantages for others. That I believe is wrong.)
When you can devs...please improve your security too. Of course, some of this may be fixed when you get dedicated servers.