drsoontm
drsoontm
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2838972#Comment_2838972
If you win several games in a row you'll get in high MMR games. If you know the difference you'll be able to
not necessarily true. You don’t know how many game you actually have to win. Also the MMR of your opponents also determine how much your MMR increases/decreases in case of a win/loss. Also there is still no guarantee that when you have a high MMR that your opponent also have high MMR.
the game is still very much RNG dependent on maps, tile/pallet spawns etc; addons and perks can determine the outcome in some cases and boost players and then there is the whole issue of SWFs with differing MMRs.
Yes, on all counts, absolutely true.
The problem isn't to find an high MMR game. You know you'll get one, sooner or later, if you win a lot. (Usually, 3 do it for me.)
Once you* are in a high MMR, that you'll recognize, you'll be able to evaluate the subject. And since you** know enough to take account for variables, you'll be able to be more accurate about it. Granted it's not a double-blind but it's better than nothing.
The thing is, too many players are complaining about things they don't know and do not want to know.
*) you as in any player doing this
**) you as in you
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@Barbarossa2020 said:
"The killer being in a chase increases the maximum gen speed. (In essence, because evil is being distracted.)"
So if the killer is behind you make it harder for them to catch up?
"The killer seeing survivors increases the maximum gen speed. (Which double as a warning for attentive survivors.)"
Again if you're behind this just makes it worse, ill be in a swf use OoO so you see me and my friends get a speed boost without a killer being there.
You want killers to interact more, and not tunnel?
Easy, make gen regression meaningful, make insta stop regression not a thing. Add a lifespam to Coh, so it only has so many heals, or that t can be destroyed.
With gen regression not a thing and healing being op, why not get value by making it a 3v1.
I'm not sure what you mean. I think it's the opposite. (Catch up?) While the killer chases someone, the other survivors can move faster on generators.
By seeing, I'm not speaking about wall-hack perks. I mean direct line of sight. (If it makes it clearer.) I'll amend the post if you confirm.
By insta-stop you mean gen-tapping? Yes, that's quite annoying. I usually answer harshly to that ...
I agree that slowing down gens faster may help but most good teams do not care even about ruin. They just don't let go.
And if I'd like to see CoH go back to the hell that spawned it, it's only the most recent addition to the problem. The devs said they'll be looking at it (I'm not naive, they didn't give a year) so I'd rather wait to see what they'll do. All the boons are more or less problematic the way the are. Being able to destroy them would solve the problem once and for all. I'd trade that for a way faster build time.
(I'm not a survivor main btw, I play both roles. If you thought I was a survivor main, I'll take that as a sign these aren't too killer-biased :) )
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@[Deleted User] said:
How do you know your match is actually high MMR and not just a backfill of a low MMR team/killer that has been waiting for a long time?
Can't you see the difference between high-ranking players and the other ones?
@Mooks said:
Can we all agree that your MMR is not actually saying much about you since matchmaking does prioritize fast lobby’s over MMRs in the same range? And you can’t even prove what your MMR is either way..
Yes, and it's not about proving anything. If you win several games in a row you'll get in high MMR games. If you know the difference you'll be able to judge whatever you are trying then.
Of course it assumes the player knows the difference between low and high MMR play (because if he doesn't, he probably has not enough experience in the game yet and may want to hold summary judgement until he does).
This also assumes the player is in earnest. Otherwise there is no discussion to be had in the first place.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2838931#Comment_2838931
To be fair they are new. No one is going to be running a great game from day one. It’s the players that have hundreds and hundreds or even thousands of hours that act like this I don’t understand.
Oh yes, absolutely. This match should never have been in the first place.
And if I've killed 3 of them, I've let them survive way longer than they could have otherwise, if only so they could rake some points.
This is only the most recent and weirdest thing I've seen about a bad solo moment.
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Yesterday, in a bright MMR moment, I was pitted against pretty new survivors. One solo and, I suspect, a group of 3.
The solo, a Claudette, was above the other and clearly doing his best. He had only about 100 to 200 hours, judging by the way he moved.
The others, on another hand, were still trying to find the run and vault button.
I've got about 2.5k hours (PC + console)
At some point in the game, the managed to unhook a Meg and started to heal. They fled in the same direction and when the chase music started the Meg dropped a pallet right before the Claudette, allowing me to gain distance. It was both hilarious and sad. (I've killed the group and let the Claudette leave)
Playing solo can be pretty painful.
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@Mooks said:
How does the killer get locked in at 15 seconds? I am pretty sure you can still leave a lobby at 5 seconds and change perks/addons in that timeframe.
though I would be okay with survs actually being locked at 15 seconds and not being able to change items/chars (
It would be nice indeed.
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@DangerScouse said:
Loops are a joke and way way too powerful. Every map has pallets and windows mere metres away from each other.
Its so easy for even a low skull survivor to loop the killer for a few gens. Rinse repeat. Nothing the killer can do
Which reminds me, Sally should be back in exactly 6 hours and 10 minutes.
I can't wait to see that fine gal again.
I hope it doesn't make me look like a simp 😅.
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Before judging her, we need to pass the new phase.
Killers will have to learn her a bit.
Survivors will have to learn how to beat her.
Killers will have to adapt.
And then we'll see how good or bad she is.
Although we may need to see the boons fixed first.
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@Heartbound said:
https://forum.deadbydaylight.com/en/discussion/comment/2838740#Comment_2838740
https://us.v-cdn.net/6030815/uploads/P1ZZ61HSM55C/survivormindset.png
Survivors are pretty predictable. It's just a matter of fishing them out of the L T walls and general map debris, but this will generally be where they're all at. Most of the time a survivor gets rescued I'm in a chase with that skittish boi that's off in the middle of nowhere thinking he's safe so I never return to the hook. It's when I can't find someone that I come back and harass them, but it's not a necessity.
https://us.v-cdn.net/6030815/uploads/M3NVBLU2YTHX/justhookeveryone.png
Edit: You can just be like me and hook everyone at once. Then you don't have to worry about BT.
You
mean
like
this?
The story, for me, is always the same:
Four survivors together on an almost repaired generator, too cocky to flee when the killer comes.
The generator on top of shack, with its four slots, is a deadly spot.
For the last one, it was single blink grab, a hit hit and they sandbagged each-others trying to flee, cartoon-style. The game was over in about 90 seconds, my personal record 😅.
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@firefox said:
https://forum.deadbydaylight.com/en/discussion/comment/2838747#Comment_2838747
VHS is a direct competitor to DBD, it is the same type of game, 4 surivvors and 1 killer. You can expect more like it to come in the near future. DBD just cannot compete against developers that actually listen to their playerbase. That said, VHS still IMO didn't get the formula down exactly right for what makes DBD so unique (mix of old school videogame elements), but it stands to reason that some company will eventually do so.
Games die all the time and it wouldn't be unusual for this one too given how i'm guessing at-least half the playerbase either dislikes or outright despises the devs. They simply have a monopoly on 1v4 horror which is why a lot of people just don't stop playing. Once that fades, no amount of extra bloodpoints or distractions will stop anyone from leaving.
Nope. I've played VHS. The 4 vs 1 is the only commonality. It's more akin to a tactical game where both teams need to kill each-other. It's a deathmatch.
Players going to VHS expecting to find a better DbD will be utterly disappointed.
That being said VHS is fun. Once they fix the balance issues they'll get a lot of players (hopefully before the open beta, else they are dead).
@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2838744#Comment_2838744
It's not the same. It's up ten percent or more if any one month is compared to the same twelve months prior. For instance in your January example: January 2022's 40,000 is greater than January 2021's 36,000.
The Steam Charts does not make me think DBD is dying. It makes me think that the peaks DBD reached during Summer 2021 were so insane for a game like this and was so high that even though the game clearly has more users than a year ago over the last six months (or the year before) that it somehow looks bad. These arguments look like bad analytics to me.
And VHS hasn't accomplished anything. Dowsey's back to playing DBD religiously if yall want to go there. He's all aboard the Sadako hype train and I'm glad he's releasing more content.
Dowsey would find hard to play a game when the servers have been down for ... I've stopped counting. Weeks?
Let's wait for the open beta before making conclusions about the game.
They don't even have a proper forum yet. There is only a Discord with toxic woke modos who will ban anyone criticizing the game with trumped-up charges (Usually some x-phobia). I've seen it happen. I couldn't believe my eyes. I've left that horrible place right after that.
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/2838713#Comment_2838713
https://us.v-cdn.net/6030815/uploads/9F1ZBZS19OVN/image.png
People are saying it was normal for a game to lose players in 1 month or 2 months then on the holidays , people were saying it was normal to lose players because they are coming back to work or school.
If DBD loses players for 6 months straight is that not a concern?
It's not exactly 6 months. September 2021 only went up 0.51% which can be considered as a plateau.
If you ignore noise like this (and I believe you should), it's an 8 month downwards tendency.
Next month, the numbers should rise substantially.
But then two things usually happen.
Either the killer is not good enough and people will leave again.
Either the killer will be good, a lot of people will complain, it will be nerfed two weeks later and people will leave again.
Besides this new survivor boon looks another PITA for most killers (and they are the ones who are leaving).
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If it's a question for the game, use a headset.
Check the ones already suggested by JonahsTablet. They are very good. When I bought them they were one of the 3 best possible choices.
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A hook-suicide still wastes some time, which is a plus for the survivors.
I still get DCs from the odd cocky survivor downed less than 5 seconds after he smash-clicked or tried some "cool" toxic move.
DC penalty should be more harsh.
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@Bartlaus said:
https://us.v-cdn.net/6030815/uploads/MD6DM7YN5B46/proveclown2.jpg
... just play clown. He's still a beast and with VHS porn he's definitely OP! As you can see from the picture, I didn't even have perks or a knife! And I don't play a lot of killer these days either.
That said, keep smiling and have a nice day :)
Edit:
It was a massacre, so I don't want to go into detail. They were from the same country and switched at the last second so I'm guessing they were a SWF. Ofc they were not good. And to be fair, they brought me the coal tower as a gift. And we all know this map is clown sided. I had an early down on that Meg who didn't understand what VHS porn actually does. I hooked her into my perfect 4 gen constellation and patrolled my gens. Her matesdecided to finish 3 gens instead of unhooking her before stage 2.
I mean these guys wasted a lot of time on clicky clicky me and flashlight saves which didn't work. Even the hook sabotage didn't help them. If they only did the last 2 gens, they could have easily escaped with at least 2 mates.
As far as I know, Coal Tower is balanced (one of the few). What makes you think it's Clown sided?
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2837511#Comment_2837511
Not the best life decision?!
The cousin could've had a stroke and even died! These things piss me the hell off, since it was completely avoidable if the OP had common sense from the beginning.
https://forum.deadbydaylight.com/en/discussion/comment/2837512#Comment_2837512
I'm not arguing with you on warning signs. I want them too. But what I'm iterating is that DBD is always going to be bad for those who are photosensitive. So as a responsible human being, keep people away from these types of games as much as possible if they suffer from it.
Those people shouldn't even be anywhere near a game like DBD.
You could call than an euphemism.
I've used to be angry about this kind of stuff too. When I was in my twenties, too many people I knew (nine, about one each year) died because of completely avoidable bad choices. A couple more when I was in my thirties, including an ex who wanted someone with a more exciting life style (I'm a STEM type). I'm numb to it now : what's done is done. Let's see the problem fixed.
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2837505#Comment_2837505
But something as minimal as the Doctor's electrics or lighting in some maps should not cause anything too severe even if you have photosensitive/epileptic people. And if you say it could then those people should stay away from video games to begin with.
What I'm criticizing is that the OP is blaming the game/players for macro flashlight clicking when he/she KNEW that such things were to happen regardless of whether or not the game had a warning sign.
He/she should've known better.
Letting someone with epileptic issues play a game where this can happen may indeed not be the best life decision.
But the gist I get from the OP is basically asking to BHVR to make it so the flashlight cannot be used as a stroboscope.
They could make it so a flashlight cannot be clicked more than twice per second, and break it if the server detects more than that (because some cheater will probably try this).
A better way would be for the client part of the game to simply not allow this to happen even if some survivor is clicking 60 times per second.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/312964/dont-poke-the-bear-if-you-cant-run
I do it because sitting on gens is boring and it has also improved my chase skill tremendously.
I absolutely respect that.👍️
@Barbarossa2020 said:
If a Surv wants attention ignore them, tunnel their friends out then you can give them your full attention. It's only courtesy.
Well, that's the thing. It was not the usual runner-while-others-do-gens. They were all on it.
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It will not change a thing for experienced killers (especially because they seldom use NOED except for high-MMR end-game builds)
However, new killers will probably give up on the game more easily after they pass the noob-survivors plateau.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2837323#Comment_2837323
That's a given. You'd have to actually use it properly in response to an attack, or it's completely meaningless.
I'm wondering which of your version or the one from ukenicky (right below) is more fun or balanced (for both sides).
@ukenicky said:
I wish it had an effect similar to Mettle of Man where you could tank a hit for a brief window of time instead of dashing forward, giving you deep wounds + the typical speed boost upon hit if you predict correctly and bait the killer into hitting you during the proposed super small window of activation.
I kind of like them both.
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@SuzuKR said:
Just make it so you have to dodge an actual attack to get the dash. Problem solved. Person fails to use it to dodge attack, they gain zero distance and killer downs them after the momentary i-frames.
That would be quite good, especially if it still triggers the exhaustion if the killer successfully baits it.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2837037#Comment_2837037
Yeah, that's not a good comparison. The insta down is the only significant feature of NOED.
That said, if it were up to me both perks would be removed.
No, I just got it. Make DH a boon, like NOED was made an Hex.
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You should probably file that in the bug reports.
That doesn't sound right.
Only an M1 attack should give the notification. (And I'm not even a fan of the notification : seeing someone go down from fully healthy should be information enough.)
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2835881#Comment_2835881
I mean you do you. I don't have that high of standards for friends in the bug that is dbd
Well, of course, to each his own.
How the problems of the game can be used to excuse piling up more crap on the honest players? (The only players when you thing about it : cheaters don't play the game, by definition.)
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Myers is fine.
Usually, a good way to know the killer is fine is to get a winning streak (say, about 10 games won in a row) then, when you start getting against good survivors, to start using the add-ons and see how effective it is for a few games.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2835171#Comment_2835171
Not always. I have friends that can play months before their account is actually detected and even then, they made somewhere around 50-100 accounts from the epic games promotion and save injecting so...
I can't imagine being friend with cheaters. Yuck. I'd rather not have my name associated with these pitiful creature.
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I don't think so.
Tunneling and camping are an answer to the gen speed (Broadly). Since COH increases the pressure and wastes even more time for the killer, it is part of that problem.
Fixing COH should only reduce the tunneling & camping to what they were before.
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Hate is a pretty strong word.
Dead Hard on the survivor side.
I can't think of one for the killer side. (Only some add-ons, e.g. Iri hatchet.)
Wait, this question was already asked a few days ago.
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If you ask the question, the answer is always "yes".
Leave for a couple of months and see if you miss anything.
As long as you don't, wait.
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Most players are doing both roles, devs play too.
It's just they don't know how to properly balance it. (Recent communications should make this an evidence.)
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2833186#Comment_2833186
So what you want is to make it fully, completely and only the killer's game, on a loose suggestion that 'maybe we'll balance it again at some indeterminate point after'.
Sounds totally reasonable, and not like a stereotypical forum killer at all.
That's not what I said at all. Are you seriously trying a strawman here?
Read the words, try to understand their actual meaning, imagine the possibilities. I've already spent my patience quota for the day.
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2833743#Comment_2833743
Bugs may exist anywhere in a system but here the most common issue these kill-switches are used to is for the purpose of a match (map, killer, ...). So this idea of his isn't far fetched at all.
Where's your evidence for this?
Also, software isn't written with 'common purpose' in mind. You either support a thing, or you don't support it. You either write the code to do the thing, or you don't. Simple as. You need to stop conflating paradigms.
Adding a flag to disable allowing to queue with the character is more effort, yes, but it should be pretty negligible, especially given the mechanic already exists.
The effort to add that is negligible, yes. But it opens up the doors to a multitude of other potential problems.
We aren't speaking about designing an algorithm or a new subsystem here. It's just one more for the killer.
And it won't stop there once you tread down this path.
Your second suggestion about the possibility of having a bug anywhere is extremely unlikely. It's borderline science-fiction.
And you know this just because you say so, eh?
Given the engine is UE4, it's practically built-in.
You could say it's a design oversight.
Ah, the rookie knowledge... just because I've got a bunch of tools in my workshop now makes me a master artisan I suppose? After all, I've got a drill, hammer, impact driver, power saw, etc. How can I not be an expert carpenter. I've got all the tools the professionals use!
Credential should be irrelevant against facts and logic.
😂😂😂
Not when the "facts" are in dispute, or the logic based on flawed premises. Credentials absolutely matter, it's a demonstration of credibility that you understand how what your saying works in reality, instead of only in your own imagination.
I'm a computer scientist with 40+ years of experience (I've started in 1981)
Experience of what, exactly? Computer Science is a fairly wide field, I should know, I have a BSc Degree in it.
I've got a master's degree. Specialized in system development. I've worked in the fields of cryptography, data compression, picture compression (Fourier-based), sound compression (Wavelet-based with psychoacoustics), low-level network system, kernel development, driver development, games ... 40 years is a long time and I'm interested in a lot of things.
Again, all of this doesn't matter one bit. Your inability to understand is perplexing.
At this point I have two hypothesis. You are either a text-book Dunning-Kruger, or you are simply an teenage amateur trolling looking for attention. The drivel and misplaced arrogance are similar so I really cannot decide.
You'll get no more attention for me, you are clearly not worth it.
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No. I'd rather have no comments or a simple "gg".
I rarely get salt though.
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Horrible? Yes.
The worst? No.
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@Tr1nity said:
Would you like a cat picture?
https://us.v-cdn.net/6030815/uploads/FQK9PN01F2DZ/f0c7f33b-0b79-48cf-8742-1504a423010f.jpeg
Here you go :)
Achoo 🤧
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2834254#Comment_2834254
Statistics matter when you are trying to say something like "He is objectively the worst killer". If he is killing more than another killer, even ONE other killer, then no.... he is not "objectively the worst killer" if he is obviously killing more.
The reasons the devs don't share these statistics is because these kinds of interpretations.
If the killer is mostly used more at lower ranks and gets lots of kills there (who's surprised?) it doesn't say anything about the higher ranks, where it should matter. Who cares about what happens in the ranks where players don't have a clue?
Ergo, these numbers cannot be used to draw any conclusion, as stated by BHVR.
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@logan2141 said:
Come on!!!
Do something with the game.
Its absolutly boring to play rite now.
Playing as a killer its absolutly anoying.
Every game you play is againt survivor with
Torch, decisive strikes, dead hard, prove thyself, borrow time....
you broke the game with this stupid skills...
DO UR JOB AND BALANCE THE GAME!
On you list, the only problematic one is DH. Boons are a close second because the killer doesn't need a second objective. This is even worse on multi-floor maps.
Flashlights aren't too difficult to handle when you get some experience. They feel just right.
DS used to be broken but now it's doing its job properly. Just don't tunnel or be ready to get hit. (I'm not blaming you for tunneling.)
BT only requires you to count a few seconds. If the unhooked survivor tries to use BT to bait a hit, you can wait just enough (and usually for a DH right after) to down him again. They chose between rolling the dice for DS or letting him slugged.
Prove Thyself is only part of the gen-rush problem. It's pretty rare except against SWFs.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2833544#Comment_2833544
"Objectively".
Statistics prove otherwise.
Statistics don't tell much. Ranks distribution of killers vs survivors? That makes a very different picture depending on that.
@ThatOneDemoPlayer said:
Are complaining about Wraith again? Is it his time to get nerfed again?
"we" ...
Players who can't be bothered to improve (raised in the "everybody gets a prize" mentality I presume) will complain until the game isn't kill-checks in a safe-space where the killer cannot reach you. 😴
I wonder how much Wraith they play, and at what kind of level.
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Who cares about 1.5x?
If you have passed the grind, you will not need that.
If you are still in the grind it will not really help you.
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Yes, I've been wondering about that one for a while. It looks so weird and I believe it affects the auto-miss "dressing".
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RPD is one of the worst maps of the game. It's a big map (all big maps are bad) and it's very difficult to navigate.
When I get it, I either try to kill everyone if I think I can manage it fast or, if I see the survivors doing gens efficiently, I let them alone and stand ready to open the gates ASAP.
If a survivor uses an RPD offering and I'm using Bubba, I guarantee I'll apply as much pain as I inhumanly can. If I'm on Nurse, they better have some variation of unbreakable. Otherwise I'll brew some coffee and check the news.
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@UnKn0wN45 said:
https://forum.deadbydaylight.com/en/discussion/comment/2833344#Comment_2833344
(I'm a newbie)
What's the counter to tunneling?
(assuming the person being tunneled can't loop for 5 gens)
Besides DS
I don't know any easy counter to tunneling. (Only to camping).
With an SWF (although it's not strictly mandatory), it's possible to pull it of by taking a protection hit and muddling the tracks. It requires coordination and a good understanding of how the tracks are working. It may even work against a Nurse (because body blocking against her is an order of magnitude more difficult).
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@Ripley said:
Your next challenge is to see how high you can rank with this gameplay alone, for science!
For science, we need several samples. The current build also uses Tinkerer. The fourth perk is still "irrelevant" but I absolutely don't want NOED in it. (It would change the spirit of the thing)
@Brokenbones said:
Doing the gens and just leaving is boring so that's probably why people try to save and die trying
Can't say I'd stick around in a scenario like this, I don't trust Killers...
You may be right. I was thinking more along the lines of "we have almost won already". I'm no psychologist though.
I would most definitively leave too.
@tippy2k2 said:
Isn't Basement Bubba supposed to be in the Basement?!?!
You can't be Next to the Basement Bubba! Get down there before The Family gets mad at you Bubba!
Indeed. I've played several matches where I was waiting right next to the stairs and never went up. The survivors didn't seem to notice though 😒.
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2832898#Comment_2832898
You could assume the most common reason to disable a killer being something to do within a match and not the menuing system to select that character.
No, you can't. I'd love to know where you got this idea from. Bugs can literally exist anywhere in a system.
You are making it seem we want every conceivable option kill switchable.
No, I'm saying (with 20+ years as a software developer) that the more specific you want the option to kill-switch something, the more effort has to go into building that.
Basically, you can build a single generic kill-switch that disables everything! You can't select Nurse, you can't play Nurse, you can't go to her selection screen, etc, etc, etc. Everything is controlled from a single value. Very difficult to get it wrong.
Or, as you would like, you want to be able to disable specific features, e.g. you can access her menu/profile screen, but you can't start a game. That would require building a list of all possible options, and allowing them to be toggled individually, whilst also maintaining them any time new updates come about.
That second option is more effort than it's worth, particularly when the target is to undo the kill-switch in its entirety.
I'm not making out that you want every conceivable option kill-switchable. I'm saying that to make any option kill-switchable (i.e. aside from everything) is more work.
Besides, menu bugs don't seem to reach the level of kill switch considering the Frankenstein of a character you can make right now with Cheryl.
Again, how would you know this? A bug could exist anywhere, and there's literally nothing stopping a bug being introduced that could crash the game every time you enter the menu for a particular character and destroys the files on disc that it'd require you to reinstall, etc. Unless you're a software dev, I daresay you have no basis to claim anything you're trying to claim. You might want to look up 'hubris'
No, its not difficult to disable the search for match button when killer == Nurse. Consider that switching killers in lobby is not possible prevents any circumventing.
I agree, but that's not a kill-switch. That's a specific software update, which is a separate thing altogether and requires users to download the update for it to take effect.
A kill-switch is a remote feature-flag system that determines whether a feature should be enabled or not, i.e. so it works without code updates because the flag is toggled at a remote server.
Its just an oversight on a new feature that was used for the first time. Improvements can always be made.
No, it's design.
What are your credentials btw?
Bugs may exist anywhere in a system but here the most common issue these kill-switches are used to is for the purpose of a match (map, killer, ...). So this idea of his isn't far fetched at all.
Adding a flag to disable allowing to queue with the character is more effort, yes, but it should be pretty negligible, especially given the mechanic already exists. We aren't speaking about designing an algorithm or a new subsystem here. It's just one more for the killer. Heck, if instead of a boolean they use an int, they can even bitmask it. Pretty trivial isn't it?
Your second suggestion about the possibility of having a bug anywhere is extremely unlikely. It's borderline science-fiction. Have you checked that word, "hubris", yourself? Do you realize how condescending you sound in that reply?
I'm sorry but here again it doesn't require an update of the program. What that person describes is exactly what a kill-switch is. It only requires having a context loaded, for an example, when the game is starting and connecting to the game's server and applying the (hopefully named) flags. Given the engine is UE4, it's practically built-in.
You could say it's a design oversight.
Credential should be irrelevant against facts and logic. Making this statement doesn't help your case. Ever heard of the authority fallacy?
If you want credentials, here are some. I'm a computer scientist with 40+ years of experience (I've started in 1981). And all this is would mean exactly zilch if I wasn't able to get broad-enough view of a suggestion to see its merits and instead focused on irrelevant details to, apparently, try to discredit it.
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2833306#Comment_2833306
😂😂😂😂😂
"You misunderstand the issue here. Everyone and their cats know how a hammer works, or close.
The question is, why can't you use a hammer to screw in nails
I love it. It reminds me of a joke someone wrote of what people thing writing code is like with regards to drones... the code was literally:
if (goingToCrashIntoEachOther) { dont() }😂
I don't think the analogy is correct, but I laughed at the line of code. 🤣
...
The joke put aside, if that line is in an object/context and dont() is one of its method taking the perception of the environment to calculate a safe maneuver to avoid collision, it's perfectly fine.
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Well, duh. Camping is easily countered.
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2832385#Comment_2832385
Ah, the ignorant comment that sounds right, but only to those who don't have a clue.
The killswitch disables the character completely; it's not designed with any particular scenario in mind other than to disable the character or perk completely because of an unknown problem.
Problem with the blood-web... killswitch.
Problem with the animations or lobby... kill switch.
Problem elsewhere... killswitch.
To fine-tune the kill-switching so it only disables particular aspects (i.e. you can select nurse and go through the blood-web but just cannot hit 'Ready') would require more specific coding to achieve just that, and to what end? None. Because the goal is to fix the problem ASAP and restore full functionality, rather than investing time allowing half-way measures in the interim.
In short, kill switches disable a feature completely and indiscriminately. We know the reason for it on this occasion, but there may be another reason the next time.
You misunderstand the issue here. Everybody and their cats know how the kill switch works, or close.
The question, if you need it spelled out, is why a kill-switch cannot be set to simply refuse "Ready" to be pressed, allowing to invest blood-points in the Nurse's web.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2832303#Comment_2832303
So what you want is for killers to have a fair shot when playing normally, but also just get to keep their tactics that are absolutely no fun and arguably too powerful.
"Listen, we can have a fair knife fight if YOU drop your gun. I'll be holding onto mine though. Just in case."
Essentially, yes. Further tuning can be done after this step (if it can ever be done).
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2832156#Comment_2832156
To be fair, the game can/has/will put low MMR players with high MMR ones, especially with its time-over-quality setup. With survivors it doesn't feel AS noticeable as long as 1-2 people can carry the weight, but as killer you really have to know to look for that one person who is a lot stronger than the others. Or just be playing off hours and get nothing but swf's streaming since they're the only ones really playing at the time.
BHVR are afraid to let us know our own MMR because it could create the same elitism that ranks used to carry in conversation. Likewise, they don't want to let us see each other's MMR for similar elitism but also because it would let people dodge when the matchmaking screws them out of a balanced game. The situation wouldn't be anywhere near as bad if they had more factors go into MMR, let killers have individual MMR like they planned, or most importantly not called it "skill based".
I agree not giving the MMR to players is the best choice. It's not meant to rank us, it's meant to make matches more enjoyable and fair.
Granted, it's a critical fail on that front.
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First reply is all you need to know.


