dugman
dugman
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I’m a terrible shot so I’m definitely not a Deathslinger expert by any means. I will say though that the thing I find irritating playing him is his turning speed while aiming feels super slow, it feels like turning in molasses. I didn’t notice it when I was shooting from the hip because you could turn normally while walking and then quick right-left click to shoot whatever direction you were facing. But now it’s right click and hold for a bit until the gun is up, then kind of slowly turn and aim, so that really slow turn speed is much more noticeable.
I can’t really speak to how good or bad Deathslinger is now, other than I’m assuming he’s not as good as before simply by virtue of having no quick shot. But as far as how fun he is to play for me that turning is a factor.
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I think they may have the DC penalty off currently, possibly because of the game crash bugs that were mentioned in the Kill Switch notes. It's not that unusual for them to turn the DC penalty off when there's a crash bug so people don't get time outs from the crash. If so they'll probably turn the DC penalties back on once that bug is fixed.
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I think it's way too early to tell how effective or ineffective the two Boons are. Like anything else I'm assuming a lot will depend on how good the players are. For instance I got a 4k tonight against a group that included a Witch with both Shadow Step and Circle of Healing, but it seemed like they weren't all that great in chases so if they did heal it wasn't helping much, and I wasn't using any aura perks so the Shadow Step wasn't quite as effective as it probably could be. 🤷♂️
I will say that I get a couple of reasons why in principle why survivors can reset Boons but killers can't, namely that most Killer hexes start the match already in play with no setup required and they typically affect the entire map. These two Boons, on the other hand, require the survivor to actively set them up which takes them 14 seconds and then the effect has a limited range (just shy of a killer's terror radius). So being able to place a new Boon if an old one is snuffed out is intended to make up for those other limitations on them. And that's fine, provided that the ultimate specific effect of a given Boon isn't too powerful or too weak given that it can be reset that system can work.
So I don't think Boon perks being reusable is a problem. The devs will just need to keep a close eye on the stats and if it turns out either or both of the Boons are giving survivors too much of a benefit they can just tweak the impact of them down a bit to balance it out (e.g. reduce the radius of effect, reduce the percentage boost on the Healing, etc.)
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Just on the Disconnection penalty point, my understanding is they do occasionally turn it off when there's a bug or hack that is causing game crashes. I'm guessing they don't want lots of people getting temporary time outs through no fault of their own. Once the crash they're worried about is fixed though they turn the DC time outs back on.
So yeah, it's annoying seeing more people than usual rage quitting, it's super disrespectful to all the other players in the match when that happens. But hopefully they'll get it back on "soon". 🤷♂️
P.S. I think I'm the opposite of the original post in timing in a sense. I played for a while up until some time after Blight came out, then I got sidetracked with other games and got away from DbD until a couple weeks ago. I'm still shaking the rust off but it's still fun. 🙂
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I just do one bloodweb per match (or more when I'm close to the 1 million cap) and play with the perks I happen to have. It's only a grind if you really, really want to get a very specific set of rank 3 perks.
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I admit, I'll miss Hawkins. It's actually kind of a fun map.
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There are a fair number of players who incorrectly believe that the game is supposed to be balanced so that half the time the killers stop all the gens and the other half of the time the survivors finish all the gens. That's not accurate though, what the devs actually want is for the most common results to be some survivors escape and some survivors die, and the least common results to be everybody escapes or everybody dies. But what that means is that, in most games between equally skilled players, 1-3 survivors will escape through the gates and therefore in most games the gens will be done.
So when you go into the game as a killer expecting that half the time you'll be able to stop the gens if you played well, you're actually going into the game with the wrong expectation. What you should really be expecting on average is that roughly half the time you get 0-2 kills and the other half you get 2-4 kills, and most of those games will be in the 1-3 kills range with the exits open. That's what the devs are presumably looking for in their data. I doubt they're "unaware of the game balance", they just have a different desired goal for the end results on average and are balancing around that.
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I can only speak for myself but I know I prefer my opponents to play their best regardless. I don't like getting pity points, I'd rather lose and know I did my best and opponents played well then get a consolation point.
That's just me, but I treat people the way I want to be treated. 🤷♂️
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Ok, so the game has Ash from Evil Dead, and it has Residential Evil zombies with hopefully passable AI. Now just mix that chocolate and peanut butter to get us Ash's S-Mart map. 😄
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@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2586060#Comment_2586060
no the devs broke the fog, this wont ever happen. they refuse to straighten out the spaghetti.
On a total tangent, I wonder how often those mist offerings are used? I never bother with them personally. 🤷♂️ And honestly if nobody is using them maybe the devs should consider replacing them with a different effect?
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Decisive Strike is already a very popular perk for a reason, why would you need to make it more powerful?
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Actually I said a long time ago that a key should only let the key user escape, and that moris should only be useful on survivors who are on death hook. And lo and behold that's pretty much how they work now, so I think the changes are a good thing. 😄
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So far the only problem I had with the Shadow Step totem was I had a match in The Game earlier where the boon totem was wedged in a tight space and my Clown couldn't seem to step on it. Kind of irritating but a bit of a fluky thing. 🤷♂️
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@DeadByLegion said:
https://forum.deadbydaylight.com/en/discussion/comment/2584857#Comment_2584857
The video has a kill rate for killer during his 100 game test with perks +/- addons and killer w/o anything. Both were 70% win rate.
But I had already watched and tallied all the details of his (and a handful of other top streamers') first 100 something games after MMR went into effect. My data set for Otz showed a 67.2% win rate (about 40.5% 4K and 26.7% 3K), so that's pretty close in line with the data he gathered in his test.
Just a hunch but I bet part of the difference between his 85% win rate in the video with items and no perks and the roughly 68% rate you counted in the games you looked it was that in the video he said he played with a dedicated high skill SWF. Assuming a bunch of the games in that 68% were solo queue then that could easily be a large part of that difference.
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Basically Chucky would be kind of similar to a character that is permanently Victor in terms of size. If they ever somehow did Chucky they'd probably have to make him mechanically different from Victor to keep it interesting. I have no ideas how, but I won't say it would be impossible for them to come up with something fun? 🤷♂️
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Personally I Prestige just for the fun of it to get myself to start the character over from the beginning and see what I can do with what the bloodweb gives me. It kind of forces me to play with perks and add-ons I might not otherwise have thought about trying.
But all the reports I can find say that basically whatever the listed benefit in the wiki is for rarities on nodes from Prestige it's negligible, maybe even turned off currently.
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@DeadByLegion said:
https://forum.deadbydaylight.com/en/discussion/comment/2582900#Comment_2582900
He's good, but doubtful if he's 0.1%. I mean, there are tons and tons of bad players, so maybe, but I've also seen tons of people posting on this forum and watched on Twitch with better win rates. I have better win rates with one of the weakest killers, been playing less than a year, and I know surely there are tons of people who main stronger killers with better win rates than me. Just look at people who go on win streaks for hundreds of games. Otz always struggled to put 50 wins together playing during the time of day he knew he'd get lots of scrubs. He's a good guy and very solid killer. I'm not talking bad about him. He's just not the god some make him out to be.
Out of curiosity where are you getting his win rate? He's got a private Steam profile so he doesn't show up on the stat pages that I checked.
For reference the win rate he mentions in the video as survivor with items and no perks was 85% with a median result of 4 escapes.
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I highly, HIGHLY recommend Michi's channel, he's one of the top Hags in the game. And he also has a really interesting Hag Trap guide that goes into both basic and advanced strategy regarding traps.
https://youtu.be/AX5AGQiNKg0 -
@ShadowNurseZFX said:
So the reason I think this is well.... pretty obvious,
It bypasses a whole element of the game called "the end-game collapse. This shouldn't be a thing as it just doesn't make sense. I don't think I actually need to explain why at all because you should know this. now my way of dealing with this is making the exit gates like ruin. but you don't need ruin. and it regressed at the same speed as gens or something. This has been a problem for far too long and it should not be a thing.
Just FYI as the killer you can open a gate yourself and you score 500 Bloodpoints for it. In fact I do it pretty frequently if I see a gate that's already at 99%. I figure once a gate is at 99% if I'm nearby I can open it, I get 500 Bloodpoints, the survivors get zero points because they didn't, and it starts the End Game Collapse timer that the survivors obviously didn't want to start right away.
Yeah, obviously you shouldn't open the gate yourself as killer if you think it will significantly help a survivor escape. But in a situation like that where all they have to do is tap the gate, there's really not much harm to you doing it first and it does give you some benefits.
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Sometimes I see people using Fearmonger? It's hard to tell how popular or unpopular it is but it did get a bit of a buff this last patch (it now applies Blindness on top of Exhaustion) so it might be worth a shot? At the very least it makes it so that if they're working on a generator, and you start running at them, they can't just break into Sprint Burst and run away for instance, and they won't have Dead Hard or Decisive Strike for a bit after they break off the gen either.
Obviously it's not a silver bullet against Exhaustion perks, but it's something. 🤷♂️
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Sorry, what change is this? I didn't see anything in the patch notes about Doctor.
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@DeadByLegion said:
https://forum.deadbydaylight.com/en/discussion/comment/2580117#Comment_2580117
I love Otz and learned a lot from his killer videos when I first started playing, but he is nowhere close to a top tier survivor. He has gotten a lot better within the last several months, but he's still a much better killer. He’s definitely not the best though. He plays all killers at pretty good levels, but there are tons of people with better win rates. If they ever make an MMR leaderboard, you would find a new god.
Call me skeptical that he's not a top tier player but since there's no public database of all players for me to compare his stats against others I'll just have to leave it as an untestable hypothesis.
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@Exult said:
https://forum.deadbydaylight.com/en/discussion/comment/2582383#Comment_2582383
That's a good point, though at the very least HG is designed to be a trap for the survivors to fall in. Plus it doesn't last indefinitely, which I suppose are a couple things NOED has going better for it.
That's true, it only lasts 60 seconds while NOED can last indefinitely. Then again once Haunted Grounds is triggered it always lasts 60 seconds guaranteed, while NOED can be potentially destroyed in 30 seconds or less after it's triggered so it might not even last that long. Of course, again on the plus side for NOED, it does give you an extra small movement boost as well which is a nice plus.
All in all they both have their pros and cons, but overall I think they're pretty much on par with one another. 🤷♂️
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I'm a terrible Deathslinger, my aim stinks, so I was bad with him before this change. 🤷♂️ I do notice now though that his very slow turning speed while aiming comes into play more often since, when you could fire from the hip, you could be turning at a normal rate while walking and then pop off a shot. Now you have to kind of already be pointed in more or less the right direction and hope you can time the shot when the survivor crossing the sight. It also seems to make it more difficult to swivel while going around a corner or a loop.
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Actually NOED isn't all that different from Haunted Grounds. They both effectively can net you 1 or 2 or if you're really lucky 3 downs per match.
- Haunted Grounds gets you the downs early in the match, which can help you gain momentum and snowball, and given how eager survivors are to cleanse hexes it's very likely to go off.
- NOED gets you its downs in the last stage of the game. This can result in a down becoming a kill, which is great, but it also doesn't help you earlier in the match where you want a lot of the pressure typically. It also has a small chance of being destroyed or having no totems available by the time it goes off, so it's slightly riskier than Haunted Grounds in that sense.
So I don't actually think NOED is any more useful than Haunted Grounds. In fact I kind of prefer Haunted Grounds in the current meta and with my playstyle. 🤷♂️
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I'm not a Pyramid Head main but I actually enjoy him for his Trails and the Cages more than his ranged attack. 🤷♂️
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Don't really care that much about NFTs one way or another, and DbD doesn't even have them in the game in the first place so 🤷♂️ . I have no plans to buy an NFT piece of content so I don't really care that much that some other company is selling them.
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On a tangent, a funny meme build is Brutal, Fire Up and Lightborn. It's the build that when they pre-drop a pallet and try to flashlight blind you while you break it you pretty much get a free hit.
Definitely a total meme thing but still really funny watching flashlight users scramble because who in their right mind uses that combo? 😄
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@botrax said:
https://forum.deadbydaylight.com/en/discussion/289204/brutal-strength-good-for-any-killers
Brutal strengh is good when the counter play is to pre drop the pallet.
So the best killer for that perk are freddy, clown and doctor.
You have to be a little careful dropping pallets early against Doctor, though. If he sees it coming he can shock you right as you drop the pallet and you'll end up trapped next to it while he just walks around the loop to hit you (assuming it's not a god pallet that he can't walk around.)
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@[Deleted User] said:
Reject Save The Best For Last, Embrace Unrelenting
No reason you couldn't run both. 🤷♂️ The former speeds up recovery after a hit, the latter recovery after a miss.
Just for reference, each token of STBFL speeds up your hit recovery by 0.15 seconds. After a hit, survivors get to sprint for 2 seconds at 6 m/s. So each STBFL token means the survivor is getting 0.9 m less distance from you before you recover. You can catch up to a survivor at 0.6 m/s (assuming you're a typical 4.6 m/s killer) so for each STBFL token that means you're cutting down the resulting new chase time by 1.5 seconds each. That can definitely add up if you want to keep chasing that same person again - with the max 8 tokens that means you've potentially cut down the following chase time by up to 12 seconds!
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2580026#Comment_2580026
I tend to agree that killer variety does make it a more interesting role.
Yeah I used to think it was my playstyle but it is up to the survivors to make mistakes if a killer ever Hope's to get multiple kills.
I still think mmr should be based on hooks not kills...takes more skill to get multiple hooks than a lucky noed down and kill.
I wouldn't be opposed to the rating system being based on hooks on a given survivor with a kill counting as 3 hooks. It would be a bit more nuanced than the all other nothing escape-vs-death rating.
That being said if they did that it would be important that any kill count the same as being 3 hooked since there are killers and builds that are geared more toward slugging survivors than hooking them right away. Slugging all the survivors and getting 4 kills that way is just as valid a way to win as hooking them all 9-12 times so it really shouldn't count against you in the rating system if you win that way.
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My off-the-cuff thoughts:
- Otz is one of the top players in the game as both survivor and killer, probably in the top 0.1% of the population in terms of skill. No rating system, no matter how good it is, can possibly match someone in the top 0.1% of the playerbase against other top 0.1% players every game. There simply aren't enough other players at Otz's level for him to actually be on equal footing with his opponents on every game, assuming the matchmaking isn't making him wait 15 or 20 minutes per match to find opponents of that caliber. That's a huge reason why his win rates for both survivors and killers are both in the 70% range, there's no way he's frequently facing opponents at his tremendous skill level.
- I think it's misleading to think that the game should be balanced around "no items or perks or add-ons" being the default. You have to think of add-ons and items and perks as your "gear loadout", much like you would go into an FPS shooter with an equipment loadout with different types of weapons. Playing the game with no items is the equivalent of playing a shooter with no weapon, yeah you can go around and try and punch people in the face but the game isn't designed for that, it's expecting you to have equipment. So it shouldn't be surprising that items and add-ons and perks significantly boost your win rate, they're supposed to do that and the game is expecting you to play with them.
- All that said there are balance issues within the various items and perks, etc. Some are clearly WAAAY better or worse than others. The difference between Monstrous Shrine's usefulness and, say, Pop Goes the Weasel is massive. Or the difference between Trapper's Padded Jaws and ... well, basically any of his actually useful add-ons. So I think what might be a slightly better experiment is, rather than assuming you're using literally no items, compare the difference between common, uncommon, rare and ultra rare items. Because while the game expects you to have an item, it doesn't assume you'll have an Ultra Rare one versus a Common one. So in cases where the Ultra-Rares are massively better than the Commons that could be a balance issue since it would mean how well you do has a lot to do with the luck of whether or not you've got those really rare pieces of equipment handy.
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Just for reference you get 5000 for escaping (it doesn't matter if it was hatch or the gates). So assuming you escape you need 3000 points to max Survival out of categories including:
- Good skill check: 50
- Great skill check: 150
- Healing yourself: 300 for healing from injured to healthy
- Stunning killer with pallet: 500
- Recovering in the dying state: 316 for recovering from dying to injured
- Struggling against second hook stage: Up to 900 points if you last the full 60 seconds
- Wiggling while being carried: 25 points per second wiggled
- Lots of misc killer/condition specific points (e.g. 100 for recovering from Deep Wounds, 250 for breaking Deathslinger's chain, 1500 for escaping as the Obsession, etc)
Basically if you can, for example, pallet stun the killer twice, healing yourself to full three times, do 15 skill checks and get a few other points from miscellaneous things like wiggling and resisting the hook you can definitely get 8000 points in Survival if you escape.
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You're welcome. Playing killer is way more fun than survivor! 😄
P.S. Once you realize the game is balanced so that getting 1-3 kills per game is the median result, and therefore the exits will be open most games even if you play as well as the survivors do, it gets rid of that feeling that you somehow "lost" if the survivors finished the gens. Them finishing the gens get two of them dying is basically a draw.
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I had fun last night. I even managed to use a Yellow Mori on the last survivor with Pig who was too far away to get to a hook safely so it was a rare time that the perk actually paid off! 😄
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Iron Maiden does supposedly make Trickster reload faster.
https://forum.deadbydaylight.com/en/discussion/comment/2126928
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2579742#Comment_2579742
Youo keep saying there was a boycott but nobody else is... Can you state a source? Or is this just a poor attempt at gaslighting?
I don't know that anybody literally used the word "boycott", but I definitely saw posts from people saying things like "I've uninstalled the game" and "People should leave negative reviews of the Hellraiser DLC on Steam".
Really, though, I think the most common comment might be "Can someone explain what an NFT is? 😕"
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You need to define what you mean by tunneling. Some people in this thread seem to think you're talking about rechasing someone you just hooked, while others think you're talking about getting into a very long chase with one survivor versus breaking off and chasing someone else. They're two entirely different types of situations.
- Redowning and rehooking someone you hooked previously is good strategy because it helps you get a kill that much sooner. Obviously you should be aware of Borrowed Time and Decisive Strike, but assuming you're cautious of avoiding those then chasing and downing someone who you hooked already is smarter than chasing and hooking one survivor, then a different survivor, then a different survivor again and so on. It's better to get one survivor out of play within 3-5 hooks then it is to get 7-8 hooks with all four survivors still alive.
- Chasing one survivor who is very good at evading you for an extended period of time is not good strategy. Sure, you might down that survivor after 60 seconds, but in the meantime the other three survivors have completed 2 or 3 gens and are well on their way to escaping at that rate. Knowing when to accept that switching targets and going somewhere else is good strategy.
- As a rule of thumb just standing around a hook when you know the other survivors are probably off doing gens is usually a bad play. If the survivors aren't coming to you then you should be going to them to keep the pressure up. Of course there are exceptions, if you have a survivor on the verge of dying on the hook for instance and guarding them for 10 seconds will ensure they actually die before being saved, then sticking around a bit mitigates that risk. But you should usually be pressuring survivors on as wide a front as possible, not standing around in one spot waiting for them.
Just my two cents.
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I would say Adrenaline is similar to NOED in that they are both Exit Door stage perks that give a nice boost in that end phase, with NOED giving the killer potentially one or two downs while Adrenaline undoes a down.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2577579#Comment_2577579
Sorry if I was unclear. I'm cool with it still spawning and opening with one survivor left.
In addition to that, I would like it to be visible when 0 gens are left (lets say gates are powered but not opened). I dont want it to open though, even with a key, until again - only one survivor is left.
Ah ok, I understand now, thanks for the clarification.
My guess is they don't make the hatch visible while more than one survivor is in the game because they don't want multiple people escaping with a single use of a key. It could be a technical thing where if they make the hatch visible then it would also mean the possibility of a single key letting multiple out. But who knows? 🤷♂️
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I'm a little unsure what you're suggesting, but if you're saying that the hatch shouldn't spawn with only 1 player left until all the gens are done also then no, that would probably be a bad idea since it's extremely hard for a single survivor to complete gens. The whole point of the hatch is that, with only one survivor, the game of "stop the generators" isn't fun for either side because typically it's way too hard for the sole survivor to complete 1 let alone more than 1 generator.
So at least with the hatch spawning when there's only one survivor left they have three potential exit points and have at least a fighting chance of getting out. I'm sure there are alternative end game systems for the last survivor that could be even more fun, like maybe an endgame chase mode where if the lone survivor can keep the killer in a chase for, say, 15 or 20 seconds then the exits automatically open. (That would give the lone survivor an incentive to get a chase started and hope they can outrun the killer long enough to get out the doors.) But we're probably stuck with the hatch and exits as they are more or less. 🤷♂️
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Actually gen speed is probably ok given that the game is supposedly being balanced around the median result being some survivors are killed and some escape. For that to be the case the game needs to have it so that, if the killer and survivors are equally skilled, then the exits are opened at the end of the match for one or two to escape, and therefore in the majority of matches all the generators are completed. If the generators were only completed in 50% of the matches then you wouldn't get that 1-3 per match escape rate median result.
So the question is, when you're in a "sweaty" match, do you typically get 1-3 kills as a killer, with a few matches keeping the gens from being completed and a few where all 4 survivors escape? If so then that's an indication the gen speed is where it should be.
As to the other idea of "spicing up" working on gens with a mini game, that would be cool but probably impractical on the development side. Imagine all the perks and add-ons and such they'd have to change if they swapped in a mini game for those skill check dials. It would be a pretty massive effort! I mean if they could figure out a way to get something cool in I'm sure it would be cool, but I kind of doubt it will happen.
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I'm not sure Pig is the weakest killer. Every time they release new kill rates for the killers she's usually above average. (Obviously those stats should be taken with a grain of salt, but if she was actually the worst you'd think she'd be toward the bottom most of the time like Trickster and Clown.)
I don't think she's the best killer either, but she seems to do ok, maybe because she's got some built in gen slow down with her power and because stealth can be a useful ability. And her lunge isn't great but it does work ok in certain short pallet loops that otherwise might be tricky to mindgame. (For my part I think she's middle of the road for me? I got a 4k with her tonight for instance but then again the survivors screwed up at the end so 🤷♂️)
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To be fair Trapper just got a pretty good buff this last patch by having an extra trap in hand at the start of the match and always having six traps on the map every match. Plus they revamped some of his add-ons. It's probably worth seeing how those changes play out before doing much more with him. 🤷♂️
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I watched a match with Tru3ta1ent last night where he was Spirit against high skill survivors with Iron Will. It wasn't pretty. Basically they could tell pretty much where he was all the time in the chases, but he couldn't see or hear them because of Iron Will. (They may even have had a Shadow Step boon up to hide their scratch marks in places too, I'm not positive on that though.) Basically if he phased it was really hard for him to track them while they could pretty easily hear where he was.
Now to be fair, that was against a team that most or all of them had Iron Will, so it was kind of a worst case scenario. But yeah, in that situation at least, she's pretty boned.
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@shadowman0105 said:
They maybe using the healing boon perk. (For me at least) it’s causing crashes whenever I heal inside the zone.
The devs have already temporarily deactivated Boon: Circle of Healing because it's causing crashes. (See the Kill Switch Master List tweet to the right)
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2577091#Comment_2577091
The difference is that one is legally backed, the other is not. Buying an NFT isn't buying the original work, even in the best scenario. Legally, the rights to the original work remain with the creator until they are transferred via a valid, legal system. The absolute best you can hope for is that the creator doesn't come after you when you try to exploit whatever you purchased the NFT of.
All you're getting is a slim assurance that no one else gets to buy the same NFT. And I suspect even that is on thin ice.
You replied before my P.S. above where I linked a more detailed article about NFTs.
It's incorrect to say that "even in the best scenario you aren't buying the original work". In fact in the best scenario the person selling the NFT actually does own the original work and the NFT is a part of the legal transaction that serves to help document the transfer. Counterfeiting and fraud are issues but those are not part of the "best scenario".
That article I linked goes into it in greater detail.
NFTs Do Not Inherently Authenticate IP Rights
Many market participants claim that NFTs can be used to prove authenticity. In fact, NFTs can authenticate ownership of a token itself, as well as the unique history of how such token was developed and linked to a creative work — on the public blockchains, anyone can see an owner’s wallet address and its linked metadata, as such information is available as a public record. However, a simple NFT by itself cannot help with matching the creator or owner of an NFT to a real person in the physical world, nor does it validate that the creator of the NFT has the underlying rights to tie that NFT to any specific creative work.
Counterfeiting is an issue associated with NFT artworks. Collectors can be easily left wondering whether some digital art they spent thousands of dollars on is a real Banksy work or merely a knockoff. To solve this issue, some platforms use an old-fashioned method to verify the identities of creators on their platform: manual verification. For example, SuperRare requires artists wishing to post their digital work for sale on its platform to first submit an application that requires information such as name, email, selection of artworks, social network presence, etc. Through this, SuperRare can ensure that collectors receive authentic artworks from reputable artists who have appropriate rights in the underlying art.
Other NFT marketplaces attempt to avoid the counterfeiting issue with broad disclaimers. For example, if a user attempts to buy a listing via the AtomicAssets marketplace, they encounter the following notice, which the user must accept to move forward with the purchase: “Anyone can create AtomicAssets NFTs and freely choose attributes such as name and image, including fake versions of existing NFTs or stolen intellectual property. Before buying an NFT, always do your own research about the collection and double check the collection name to ensure that you are buying genuine NFTs.”
Where Is the Creative Work Actually Stored?
In order to link an NFT with a digital creative work, the NFT needs to carry unique information about such digital work within its smart contract. One way to do this is to store the entire data for the video or song within the actual NFT code. This is often called “on-chain storage.” However, on-chain storage is impractical on most blockchains, since transfers on the chain incur a transaction fee based on the size of the token. Including the entire data for a large file into the NFT code would result in costly and time-consuming transfers. New technologies could resolve this issue, such as by developing secondary layers that allow for larger data sizes to be more easily transferred. However, as of the date of this article, that technology is still largely at the development stage.
In the meantime, the alternative way to link the NFT to the data for the creative work is to store such data off the chain, such as on a standard web server. The NFT then points to the address at which the digital asset is hosted online (in an ERC-721-compliant smart contract on Ethereum, that pointing happens via the TokenURI function). While simply pointing the NFT to the asset off-chain cuts down on monetary and time costs associated with transferring the NFT, the hosted content is now back to being centrally stored rather than being immutably stored on the blockchain.
This raises a legal question: Who has the legal obligation to host off-chain data for the associated creative works? NFT sales contracts or the terms of service for NFT marketplaces rarely specify whether the seller has a legal obligation to host the data in a way so that a specific NFT will always be retrievable by the owner. Absent such contract commitments, a buyer often has no guarantee that the URL or other web address will not be changed or be taken offline. This risk can defeat the whole purpose of using an NFT to secure immutability of the digital assets in the first place.
Some technology solutions attempt to solve this off-chain storage problem, such as the InterPlanetary File System (“IPFS”). At a high level, IPFS breaks up data for any image or other file into hashes — also called content identifiers or CIDs. The data for a specific piece of content is stored in chunks on decentralized nodes. No single web server hosts that content, so the content is still available and retrievable if a single node goes down.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2576550#Comment_2576550
No, you are NOT buying the original image. You are buying what IRL would be a napkin with 'dugman owns the mona lisa' scribbled on it. That's it. And the person who sold you the mona lisa might not be the creator (Granted, I wouldn't put it beyond DaVinci to have invented a timemachine, but that's a different topic). So, you are neither buying a copyright, a copy or and original. you are buying a slip of paper that says you own the thing.
And that's it. And if the person who sold you the slip of paper decides to say they didn't sell it to you... they absolutely can.
edit: also any statement saying 'no it cannot be deleted' are factually wrong as this has happened before. several times.
If you buy a property out of state that you have never been to, you get a piece of paper that says you own it. Someone could scam you and sell you a fake deed to a property they don't actually have the title to but it doesn't mean that in non-fraudulent cases you wouldn't actually own the property.
I think the question isn't "what happens if you get scammed", the question is, "what happens when you don't get scammed?" And assuming the business is on the up-and-up then what you're buying is the original work.
P.S. Here's a more detailed article on NFTs that even uses a similar analogy I did to buying an original painting. When you buy an original painting you have the right to display it for personal use at your home, for example, but don't automatically get any copyright to the painting to sell copies to other people or get intellectual property rights to it.
NFTs Govern Ownership of the Token, Not the Underlying IP Rights
Ownership of an NFT as a unique token – versus ownership of the content that such NFT may be associated with – is a critical distinction. When someone purchases an NFT tied to a piece of content, they have not automatically purchased the underlying intellectual property rights in such piece of content. Under Section 106 of the U.S. Copyright Act, a copyright owner has certain exclusive rights to reproduce, prepare derivative works of, perform, display, and distribute the copyrighted work. As a general rule, the purchase of a piece of art does not transfer all copyright in such work to the buyer. For example, when someone buys a painting at an art gallery for their home, they are acquiring the physical painting itself, which they can display, but not the underlying rights to reproduce, make derivative works of, or distribute copies of such painting.
In reality, the underlying copyright only transfers if the copyright’s owner evidences in writing that they intend to transfer those rights alongside the copy of the work. Unless the NFT owner has received explicit permission from the seller, the NFT owner does not automatically acquire the legal right to take pictures of the creative work attached to the NFT and make T-shirts or postcards for sale. Absent further documentation, the purchaser of an NFT acquires through that purchase an implied non-exclusive license to display the related media in their token wallet for personal purposes only, but does not own the underlying copyright in the content the NFT is associated with or the right to display that media on third-party products, websites, or platforms.
https://www.thefashionlaw.com/nfts-what-are-you-buying-and-what-do-you-actually-own/
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2576486#Comment_2576486
you.... are quite wrong.
Because you are NOT buying the painting, as per your example, you are buying the receipt. The painting stays in the gallery, with only the person who 'sold' it to you having control over it. They can gladly just delete your receipt from the database and sell it again, without you being able to do anything as the transaction can not actually be traced (which is why crypto IS used for all sorts of shady financial stuff)
so no, you are not buying an original or a copy, you are buying the promise that you did buy the original.
What your example describes are art commissions, not nfts. And cryptobros like fog up there HATE commissions with a passion, citing that they are 'too expensive' commonly (which, translated into plain english means they are scandalized at the thought of having to interact with another person politely and respectfully, with there being a risk that they don't get their will if they don't)
To clarify, I'm not saying you're buying the "copyright" for the image, you're buying the "original image". The copyright holder can still license who can make copies of that images and who can't, or can sell that license to the NFT owner, or what have you.
And I didn't mean "commissions". Commissions are paying an artist to create something for you. This is rather paying for an original work that's already been created. What I'm talking about is more like buying something already made at a gallery or auction.
As far as "shady transactions", that's another issue entirely.
P.S. Mind you, I'm not trying to defend or attack NFTs, just trying to have a decent analogy to them in the physical world.