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  • zoom out the camera for survivors and killers

  • So, the premise is that you don't want to spend a lot of time slugging away with the hatches closed, right?


    Do you like the idea of suggesting an adjustment, such as calling the crows more quickly while slugging, for example, so that the killers will notice your presence sooner and hook up and end the game?

  • To be honest, the old version was very strong in that it could block the killer's actions while giving an information advantage to its allies by simply spamming it the moment it became active, but this adjustment is not a weakening at all.


    It is now more difficult to gain a free information advantage, but in terms of the perk's original effect of blinding and stun (and the need to kick it again after it ends) and the time it takes to restrain the killer, being able to activate in 40 seconds is an enhancement.

    Now that generator kick perks are in vogue due to the impact of the ruin being useless, you can still gain an advantage by making sure the killer is close enough.

  • Should we try to implement a "rulebook of morals and etiquette to read before playing online games" into the tutorial?

    There should be no "intentional disconnections" except when faced with bugs, glitches, or cheaters that make the game impossible to progress.

    It is wrong not to take responsibility for a survivor being greatly disadvantaged by suicide. I know the game is called e-sports, but there is no e-sportsmanship in it. No, DbD is an "e-show", so does it not need sportsmanship?

    I have some tolerance for AFK. Possibly a phone call or a courier came. Or playing just to cause deviant discomfort.

    But if it continues to stay there after hook rescue, I kinda sigh.

    Sandbagging, what does this mean? Is it the same as what is called kebab in Japan?


    Anyway, there are a few things you should not do in the online game. But most of them should be understood without difficulty if you have the ability to look at things objectively.

    sry my poor english

  • If they accidentally implemented the anonymous feature in the console version, don't you think they would have noticed it at least 3 days after that patch note? And couldn't they have disseminated it via official Twitter, etc.? I would like to know the difference between when the kill switch is applied and when it is not.


    I couldn't help but have my doubts. Even if you stop the anonymous feature from the console version, the scammers using the anonymous feature are still on the PC version.

  • There is no need to worry, as the killer should have an auto-memento feature under development when the last remaining survivor is or becomes in a slagging state.

  • I too am a solo player and find it difficult to move up a grade and reach iri1.


    However, in the old rank system, the developers did not expect everyone to be rank 1.

    So the matching stopped working and created a new grade.

    Grades are not used for matching and are said to be an indicator of time played. Oddly enough, however, grades only go up if you excel and earn pip.


    But if BHVR holds consistency, then maybe "no one is supposed to be iri1".


    sry my poor english

  • If I were bubba, that would mean that Face Camp was a complete success when it happened.


    Facecamping in bubba requires almost no skill at all. But it is a surefire way to ditch the 5 generators and get one kill.

    But why not fix the generators? It is up to the actions of the other three survivors to turn a chance for three to escape at the expense of one into a chance for four to be executed.

    I understand this and will never commit suicide or DC when face camped by bubba. I will fix the generator when someone else is face camped.

    It depends on the actions of the other three survivors whether the survivor being face camped will be the hero to get the other three out or the bait for total destruction.


    If you were lost in a foggy forest, would you point the finger with a stranger at the killer in front of the hung man?

    I think you are basically free to be selfish or altruistic, but I would not try to act senselessly.

    However, if casual matches were implemented, I might do that.


    sry my poor english

  • What is the logic behind the narrow field of view by default and not being able to see the survivor diagonally ahead, yet being blinded by the flash light they use from that invisible position?

    I have seen developers say that flashlights can be countered by facing the wall. But even when facing the wall or catching a rocker, the survivor who is not in sight can still be hit by the flashlight.

    Why does it act as if shadow bones are applied only to determine when a survivor uses flashlight, when the killer's field of view is narrow by default?


    sry my poor english

  • Unless I am misreading the English, it is probably not a bug.

    The 6.2.0 patch notes describe what was added from the PTB.

    Screenshot_20220911-122744~2.png


    If this response of mine is misplaced, I apologize.

  • BHVR can retain consistency by either nerfing Blast Mine to its current nerfed state or making Dragon's Grip as ridiculous as Blast Mine was before, with no coold time.

    This time the result is a nerf to Blast Mine. (The fact remains, however, that it was a bug until now.)

    But it is still available in its current state. Compared to something that only extends the attack range once one generator is repaired, it is practical considering that you can focus on generator repair for this perk, the information advantage of the aura, and the ability to temporarily stop the killer's actions, albeit briefly. It stuns and then kicks that generator again, so it can inhibit the killer's actions more than the numbers.

  • I am actually a little bit attracted to the idea of this generator.

    This is because I have not yet unlocked the Left For Dead achievements.

  • @About8Genjis said:

    "Fixed an issue that caused the Wraith's "Shadow Dance" - White add-on to increase the locker opening speed while cloaked."

    Wasn't that intended? I thought that it always said that it increases locker opening speed or am I going insane? And why only the green rarity one, when the purple one does the same (increasing locker opening speed by 60% while cloaked)?

    To quote a discussion from a while back.


    shadow dance did not speed up the locker in 2.2.0 when it was added. At this time there is no mention in the add-on text that it applies to rockers either.

    But at some point the text was added that the effect would be applied to lockers. I suspect it was a technical issue where the action to destroy a board or window and the action to open a locker were uniform and could not be distinguished. I believe that is why the text was quietly added to hide it.


    If I remember correctly, the green and purple add-ons were also faster lockers up to 6.0.0.

    1662553562508-hGKcNTk0rc.png


    But in 6.0.0 it will receive a shadow nerf. The text about lockers has been removed from the text of the green and purple add-ons. There is nothing in the patch notes about this. At this point, the text may have still just been removed and the effect may have been applied to lockers in-game.

    1662554650742-CSI2s3CqG0.png


    However, in 6.1.0, the patch notes state that "The green add-on applying effects to lockers was a bug.

    Again, there is no mention of the text being removed from the green and purple add-ons.


    But why do you think they suddenly did this shadow nerf from 6.0.0?


    My guess is that the developers were very scared of Dredge and the aura visualization perk he brought.

    So they seem to have removed the add-on text so that no one would notice, then wrote in the patch notes that "this was a glitch" and acted like it never happened.


    sry my poor english

  • It even seems like the goal is to completely destroy the charge shortening add-ons, and while at it, replace most add-ons with overheating related crap.

  • The main difference between Minecraft and DbD is that the Enemy opposing the player is essentially an AI.

    I understand that even in DbD, t-bagging is done at the start of the game as a greeting to an allied survivor. There will be no intent or context of insult there.


    But would t-bagging be done against zombies, skeletons, or endermen?

    Maybe in the case of streamers and Funny Moments, t-bagging could be done with DbD zombies, but that is different from the t-bagging culture being discussed here.


    The killer in DbD is not an AI, there is a human inside that controls it.

    If you fail to understand that the killer is also a player and t-bagging with a clear intent to ridicule, I despise it.

    I don't think anyone is talking sophistry, but would anyone who does it on a daily basis t-bagging even against a tutorial trapper?

  • @Gary_Coleman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3180746#Comment_3180746

    No worries. It can be hard to determine peoples intentions when its just words on a screen sometimes. We all have misunderstandings. No hard feelings.

    Thank you for being the person you are willing to forgive. The utmost respect.

  • Yeah, I couldn't discern the irony because I don't speak English.

    My apologies. I feel shame for me.

  • @Gary_Coleman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179183#Comment_3179183

    To be fair, some of the skins do make this game look like we are getting together to have a tea party or go to a club. So why does the killer have to be so mean?

    Should I completely change my play style depending on the skin?

    Do you think any killer should dance if any one person wears a mask?

    As long as it is not TOXIC, I think any playstyle is basically free. But forcing it is a bit different.


    The survivor who wants to have a tea party is now matched with your idea of a "mean killer" in DbD, and you can't prohibit a killer from going for the execution. Or are skins for tea parties and clubs the ticket to providing a free escape?


    If you think that survivors and killers in DbD should get along and dance at tea parties and clubs, why don't you suggest casual matches to the management, as I mentioned a bit in my quoted comment.

  • t-bagging culture in DbD?

    Does it have its own culture in FPS and fighting games that I can assure you is never an insult?

    I don't think so.

  • こんにちは。

    I see this title and content as saying "Killers don't kill survivors, don't hook survivors, don't leave survivors alone, entertain them and make sure they get out", am I mistaken?


    Should we create a thread called "Generators, Rescues, Boards, and Windows?"


    What is camp for survivors? Is it a problem for the killers to stay near the hooks to be more efficient and increase the number of executions? Or is it frustrating that the other three make their escape and you, the competent scapegoat who has attracted the most Killer attention, are unable to escape?

    What is tunneling for the survivor? Do you understand which is more efficient for the killer to go after the healthy survivor or the injured survivor after the survivor has been rescued? Should it be forbidden to go after a survivor after they have been rescued no matter what?

    What is slugging for the survivor? If a survivor is right next to a downed person, do you have to carry him or her immediately without injuring or downing him or her? Or is it impermissible to have a vision of executing everyone after the downing of one of the two remaining survivors?


    Does the cover of the Survivor's Rulebook say "DbD of the survivors, by the survivors, for the survivors"?

    If you have to carry a survivor down immediately, if you have to leave immediately after hooking them, and if you are not allowed to target rescued survivors no matter what, then "DbD is not a game of choice".


    What I really want you to know is that unless you are casual, you are playing with the goal of executing killers, just as survivors play with the goal of escaping.

    If you think that camping, tunneling, and slugging is anyone's idea of maliciously trying to make survivors feel uncomfortable, you are wrong. If one does it with malicious intent, it is TOXIC. I would despise it too.


    We should be able to understand each other. Survivors and killers should both have a mutual, if not casual, desire to win.


    I understand your frustration with camping, tunneling and slugging. But I do not think they should be banned. I do think we should add some incentive or feature for survivors when they do that.

    sorry poor my english

  • I am not ready to make a decision about adjustments to Wesker, but what about the idea of adding a SPECIAL ENEMY? This system has not been added at all since Nemesis.

    I'm not saying it should definitely be added, but I think it's time for a new killer with SPECIAL ENEMY.

    Or is he still not well-liked by the zombies, unlike Nemesis?

  • I am a solo queue player, but if you always see escape as the goal of success, then of course you don't need to help your allies. If you want to escape, or if you want to increase your chances of escape, repairing the generator is your priority above all else.

    And you can assume that other solo queue players have that mindset as well. If I am face camped in Canibal, what I would like you to do is not to just stand around for rescue, but to repair the generator. If the face camp results in the three of us being able to escape, then I can be a hero for sacrificing myself to save my three friends.


    But, well, I can rescue them. We'll see later if it would have been a better outcome.

    As a solo queue, it's not wrong to value your own results. If you still want to help your allies, there is no greater good person than you!

  • It seems really great to be able to ask a moderator a question and get a response.

  • A button that auto-retrieves Blood Web at that level with one tap. It would be nice to also add a menu to save BP or prioritize the rarest ones for this.

    Or tapping on one on the edge should be able to auto get the shortest distance.

    Also, there is no need to interleave every single level up and no need for unnecessary animations during prestige.

  • I understand.

    Killer is always a solo queue.

  • What? Was the dragons grip a bug!


    That's not possible!

    It has been two years since it was implemented.

    And yet you are only now finding out that it is glitchy!

    That is impossible. If you had done some test play, you would have noticed it sooner.

  • Would you withdraw a product that has just been launched so quickly?

    If so, they should have a hard time getting their money back.

    This is not the first time this has happened with a product called Wesker.

    It may make sense from a business standpoint, but from the standpoint of the user who purchased the product, it leaves me dissatisfied.


    Still, I still think it is money.

  • こんにちは。

    I think knockouts will always be nerfed.

    BHVR has buffed the base kit with a quick effect and a patience effect in the 10 seconds after hook rescue. This makes tunnels harder to select.

    BHVR implemented a reassurance perk and made it easier to stop the timer on the hook. This makes camping harder to select.

    And knockout will be nerfed next. This is expected to make slugging harder to select.


    It is ridiculous to feel like you have rebalanced the game by constantly taking away options from killers.

    I remember the saying "DbD is a game of choice", but does the killer have to choose between hooking the survivor 8 times evenly and then having everyone escape?


    I understand that camping, tunnels, and slugging are not fun for survivors.

    So what would you think if tomorrow the only killer to be matched was a nurse?

    Of course I think it would take away the option to play nurse.


    Sorry for my poor English.translated

  • I think some add-ons need to tweak their numbers, but still more unique than the current garbage add-ons. I like.

  • why didn't fix this yet

  • An add-on called Iridescent Blight Tag gives the Blight's Death Rush Attacks defenseless status with certain conditions

    Otherwise, it's a cheat.

  • It is neither a technique nor an exploit.

    It is just BHVR's technical expertise.

  • Actually, you may be right.

    However, I believe that after the range add-on is nerfed, Survivor will start calling for a new charge shortening nerf.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/334435/dc-survivors-husk-system-i-remember

    They also said in 2019 they're going to get this game running at 60fps across all platforms. Still waiting for that as well.

    Regarding 60 fps for the console version, we already received a reaction from the developer recently. (Q&A JANUARY 2022)

    They stated that the roadmap they announced at the time was too high a goal and that they will continue to aim for it, although they did not meet the deadline they promised to achieve it.


    https://forum.deadbydaylight.com/en/discussion/306073/developer-qna-stream-summary-20th-january-2022/p1

    @Pulsar - "When in 60FPS coming to last gen consoles?"


    This is a very fun elephant in the room. That roadmap back then was a little too ambitious, and not everything included has happened. Yet.

    They've managed to optimise the game where the GPU (Graphics Processing Unit) is hitting the target for 60FPS, so all that's needed now is CPU (Central Processing Unit) optimisations. In 2021, they worked on converting old blueprint code to C++, and stopping the loading of events when they're not needed on-screen. This helped drop the CPU time, and they will continue to do so in 2022. In the upcoming Mid-Chapter, they have improvements for The Nurse and skillchecks, and in the future there will be improvements on distance objects, off-screen objects, and other things such as "async loading into a match". They missed the ETA and would like to continue working on improving it.

     One thing that's often suggested is to add graphical settings to consoles- this would change nothing, as that only affects the GPU-side of things, not the CPU-side of things, which is where the problems lie.

  • Great idea.

    And what about non-human survivors?

  • Depending on the number of people remaining.

    If there are three or four survivors left, the gate may be regressed, but if there are two or fewer, we do not feel the need to regress them.

  • If they are looking, the status would not be PENDING.

  • As we suffer from a lot of alphabets <3

  • 吊り分散や(キャンプと)トンネルに対する批判的な主幹の意見の根本は、「儀式のほとんどをフックで過ごすのはつまらない」と同じくらいに「早期にサバイバーである自分がゲームから退場することが嫌だ」にあると考えているので、

    最初の処刑者のみのフックカウンター共有案は前者を解決することは可能かもしれませんが後者の解決は難しそうです。あちら立てればこちらが立たずとはよく言ったもので。


    最初のフックカウンター共有案に似た問題として既に、マイケルの墓石が挙げられます。それまで凝視されずに上手に立ち回っても、周りの生存者が大量に凝視されて寸止めされていて、突然のゲーム終了を不満に思っている(ためこのアドオンを嫌っている)プレイヤーがいることを知っています。

    “自分が”何もミスしていないのにいきなりゲーム退場になったら不満に思うんだろう、というのは想像できます。しかしキラーの視点からすると、サバイバーの“チームとしての”ミスが個人に還っているだけなんですよね。


    でも結構好きな案です。現状よりは全てのサバイバーが修理やチェイス等の基幹的なゲームプレイを行える可能性は高まると考えるためです。

    私は加えて儀式に大局を及ぼさない糸杉メメントのデフォルト化や、

    それに伴う儀式に必要の無いレア・ウルメメの効果の変更もしてほしいですね。まだプレイするのなら。

  • I have heard several people's opinions.

    In fact, you can find out in the character descriptions and archives that characters other than David are either homosexual or heterosexual.

    What I found disturbing was the loud and high-handed announcement that "this character is actually homosexual" while making a dedicated news story. Unlike the other characters.

    Of course I understand that this archive will talk about David King's character background. But the difference is that the news article was purposely created solely for this character's sexual preference.

    I see this as having been unnecessary.

    Diversity means a society where all kinds of ideas, tastes, etc. are universally accepted without saying a word.

    Yet, David King was created for a separate news article. 

    “He is gay.”

    It seems to me that they really wanted to make the appeal, "We at BHVR are a socially and not racially discriminatory company” that created a gay character.

  • "DC pretends the 1v1 never happened."

    I see, so just before the confirmed hook of death, the hamster may gnaw on the server.

  • First of all, let me argue that strength and fun are two different issues.

    In some cases being strong is interesting, in others it is strong but however it is not interesting, in others it is weak and yet interesting, or weak and yet not interesting.


    Sadako is certainly weak.

    But in terms of interestingness, it is exhilarating to be able to warp over the map continuously in a short period of time, and I find that to be interesting.


    But she is really weak.


    I couldn't fit it into a single word, because I don't speak English.

  • 乱雑なメモ:今回の開発チームQ&A(2022/3/7)は恐らく開発チームによるQ&Aではないようです。日本窓口が答えられるもののみ抜粋し、それに対して答えている......ように見えます。

    @Donnary21st_BHVR said:

    https://us.v-cdn.net/6030815/uploads/WSSK7YXFZ6MN/devqaanswers.png

    この記事では、公式Twitterでプレイヤーの皆さんから募集したDead by Daylightに関する質問を、いくつか選んで回答します。 

    皆さんからの質問コーナー 

    ブラッドポイント上限を増やしたり無くしたりする予定はありますか?等、類似の質問 (複数の方) 

    ブラッドポイント上限については最近とても活発に社内で議論しています。直近で何かの変更を行う予定はありませんが、ゲーム内の育成要素やブラッドウェブに関わる他の計画がいくつか進行中です。これにより、ブラッドポイント上限を窮屈に感じることが今と比べてとても少なくなるでしょう。待て続報! 

    生存者のマッチング待ち時間を減らすための機能や施策を追加する予定はありますか?等、類似の質問 (複数の方) 

    マッチングに関しては、全体的に改善することを目指してシステムの開発を継続中です。いくつかは過去のニュースでお知らせしましたね、それには待ち時間が長時間になるケースの軽減も含んでいます。ただ、今までお知らせしたことがすべてではありません。とても近い将来、新たな施策を行いたいと考えています! 

    煽る人等、マナーの悪い人をブロックしその人とはマッチングしないようにする機能は搭載できませんか?(マサさん) 

    特定の人とマッチしなくなる機能を実装する予定はありません。なぜなら真っ当な相手をブロックすることで簡単にシステムを悪用できてしまうからです。しかし他のプレイヤーへのハラスメントは禁止されており、ゲームのルールに定めた違反行為や利用規約に違反しているプレイヤーへの処分は常に最善を尽くしています。なので、違反行為を見かけたら通報を行ってください!Dead by Daylightの禁止事項を定めたゲームのルールはこちらです。

    さらに、通報内容の確認と処理を改善するための施策も進行中です。今までより多くの通報をより早く処理できるようになる見込みで、今後、より効果的にゲームのルールが守られるよう対応できるようになるでしょう。 

    『選択は君次第だ(天秤)』や『解放』など、レベルで効果時間が変わるパークの一部ではあえてレベル1や2をつけたいことがあります。(天秤ならCT40秒でワンパン、解放なら衰弱切れ=決死切れと判断するキラーに対し余分に時間を稼げる)パークレベルを変更選択出来るようにする予定はありますか? (𝙉𝙊𝙂𝙄𝙎𝙃𝙐𝙋𝘽𝙊𝙔®さん)  

    パークのレベルをプレイヤー側で調整できるようにする機能を追加する予定はありません。パークは、レベルが高いものは低いものと比べ常に上位互換となるようにするよう意図しています。挙げていただいた“選択は君次第だ”のようなパターンの場合、レベルが高いものが常に上位互換であるべきという設計に沿うため、レベル調整機能の開発よりもパークの効果を見直す方を取ると思います。 

    相対的な役割に応じてボーナス的な要素が実装されることはありませんか?例えば執拗に1人を集中狙いされたとき、そのサバイバーは終盤までずっとチェイスせざるをえません。そのまま脱出できてもBPは一番低いです。チームの貢献度は大きいのにリスクに対して旨味が少ないと思います。 (mitten🧤(ミトン)さん)  

    ブラッドポイントとは、「ゲーム内の様々な要素に触れたプレイヤーに報酬としてキャラクターを育成できる機会を与える」という設計で作られています。殺人鬼に狙われっぱなしで、特に早々に死んでしまったときBPを得られる量が少ないことは理解しますが、『ドンマイBP』的なものを追加する予定はありません。そのようなシステムは不正なBP稼ぎに使われたり悪用されたりしがちな気がしています。  

    発電機から手を離したタイミングでよくスキルチェックが来て爆発するのですが、あれは運だから仕方ない事なのでしょうか? あまりにもよく起こるので (とりりんさん)  

    その通り、運が悪いんです!スキルチェックは、パーク等の発生タイミングや確率を操作するものを除き、他のシステムとは完全に独立しています。ただ、手を離したまさにその瞬間にスキルチェックが発生することで生じるフラストレーションを改善するための方法は検討しています。今日のところは詳しくはお知らせできませんけどね。 

    今後のグッズ展開で既存のトラッパー、レイス、ヒルビリー以外のキャラクターのフィギュア化などは考えていますか? (バミさん) 

    今は予定にありません。ただ、今予定がないからといって今後やらないとは限りませんよ。 

    過去のリフトで入手できたスキンが少しずつショップに並ぶようになりました。これと同じように、過去のリフトで入手できた魔除けを何らかの方法で入手できるようにする予定や計画はありますか? (きょーへいさん) 

    今のところすべての魔よけを再販する予定はありませんが、一部の魔よけを特別な機会に取得できるようにする方法を現在検討中です。 

    いかがでしたか?今後も公式Twitterでときどき質問募集コーナーを開く予定ですので、質問したいことがある人は見逃さないようにしてくださいね。 

    それではまた次回―― 

     

    The Dead by Daylight team

    それは、今回のQ&Aの方式が今までと違って日本公式Twitterのリプライ欄のみで募集されたためです。記憶が確かなら英語版では、今回フォーラムでもTwitterでも質問の募集も回答もなかったはずです。

    そしてその中身も、ほとんどが今までに既に聞いた回答の焼き直しです。

    後は「検討中です」「お知らせできません」「予定にありません」という文言は今までもよく見かけていましたが、

    日本窓口独自の回答であって開発チームとしての回答じゃ無さそうだと思ったのが「思います」「気がしています」という婉曲表現です。開発チームの回答としてはとてもふわふわしています(今までのQ&Aなら「〜となるでしょう!」とでも書くと思うので)。

    質問に対する回答になってないんじゃ?というのもあったけどね。それよりも数も内容も薄味だったので、公式のQ&Aとは思えませんでした。

  • Hiding devore hope until 5 stacks. Maybe it shouldn't be possible.

    Even with 0 stacks, the totem is still burning! 

  • 確かキャップについては2021年10月のQ&Aでも軽く触れられていましたね。

    @Donnary21st_BHVR said:

    https://us.v-cdn.net/6030815/uploads/GQ80FLWKWB2C/live-q-26a.png

    この記事では、2021年10月8日に行われたQ&A配信で発表した皆さんからいただいたご質問への回答などを紹介します。本編はこちらです。(英語) 

    お知らせ 

    プレイヤー満足度アンケート 

    プレイヤー満足度アンケートを開催中です!少し時間がある人はぜひ意見を聞かせてください。 

    ドワイトカラス配布中 

    魔よけ『ドワイトカラス』を配布中です。去年のハロウィンで取り逃した人もそれ以降に始めた人も11月1日午後0時59分まで誰でもゲットできますよ。引き換えコードは【DWIGHTCROW】です。 

    ピンヘッドのボイスについて 

    多くの方からピンヘッドのボイスがいつ帰ってくるのかという質問をいただいていますが、現在のところ新しい情報はありません。満足のいく回答ではないことはわかっていますがご了承ください。 

    スキルレーティング制について 

    スキルレーティング制について色々質問が来ていましたので、概要について改めてご説明します。 

    なんでランク制をやめたんですか? 

    ランク制が優れていたのはプレイ時間の長さを測ることで、ランク数の差以上にプレイヤーの腕前にかなり差がある場合がありえました。そのためそれをベースにマッチングを組むことはマッチのバランスが悪くなることがあることはすでに証明されていました。 

    スキルレーティング上の『勝利』とはなんですか? 

    スキルレーティングの裏側では色々な数式が動いていて、勝つと値が上がり、負けると値が下がります。では勝ちとは何か?生存者の場合、儀式から生きて脱出できれば勝利です。殺人鬼の場合、生存者を仕留められれば勝利です。Dead by Daylightの場合1対1のゲームではないので、1回の儀式の中で生存者は1回 (自分だけ)、殺人鬼は4回 (各生存者に対し) 勝敗が決します。そして儀式に参加した生存者・殺人鬼のレーティングを考慮して儀式後にレーティングが変動するようになっています。 

    ただし例外があります。ひとつがハッチからの脱出です。ハッチからの脱出はプレイヤーの腕前と関係ないため、生存者側・殺人鬼側ともにノーゲームと見なされます。勝利でも敗北でもなくレーティングは変動しません。 

    もうひとつは生存者の死ぬ順番です。マッチ内の生存者が1人減ると、他の生存者が脱出できる可能性は下がります。もう1人死ぬとさらに下がります。プレイしたことがあるならこの意味がわかると思います。この点を考慮し、最初に死んだ生存者はレーティングが完全にマイナスとなり、次に死んだ生存者は若干マイナスが軽めになり、その次に死んだ生存者はさらに軽く…と、生存者は死んだ順番によってレーティングのマイナス度合いに補正がかかるようにしています。 

    レーティングに上限はありますか? 

    レーティングに上限はありません。多くのプレイヤーは500から上に位置していますが、ごく一部の人は3,000くらいまで上がっていました。ただ過去のテストでレーティングが高すぎるため文字通り数時間待ってもマッチ相手が見つからない人がいたため、マッチング上での上限は設けてあり、あまりにもレーティングが高い人はマッチング待ち中は切り下がるようになっています。今は確か1,900か2,000に設定されていたはずです。この切り下がりは低い方にも有効で、あまりにもレーティングが低すぎて相手が見つからなくならないように一定数まで切り上がるようになっています。なお、これらの数値はマッチの結果のデータを見ながら常に調整を行っているため変動します。すでに何回か調整を行いました。 

    再度のお知らせ 

    『ランク』はDead by Daylightから削除されました。今は『グレード』であり、グレードはマッチメイキングで使用していません。なので「マッチのランク差が酷い」とスクショを送ってくるのはやめてください!正常なことです。毎月のがんばり度を測るシステム以上の意味はありません。あなたが毎週1,000時間プレイする配信者でも月1回しかログインしない人でも関係なく毎月13日にグレードは開始地点である灰IVにリセットされます。 

    スキルレーティング制の目的は、できるだけ平等なマッチングを組むことで半分は勝ち、半分は負けという状態に近づけることです。とても難しい課題ですが、対等な腕前の相手とマッチすることはゲームの楽しさにつながると思っています。例えば殺人鬼で毎回毎回全滅できていたら退屈ですよね?興奮もリスクもなくなります。生存者も毎回毎回死んでいたらつまらないでしょう。常に勝ち・常に負けという状況を無くすのもスキルレーティング制の目的のひとつです。

    パブリックテストビルド (PTB) からの変更点 

    先日Steam版で実施したPTBに参加していただいた皆さん、ありがとうございました!皆さんのご意見などを受け以下の変更を加えることにしました。すべて本実装までに間に合うかは調整中ですが、その後のアップデートも含めて以下の変更点を実装予定です。 

    https://us.v-cdn.net/6030815/uploads/FLVQ6F0MPHW6/ptb-changes-jp.png

    恵みパーク 

    有効範囲変更 

    恵みトーテムの有効範囲を28メートル→24メートルに変更します。 

    効果の重複削除 

    PTBでは恵みトーテムの位置が近いと有効範囲が重なり、効果が重複する場合がありました。この仕様を変更し、複数の恵みトーテムの範囲が重なっても効果は重複しないようにします。 

    清める時間の変更 

    PTBでは、無力なトーテムも呪いのトーテムも清めるのに16秒かかっていました。これを、呪いのトーテムを清める場合24秒かかるように変更します。 

    呪術:血の恩恵 

    PTBでは特殊攻撃が命中すると発動していましたが、トリックスターが使うとあまりにも強すぎたため発動条件を“生存者にダメージを与えたとき”に変更します。また、発動範囲は対象の生存者を中心に計算されるようにします。 

    地域ごとのサーバーのゴールデンタイムの時間帯くらいは適正な実力でのマッチングが組まれたらいいですね。そんなことになったら、いいなぁ...。

  • This is because no one wants to play a weak killer and wants to share the victory with a friend easily. Or sometimes the fact that you played with a friend is more important than winning or losing.

  • 私の考え、日本語フォーラムのこの板に既に書いたけど、実際には、最初から利用者が少なかった日本語フォーラムについて全くTwitter等の多くの人が利用するサービスで周知する事なく「利用者が少なかったから」という理由で日本語フォーラムを完全に封鎖する事は納得がいっていません。

    もともと200人すら把握していませんでしたが、それでも多くの友人をある日急に見かけられなくなる事が一時期多発し、そして100人に満たない利用者も先日の英語版フォーラムへの移転で20人になり、今では日本人の利用者は10人すらいません。

    一体誰がこの場所を見つけることができるのでしょうか?フォーラムの存在すら知らない人のほうが多数なのに?

    もうほとんど誰も日本語のサポートとしてのフォーラムに期待していないようです。パッチノートやニュースの翻訳についてはありがたいですが、それ以外の機能についてはもう多くの人が見放していなくなりました。もちろんこの場所すらも知らない人は言うまでもなく。

    そして「他のコミュニティを見つけているようだ」しかし私にとってはそれも違うので、亡霊のようにここを訪れます。

    日本語サポートされたフォーラムの存続は非常に困難なことをよく知っていますが、私は2ヶ月以上日本語フォーラムで通報機能が全く機能していなかったこともよく知っています。

  • The idea that 11/3 was misidentified as 1/13 is a very interesting thought.

    Watch out for 1/3.

  • Occurred on ps4

    Occurs about 1 in 5 times when playing on killer.

    In fact, it's not infinite, it's finite. 10 minutes of waiting will bring you to the results screen.

    If you wait 10 minutes or so, you'll get to the results screen, where you'll see that one of your survivors has been disconnected from the match. The cause and effect is unknown.

    Crossplay is turned on.

    (machine translation, JP)

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