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fray1919

fray1919

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fray1919
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  • You CANNOT win this game. Because there's entirely too much that any party could point to and say, "But see, I did this so I won."

    SURVIVOR: "You only got 1 kill and it was on first hook!" KILLER: "But I killed you. I won over you."

    KILLER: "I played with you all for 30 minutes and hooked everyone twice!" SURVIVOR: "But we escaped."

    PLAYER: "I had fun!" BEHAVIOUR: "But we got your money."

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1968556#Comment_1968556

    https://forum.deadbydaylight.com/en/discussion/comment/1968557#Comment_1968557

    Because I am literally trying to sacrifice you to an eldritch abomination from the great beyond after stabbing you repeatedly and mutilating you and your friends.

    Murder does not come with a please and thank you attached.

    ...so EvanSnowWolf is on an FBI watch list somewhere, right?

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1968221#Comment_1968221

    No worries, I'll explain.

    When you play a match certain actions count towards your emblems. So when a survivor rescues or heals another, they gain points for being Altruistic and helping others. If you manage to last long in chases against a killer and escape chases, you will gain points for being Bold and courageous. There are 4 categories of actions that try to measure how good of a player you are. I recommend you read this page:

    https://deadbydaylight.fandom.com/wiki/Emblems

    When you perform well in a match you are rewarded with a pip and if you do really well, you can even get 2 pips. On the other side, if you perform poorly, you are deducted 1 pip (what we call depip). When you get 5 pips, you go up on rank tier. The current matchmaking system tries to put players with a similar rank in the same match, using rank as a measure of skill. The matchmaking system is being criticized because at higher ranks, there is no distinction between players with 1 hundred hours and others with thousands. Also, the restrictions for matchmaking tend to get looser the longer you spend in queue causing situations where a high-rank killer is matched against new survivors or vice versa.

    Regarding my statements, when I said "their punishment is being left in a 3v1 for not rescuing" I didn't mean that the punishment was fitting to the crime. It's unfair when a killer face-camps on the first hook, when a teammate hook bombs you, or when your team ignores you and lets you die on the first hook. Unless you're playing with 3 friends, you will eventually have bad teammates and if they let you go down on the first hook, at least you don't have to play with them anymore.

    Oh gotcha, thank you for the detailed explanation!

    So rank does mean something for matchmaking (it just doesn't seem to work well since lots of people post screenshots of all kinds of ranks mixed?). Well, just one more (seemingly massive?) problem to add to the list :D

    Regarding the rest, I'd agree with the OP then. If your teammates are not helping you (deliberately or otherwise) and they are not being punished but you are (with wasted time, depipping as you explained, etc), and that's happening with a variety of teammates more than often than once in a while (5 times in a row seems excessive), I think something should be done to fix the issue, because a game like that is fundamentally flawed.

  • I won't disagree with other things you say right now, but isn't flashlight clicking done specifically to get a killer's attention (I'm sure it could be done annoyingly, too)? Distract them from something else? Or is it code for something in this game?

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965915#Comment_1965915

    Want you or not, pip is relevant. It has been a contentious point since its introduction and the reason why MMR is being analyzed as a possible alternative.

    Also, my advice was not to "Just don't think about things and then those things won't upset you" it was "reassure that you did what you could, take the leave, and hope for better teammates".

    Now, here's my first post:

    https://forum.deadbydaylight.com/en/discussion/comment/1965834#Comment_1965834

    I didn't state that "the now 3v1 is punishment enough" as you point or that there was "unequal distribution of punishment". Now, stop editing my words to suit your needs.

    I'm sorry, maybe I'm not being clear...I mean what is it that depipping does to me when I play the game?

    And maybe there's a language barrier, it seems there might be and I apologize if that's the case, but I'm not seeing a difference between statements. *Shrug emoji* I'm open to your clarifications though.

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965855#Comment_1965855

    You forgot the depip.

    In my personal experience as an SQ main, reassure that you did what you could, take the leave, and hope for better teammates.

    I didn't forget it, but I don't care about what depip means, right? Rank is irrelevant, right? Or is that not true? Genuinely asking since the game doesn't explain this 'pip' mechanic well.

    But yeah, good advice. "Just don't think about things and then those things won't upset you!" :D

    My response was to your "the now 3v1 is punishment enough." Now your advice has changed, and I won't debate the new advice. But I stand by the unequal distribution of punishment mentioned.

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/229309/i-died-on-my-first-hook-five-games-in-a-row-today

    Equip Kindred, helps coordinating SQ rescues. Also, their punishment is being left in a 3v1 for not rescuing.

    And the OP's punishment is wasted time, inability to practice/improve, and probably trash talk from the killer who thinks they're good at the game. Dead by Daylight is fundamentally flawed.

  • This (the OP) is the most accurate post I've read about any game. 500 bloodpoints have been awarded to your account.

  • @Terro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1963375#Comment_1963375

    I think we just need better matchmaking/stricter rank up criterias.

    You can only do so much for solo queue before you realize that nothing short of an instant win button can actually help a team that can't do 1 gen in 2 minutes. There's just no helping them. You can give them all the information in the world, an objective indicator at the top of the screen, voice chat and they'll still find a way to mess up. Okay I'm just venting about other games now lol.

    An instant win button isn't what I mean, really it isn't.

    I mean that the game is unbalanced, and in it's current state cannot be balanced. And part of that is the issue with trying to control for solo and SWF. Here's an example, which yes is only one example, but it's the clearest and most people have experienced it. It's far from the worst thing that could happen as well:

    Bubba using Insidious, hooks a survivor in the basement. And just waits. And then instant downs whoever comes to rescue.

    In a SWF, this is easy. "Don't come save me, he's hiding in the corner."

    in a solo, even if I know what's happening, this can be nearly impossible to tell anyone about. And if it's early enough, two hooked in the basement being camped means you and one friend don't have time to finish the generators and escape. Especially if the player on the hook who has no way to communicate with the solos decides "This isn't worth my time," and kills themselves on hook. Because they might not know that no one is coming to rescue them because I have kindred and saw Bubba use insidious.

    This cannot be balanced for solo and SWF. One means that the killer will only get one kill if they don't abandon their strategy, one means that as best one will escape through the hatch (and that's not anywhere near guaranteed, and since you won't have more than 2 generators done that quickly, the hatch won't even give an indication where it is until the other survivor is dead, and Bubba will probably slug to get as much time as possible.

    There are a lot of scenarios like this, with a variety of killers/perks. And it isn't fair for SWF and solo simultaneously. And you can't stop SWF because players could always be on a group cell phone call, unless you forbid people from playing in a session together (and I think that's impossible on at least some systems).

    So since the default assumption has to be SWF, solo players need a better way to simulate the experience to keep balance. Even something as basic as, for a bad example, if I see a Claudette in the party, I don't know if she's going to be a medic, or a stealth character, or something totally different, because there is no difference between how a survivor can play. I say it's a bad example because you probably shouldn't just limit who can use certain perks, but it's another (I think) clear example.

    You could definitely lose a survivor game even with communication, but it would definitely be a much more enjoyable experience, and give the survivors a much more diverse skill set.


    EDIT: While I posted this someone posted a new thread complaining about being a killer and getting SWF matches. Why does this game have the reputation (with exceptions, ofc) of being "SWF will always beat a KILLER, but a KILLER will always beat SOLO?"

    (The ambiguous "win" conditions don't help with that)

  • Stop being a coward and go find them. Even if they complete a gen you still have all the time before the exits are opened.

  • @Gay_Police_Dept said:

    https://forum.deadbydaylight.com/en/discussion/comment/1963318#Comment_1963318

    I'm personally quite succesful with this build, and when i'm not it's usually because of teammates.

    Yes, killers can sometimes bring their most BS build against 4 solos, but i don't care. I'll have a different match in less than 15 minutes.

    I'm sorry, I'm not disagreeing that you're successful with it. I'm saying if that's the only way to be successful that's a problem. I guess I'm saying that killers have many more options for perks that create fun combinations, while survivors playing solo are limited to what you described. And that's a problem, because it means the "deck building" aspect is tilted towards one side.

    Survivors need better / more interesting perks, especially with solo play in mind. Until then, the game is not very good.

  • @Gay_Police_Dept said:

    https://forum.deadbydaylight.com/en/discussion/comment/1963260#Comment_1963260

    Anyway, back to the topic, that's the "fun" part of solo Q. You either deal with it or play with friends.

    I always play as solo survivor so let me give you this advice, run aura reading perks, because that will feel like if you were playing with friends. My build is Bond, Kindred, Better together and Spine chill. Information is the only thing you need as long as you are decent at the game.

    That's a huge game design problem if you cannot play solo effectively.

    Let alone that if the solution is "run aura reading perks," while killers get to have all the fun of using "builds" (which can be highly effective or meme-ish, but they remain competitive) shows a massive tilt in game balance.

    It's depressing that the idea of the game is so good but the execution is so bad.

  • The game is basically a miserable experience if you don't play killer or don't have 3 friends who also wasted their money to play with.

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