kamisen
kamisen
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- kamisen
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@chieftaco said:
you can't "navigate" something you don't "know".. it's a forced assumption. again, my bad.
@chieftaco But I see your point though. I'm trying to navigate with the help of fixed tiles. Maybe I'm making assumptions on which tiles are fixed and not? That would definitely mess with my perception of the map. For instance, I have this notion that the exits on Lery's always are opposite one another. What if they're not?
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@chieftaco said:
https://forum.deadbydaylight.com/en/discussion/comment/671318#Comment_671318
i'm sorry if you were offended. i didn't want to take a super long time out of my day to answer completely scientifically with diagrams and such.
i assumed from your post that you would understand the difference between the two and that would be sufficient to point you in the right direction.
perhaps i should not assume, and that's fair enough.
if the game wanted you to know where you were and be able to navigate, there would be non-random landmarks. perhaps there would be a 2d map, and maybe an on-screen indicator of what direction you are heading in.
they do not want you to know this information. they want you to have fun exploring and to use your wits and the knowledge you've gained in the current match to try and avoid the fright that's coming for you. they are not only aware that it's difficult to navigate but it was done by design.
i hope that clears everything up. again, my bad. and again, i was not dragging my numbers in here, you approached me as if your thousand hours puts you above my answer/response, where in reality it's irrelevant. i know people with more hours than i have that have spent 90%+ of them standing in a closet or pretending to be a rock.. that doesn't lend itself to in game knowledge or experience.
@ chieftaco I wrote a super long response, but you know what? ######### it.
At the core, we agree - no doubt about it. I don't know why this escalated as it did, but I can see now that I have misunderstood you. The thousand-hour-thingy was definitely not intended to put my response above yours. I felt that you bypassed my original post and brushed it off as a newbie-complaint, and wanted to put my experience of the game in perspective. Doesn't matter anyway. I'm sorry if I came across as rude, it wasn't my intention!
I do stand by my original post though. I'm crap at navigating and need help <3.
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@Carpemortum Again... I have never argued that you can know a map. I don't understand where this comes from. I have even said to @chieftaco that I agree with his/hers points on tiles, but that it doesn't help my case on navigation.
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@chieftaco you're actually the one dragging in your numbers to the mix.
- I make post about having trouble navigating indoor maps.
- You reply with vague comment: "it's not about knowing, it's about exploring". -//-Meta comment: Do you see the lack of mention of tiles? Not one question on my actual issues - just an assumption that my basic understanding of the game is incorrect. That's what I refer to when I say it's vague. -//-
- I reply that I don't agree with vague comment.
- You reply with long post about basic game knowledge, this time with actual definitions - which I on the whole agree with. It STILL doesn't solve my problems with navigation.
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I think this will be great for newcomers. I use the different markers, but get lost anyways :-(
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@chieftaco I have more than 1000 hours in this game. I'm not talking about anything but map tiles. I'm saying I can't distinguish between them when indoors. Hence the trouble navigating.
To be honest, I'm a bit annoyed that you drop a very vague comment that I respond to, and then lecture me about basic game knowledge.
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@chieftaco I don't agree with you man. Map knowledge is a huge deal.
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Absolutely gorgeous, but I hate playing it.
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It was probably just at the start. Got the *host disconnected* when the killer left for the first couple of games. But anyways, yay!
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@Peanits Do you know if the dedicated servers are live on the PTB?
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@Regularguy2nd Are you responding to me?
Don’t take this the wrong way: why are you so sure you’ve got the answer here? Speculations are just speculations.
I’m interested in two things basically: (1) is it intended design, and (2) does it mess with the progress i.e. which progress meter is the dominant one?
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@Haraak said:
I think that its not about the gen time, but about the game time. They have a late game task (the door) and a mid game task (generators). We need an early game task and maybe another mid game task.
This is a better way to frame it, yeah.
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@Regularguy2nd My internet connection is top notch, so that’s not the problem ;) It’s very consistent as well, so I doubt it has to do with ping (in that sense). But it could very well be some kind of visual adjustment to account for the latency.
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@Regularguy2nd it doesn’t happen when you hit a skillcheck but when someone else does.
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@AWesley91 said:
https://forum.deadbydaylight.com/en/discussion/comment/654535#Comment_654535
Difference is those lanterns took literally a second or two.
Killer mains want 2nd objectives that take as long as more gens.
I don't share your view on that. I have not seen any discussions regarding time. A second objective would need balance of course.
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@Pulsar I am totally with you on this.
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@se05239 said:
I personally think the generator speed is long enough, if survivors could do something else as well.. but like, sadly there's not much a killer can do if the survivors just focus generators.
I agree with you in part. But I don't think gen speed is long enough seeing it’s the only objective as survivor. If they did add an additional objective, the speed would be just fine.
Now I’m no expert by all means, but I have good deal of hours in the game. Ruin is always amongst my perks. Without it, two generators usually pop before the first chase has ended (unless I’m playing nurse). Three if the team is strong. That’s sweaty as fudge.
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@TheBean none and both 👍
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Anyone got an answer for this?
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I recently made a post with suggestions on how to balance queues. It's very bad RN.
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I second this. If ruin goes early, you've basically lost the game.
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I feel like the core game is quite balanced TBH. But it's obvious that more players want to play killer.
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Can we not muddle the waters by calling it “gen-camping”? It’s called patrolling.
Also, I think your arguments are kind of far-fetched. Going by your standards, self-care would also be a camp-inducing feature:
Self Care: after getting off the hook, you will heal yourself unless you get tunneled.
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@ImmersedNurse Thanks for your response <3 I will try your strategy asap.
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I’m conflicted on this. Here are my main issues:
a) I want to control whenever I play for ranks or not. I would much rather like two separate modes where ranked mode entails more restrictions in terms of add-ons and offerings. This would make the ranking system more reliable and valid.
b) If we want to keep it fair, it would require other strong items (potentially) being included in the mix. Three insta-heals isn’t very fun to go against either.
c) potential increase in BP-farming. I’m personally over these kinds of games and would much rather move on to the next quickly.
Aside from this I think it’s a very nice proposal. I have toyed with a similar idea, but instead of granting kills, we add engines for the survivors to complete. Imagine doing 8 engines instead of 5?
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I’m gonna be a party pooper here... I think it would be abused to add insult to injury. Pipping is very inconsistent as well, so the info would be semi useless.
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Great changes!
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Don't break unsafe pallets - they serve as excellent bait.
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Ouch... that chat is not logged sadly. Here are details on the report system with links and stuff:
https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
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Sorry about the bad apples. People can be legit ducks in this game for sure.
Good news though: post-game chats are already logged so you don't need to provide any screenshots. The in-game report will do just fine (hopefully your friend reported the player back when)
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This could also be connected to the brief moment of invulnerability after being unhooked...
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It's not too late! I picked it up 9 months ago or so: haven't stopped playing since. There's lots to learn but you're going to to love (and sometimes hate) every minute of it.
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@Peanits Haha, I realized a moment ago --> proves your point on people not reading it.
After a couple of months on these forums, I feel that you guys provide very good and thorough explanations on different topics. But seeing the responses only exists in the life span of a thread, the same questions/arguments resurface all the time. I would like to have your responses neatly summarized somewhere.
A "Quick Questions" would be a very nice middle ground though.
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I like it!
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Oh, nvm. We have one.
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@rina good point and good news for me!
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@Inji Thanks for the response! But why is it that Fog Whisperers can break your rules of conduct without any repercussions?
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@oxygen said:
A lof of the time they're just another type of "i've had it with <commonly complained about topic>, i'm leaving until the devs get rid of it!!!" thread and are little more than typical cry-threads with an "ultimatum" like that thrown in.
Which is also why I don't post in them or open them at all, as I have nothing constructive to add to them in the vast majority of cases either 😄
I get what you mean, for sure. I’m just reacting to the tone in those threads. Like, why not let the thread die?
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@Grim said:
Because nobody really cares. They're just annoying most of the time.
I kind of care. And still, the threads seem to gain a lot of traction when they appear. Seems to me people are actually going out of their way to comment their disapproval.
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@Awakey said:
Because those that post those threads, to say it nicely, really like attention. I would say that more blunt if I could.
But going by your explanation: wouldn’t it be better to just ignore them?
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@PrincessPoop said:
Because they usually sound like this: https://youtu.be/tt4DFExVsi4
Haha, love Curtis <3
But why don't we just let the threads die in peace then?
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/613224#Comment_613224
Why didn't they just lower the required gens needed to escape if there was a dc?
They did. The map also became smaller.
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I don't think rare/ultra rare keys should be lootable in chests. It's kind of weird to be able to stumble upon such a powerful item.
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@LordGlint that cart on Bedham
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@Peanits said:
If you eliminate the area around every generator, that leaves you with significantly less places to check for totems. Instead of checking every single spot around the map, I only have to check the spots that aren't near a generator. That saves me loads of time and makes it more consistently easy to find.
I would suggest Thrill of the Hunt. It'll give you a total of 20 seconds to respond to the loud noise notification. Though at the end of the day, hex perks will always have some amount of risk to it, and having someone spot and cleanse it right away is the risk you take. You can run TOTH if you want to reduce that risk, or you could alternatively run a more consistent- if slightly weaker- perk like Pop Goes the Weasel or Corrupt Intervention if you want a guaranteed effect.
Hey @Peanits! I pinged you earlier. Why don't you balance it by adding totem spawns along the edges of the maps? As is now, the tiles containing totems are restricted to the inner ones. I'm thinking Leri's and Swamp.
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@RakimSockem said:
I don't think you realize the complexity of what you're asking.
There are 5 totems on a map, 7 generators, and 4 survivors.
You're saying that ALL 5 of those totems can't spawn near a generator OR a survivor. Do you realize how little of the map is left once you take those into account especially on smaller maps? And that's also keeping in mind that the totems need to be spread out from other totems.
The totems would all end up in corners of the map basically.
Thing is, they only spawn on inner tiles as is. If I go on a totem hunt, I know I'm searching for specific structures on the map. I also know that the totems won't spawn along the edges. They could balance it out by adding totem spawns along the edges. Not saying OP is right. But the totem spawns are broken at best.
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I just made a post about totems with pictures. There should be a proximity cap to make them not spawn so close to gens. In order to balance this information on the survivors' part, they should also make totems spawn at the edges of maps. Problem solved without any time limiters.
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I don't want to be that person, but what is the problem with this? The add-ons that give you dream pallets are a plenty, which means you can play him whichever way you feel like. This is fantastic if you ask me.
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Omg nooo :)
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@LordGlint haha, that cart is OP