knell
knell
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@ChainsawCharlie said:
I feel like the devs are regretting even releasing statistics at all (which they aren't obligated to.)
I'd be surprised if they ever do it again.
The issue isn't whether the developers decide to publicize the statistical data or not.
The issue is they are willing to use the same set of data to make balancing decisions. There have been several instances in the past in which some developers on the forum would refer back to a data that were presented to us to justify their current decisions or opinions. The issue is occasionally they decide to compile data in ways that don't show accurate information for what they are seeking to find, or interpret some results wrongly to justify their own biased experiences.
Look at the fact that for the longest time, they continued to use disconnected matches as part of the data samples - continually skewing the results for kill/survival rates. The only reason they now understand more about getting accurate statistical result is because this community has repeatedly pointed it out for them. Even then, they had continually pushed back, stating ideas like, "more data samples are always better, regardless of whether they should be considered outliers or not," or "it really doesn't make that much of a difference anyway." Fortunately, after many years, they've finally listened. They've made progress.
The fact of the matter is, they are better off sharing with the Community what they are doing, how they are doing them, and why they have done them in that way. That way, the Community can offer their own expertise and criticism for the developers.
Of course, whether they choose to learn from the criticism they are offered to do better in the future, or attempt to legitimize their past decisions and continue to make the same mistakes, that's all on them. After all, human pride is one of the worst traits that people can have.
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@Mandy said:
@knell your messages are showing - I can only reply to so many messages that I'm tagged in though sadly.
With regard to the stats, I believe it;s the start of the match so all players would be red ranked at that point.
I am sure that more stats will be released in the future showing various other things of interest.
Thank you, @MandyTalk ! So the criteria you used to determine a match as being 'Red Rank match' in the data is, in fact, "All 5 players MUST be in red ranks" correct? I've made a thread about this in the Japanese forum too, so I'll let all the Japanese players know of this fact. Since you are here, can you also answer my second question above about why The Nurse stat only consisted of PC players and whether it's possible to give the same stats for console players also? Again, thank you.
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@Mandy said:
I am sure. What the stats don't show are things like how add-ons affect the match, for example the Forever Freddy build I expect has a high kill rate - slowing the game down by that much, will always favour the killer for example.
That's why we say, there are various factors that go into any changes that the Devs make and it's not based on stats alone - it's not about stats being wrong, it's just that they don't show every little detail.
@MandyTalk would you be so kind as to answer the following (or tag a developer who can do so)?
1. Can you define what types of matches constitute as being 'Red Ranks' matches? (e.g. - a.) All 5 players started the match in Red Ranks, b.) Killer started the match in Red Rank but not necessarily survivors, c.) All 4 survivors started in Red Ranks but not necessarily the killer, d.) at least 1 player started the match in Red Rank, e.) majority of the players (3/5) started the match in Red Ranks.)
2. Why were the Nurse's kill rate statistic only given for PC? Can you provide them for the other consoles?
I've tagged you and @Peanits with these questions several times, but can't seem to get a response of any kind. I'm wondering if the tagging system is working (i know there was a bug that made certain people's posts invisible before, so I'm wondering if a similar bug is going on now. )
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You know, it would be a much better world if more people are willing to tell racists/bigots to stop behaving in a racist/homophobic ways than to tell the victims of racism/bigotry to stop being offended by them.
Kind of like how it's better to tell rapists to not ######### women than to tell women to stop being raped by them.
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@Peanits said:
Gotta' chime in here; #1 is not true. There are also statistics on the amount of people ranking up on each side. The percentage was significantly lower on the survivor side when the emblem system first came out. These days it's much closer to what it should be.
That would also invalidate #2, although it's pretty nebulous to say in the first place since different killers earn emblems at different rates. The Legion, for example, gets a ton of chaser score because of their fast first hits and multiple chases. Meanwhile killers like the Plague, Hillbilly, etc. only hit survivors once to down them, meaning they lose out on a lot of chaser score, making them harder to rank. If it was just a matter of emblems, a killer like the Legion would be doing much worse as some of the people playing them would rank up further than they should and drag down the kill rates.
Anyway, long story short, we actually don't balance around kill rates alone. Kill rates are just one of the many things that might show us where a problem could be, but we do our research first.
Since you already seem to have the numbers for this particular data in your hands, can you provide us with the following?:
At Rank 2-4, % of Survivors who are able to still pip up despite dying (losing).
At Rank 2-4, % of each specific types of Killers who are able to still pip up despite having only 0-1 kill (losing).
At Rank 2-4, % of Survivors who lost pip despite surviving (winning.)
At Rank 2-4, % of each types of Killers who lost pip despite having 3-4 kills (winning.)
And you also stated that "these days it's much closer to what it should be." What is that, exactly? What is it supposed to be?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/871499#Comment_871499
They are both accurate and broad. I think they word you're looking for is precise. They are not looking a specific thing (e.g. Which is stronger, snares or fake pallets?), which is why you should not make a very specific conclusion with them.
1. Can you define what types of matches constituted as being 'Red Ranks' matches? (e.g. - a.) All 5 players started the match in Red Ranks, b.) Killer started the match in Red Rank but not necessarily survivors, c.) All 4 survivors started in Red Ranks but not necessarily the killer, d.) at least 1 player started the match in Red Rank, e.) majority of the players (3/5) started the match in Red Ranks.)
Just to clarify (since I've asked this several times without any answer) , what criteria did you use to determine that a match is a 'Red Rank match' to be used in the data?
2. Why were the Nurse's kill rate statistic only given for PC? Can you provide them for the other consoles?
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@Peanits said:
There's a graph for red ranks specifically, if that's what you're after. They're higher than the all ranks stats.
Can you answer these questions, @Peanits ?
1. Can you define what types of matches constituted as being 'Red Ranks' matches? (e.g. - a.) All 5 players started the match in Red Ranks, b.) Killer started the match in Red Rank but not necessarily survivors, c.) All 4 survivors started in Red Ranks but not necessarily the killer, d.) at least 1 player started the match in Red Rank, e.) majority of the players (3/5) started the match in Red Ranks.)
2. Why were the Nurse's kill rate statistic only given for PC? Can you provide them for the other consoles?
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@Mandy said:
Stats can never show the full story because there is so many other factors at play, such as perks, playstyles etc. That's why you cannot go on stats alone, sorry for those that think we should - but it just doesn't work like that.
Were you able to read the other thread where i tagged you about some particular questions? If you don't know, can you tag someone who can answer them? Basically i asked the following:
1. Can you define what types of matches constituted as being 'Red Ranks' matches? (e.g. - a.) All 5 players started the match in Red Ranks, b.) Killer started the match in Red Rank but not necessarily survivors, c.) All 4 survivors started in Red Ranks but not necessarily the killer, d.) at least 1 player started the match in Red Rank, e.) majority of the players (3/5) started the match in Red Ranks.)
2. Why were the Nurse's kill rate statistic only given for PC? Can you provide them for the other consoles?
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Thank you, @MandyTalk
This is wonderful news that the data team has been motivated to get a more accurate data sets than before. Is it possible to edit in that information in the official Statistics post so that there won't continue to be any confusion around it? I've posted a similar thread yesterday that was never answered (although I did tag @Peanits ) - if I hadn't seen this particular thread today, I would have never known.
Even for the official statistic posts in the future (if it is really going to be done monthly), it would be a good idea to add that sort of information in, so that same questions don't keep popping up.
If you can, can you also answer the following? (Or if you don't know, can you tag the person that would know the following information?)
1. Can you define what types of matches constituted as being 'Red Ranks' matches? (e.g. - a.) All 5 players started the match in Red Ranks, b.) Killer started the match in Red Rank but not necessarily survivors, c.) All 4 survivors started in Red Ranks but not necessarily the killer, d.) at least 1 player started the match in Red Rank, e.) majority of the players (3/5) started the match in Red Ranks.)
2. Why were the Nurse's kill rate statistic only given for PC? Can you provide them for the other consoles?
Thanks again @MandyTalk
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@FriendlyGuy said:
I mean relating nurse the stats show exactly what many people say: Her power doesn't suffered heavily, but her pickrate is down the drain. She's not fun anymore, who would've expected this oh damn!
? I'm not sure what your post has to do with the questions I placed forth. Can you explain?
_________
Also, it looks like Peanits has already answered the first question.
- "The whole match. If there's a DC, it's not counted." 11/25/19
- "The matches with DCs are completely excluded." 11/25/19
As well as the fact that it is specifically mentioned in the Japanese version of the Stat thread. (It also seems like the Japanese version has more details and explanations than the English version. I'm curious as to the reason why.)
https://forum.deadbydaylight.com/ja/discussion/107239/統計データ公開-2019年11月
Thank you so much for taking the data in this way, which presents a much more accurate picture as a whole! Please continue to exclude any matches with disconnections in the future.
Now, is it possible to get an answer for the other two questions? How are "Red Rank matches defined?" and "Why were kill rates statistics given only for the PC for Nurse's changes, and can we have the same for the console versions?"
ps - and I still would encourage you to edit your original stat thread to include the information that disconnects were not included, similar to the Japanese version of the same thread. It is an important information to have considering the data.
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@Almo said:
Did you guys see that BIG BAD ~7% extra survival rate for 4-player SWF? So in 100 4-P SWF games, 7% of your escapes are because you were in SWF instead of solo.
SWF is not as OP as everyone thinks it is. :)
Is that truly your understanding of the data that was presented?
For example, let's say that you have two sets of data: 100 games of solo games, and 100 games of 4-SWF games (much like in your own example.)
If the results of those 100 games of solos, in which every player attempted to fulfill their goal (surviving and killing) to the best of their abilities, is 200 escapes out of 400, it would result in a 50% survival rate.
Let's continue to suppose that in the 100 games of 4-SWF, 85 of these matches contain players who are "We just want to have fun with our friends - we're not even trying to win - most of the time, we just troll each other haha" crowd that we constantly, constantly see on the forums. Basically these are the majority of players who are not even attempting their best to fulfill their goal of surviving and instead, continually choose to make blatant bad decisions (over-altruism, overconfidence, etc) due to their focus being more on socializing with each other than actually focusing on the game. Let's say they are able to have 2 survivors escape on average (170 Escapes), in which their terrible gameplay decisions are offset by the advantage of communication. The other 15 matches have players who are 4-SWF who are actually trying their best to win (just like the killers) and are able to make good use of the advantage that they have. Let's say they are all able to 4-man escape (60 Escapes).
This 4-SWF scenario results in 230 escapes out of 400 or a survival rate of 57.5%, a survival rate increase of 7.5% compared to the games of solos, which is very close to the 7% you have presented yourself.
...as a developer, does that sound fair for the killers to you? Does it sound like a balanced game from the standpoint of game design? A game in which, if SWF is actually choosing to play to the best of their abilities, they are pretty much guaranteed to dominate the killer with a 100% win, and if SWF is just "having fun" or "trolling" or "memeing," they have an EQUAL chance of winning as the killers who are, unlike the SWF, trying their hardest to the best of their abilities?
This scenario doesn't even consider the ranking differences or incidences in which SWF chooses to DC all at once.
What's most disappointing is that this trivialization of the solo/SWF difference is coming directly from a developer - as if they have not an ounce of concern for the repeated outcry to balance the game for Solos/SWFs that's been going on for years. Despite the fact that it breaks the balance of the game, and makes the "buffs" and "nerfs" of killers meaningless since we don't even know what the killers are being balanced against. Despite the fact that it has continually been labeled as "unfun" from majority of people who don't play any SWF (whether as a solo survivor or killers) since its inception - and even now on the steam forum, has one of the longest threads (if not THE longest thread) on the problem of SWF. Despite these facts, developers such as @Almo continues to ignore the problem and pretend that they hardly matter. At times like this, I feel truly bad for Dead by Daylight - the game, for having developers who just seemingly don't care much about it.
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Thanks guys. Although I would like to mention that there are many other statistical data that would be interesting to analyze. The ones I mentioned above would be the most basic, fundamental data sets that I would like to be provided (as well as something the developers should already be tracking on a very frequent basis.) It really shouldn't be taking any time from the data team.
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Just so that there is no misunderstanding, when balancing any game, the frequency in which you face 'the best of the best' doesn't matter. What matter is understanding what 'the best of the best' is capable of (to determine the skill ceiling), and making sure it's not too powerful or too weak against other 'best of the bests.'
So at the top of the skill cap on both sides, each side should have an average of 50% win rate after many trials (for most two sided pvp games). In DBD's case, when the best players of a killer (any killer, whether it's the Nurse or the Trapper) go against the best 4-Man SWF gen-rushing groups, on average, they should end up with 2 kills.
Once the skill ceiling has been determined to be balanced on both sides, that is when the developers can start balancing from top to down. But that has more to do with at what rate players are able to reach the skill ceiling of the characters, as well as ranking and matchmaking.
Of course, over-altruistic groups and groups that are trolling each other would not count as 'the best of the best,' so should never have any effect on the game's balancing decisions. After all, why should trolling groups have an equal chance of winning as a killer who is trying their best to win?
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@ACEvHEARTS said:
https://forum.deadbydaylight.com/en/discussion/comment/840571#Comment_840571
They don't have a great way to track lost Legacy, unfortunately. I'm sure if they are able to figure it out someday, they will be more than willing to solve the issue. I, for one, hope that they do. I feel bad for folks who earned Legacy pieces and lost them in progress bugs. I definitely agree with you on that one.
As for you coming off as childish, you really didn't. I do apologize for jumping on the post. Yours was more reasonable than a lot of other ones. I'm just feeling so frustrated about lots of folks being ungrateful.
Peanits and not_Queen made an addendum to the Dev Update post and were around the forums answering a lot of questions and concerns today with a little more elaboration. Here's the added part from the Dev Update.
Why unlock the event cosmetics?
Unfortunately the way these event cosmetics were stored made it possible for certain players to lose them at random. They would need to be returned manually, but doing so ran the risk of causing further loss of progress.
Why are these cosmetics not in the list?
BLOODLETTING
Bloodletting was a promotion for ordering items on our first merchandise store (the old one) for a limited period of time. Since players payed for it, we do not want to unlock the Bloodletting shirt for all.
LEGACY
Unless we are able to identify every player that lost legacy, it will not come back. At the moment, we are still unable to identify the players that lost their legacy, therefore, we are not refunding or unlocking legacy.
TWITCH / KINGKONGTV / PANDATV
As per our arrangement with these partners, we cannot distribute the cosmetics to all players.
SWITCH TRAPPER
As per our arrangement with the platform, the cosmetic is to remain exclusive to the platform.
L4D
As per our arrangement with the platform, the promotion is effective on Steam only.
STREAMER COSMETICS
As per our arrangements with streamers, they will not be distributed and unlocked for every player. You can get a large number of streamer exclusives in the Charity Case.
Like you, I do wish that they can figure out a way for those particular players to retrieve their cosmetics too, but given how it seems like more than couple of years have passed, I am very much doubting that it is even possible. And given how that is the state of the matter, that's why I created this thread - to discuss the alternatives that are available in front of us now. What is the better option, given how there is no clean way to handle it?
Thanks for the not_Queen's addendum, but I had actually already read them. Because I personally felt that it didn't adequately address the Legacy issue, I thought I could try to pry some information of the actual thought process behind their current decision on that particular matter.
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@[Deleted User] said:
The reason why the devs says that players may not be able to get their lost Legacy cosmetics back who claim they lost them, is because they need some type of proof that you had it, like a screenshot or something but I'm not really sure.
I believe the reason why this is such a thorny issue for Behaviour is because there isn't any reliable way to demonstrate that a player has earned the Legacy cosmetics - and that's why even with 'screenshots' like you mentioned or evidence from achievements and trophies, the developers are not just giving them back. (Anyone - Please correct me if I am wrong about this.)
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@ACEvHEARTS said:
https://forum.deadbydaylight.com/en/discussion/comment/840513#Comment_840513
I'm sort of addressing everybody at this point, and I apologize that you ended up being the one post that just so happened to result in me typing a response.
You may have only touched on one side of the issue, but there are just so many complaints about the situation from so many various angles that it's kind of all landing in the same pool.
My primary point is that nobody in this situation is entitled to anything. Nobody is entitled to receiving an exclusive, and nobody is entitled to keeping their exclusives to themselves. It's up to the devs and they've made up their minds and addressed the individual "what about"s and "what ifs". There's just no need to keep creating dozens of threads as if one of you is going to post the one thread that will magically change their decision. They've touched on all of the angles and the subject should just be dropped.
My primary point is that nobody in this situation is entitled to anything. Nobody is entitled to receiving an exclusive, and nobody is entitled to keeping their exclusives to themselves. It's up to the devs and they've made up their minds and addressed the individual "what about"s and "what ifs". There's just no need to keep creating dozens of threads as if one of you is going to post the one thread that will magically change their decision. They've touched on all of the angles and the subject should just be dropped.
Can you explain to me why some people who worked for the Legacy cosmetics should continue to have them, and why some people who worked for them in the same exact manner shouldn't have them? And more importantly, can you point me in the direction where Behaviour has specifically addressed this issue?
The reason why I created this particular thread is because I personally felt that Behaviour's explanation about this particular cosmetic was a bit unsatisfactory in my opinion, and was hoping that they would expand on how they reached that particular decision.
It's hard to skip over when people keep crying over actual free stuff or having to share (not you, in this case.) So many people just honestly sound like a bunch of children. Devs are doing something nice and not looking for a profit. I just feel like it should be thanked, but the angry mobs are louder than the grateful voices right now.
Did my thread come of as childish or angry? (Granted, it probably doesn't sound 'grateful' either, but that's probably because I don't have much interest in cosmetics overall.) My only concerns were with players who had 'earned' the cosmetics and still have not received them after many years. To me, there is a better way for a professional company to address that particular issue.
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/840513#Comment_840513
Probably not, and in fairness, many of us are sick of seeing these kinds of threads by now.
Fair enough. But personally, when I'm tired of certain types of threads, I simply skip over them.
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Did you actually read the thread? It seems like you are ranting on about a completely different topic.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/825372#Comment_825372
For true balance yes as if one side uses more it can skew it. Without using the counter items then the match is then unbalanced due to that.
I used NOED as an example as you need to do totems to remove it so If the game was balanced around kill or just do gens then that perk would make it unbalanced so totems must then come into a balance talk. IW also as it removes a large aspect of how the killer tracks as sound in this game can be just as important than sight for balance. Basically due to perks being part of the game it will never be truly balanced unless both sides can have the same.
Then of course
They have tried to make ranking harder on both sides. It did unfortunately mean those who reached the high ranks couldn't find matches. On paper it sounds good but each time they have tried it's had to be changed as players has to derank.
Fighting games again are completely different as it's a 1v1 for the most part and they tend to have the same basic moves with low, med and strong attacks along with special moves you can pull off and while they seem different they all generally work off the same principle hit areas which you can block or move from, along with long combos which can be anticipated or broken.
The only games you can truly compare dbd to in terms of balance is another pvp asymetrical game which allows you to pick a role and has many varying factors which give one side an advantage over the other and from what I have seen most if not all have the similar balance issues.
For true balance yes as if one side uses more it can skew it. Without using the counter items then the match is then unbalanced due to that.
I emphasized 'on average' in my earlier comment because that was important part of the comment. Game balance isn't about each individual match, but its summation. Yes, a match may be affected and become unbalanced due to items/add-ons, but overall if the opponent has just as many opportunities to use items/add-ons that are just as strong to gain an advantage, then from a balancing perspective, it shouldn't matter. That's why I'm questioning the need to remove everything.
I used NOED as an example as you need to do totems to remove it so If the game was balanced around kill or just do gens then that perk would make it unbalanced so totems must then come into a balance talk. IW also as it removes a large aspect of how the killer tracks as sound in this game can be just as important than sight for balance. Basically due to perks being part of the game it will never be truly balanced unless both sides can have the same.
I still don't understand your NOED and IW examples. You are telling me what they are and do. You haven't told me WHY they would unbalance the game. (When I'm speaking of balance, I'm strictly referring to getting around the average of 2 Kill / 2 Escape in the highest skill level gameplay setting.)
They have tried to make ranking harder on both sides. It did unfortunately mean those who reached the high ranks couldn't find matches. On paper it sounds good but each time they have tried it's had to be changed as players has to derank.
Which is why I stated that once they have a normal distribution of ranks, they need to prioritize the matchmakings for highest and lowest rankings.
Fighting games again are completely different as it's a 1v1 for the most part and they tend to have the same basic moves with low, med and strong attacks along with special moves you can pull off and while they seem different they all generally work off the same principle hit areas which you can block or move from, along with long combos which can be anticipated or broken.
The only games you can truly compare dbd to in terms of balance is another pvp asymetrical game which allows you to pick a role and has many varying factors which give one side an advantage over the other and from what I have seen most if not all have the similar balance issues.
Do you play much fighting games? Because from your comment, it almost sounds like you believe that once you learn one character well to the point of being competitive, you will do just as well competitively in all of the other characters in the game, regardless of how they may differ. It also sounds like you believe that there hasn't historically been issues with balance in fighting games since "they work off the same principle."
And why would it matter that a fighting game is (in most cases) asymmetrical 1vs1 while DBD is asymmetrical 1vs4? Why is that particular difference important to the point you are making?
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/825340#Comment_825340
What makes you think the bad player at high ranks is going to stop using strong addons to make up for their lack of skill?
I don't. They might not. Then they'll simply continue to rank up to other strong players (whether that's based on their skill, or like this particular 'bad' player, dependent on perks/add-ons.)
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@twistedmonkey said:
To completely balance this game it would become a shell of what it actually is meant to be.
Removal of all offerings, items and add-ons which give an advantage to one sides objective.
Rework or remove all perks so the maps and in game mechanics aren't as affected by them. There is no point allowing the likes of NOED when the balance is around doing gens and getting out likewise there is no point in allowing you to remove your sound with IW.
Rework the entire rank system and remove resets so new players can never be matched with vets. This itself could mean new players may not even get a game.
There are many more but I think you can see where I am going. The game pits all skill levels verus each other and many factors can and do affect the games whole balance.
While your idea is sound when it's a game of equal players say 5v5 when both sides can have exactly the same tools it doesn't translate as well in an assymetrical game as you need to also balance it in such a way that people want to play each side over all ranks.
There is a reason this game has done better than any assymetrical game which has tried to compete with it. I beleive its because people play and have fun and don't feel they like they have to just do or use X or y. It's so varied and different with each match even if the concept is so simple.
Is removing offerings, items, add-ons necessary if the other side's offerings/add-ons also gives out an advantage to their objective in much the same manner, on average, so that it ends up equating to about 2 Kill/2 Escape (again, on average)?
I don't understand the NOED and IW examples. NOED helps the killers to kill and IW helps survivors to survive. But yeah, reworking of perks are needed. Which is what the developers have been doing for years. I'm sure I missed the point you made here.
I do think that the ranking system (and matchmaking) needs to be reworked. In my opinion, it should be much more difficult to rank up (or even pip.) And when ranking presents a more normal distribution, then the matchmaking should be changed to prioritize Rank 1-4s and Rank 16-20s.
Although most fighting games don't have the all-vs-one aspect of DBD, they tend to be asymmetrical, and are often able to match similarly skilled players against each other, as well as be able to balance different characters. Why do you think that is?
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/825279#Comment_825279
The two are not mutually exclusive. The ranking is so screwed up because the balance of the game is impossible to perfect. You can have a terrible player just use Prayer Beads Spirit and win every game, and you can have the best killer in the world play a perkless Wraith and get stomped.
If Prayer Beads Spirit is winning every game, then ideally, that player should be ranking up until he/she is matched up against similarly strong players (whether they are actually skilled or dependent on add-ons/perks as well.) If that same player stops using Prayer Beads Spirit, then that person should be ranking down until they are matched up against similarly weak players. Same goes for perkless Wraith. These individuals really don't have much to do with how the game should be balanced, given how the game should be balanced to 2 Kill/2 Survivors on average from hundreds/thousands of games at the very top. The exception would be if the strongest Prayer Beads Spirits end up getting much more/less than 2 Kill/2 Escape on average against 4-Man Gen-rushing troops, at which point it would indicate a problem with the balance.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/825255#Comment_825255
Because there's no way to accurately match up players of equal skill for that outcome since the ranking system doesn't measure skill.
There are also way too many factors that impact the match to balance in this way. Gen rush and 3v1 situations make this kind of balance impossible.
To me, that sounds like a problem with the ranking system and the matchmaking, not the balance of the game.
How does 'gen rushing' and '3v1' situations (disregarding DCs) make it impossible?
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/825253#Comment_825253
If there are officially sanctioned tournaments endorsed by the game's creators, and the only way to enter those tournaments is through proof of skill (Like other major tournaments for other games), then yes, the game becomes competitive because now you have a large pool of proven excellent players going against each other, and you can balance off of that.
Is that a good idea for this game? I don't think so at all.
Games like CS and Dota balance solely off of high-level tournament level play. There isn't any of that for this game, so the only thing to do is to just try to make the game as fun as possible.
Even if there WERE tournaments, this game is so asymmetric they could never, ever get it right.
I think my question was about the definition of 'casual game' and not 'what would constitute game as being competitive?'
So unless the tournaments can be officially sanctioned by the game creators of said game, it must be casual? (For example, do you believe chess or go tournaments require sanctioning by game creators to be not considered a casual game? If you believe that they are competitive, why do you think so, and can they be played as a 'casual game?'
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/825225#Comment_825225
You will never be able to balance around 2 kill,2 escapes.
Not even close.
Why not?
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/825225#Comment_825225
Its a game in which there no competitive tournaments, or even a format where a fair tournament could happen. DBD would, at the very least, need a Seed generator for maps in KYF to even begin to be considered competitive.
"Fun" is simply having all players involved having a sense that the actions they are taking are meaningful in some way that positively reflects on themselves. For some people, they only get a positive response if they kill everyone. For others, they have fun if they 360 the killer, even if they die. Its completely different for everyone, but most of it boils down to "This player had a chance to do something they found fulfillment in"
Just to make sure, by that definition, does that mean that if there ARE competitive tournaments for that particular game at some point somewhere, then it can't be a casual game?
So what does your definition of "fun" has to do with the balance of the game?
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@Andreyu44 said:
Disagree on "fun shouldnt be taken into consideration when talking about balance".
This is not a competitive game and will never be. (I dont understand all those people getting upset when they lose)
This is a casual game,this doesnt mean we should ONLY balance around fun ,but it should be definetely taken into consideration.
Furthermore, you play a game for FUN,not for "winning" (and if you do,you chose the wrong game,buddy)
Fun is indeed subjective for the most part,but there are some things we can all agree on.
Getting moried 3 games in a row is not fun for ANYONE ,for example.
Define 'Casual game.'
Define 'Fun' that the game should account for when balancing the game (for 2 Kill, 2 Escape).
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Head On as a solo player is alright - I enjoy using it. But you are right in that SWF can utilize the perk much more effectively than solo players, in that coordination can dramatically change the way it can be used - which, according to the development team's own words, shouldn't ever be happening.
From a Dev Stream on 10/26/18
"I would say that it does affect our game design now... where we are not going to put in any designs that hinge on some survivors knowing something and other survivors don't. And now when we work on other mechanics, we always have to ask ourselves, how is this going to work for a solo group versus how is this going to work for a coordinated group, so that's the question we have to ask ourselves now. So we do keep this in mind these days."
And again, From the Q&A on 8/1/19
"We have been keeping SWF in mind as we design new content to make sure that solo players aren't left behind, and we would like to revisit existing mechanics as well to make them more accessible to solo players."
Just to be clear, the Plague Chapter (with Head On) was released on 3/19/19.
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Eastern US.
Killer queue are usually 5-20 seconds (unless there is a release of a new chapter killer or a bloodhunt event, in which case it may sometime take 1-3 minutes.)
But PS4.
We seriously need more killer-players on PS4 US East. Come join the platform! Tell your killer friends!
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/812767#Comment_812767
You can also zone survivors back into an area with no pallets. Walk around to the other side so they're on the side that they just came from or so they're up against the outer wall, then break the pallet. Now they're either forced to run past you to get to the next pallet or run back to an area with no pallet.
The point people are making is that the guessing game isn't skill, it's guessing. Guessing isn't fun for most people. To give a more direct example, the Huntress can throw a hatchet at a survivor before they reach the next pallet. This requires the killer to be in a good position and to aim the hatchet correctly (predicting how the survivor will dodge as well). Both sides can see what the other is doing and react. For the Spirit, they just have to make a guess and hope it works. There's a lot less interaction there.
"The point people are making is that the guessing game isn't skill, it's guessing. Guessing isn't fun for most people."
I wouldn't say "most people." In fact, I would go even further and say that most people enjoy the "guessing" aspects of games, and that most games in the world have some sort of "guessing" elements in them, whether they are games that are worldly known like Poker (bluffing games) and Blackjack (probability/risk taking games), or popular games like Werewolves/Mafia (social deduction games) or any games with heavy luck element. Whether you refer to them as 'educated guesses' or 'intuition/guts' they are one of the most important aspects of many, many games. Don't disregard it just because some people on here are trying to use it as an excuse to buff/nerf some things to their liking.
But if you are really concerned about "guessing" not being fun for people, how about we start by providing information for solo players so that they are not "guessing" about whether to go save someone on the hook or to remain on the generators, or "guess" how many totems are left or where the lit totems are on the map, especially if other survivors have seen it before being chased away from it. Because not only would it be "not fun" by your standard, it also continues to break the balance of this game. So two for one, you know.
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Some people apparently would much rather tell the victims to stop being victims than perpetrators to stop being perpetrators. Much like telling how ######### victims should have acted, what they should have done, or how they should feel about it than simply condemning the rapists.
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Dev's words on Q and A back in Oct. 26, 2018 - regarding SWF:
"I would say that it does affect our game design now... where we are not going to put in any designs that hinge on some survivors knowing something and other survivors don't. And now when we work on other mechanics, we always have to ask ourselves, how is this going to work for a solo group versus how is this going to work for a coordinated group, so that's the question we have to ask ourselves now. So we do keep this in mind these days."
Sigh.
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"I play a mix of SWF both with and without voice chat. I gotta' say that it doesn't make a whole lot of difference. If anything, I probably do worse in voice chat because we're more likely to mess around and go for silly shenanigans like Head On."
And this is the reason why Dead by Daylight is imbalanced.
Instead of balancing the game around what each side/character is capable of at their best (the highest potential of gameplay for both sides), Behaviour balances the game around players "messing around and going for silly shenanigans" which I assume is majority of SWF.
If everyone is around the same skill level, and one side is not even serious about winning and goofing around, and the other side is striving their best to win, of course the side trying their hardest should win. Common sense, right? And yet Behaviour continues to collect "data" that shows that SWF (goofing around) aren't doing much better than solos, so they continue to refrain from making any significant actions on balancing solos and SWF. In other words, bad decision-making is actually encouraged among SWF so that the "data" will give an impression that SWF isn't significantly stronger against killers. That way, SWF who are actually wanting to win can continue to dominate for majority of the time against similarly skilled killers, and SWF who "just like having fun" can continue to win at least from time to time against similarly skilled killers trying their absolute best to win.
Sounds fair.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/792423#Comment_792423
Apparently going from Rank 1 to Rank 6 in order to play the video game is ruining other people's fun.
Either way, its clear you don't like me and are spouting nonsense so let's get back on topic please.
Sure, please do. Again, just thought it was funny. No ill will - don't really know anything about you except what you wrote a year ago.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/792408#Comment_792408
Yes I value having a job more than other peoples fun in Dead by Daylight because I enjoy living in a home. What kind of weak ass attempt at a character jab was this
Not jabbing. Just observing. Gotcha, no problem with ruining other people's fun if your "job" is on the line. Ok, understood. No need to get sensitive about it.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/792398#Comment_792398
Like a year ago when killer queues were genuinely broken? What does that have to do with anything?
It's just funny to me that someone who values their own stream content more than the enjoyment of new players of the game say, "I value other people's fun" with a straight face. No biggie.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/792374#Comment_792374
Because I value other peoples fun?
Aren't you that same streamer who said they would depip intentionally to get faster lobbies even if it meant stomping on new players?
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@Peanits said:
I play a mix of SWF both with and without voice chat. I gotta' say that it doesn't make a whole lot of difference. If anything, I probably do worse in voice chat because we're more likely to mess around and go for silly shenanigans like Head On.
I think voice chat is often mistaken for 'a group of good players who happen to be in a SWF'. You stick a couple good players together and you're going to have a rough time (unless you're an equally good killer). Likewise, you stick a couple casual survivors together and give them voice chat, they're not going to suddenly be amazing. They're still going to drop like flies, they're still going to search for Ruin for several minutes.
I've played against loads of groups who were clearly playing together (matching names and all) only to win no problem. I've also played against groups of complete strangers who all played well and streamrolled over me. That's not to say that voice chat doesn't give you an edge, but the bulk of it just comes from knowing that the people you're playing with can be relied on, that other people are doing something productive while you get chased.
In response to the OP, though, you cannot possibly prevent people from talking to each other. Even if you were to detect every single voice chat program out there and call it a cheat- and Steam itself has voice chat, as do the other platforms- you could just use your phones to communicate. It is unenforceable.
"I play a mix of SWF both with and without voice chat. I gotta' say that it doesn't make a whole lot of difference. If anything, I probably do worse in voice chat because we're more likely to mess around and go for silly shenanigans like Head On."
And this is the reason why Dead by Daylight is imbalanced.
Instead of balancing the game around what each side/character is capable of at their best (the highest potential of gameplay for both sides), Behaviour balances the game around players "messing around and going for silly shenanigans" which I assume is majority of SWF.
If everyone is around the same skill level, and one side is not even serious about winning and goofing around, and the other side is striving their best to win, of course the side trying their hardest should win. Common sense, right? And yet Behaviour continues to collect "data" that shows that SWF aren't doing much better than solos, so they continue to refrain from making any significant actions on balancing solos and SWF. In other words, bad decision-making is encouraged among SWF so that the "data" will give an impression that SWF isn't significantly stronger against killers. That way, SWF who are actually wanting to win can do so for majority of the time against similarly skilled killers, and SWF who "just like having fun" can continue to win at least from time to time against similarly skilled killers trying their absolute best to win.
Sounds fair.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/791254#Comment_791254
I don't think you actually read the thread, it's not about her being powerful, it's about the fun aspect. People are saying that they don't find the guessing part fun. The examples you listed all have counterplay; you see them do something, you react, your reaction is what determines if you get hit or not. The Spirit doesn't have that, you guess and hope she misses.
To give the examples you gave really just shows that you haven't read the thread.
This thread simply just goes to show that "fun" is subjective.
Many games incorporate players having to make "guesses" as part of their main mechanics. You can call them "educated guesses" or "intuitions", but when it comes down to it, they are all ways in which one attempts to predict their opponents without having the needed information to back it all up.
Look at social deduction games. Most of the times, you are making "educated" guesses to the identity of the werewolves or the mafia, especially in the beginning. Games like Poker? You make your bets on your "guesses" to what cards your opponents are holding and whether they are bluffing about it, or what cards are coming up. Dice games? You can "hope" for a certain type of roll, but it may never come up. Guessing is part of the fun.
In my mind, it's a waste of time to keep changing the game simply due to some complaints about the "fun factor." "Fun" is different for different people. It's all subjective. That's why people rate games so differently from each other despite playing the same game. On top of that, I'm betting that there are more games in the world where one have to make "guesses" with their intuitions to have fun than simple abstract games like Chess and Go where winning relies on skill alone.
But if "making guesses" is such a problem in DBD to the point of having the need to make changes to it in the game, then:
Why haven't solo survivors been given the base Kindred ability, given how they are constantly forced to "guess" who is/isn't going for the hook so that others can stay on the generators? If there are no Obsession perks, why are solo survivors forced to make guesses on if someone is already being chased? Why are solo survivors forced to guess whether all totems have been cleansed or not? Given how solo survivors have to make guesses more often with ANY killers, why are we stuck on The Spirit's ability than solo survivors' lack of abilities?
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Event postponed to...
Soon™
...Too Soon™?
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What?! A Triple Bloodpoint event for a whole year?? Plus a free first-class flight to anywhere in the world for a week, all expenses paid??
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It's end of 2019 and people still think this is a team game?
M Cote: "It’s anti-social multiplayer where survivors have to collaborate and cooperate up to a certain point. The old saying is that you don’t need to be fast than the killer, you just need to be faster than your friends."
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Yes, PS4 (East US) seems to lack killers in general so survivor wait times is a bit longer. How much longer seems to depend on geolocation and rank. (In my case, it's generally only 2-5 minutes for survivor and few seconds for killer. ) My advice is 1. Play more killer role (for the rest of us) and 2. Whenever you see a PC killer player complaining about their long wait time on the forum, convince them to start playing on PS4. Or 3. Wait for a special event (bloodhunt) or new killer-only chapter, which usually gives us more killers than usual.
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@Peanits said:
It's still an ongoing process. It was mentioned recently that the Kindred change that was originally suggested wouldn't be happening, but we do our best to keep solo players in mind while creating new content (and updating existing content). Things like the hooked survivor being able to reveal Ghost Face and being able to see where a portal is being cleansed against the Demogorgon are small details to help solo players get the same info as SWF groups. A group on voice chat could communicate this info anyway (e.g. he's camping being the hook waiting to stalk you, be careful), so it only serves to bring solo players closer to the same level.
Also, we combined the SWF and solo buttons on the menu. /s
Why isn't Kindred being available to everyone by default, especially since that information is one of the primary reasons why SWF is so much stronger than Solo players? Why not have a totem counter as a default survivor skill, since SWF can easily figure out that information?
Why, if you are actually trying to close the gap between SWF and solo survivors, are you cherry-picking which information-sharing should be privileged for SWF groups, and which should be accommodated for Solo players? Why aren't you making the effort to actually give Solo the same exact information that SWF are able to attain, so that they can be on the same level (so that all killers can then be adjusted to that same skill ceiling)?
The small examples you've given in your post may slow the rate of the ever-growing gap between SWF and Solo players (as new contents continually gets added), but it certainly isn't stopping the gap from increasing by any means, never mind actually 'reducing' the gap. Unless you specifically address the differences between SWF and Solo players in its current build and tackle it head on, it really doesn't matter how much you are keeping it in mind when creating new content - the gap won't ever be reduced.
In my honest opinion, Behaviour should be forthcoming in their plan about bridging the SWF/Solo gap in one of their upcoming Developer Updates and show the community that this is one of their primary focuses in balancing the game.
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In sports games, substitute players who sit on a bench the entire game can still win despite not taking part in any of the actual activities because they had fulfilled the game's winning condition. Their performance doesn't matter as long as the winning condition of the game has been satisfied. Many games are like that - sometimes the most skilled players don't end up winning, whether it is due to other players' performance or simply due to bad luck. This holds especially true in asymmetrical social deduction games.
Similarly, a sport player may be selected as MVP of the Year, not because he/she won the games, but because of his outstanding performance and activity level in those games. On the other hand, players who sit on the bench may have won every single game, but would never be selected as a MVP.
That's basically what "pipping" is. Were you given the chance to perform well, and then proceed to actually perform well? Great, you pipped - but that has nothing to do with whether you survived or not - which is the actual winning condition. You do rank up/down though, and will be (or should be) placed in matches with similar skill level, which is the overall purpose of pipping and ranking.
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Personally I prefer if they are more specific and clear, so that there is more consistency in the enforcement of the rules among all of the moderators and community managers. Sometimes it seems that some of them have different views on how to interrupt the rules. Which is why I appreciate that they had provided a specific example, "this is cancer" not being tolerated on this forum, in which some may argue isn't 'a big deal' or 'just an expression,' including some moderators.
Similarly, I've observed that some moderators may have their own rules about closing down community members' threads, despite the fact that nothing is written in the Forum Rules about factors and topics that may lead to it. If moderators are enforcers of rules, then shouldn't the rules be clearly written out for the community?
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I hope those who are pointing out how unbelievably large 24m radii (or 48 diameters) are also ok if all of the killers with 32m terror radii get reduced to 24m (like the Hag's or Spirit's).
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Can you explain how a Rank 9 going against Rank 18 is "fine?" Unless I was playing as a part of a SWF group or I had a long queue, I shouldn't have been matched up with Rank 15-20 at all.
Thanks for the reply, but can something suddenly break like this when absolutely nothing has changed on your end? And will it be fixed before the next chapter goes live?
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It's a bit more difficult to check the issue from a killer player's point of view, given how the survivors could be in a SWF group of wide range of ranks. Not that it's any less of a problem, given that many survivors undoubtedly take advantage of this situation to bully their opponents. But playing as a solo survivor, I know for certain that matchmaking currently is broken from the screenshots I posted above.
Possibly. There are definitely some problems that seemed to have cropped up since killers have been made to wait from creating a lobby until survivors were found. But the issue that I'm currently addressing has just started fairly recently.
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Off-topic, but if you happen to play mostly the killer-side, have a PS4, and live in the Eastern US area, it may be good for you to just play DBD on the PS4 instead of making new accounts. The queue for killers in general are usually much quicker than the survivors here. Although the length of waiting for either queue overall seems to vary from person to person (for example, I don't have to wait that long for either side) but we do seem to frequently need more killers over here.