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oxygen
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If they look good, sure. Would allow for plenty of creative ideas I'm sure.
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Why sabo the hooks by hand when you can just use Breakdown 😎
Go ahead, wait 3 minutes instead of using another hook.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3219928#Comment_3219928
SMITE developed a really good system with V-tags. Pressing V would just instantly open a menu whose keys stay out of the way of regular gameplay. So for example, you could call out that someone's missing from right lane with V (Opens V-tag menu), F (Which meant Missing), 3 (Which means right lane). The game would then fire off a voiceline to the rest of the team saying 'Enemy missing right lane'.
Something similar for DBD could work.
Sounds like the VGS voice command system other Hi-Rez games has. Actually a pretty robust system once you learn the shortcuts, I still have the commands for stuff like "Group up!" and "Ultimate is ready!" etched into my muscle memory from playing Paladins.
Of course people will troll with it, but that's the case for every possible communication system you have to use with strangers. At least it would help in the matches where everyone genuine wants to play as a team but lack the information to do so.
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I mean that's a thing quite a few people in general do. Seems like it's getting more and more rare to see gg from both killers and survivors honestly.
And do also keep in mind that the survivor(s) that died earlier in the match might very well not even be there in the chat at the end, especially if they died early. Hard to say gg when you're already in another match.
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As part of some insanely huge change that's basically burning everything down and regrowing it from the ashes? Sure. But that's a "DBD 2" scale change right there.
Without that? Absolutely not.
No shortage of add-ons that need either buffs, total reworks (as what they do in the first place is just kinda ... eh at best) or nerfs though. A huge add-on change patch could change up the game a whole lot and might be interesting to see.
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I go next and hope for a game that doesn't feel like a pointless cutscene next.
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I'm absolutely certain that the majority of the time if not the overwhelming majority of the time people basically just type GG without really giving it much thought. I know I've done so for ages, it has just been that thing you do after playing a multiplayer match with someone and I've experienced other games where not saying it makes people think you're a sore winner/loser.
I have stopped in DBD though, I just say it if opponent(s) do it first. Not because I think there's a single thing wrong with gg or ggwp, but because I've had enough people hit me with the "actually... it was bg, here's 10 messages explaining why" for me to not really care anymore.
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The opposite direction of where the game should be going, it should remove all pre game and preferably even post-game easy profile access.
And as far as -reps go, Steam traders figured out that stuff is completely worthless mere months if not weeks after steam trading was added to the platform, and moved to third party reputation tracker sites (different ones depending on the game). People can delete comments, they can get their pals to leave fake ones, they can leave fake ones with alt accounts and more. Genuinely zero value (and the way people that "play for salt" or to farm -reps act is also creepy as hell and shouldn't be encouraged in any way too)
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I go next because the clear majority of the matches I get are totally winnable if I play right. But I'm sure I'm winning (3k+) the majority of my matches and I'm still somehow in wood division mmr, because that makes sense and "high mmr" isn't at most an abstract concept thanks to how the softcap works or anything~
Also what happened in end game chat before the cutoff in that pic? 🤔
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The censor system is an enigma. It's common I see one person say a word that is obvious (and innocent) based on the context, no matter how they try to type it it's censored. Then another person can type it, the exact same word, no problem. I've seen some odd wordfilters throughout the years but the DBD one leaves me baffled.
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Does it count if they were friends with the killer on Steam, blocked me in a corner the first time they got a chance, then tbagged by the hook until I died? I mean they denied being caught in 4K as friends on Steam and even deleted eachother temporarily when called out, surely they wouldn't lie on the internet, that'd be crazy!
Special shoutout to the person that brought a white ward and just locker hopped in the basement/shack until I died to snatch my event flashlight one time too. Like I gotta hand it to them that's kinda clever in a really garbage way but damn 😄
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3215230#Comment_3215230
Which would indeed fix the issue of not having to smack them out the exit gate, making it fix that problem at the same time. I think they were more responding to exit gate/bleedout dismissal. But like you proposed, having any type of time based opt out with a reasonable timer would indeed cover that as well. Basically you're both right but that dismissal caused a bit of discordance.
I do apologize as I didn't mean to dismiss anyone, guess I just forget at times as I personally don't experience feeling frustrated in that "icing on the cake" way in situations like that.
And my preferred idea for bleedouts was always just straight up letting slugged survivors in a game state deemed "unrecoverable" teleport themselves onto a basement hook anyway where they're rushed through hook stages with no kobe attempts, not basekit UB of any kind. Just allow players to skip what might be a pointless wait for an already determined outcome without needing the "consent" of their opponent(s), preferably without having to interact with them to do it at all. But still a concession mechanic first and foremost, unlike the UB stuff.
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@Fred_krueger said:
https://forum.deadbydaylight.com/en/discussion/comment/3215156#Comment_3215156
The problem is when I give up with 1 hook at 4 gens done, and they refuse to do the final gen.
That's why I say the way to immediately end the match wouldn't be exclusively tied to the last gen being done. It can also be something as short as 5 minutes of game time, then you can end the match no matter what they're up to.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3215156#Comment_3215156
The X minutes stipulation can account for part of it, but OP's point was that the match was unwinnable from a pretty early state, and they were forced to go through the motions or afk until the survivors finished and left. Its not as easy as just chasing people out when they're purposely playing less efficient to focus on maximizing their BM, and people often drag matches out when they have no fear of losing. You can literally feel as hopeless as the dreaded 4 min slugs do, so its not really necessary to use that bad situation to try to invalidate someone else's.
Personally I disagree to some extent, as even in the most hopeless killer matches you can still at least try, and you get to do more than recover and crawl around while doing so. I do fully understand I'm probably a bit of an anomaly as I genuinely do not give a fraction of a damn about any BM they can do, and I know that's not the case for everyone.
But yeah, I did sorta misunderstand, I assumed it was primarily about people waiting until the last femtosecond of EGC to leave and stuff (which IS a pointless waste of time even if the killer can chase them out, one that's worth eliminating). In a lot of ways I'd call it a matchmaking issue first and foremost as it takes a pretty serious skill difference for a match like that (in either direction) to happen, but we all know matchmaking can have a bit of a moment for a lot of reasons (lobby backfills, long queue times on either side getting people to the "screw it, find them ANY match" point and more).
And the "X minutes" aren't even necessarily any amount of time long enough that makes it more laser-focused on hostage matches, cheaters and so on. It could be as low as 4-5 minutes and I'd be totally fine with testing it with such a short time requirement.
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While I absolutely believe there should be some kinda lever in the basement or something that immediately makes all living survivors escape that becomes available when the last gen is done OR after X minutes have passed, there is a difference between being slugged for 4 minutes and people waiting at gates. The latter can be ended by hitting them, they either leave or they die.
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Feels like it's approaching the point where I have quick queues as both killer and survivor unless I play at cursed times of the day/night. Still quicker as survivor though even when killer starts getting the incentive bonuses as it turns to night, but killer queues are certainly getting shorter while I honestly can't remember the last time I had time for much more than a sip of water or two between hitting ready and getting in a lobby as survivor.
The true Good Ending for everyone.
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Seeing items and what survivors people choose is fine. Everything else should go in my opinion.
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@[Deleted User] said:
People mock the “I play both sides” posts and comments but really if you don’t play both sides you have absolutely no business offering your opinion on the state of the game and expecting people to take it seriously. Sure, share your experiences but unless you’ve experienced the game fully to get an understanding of both roles I don’t see why you’d think your viewpoint has any value as your game knowledge is lacking and more importantly you will not have developed enough empathy for both sides.
Even worse than that though, I’ve seen streamers (ones with decent viewership as well) who will complain about certain things whilst playing one side and then when they switch they do the exact same things without any self awareness that they were complaining about. The funniest to me is the streamers who hate SWF’s and proclaim every game they play as killer to be against a loaded 4 man, but then when they switch to survivor they get viewers to play with them as to avoid solo queue. And generally those viewers play as sweaty as possible to protect the precious streamer at all costs whilst the streamer calls the killer bad and accuses them of tunnelling/camping; tactics they themselves often use.
And this goes for non streamers as well- if you have bad game facing toxic players, why take it out on the players in the next game? Getting t-bagged in one game means you have to slug and hit on hook the next? Or you’re the one who is slugged so you decide to t bag at every pallet and then at the exit gate against your next killer? This behaviour is just bizarre and childish.
I will never understand why people genuinely defend "vent games" like that. If someone gets to the point where that seems like a good idea, take a damn break.
Or if they insist on doing it and defend it on here, I better not see them complaining about opponent(s) being annoying in a later post. Surely they're consistent enough in their belief to assume they're merely doing a "vent game" of their own afterall! I mean, anything else would be pretty hypocritical.
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@sulaiman said:
Well, in europe the killer incentive comes up when all the swf bullies are online. I am not sure if that because they feed enough survivors in that way, or if most killer just avoid that time to play.
Sadly, solo queue doesn´t get better in that time frame.
I still believe it's for the simple reason that later in the day, it's more likely more people someone wants to play SWF with are online. I'm convinced the "play killer when alone, play SWF when friends are online" demographic is a pretty big part of the DBD playerbase, and the later in the day you get the more likely it is the whole squad is done with school/work/other obligations and can game for a few hours.
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I've seen them in the whole range from +100% survivor to +100% killer. Actually matches up with what we kinda knew already, stays at 100% survivor with maybe a dip to 50% during most of the day, and as you head into the evening it moves over to killer more often than not.
EDIT: At least for me. I'll make no mention of MMR as who knows, and who knows if the softcap influences the incentives like it does matchmaking. But northern EU region.
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Believing any other approach to trying to do something about the solo-swf gap than either the "buff solo/base survivor and balance around it" or "do absolutely nothing about it lmao" ones have any chance of happening whatsoever is straight up delusional. No other way to put it.
The forums should be more ban-happy. Still way too many weird as hell posts where people use language like words used to describe real-world systematic oppression, diseases that ruin lives and more to talk about stuff they dislike in the game. And that's just giga gross.
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Sometimes you get gates where you can watch both from the same hill, sometimes you get gates several lightyears apart. Same for survivors, it's whatever really.
Obviously some killers have their own tricks, Trapper and Twins perhaps the biggest examples.
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It doesn't disappear, but whenever you have less players it seems like the chance that you have people in queue that have been there long enough for the matchmaking to say "Okay, screw it. Get them in a match as soon as possible by any means necessary." goes up.
Nothing new, really. Basically every matchmaking system ever has something like this. With how the softcap works even when there's enough players to avoid that particular issue it's still very random to be fair.
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While I absolutely agree something must be done about the hostagetaking cheaters (and not even only cheaters, but regular "softer" rule breakers as well) I personally prefer a solution that has something in place to disincentivize "I don't like the map/killer/that the first survivor I chased sentient/whatever" DCs.
I'd be fine with DCs going unpunished after X minutes have passed. Not too sure about the exact number, under normal circumstances I'd say something like 15-20 minutes, as a temporary mitigation for cheaters make it 5 minutes or something I don't care. Sure beats potentially having to tank a DC penalty or wait until the 2 hour server time-out thingy.
Completely unrestricted disconnects have made the game completely miserable to play and that was my experience any time they were temporarily disabled for any reason. I do believe that someone that has decided they no longer want to play will just go for the good old AFK if all else fails, but I also do genuinely believe that making it even slightly less convenient to get out for the sillier reasons like the ones mentioned above means it happens less often. At least in my personal experience, that's the case.
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Spirit.
I quite simply don't find her power fun to use. I don't have any more proper explanation, playing her just leaves me thinking "Man, I'd rather play another killer right now". Has nothing to do with strength or anything it's just not for me I guess.
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I remember how nice Haddonfield and good old blue tint MacMillan looked with a brightest moonlight offering 😔
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In what universe is better anti-cheat not good for everyone besides cheaters? Of course assuming it's not insanely paranoid anticheat that bans people for having an unusual text editor open or because their connection had a 0.2 second hiccup that made them teleport a little in game.
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Anonymous mode should be on consoles as well, even though considering the at times straight up creepy "privacy shaming" you see in the community even that isn't perfect as some weirdomax individuals will consider it inherently toxic or something equally weird.
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That just screws with newer players playing survivor, and they don't have an easy time to begin with. Assuming you mean skillchecks in general, something more experienced players probably only miss like 1% of the time or something assuming performance hiccups don't mess with them.
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To specific killers? Sure. In general/general ones? Nope.
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BHVR people have also said here on the forums you no longer need to get their persistent steamID. Just report them after the match and then submit a ticket like usual and they can figure it out apparently.
Which is an improvement honestly, I'm absolutely certain they get a bunch of reports with people giving them the steam customURL that can be changed whenever people want instead of something like steamID64. Report system still needs improvements like it has always needed though.
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A lot of people know, it's just that it's kinda irrelevant if you know what to do if other survivors in the match either don't, or simply don't want to respond "properly". Even a single survivor hanging out by the hook or too many individually going to the hook to find out before returning to gens might be too much time thrown away, and that's without considering builds made to make it even more time-sensitive (deadlock + noed and stuff like that)
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Agreed. At the very least make the actual useful stun duration (the time not lost to the getting-off-the-killers-shoulder animation) 3 seconds, which would actually require the advertised stun time to be over 4 seconds.
And the "it's should've been like this since forever ago because enduring" take is just plain silly. DS didn't even have deactivation conditions back then, and didn't disable in EGC.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3166627#Comment_3166627
https://forum.deadbydaylight.com/en/discussion/comment/3166633#Comment_3166633
https://forum.deadbydaylight.com/en/discussion/comment/3166646#Comment_3166646
I'm not talking about the ability to self-unhook at a risk of lowered timer on failed attempts. I'm talking about the ability to specifically die early. Previously, not pressing the button for struggle, currently, ignoring two struggle skillchecks in a row.
I'm still confused though. Here's gameplay from 1 day after release, 15th of june 2016: https://youtu.be/acv7dBKFogk?t=353
Timestamped right where the player is on hook first stage, with the "attempt escape" prompt visible. And once they enter struggle, they... well, gotta struggle, button mash style. Surely if they stopped mashing they'd die? That's always how it worked while I've played the game at least (from early 2017)
And here's even earlier footage, from alpha testing: https://youtu.be/u2d91TliOys?t=938
Timestamped right as the player goes on the hook. They attempt escape twice, and then more or less instantly die as they don't mash struggle immediately - there isn't even a "warning period" during the hook stage transition animation, pretty much immediate sacrifice.
So unless there's something the devs tried out at some other stage of development or something they tried out during beta testing, I don't really see when there was ever not a way to die faster than intended on the hook, both in terms of escape attempts and choosing to not struggle.
EDIT: Also can't remember if the skillcheck struggle state was tested on a PTB without the ability to die early included, I'll be totally honest there. But while PTBs are handy the way people play is often quite far removed from the live game, people giving up/dcing if they don't get the new killer/map and all of that stuff.
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What exactly do you mean with "when the hook suicide mechanic wasn't available"? Am I somehow forgetting something or what, pretty sure it has always been a thing, as an effect of failed escape attempts. Like it's right there in footage of very early DBD.
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I do sometimes use it, it's pretty handy when the killer has scourge hook perks. Sure you might get hooked on another hook, but suddenly that really conveniently placed scourge hook takes a bit of a vacation and that can be pretty useful 😄
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@Dennis1242 said:
https://forum.deadbydaylight.com/en/discussion/comment/3162018#Comment_3162018
You're right but then why do people say that if it was so people will get banned deleting the custom icons from the game files won't help you escape the ban?
Some anticheats use a delayed/scheduled ban system. If you're caught for something, you're not immediately banned - instead it's scheduled for some point in the future. Might be 1 week, might be a month, who knows. The point of this is to make it harder for cheat developers to troubleshoot and to figure out exactly what update to their cheat caused the ban.
If you're caught, the decision is already made. You can remove the files/apps that caused the ban, you can uninstall the game, it doesn't matter - when the day comes, you get banned. I have no clue whatsoever if EAC does this though.
I also do find it very hard to believe they'd ban for icons as well. Anticheats know what to look for, and while there are ways for "pictures" to be pretty cheaty (like neon green retextures for visibility or in some cases even "transparent wall textures" and such), an anticheat is probably smart enough to know what files that has to be modified for there to be cause for concern. Is it possible EAC updates and goes bananas, *banning people even for having a "foreign" text document in a folder? Of course. Can I see it happening? Not really.
EDIT: And for the record, I don't use any custom content. I do not mean to encourage it, do not do it unless you feel fully comfortable with the risk no matter how small it is, as it must be considered a non-zero one.
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I'll have a bit of both I think.
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But why? Sure you can just not apply it to a gen unless you're about to run from the killer, but the little bit of extra info you could share by just popping it on a gen was a really nice little bonus too 😔
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Just take the "hatch is a null result" thing to its logical conclusion and make it award the killer all the points, emblem score and possible challenge/achievement progress a hook would give.
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To get a reaction, like any kind of trollish behavior. Really not that deep to be honest.
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@saturan said:
How can you buff solo without buffing every survivors (including the SWF)?
You don't even try to do that, and instead just make sure the changes disproportionally benefit solos. If SWF gets a + and solos get a +++ from a change, that's still a step in the right direction if the goal is to set up the game to be balanced around a higher level of assumed efficiency without completely roflstomping solos into the dirt.
And that's the case for basically every entirely info-based change I can think of, like the often mentioned "some kinda kindred basekit". Info accuracy is subject to diminishing returns, as the jump from "I don't know if someone else is saving" to "I see Meg has the save covered, I can stay on my gen" is way bigger than the jump from "Meg is in one of the tiles next to shack" to "Meg is in the TL tile at 5 o clock if we agree that shack is at 6 o clock".
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While I don't do it, in the overwhelming amount of cases it's just a ragequit and looking any deeper into it than that is a waste of time.
I'm not defending it or demonizing it to absurd levels like trying to attach some deeper meaning to it, it's just "I don't want to deal with this anymore, I'm out".
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It wouldn't even be that bad if the actual meaningful stun, aka the time where the killer is stunned and the survivor has actual control of their character, was actually 3 seconds. But if that was the case the advertised stun duration would actually be over 4 seconds, as over an entire second is lost to the "falling off the shoulder" animation. Can't remember the exact number, 1.2 or 1.4 seconds I think?
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The patch has change, change is very spooky so obviously some will dislike parts of it for one reason or whatever.
At least the grind reduction changes will be as near universally liked as possible. I'm sure there's a few people out there angry that it means people might have more items/add-ons but of all the wild things people get unhappy about I can only remember seeing that once and that was about old moris and keys, and even then it was ridiculous 😄
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Wow it's almost like both of your examples show things that never actually made it out of PTB in the states shown in those clips.
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I'm pretty certain they broke zero rules, if you wanted to you could have your whole team spam ggez kekw at 10 lines per second after every game for a year with no consequences as it's not bigotry, "cancel your life subscription", threats or anything like that.
And with how hilariously hard they're trying in their screenshots, part of me almost feels like they're report baiting as it just seems too much like parody as it's just that ridiculous and desperate, or perhaps my mind is poisoned by seeing enough people take "irony" to absurd levels. (Report baiting is being extremely annoying but not breaking rules, the goal being to make someone else go thermonuclear in chat and getting them potentially banned by the way).
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As strange as the thread is, I agree I think?
I get absolutely nothing from matches where it feels like I could lose consciousness temporarily several times throughout the match and still win, it's genuinely less fun than being completely roflstomped to me.
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You don't even have to go EULA/TOS diving to realize that's not the case, it says right there in your screenshot "... and other special offers". That's not referring to something with a particular "specialness level", that's an extremely general term that can basically mean anything under the sun.
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I get that it'll vary from person to person, but getting less matches where I feel like I'd win even if I temporarily lost consciousness 6 times throughout the match is actually a very good reason to kill them for me.