oxygen
oxygen
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"Honestly I am not fond of Crunch thing in game companies but I think BHVR should :)"
๐คฎ๐คฎ๐คฎ way to manage to write a line of text that's absolutely abhorrent no matter if it's serious or """"""""""""""""""ironic"""""""""""""""""""""
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I feel that simply changing the light effects of the flashlight is a much better way to solve the main issue, the potential harm it can cause. Just make the light only start being visible when it's the "smoother" light animation during an actual blind. For the clicking noise, personally I'd miss survivors being able to say "Hey, I'm not doing a gen! Just wanted you to know!" but sure mute that as well if needed.
Because I don't even know if you can actually stop macros. Especially the onboard memory ones that you can set up with many mice. Kinda sounds like a slightly-moderately less futile version of trying to stop people from using built-in crosshair overlays.
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Everyone I've ever played with have either been friends or more rarely, friends of friends. So never really went anywhere for it.
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I honestly can't remember the last time I dodged for any other reason than truly wacky latency in the lobby or my personal fave, the pizza I ordered actually arrived BEFORE the estimated time one time.
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It exists for the same reason EGC does (and interacts with EGC, as closing it starts EGC) - to make the match end by giving both the killer and survivor an instant first-come-first-serve objective that either immediately ends the match or immediately puts a hard cap on how much longer it can go on if it's closed.
That's it. It isn't even counted as a win MMR wise to get the hatch.
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I just wish it exclusively censored stuff that is actually bannable to say. By all means bleep out the entire sentence if someone does say such a word, so it's not obvious what they said via context and the amount of *'s.
Seeing *** in chat should immediately mean "They said something reportable", not "I wonder if they called me some racial slur or said tbag".
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Just like I enjoy chasing survivors, I also enjoy being chased by killers. That's honestly the primary reason.
EDIT: Note I am not really an anything "main", but I'm pretty simple-minded like that when it comes to my enjoyment of both killer and survivor. I like hitting survivors, and I like trying to avoid being hit as survivor.
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While I totally believe map offerings should either be retired or reversed (so using one makes you not go to that map), calling them toxic just grinds away some of the last meaning the term is desperately holding onto.
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Because I play the way I do which is fairly "nice" as far as I know because it makes me have more fun. I also genuinely do not react to any of the "toxic" stuff like tbagging or whatever else at all, not saying that to be all superior I've just seen enough behavior similar to it in games throughout the years to not care.
Play how you want. Just don't go down the "play for salt" route where making people mad becomes a more important goal than even winning or having fun, in my experience players like that inevitably turn into ticking timebombs that's a single taste of their own medicine away from going thermonuclear in post game chat and catching a ban for slurs.
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The only reason they did a no bloodlust weekend is because it's a basegame mechanic, one that is present in every single match and behaves the same in all of them.
Exhaustion perks are... well, perks. And there's different ones that work in different ways. They can already just look up stats from players with exhaustion perks vs players without them, or players with DH vs players with SB or any other comparison - they already have that data.
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Nothing, I just play as normal.
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As long as there's no "downvote" or blocking thing involved, I'd personally like it. It's more BP/XP/whatever and a way to thumbs up someone if you want.
I'm sure people would get kinda weird about it though, at least some people. Both taking the lack of endorsements as an inherently toxic acts, or even having an issue with getting endorsed after a loss viewing it as some "ironic" thing that has the well-hidden meaning of "git gud". But hey, that's their problem.
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Deliverance should just show an icon on the survivor's status icon. Just show a different icon similar to the Broken status effect if someone with active deliverance is on hook in first stage, same for Kinship during second stage.
For regular hooks with no such perks involved I'd rather see a button you can press to broadcast "No, you shouldn't unhook me". Make the aura change colour and again add a little icon that shows they're blocking unhooks, that way people know in advance and someone won't run from the other side of the map just to get kicked in the face.
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First, Ruin wasn't changed because of its pickrate. They investigated the perk partially because of the pickrate, and found multiple reasons for wanting to change it. The devs have already said they're looking at Dead Hard, and even identified the distance part of the perk as an issue. I don't know if people genuinely just forget this about Ruin or if it's attempted intentional disinformation at this point.
Secondly, zero sympathy if you're gonna engage in player shaming over your grievances with a perk in the game. Please either cut that textbook scrub behavior out or uninstall.
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Some people are just trolls. That's honestly the least frustrating answer.
Because sure, some people do the weird thing that is "vent games" (have a bad time in match A, take it out on unrelated player(s) in match B), people consider the wildest things "toxic" and some people are even so far gone they're basically operating on an assumption of "original sin" where simply being a survivor/killer/ttv/Nea/Spirit/someone using the wrong skin is enough reason to brand you as toxic and deserving of whatever they do, because someone else in the same set as you did something bad another time.
I'd honestly prefer to just assume anyone doing any sort of goofy obnoxious stuff are just plain old trolls as a result. Just shrug, say gg or nothing, go next.
EDIT: Might've misunderstood a little bit, my post is about when there's a single survivor left, no possible way for them to get away, and the killer still lets them bleed out.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2929465#Comment_2929465
Victor doesn't have any chase music though, do you think he should get one?
If being chased by him actually starts counting as a chase, I think it would be a golden opportunity to give him and Charlotte different chase music. The Legion mixtapes sure imply it's totally possible to give "one killer" more than one tune.
At the moment he doesn't chase of course, and that's the primary thing I want. He's chasing people, give the people he chases the bloodpoints and emblem scores they should be getting for being chased, and same for the Twins player.
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I agree 100%. Also opens for the possibility of giving him and Charlotte different chase tunes, which would be pretty cool.
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Unfortunately the only way to be sure people will do that is to exclusively play in a 4man for the rest of your DBD survivor playtime.
Personally I don't give up on hook, and I have Kindred perma-locked in one of my perk slots. Sure does make it extra frustrating when people still hover around the hook for my entire time on there though, but there's usually at least one person trying their best to do gens so I'm more than happy to give them time to work with.
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Sennheiser GSP 600. Really happy with it, changing the pads can be a bit frustrating the first time and that's pretty much the only complaint I can think of.
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Doesn't need to be a reward, something as simple as a "Hey, someone you reported got banned. Keep up the good work" would be wonderful.
People do get banned, both for cheating and if they go thermonuclear in post-game chat or whatever. Actually informing people when someone gets banned might restore a lot of trust in the value of reporting
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Personally I can't be bothered to do it as I find it boring and would rather go next asap, don't really care if killers do it when I play survivor.
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Any perk build they want that doesn't feature a straight up not-working-as-intended perk, people can use what they want.
And by no working as intended I mean "Wake Up bug not working as intended", not "It's too strong so it's not working as intended"
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I think it was stupid before the change, as going to someone working on a gen just for them to hop in a nearby locker was silly.
Now? It's fine.
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At this point I wonder if people genuinely just forgot why Ruin actually got changed, if it's an intentional attempt to spread disinformation or somewhere in between.
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EGC does accomplish its single true purpose: putting a hard cap on how long the match can last once it gets to endgame.
Not against the goal of your idea though: to cut down on one of the two big endgame time-wasters (the other one is survivors being bled out for no winning-related reason). Personally I'd rather see a lever in the basement that instantly makes all survivors in any other state than dead or sacrificed (and disconnected obviously) escape, and yes that includes hooked and slugged ones as it's a "gg lets go next" mechanic and not a kill-securing one.
I'm sure even then some would still absolutely refuse to use it because "that's what they want me to do!!" but if they have the tools to not have to wait around and refuse to use them that's their problem lol.
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@Maxitolliony said:
https://forum.deadbydaylight.com/en/discussion/comment/2912510#Comment_2912510
funny how i am a rank 1 surv and prob could get rank 1 killer as well and with 1k hours and you say "lack of gamesense" funny surv main funny. you go and do the same things every game i bet you enjoy that same playstyle
What the person you're quoting is saying is 100% true, even though I don't think their assumption about your gamesense was called for. Not that you assuming they're a survivor main doing exactly what you're complaining about is called for in any way either. EGC exists to put a hard cap on match duration once endgame comes.
I would totally agree with systems to cut down on the two main "pointless waste of time" endgame actions - waiting in the gates and bleeding people out when there's no "tactical" reason to do so. But it shouldn't be done through punishment, it should be "gg, lets stop wasting time and go next" mechanics. A lever in the basement the killer can hit to instantly make all living survivors escape, slugged survivors being able to straight up teleport themselves onto a basement hook where they get instantly sacrificed under the right conditions. That kinda thing.
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I don't think many adults are really gonna be too bothered that the "obvious suspects" are censored, like slurs and the like.
I am of the firm belief that such systems should be optional however. If someone doesn't mind seeing whatever people say, it should be their decision. And I also believe the system trying to be "clever" in whatever way it does instead of a good old word blacklist can do more harm than good, an unfortunately placed **** can make a perfectly fine sentence seem anything from mean to straight up vile. I'd prefer if you could know for sure that any time you saw **** in chat, you immediately know they said something that's straight up reportable.
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Team Fortress 2, a variety of strategy games of the Paradox flavor (CK2, CK3, EU4, HOI4, Stellaris, VIC2), Rimworld, CIV V/VI (say what you want about the "play civilization" incident, the man has good taste in games), a bit of Paladins and Tarkov, and a little bit of Overwatch when the mood strikes.
Mostly DBD, TF2 and whatever strategy game I'm into the most when asked. At the moment Stellaris. I could never "main" a single game, I'd burn out and go crazy real quick.
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No one should be banned for it, but not a single person on earth should be surprised if (more like when, if you ask me) it gets changed either.
And while I've only encountered it once, they sure didn't seem like they were doing it for any other reason than to "play for salt" to me. By some miracle the team (pretty sure it was duo + solo + solo) actually 99d gens and got all but one trap off, and the last got hatch. Pig made sure to cry about "autist swf" in end game chat, guess that was not the outcome they hoped for ๐
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Every player trying to get the Left For Dead achievement reading this thread must feel kinda jealous of Claudette's situation, that's one golden opportunity right there ๐. If the killer is truly just standing on hatch just 99 as many gens as you need and play for gates.
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Some people are just weird to be honest, not really any better way to put it. Sure do a wonderful job at stripping any remaining meaning the word "toxic" has away bit by bit though, when you get people calling... playing the game toxic, lol.
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I see no issues with it as long as it's exclusively "upvotes" and no thumbs down stuff.
Even then I'm certain some would consider not getting any to be toxic no matter what, even completely certain some people would complain about being "ironically endorsed" or something. But that's their problem.
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In a way it's actually slightly better than before for a simple reason: scourge hooks.
I notice more "risky carries" than before, where I get to 85%+ wiggle progress. And at that point the recovery I could do if the killer does as little as kick a pallet or chase another survivor away from me for a few seconds might actually make a difference.
I should give it a shot, I genuinely wonder if I'm overestimating how much wiggle progress I can get from it if the killer delays the pickup by even 5-10 seconds or not now ๐ค
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Can we please stop blaming/shaming players for what are grievances with the game? It's not a player's fault if something is strong or even too strong, as long as it's not broken (not as in "this is too strong" broken, I'm talking "Wake Up suddenly applies to all actions instead of gates" broken) it's not a player's fault so they shouldn't be blamed for using something in the game.
EDIT: Hell even when something is completely mechanically broken and does not work as intended whatsoever, "blaming" players is goofy. It's just that in that situation it's pretty lame to knowingly use it.
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Can people use it poorly or use it well? If the answer is yes, it takes skill to use.
And people knowing exactly where they can get away with one additional loop thanks to dead hard is also a form of skill just like knowing how to run a tile in general. Not only mechanical execution ability and "flashy" expressions of skill like barely possible flashlight saves or crazy huntress hatchets count. But some degree of "skill type elitism" biased towards mechanical skill is practically the standard in gaming anyway so ๐
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I dunno I just pick a killer who's power is fun to use, seems to work for me no matter the end result of the match.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2894474#Comment_2894474
Please tell me how having 1 Killer to 545 survivors no bad? That would mean there are 541 players unable to play. The current game should have a much better ratio.
They're not talking about 545, but 5.45. A bit less than five-and-a-half.
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It's an Unreal Engine 4 thing that can be set up however the devs want. I have no idea how BHVR configured it of course.
But usually the setting does 2 things: lets you play different sound files on different settings (doubt this is relevant for DBD), and lets you control the number of audio channels being used. For audio channels 0 is often the "best" option, or the one offering the most audio channels. Might be kinda weird but it's not that uncommon to see engines use the lowest number for the "best" setting, texture quality in classic Valve Source Engine games often have a range of -1 to 2 with -1 being "very high" and 2 being "low" for example.
Is more audio channels better? No clue. You'll have to either gather opinions from people that use/used alternative settings (I've never touched it in DBD) or try 1 and 2 instead of 0 yourself I guess.
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I don't do it because it's expected, but because if there was a cancel match vote and it popped up after someone DC'd 10 seconds into the match I'd vote yes every time. A match like that is just more boring to play out, and I'm talking from my perspective as a killer here. There's a reason you see people tunnel 1 out then play "normally", -1 survivor early is an immense advantage that I don't find particularly fun to get for free because someone disconnected.
Doesn't mean I necessarily farm though. I just kinda turn my brain off and focus 100% on chases. I'll chase, hook, find someone else and repeat with very little thought put into any macro gameplay. If they want to die on hook (I do not blame them in the slightest if someone DC early) they can do so, if they want to stick around I'll chase them again later.
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If I were you and any of this exposure happened on Twitch or whatever streaming service that was involved, I'd consider reporting it to them. Most streaming services really don't like it when a streamer does something that can be considered encouraging harassment. Not very familiar with how Twitter handles that kinda thing though so no clue if they'd take action to be honest.
Because harassment and especially encouraging an audience to engage in it is never the right move. Even if there was cheating involved weird vigilante justice accomplishes nothing beyond giving the most vile people hiding in said audience an excuse to do their thing and harassment isn't the way, even though an actual cheater obviously deserves a ban. And with how common false "hackusations" are in gaming in general accepting and especially normalizing that sort of behavior is wrong, irresponsible and potentially straight up dangerous.
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Bodyblocking like that is an intended part of the game rewarded by base mechanics (protection hits) which also interact with various perks on both sides. It's not going anywhere.
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They do, but as "toxic" is an inherently subjective term the devs simply have a different definition of it. I've played with people in the past who turned into genuinely toxic people saying vile garbage in post-game chat, and I've seen them get banned after I stopped playing with them.
And if the "famously toxic player" you're talking about is Ochido, he didn't just do toxic stuff. He also abused bugs to take the game hostage, sent his viewers after players to harass them, evaded bans and had some turbo creepy sex pest stuff going on. Him simply being toxic honestly isn't why he's a bad person.
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I didn't believe it at first, but after closer inspection I can prove it's true to any doubters. Please refer to this professional mspaint illustration for the proof.
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Before any other changes I just want it to actually tell the other survivors that the person on the hook in 2nd stage has the perk. That way they actually know that someone can run over to activate the perk and can make decisions with that information in mind. That's honestly the #1 issue with the perk in my mind.
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Because unlike something like Bloodlust which is a base mechanic present in every single game, they can already simply look at matches with any number of DH they want. From all 4 having it to no one having it, and everything in between.
And I know I know, "There's no matches with no DH!". We're not talking about the tens or hundreds of matches an individual or even group of individual players can gather data from here. We're talking a lot of matches.
EDIT: And oh, that's not even kill switch to begin with. Kill switch is for stuff that's just plain broken. Not "nooo thing is too strong" but "this map has an uncleansable/unsnuffable totem" or "this perk does something it doesn't even claim to be doing in the first place" Wake Up bug style.
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Pretty regularly actually. Far more than I ever ran into/run into Artist for example.
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Honestly have no idea besides the obvious for BS.
And here I thought "n3" as in "no name noob" was weird esoteric slang when I ran into that in a particular game, I'd call that strangely clever compared to whatever bs ns hs gv could mean.
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Wouldn't really call them broken but the moonlight offerings. Some maps looked so good with them applied, and not even only talking about the less light ones. Haddonfield and good old blue-filter MacMillan with brightest moonlight looked wonderful ๐
Of the actually busted stuff nah can't say I miss any of it.
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Just remove the light effects from quick clicks for the photosensitivity issue as that's the an actual issue that can pretty easily be fixed. By all means let the beam/effects smoothly "solidify" when actually doing a killer blind, as that's not a sudden rapid flash of light or anything that should cause photosensitivity issues as far as I know.
That's the only real issue though.
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I'm also convinced there's a lot of people in the "if friends are around I play survivor, otherwise I play killer" camp. I know I am, most of the time.
