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  • Yeah, anyone should be able to load into an "empty" map or if it's absolutely needed just load a bot up with no "AI" that just stands there so the match can start.

    From learning map layouts, simply trying powers and whatever else - it's a little thing that shouldn't require nearly as much effort as making bots that take perks/powers/whatever into account and it would be pretty nice by itself.

  • A lot of them. But then again I've had some time to play them since I first tried Counter-Strike in 2001.

    Since around 2016 it has pretty much been singleplayer strategy games though, particularly the ones by Paradox Interactive. They do have multiplayer but with some exceptions that doesn't really appeal to me. With some casual FPS gaming, other random games and obviously DBD thrown in there too.

    Doesn't change the fact that answering anything else than "many" would be a straight up lie though.

  • No, I just play the way I've always played. Which is a way where while I try to win, I find a lot of the """sweaty tactics""" unfun to do myself, and as I want to have fun I don't do it. I'm sure I'd do better if I changed, but I do fine and I honestly think I'd have less fun if I did change how I play.

  • I've "left" 3 times, as in extended breaks. Think like 2-3 months or more.

    Every time it was simply because I'm very well aware that if I keep playing a game too much, I'll burn out on any game that exists. So far simply taking breaks here and there has made sure I've never even considered "quitting" beyond breaks like that, keeps things fun and not burnt out for me.

  • People that "play for salt" get more angry than anyone else on the planet when they get even a nanogram level taste of their own medicine.

    EDIT: And oh, people that defend "vent games" where you go after unrelated player(s) for the "sins" of someone else in a previous game, never consider that the people that got them mad to begin with might've been doing the seemingly justified thing that is a vent game. Really makes you think πŸ€”

  • @SpitefulHateful said:

    Why do people latch to the entire "private Steam profile" thing? Mad because they can't smear their verbal feces over the user's profile?

    It's the same lame old "Why care about your privacy if you've got nothing awful to hide?????" mindset.

  • I'd rather just have the stuff that actually gets blocked be the kinda stuff that's uh, "undesirable" to have people say in the first place. So if you see a censored word, you know they actually said something bad. As in "if you see a censor, they said something genuinely reportable". Hell, bleep out the entire sentence when that in particular happens if they want to avoid cases where it's blatantly obvious what they said based on context, but make it so if what you say get censored you already messed up to begin with.

    The weird system trying to be more clever than that just leads to confusion. A perfectly innocent or even wholesome sentence can get coated in so many censors that it looks like you're putting an ancient curse on someone's entire bloodline or something.

  • I do it because it looks silly, and I doubt there's a lot of people that do it for any reason more complicated than that. Same reason I crawl backwards/"mooncrawl" or swish my survivor's body back and forth like a broom, it just looks goofy.

  • Take a look at the other deactivation conditions of DS. Every single one of them is an action that only happens if the DS user consciously decides to perform that action. It's them telling the game "Yes, I give up my DS to instead work on this gen/heal this person/whatever". What other players do and how fast they go down does not follow this design philosophy whatsoever. Believe me, this is very intentional design. If a player that could've had DS active ends up wishing they kept it, it's no one's fault but their own.

    It was silly that it didn't deactivate when blessing totems, and they fixed that. Only remaining interaction where it might make sense to add deactivation is opening a gate.

  • Unless the frequency you go AFK might make someone think you're basically AFKing for shards, I doubt you'd ever get in trouble for it.

    Unless you're actually doing that (in NO way saying you are), the only way you could possibly get close is if you had extremely loose rules for what makes you no longer want to play. Talking straight up "I will afk unless I get one of the 3 maps I want, yet I refuse to use map offerings for some weird reason :)" levels of pickiness.

    @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2737452#Comment_2737452

    So SWFs can conspire and report every killer they don't like as "AFK" and therefore ban them? Like "let's all report every spirit and artist as AFK". I don't think it's how it works, otherwise the forum would be full of "why the hell I was banned" threads.

    Firstly, you actually need to be guilty of what you're reported for.

    Secondly, they need to provide video evidence.

    Thirdly, you need to afk a lot to even have a chance of a ban. As said, pretty sure the only reason it's even theoretically bannable is to stop people from afk farming shards on a consistent and systemic level.

  • They could just remove the light effect from the killer's POV to take care of any photosensitivity concerns, couldn't they? Still let them blind as usual but it simply doesn't show any light effects otherwise.

  • @AstroLive8333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2731354#Comment_2731354

    maybe the report function is different on pc, but for the dbd (special edition) it says for griefing, not playing correctly, or unsportsmanship.

    The report button descriptions are a source of a lot of confusion and false reports just because they're very vague.

    The amount of times where I've seen someone go on about how bodyblocking is totally bannable and they point to the report dialog description as proof is... way too high. Because that one doesn't mention that the only bannable bodyblocking is to straight up block someone in a corner and keeping them there.

    EDIT: And the whole edge case where you can block someone at endgame to kill them with EGC, but blocking someone early match and keeping them there for that purpose is undesirable gameplay to such a degree that it's actually bannable.

  • It's absolutely amazing to hear that's coming.

    I've always wanted some way for them to test stuff that doesn't involve patching over to a PTB version, and this is a very good way of doing that. No downloads, available to consoles/non-Steam platforms, and even has little rewards for giving whatever they want to test a go.

    I really hope they use it a lot.

  • I simply find it fun.

    I know, not a shred of objective truth or anything in saying that. But it really is as simple as that, when I spend time playing killer it leaves me thinking "That was fun, I'm happy I spent my time doing that".

  • The entire point of doing something about the solo-swf gap in the way they mentioned is exactly because nerfing SWF itself will never ever happen, not in a quadrillion years.

    The only option is to increase the baseline assumed efficiency and coordination of any and all survivor teams and balance around that. And what they talked about would be a good start to that process.

  • I'm someone that absolutely loves rewatching my gameplay from a different POV and the clear majority of the time they're just a normal player though? Putting TTV in your name isn't some kinda mind virus that turns you into an angry little gremlin.

    And since it always amuses me to see the ways people think it's even theoretically possible to stop it in a way that isn't reputation suicide and/or technically unfeasible: how exactly would BHVR stop comms even if they wanted to?

  • Would say the bug that let you glue yourself to a gen so you don't have to hold M1, but considering they're adding interaction toggles it seems like my prayers have been answered.

    So the follow-up is moonlight offerings. Maps looked cool both with less and more light from the offerings, and I wonder how some of the newer maps would look with them in play.

  • When it no longer requires side-grading to a PTB and potentially experiencing the download/patch bug that leaves me waiting for 1-2 hours, hell yeah. Show me the wheel they want me to run in and I'll do a full marathon in it if that means getting to try new stuff, the more experimental the better.

  • @Trickstaaaaa said:

    Will beta's replace PTB's?

    Betas seem like they're in the actual in-game settings options, so more like "test queues". I assume you enable it, then you get matched with others with beta mode enabled.

    I hope that's how it works because the biggest weakness of the PTB has always been that you need to "sidegrade" your game and do a download to access it, combine that with the download/patch issues that can make it take forever and most people wouldn't download the PTB just to test out a wacky little change the devs want to try real quick. AND it allows it to work on non-Steam platforms too.

  • Next to the toggle interactions, fix attempt to the weird download problem and them showing their willingness to tinker with details of the MMR system as well there's some good stuff so far in this.

    I mean, taking even 5 minutes to have a little think about the situation should make it immediately obvious to anyone that something like this was always the only approach to trying to do a single thing to the solo-swf gap with any chance of even being considered by the devs, but I'm still very glad to see a very clear "Yes, we're working on and thinking about this kinda thing" message like this.

    It's very barebones if it's truly just on a gen/not on a gen/in a chase/on a totem or something like that, but that's in itself a wonderful start because it's exactly that, a first step in what will be a process to find the best solution (as a "perfect" one likely does not exist).

  • Oh my god the betas and toggle interactions are 11/10. I've always wanted a more "flexible" seperate library entry PTB where they can throw up all sorts of wacky stuff, and this is EVEN BETTER if it works nicely on consoles as well. And don't think I need to say much more about toggle interactions than that my fingers will be very happy with the devs when I decide to play survivor for a while πŸ˜„

    Also very nice to see they're experimenting with solo-swf gap stuff in general, and that they're willing to tinker with details of the MMR system.

    And as someone that has been plagued by the weird patch/download problem for a while now, that's good news too. I know some games can have this sort of problem and it can be both because of how they're "delivered" and because of weirdness with Steam's own manifest deployment method, so big thumbs up to them for trying to improve that for those of us that experience the issue.

  • We're approaching levels of broken where bones might as well be considered a liquid.

  • Don't really mind as long as they do something useful with the time. Don't really care if that's doing gens, getting a hex, resetting safely if everyone is injured or whatever else. But if someone crouches near the hook (giving me the impression they're looking for a chance to save, and the other survivors too as I tend to run Kindred) and they never even go for perfectly fine unhooking opportunities where they can easily avoid both farming me and getting forced into a trade... at that point please just go away and do a gen or something instead πŸ˜„.

    And if the killer is genuinely camping I want them to just slam gens. Forget about me entirely, if the killer notices 3 gens go off by the time I'm 2nd phase and goes after someone else they can always try to get me then, and if not they can keep doing gens. No big deal as long as they do something with the time they save by not going for the save.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722012#Comment_2722012

    Then you get mass reported for non participation and risk a ban.

    The only way you'll ever actually be banned for "non-participation" is if you have provable and extensive history of straight up loading into matches and going afk immediately, as if you're afk-farming shards or something. And on top of that people need to actually bother to report you for it instead of just going to the next game.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721483#Comment_2721483

    I don't remember the last time I saw a Killer shame a Survivor for trying to win. Unless you are incorrectly trying to claim that Dead Harding to a pallet with validation on your side, flashlight clicking, or teabagging are "trying to win", because those things have nothing to do with completing a generator. Winning for a Survivor is doing a generator and walking out the exit gate - and nothing more.

    "If you use X, you're bad" is a scrub mentality blaming/shaming tactic all kinds of players use, no matter if they're survivors or killers. You see people claim using dead hard means you're bad, you see people claim using NOED means you're bad and so on, and no matter who does it it's lame as hell. Blaming players for their grievances with the game itself, as well as trying to shame them into compliance at the same time is peak scrub behavior.

  • Yes, otherwise I wouldn't still play the game.

  • Even if you want to "be nice", that really shouldn't be about what perks you run. Anyone that claims running X perk makes you less nice should be ignored, as they're blaming you as a player for what's actually a grievance they have with the game itself. In other words, they're a good old scrub looking to shame you into compliance and they don't deserve being taken seriously.

    If you just refrain from doing stuff you feel would be annoying to others while playing, you're being 100% "nice" no matter if you're perkless or running full meta.

  • The Entity is "actually interacting with other players as much as possible"-sided.

    It's just that the optimal strategies in the game it created happen to involve minimizing interaction as much as possible, as it's when you're interacting with other players you can make mistakes or allow others to outplay you.

  • Someone with good tracking, and preferably generally a "M1 killer" that has to catch up to someone to hit them as it's important to learn the fundementals of how chases work in their most basic form.

    Basegame only I'd go for Wraith. Perhaps not direct tracking, but you'll probably be able to start chases closer to survivors, catch people trying to hide from you while you're cloaked and he does also have some utility during chases with his uncloak that can be practiced. And while cloaked you move faster around the map as well, cutting down on travel time.

    With DLC I'd recommend Doctor, as he might be the best at finding survivors out of any killer in the game. Newer survivors hide a lot, and often in odd places too. A quick static blast reveals them, which lets you get into a chase. His power also provides some anti-loop chase utility that does have a bit of a learning curve to use effectively, which is fun. Pretty interesting add-on design too, which lets you both directly improve parts of his kit, or add entirely new functions to it.


    My #1 tip has less to do with what killer you pick, and more to do with your mindset: spend as much time as possible in situations where you can improve important skills, and a lot of the game boils down to chases so do a lot of chasing. This is why I recommend killers with good tracking and/or chase starting, as you'll both find survivors you can chase easier and pick up a thing or two about where people run/hide to avoid you if you pay attention.

    You will get memed on by matchmaking and go against good survivors that give you trouble. It can be annoying but try your best to simply pay attention to how they play and what they do (If you haven't played survivor, I'd also recommend doing that - seeing the game from their perspective is quite useful in improving at killer, and the other way around too for new survivor players). While you're learning, do yourself a favor and try to not focus too hard on the end result of matches, if you come out of a match having discovered a better way to run a specific tile/structure or something, good job.


    An alternative approach that is perfectly fine is to get Leatherface. He gives you BBQ&Chili perk which both gives you some information/tracking and the oh-so delicious bonus bloodpoints, and Bamboozle is also a good perk that blocks vault spots you vault for a while (even though I'd be careful, unless you plan to run it 24/7 it's important to learn how to deal with vault tiles without it too). He's also a perfectly fine killer to start with too, you still have to chase fairly "normally" but he has a power you can do some surprisingly deadly things in chase with if you practice it.

  • Yes please, with how many perks the game has nowadays that would be great.

  • That's a subset of sabo builds in general, and that's not meta in the slightest.

    But sure, if more than like 1/10000 matches contain squads like that they can probably make a change similar to the one they made to Soul Guard - some sort of cooldown or other restriction that never comes into play in normal gameplay, and is laser-focused on people building their entire team-wide strategy around the perk.

  • They can just... you know, look at their already existing stats of trials with no DH and compare them to the ones with any number of DH? It's in no way the same as bloodlust, which is a base game mechanic that exists in every single match.

    And before anyone says the old "Haha games with no DH? There's none of those!" - at the big data level they collect their stats they'll have millions of matches in their databanks that fit that criteria, at all sorts of skill levels.

  • Be nice if you want to be nice. I guess I'm pretty nice, and that's because I find a lot of the "not nice" things really boring. Goes for both camping/tunneling and going hardcore gens-before-friends or whatever.

    Just be consistent about it. If someone adopts a "Your fun isn't my responsibility" attitude I better not ever see them seethe when someone does something they dislike. If they do, I'll honestly applaud whoever finally trolls them into saying something that gets them banned, hypocrites like that get no sympathy.

  • I can't resist someone being goofy, it's always fun to see someone willing to play around. Slowly walk towards me, nod, drop their item, crouch and look up in that funny looking way. Do any of that and I'll be very tempted to join in, simple as that.

  • Because DBD doesn't have different queues, and while many people would love something wacky and seriously game-changing, many others wouldn't like it as they still want to play "normal" DBD. So BHVR tries to find some sort of solution in the middle, something hopefully sorta interesting but not something that interferes too hard with the core gameplay loop.

  • I have fun while playing it. I don't play it as much as I used to though.

    And no, that has nothing to do with the game itself. That's simply me taking the precautions to avoid burning out on the game by simply playing it too much, as that has happened before.

  • BBQ is in no way required but I 100% believe at least the BP bonuses of BBQ and WGLF should be basekit, as anything that makes the grind even a little bit better is a wonderful idea in my mind.

  • I press find match, tab out and don't tab back in until I hear the match starting. So no, in other words.

  • @RossyDelPalma said:

    they should do as in overwatch, time-limited blocking

    I do agree with this. Limited slots, and the blocks "expire". You can still use it to avoid going against that genuinely awful person or literal cheater for a while, but you can't just slap anyone "too good" or anyone that dares to use perks/killers/tactics you dislike on the avoid list. Well, you can put a few people on there, but not enough to have a real impact on matchmaking or anything.

  • It's so even survivors that don't enjoy the snowmen just because they're funny and goofy to just try to hide in like a locker or waddle around with (I do enjoy that side of them, personally), has a reason to actually go into them once they've unlocked their cosmetics.

    I absolutely guarantee that if the snowmen didn't offer some sort of safety/"benefit" there would be threads about a lack of survivors going into them, making it annoying to unlock cosmetics as killer if you didn't get it done the first 2 days or so. Not zero by any means, but a lot less. Not because they're evil and rubbing their hands together thinking about denying the killer their unlocks, but because they wouldn't have a reason to unless they just find it fun.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2701009#Comment_2701009

    I wonder how much this has to do with swfs? My guess is people play with their friends at night since everybody is free from school or work, and during the day a lot of the players are just playing the game solo. So there could be a big skew in the number of survivors at night because a lot more people want to be in swfs with friends, making survivor queues longer than during the day.

    It's also far from uncommon to see players with a "play killer when alone, play SWF with my friends when they're available" mindset.

    Schedules obviously work together with the least friction later on, as earlier in the day different hours for work, studies or whatever else can leave them without anyone to play with.

    Not even claiming it has something to do with what's better between killer/solo either. They might even actually prefer killer gameplay, but the fun of playing with friends means they'll do so in the only way they can in DBD outside of KYF/custom games when they have the opportunity to do so.

  • Earlier in the day survivor is very quick and killer is a bit longer, might take 5 minutes if I'm unlucky.

    Later on it basically flips, killer is very quick and survivor might take a few minutes, as like 3-5 minutes or so.

    Any time/time range is just that, a range, more than a rule. Sometimes I guess I click find match at the perfect time and I can get a very fast queue pretty much whenever I actually play the game


    Northwest EU, PC, crossplay on, solo + duo as survivor.

  • Nothing, I still play as much as before and I wouldn't do so if I didn't still find it fun.

  • Not really, saw the first one in a while earlier this week. Caught someone with Kindred, everyone else actually activated their neurons enough to just hyperslam gens and leave asap in response, and the Bubba started crying about swf when it was just Kindred doing its thing and 54 specific stars aligning just right to make people respond correctly for once.

    So I mean I'll admit it ended up being entertaining, but that was more because the guy couldn't comprehend that anything but a 4man wouldn't feed him kills Lemmings style, not the actual match.

  • Not instant, but unless I play at weird hours (as in like 4:30am or something) I can't really remember the last time I had one longer than ~5 minutes. Earlier in the day they're very fast indeed.

    But that is only relevant in any way whatsoever in my region, at my mmr bracket, the times I play, the party sizes I play in (solo and duo) and so on. Just because others might have a different experience in no way has to mean someone is lying. Not that it'll stop people from claiming that, as it's not compatible with the idea of queue times being some kinda global problem that can be used against others in arguements πŸ™ƒ

  • @Tr1nity said:

    Ok-

    Small Game - C3Tooth

    Spirit - TheGannMan

    We're Gonna Live Forever - GoodBoyKaru

    Lightborne - Pizzasauce

    Dead by Daylight - Bm33

    Inner Strength - CashelP14

    Vigil - Mooks

    Sluzzy - Laurie Strode

    Demogorgon - ThatOneDemoPlayer

    Stridor - Oxygen

    Mandytalk - Mandytalk

    Rizzo90 - Rizzo90

    KhainGB - KhainGB

    Pig - ChurchofPig

    Autodidact - ReverseVelocity

    I definitely missed some but here's my list of who I assume someone is based of their profile picture

    I'm genuinely surprised someone has noticed me, that's neat I guess.

    Myself I'm honestly pretty awful at remembering people. Beyond GoodBoyKaru, Pulsar, TheGannMan, Orion, GeneralIV, Aven_Fallen and Sluzzy I have a pretty hard time remembering other names and their avatars. But for those I do associate their avatars with the users enough to just assume any post with the same avatar is them until I actually double check, that's pretty "iconic" I guess πŸ˜„

  • I haven't had a queue that made me think "damn, this is taking a while" (unless I play at ungodly hours, like when my body thinks it's hilarious to suddenly become completely awake at 4:30am and I get the bright idea of playing games as I can't sleep anymore) since like... before crossplay was added?

    Survivor queues get slower as it gets later and killer is the opposite, and for both sides the absolute longest I get still seem to be under 5 minutes. And this time of day thing makes perfect sense, as it's once you get to the time where everyone that doesn't work night shifts is home and chilling people have the people they might want to SWF with available. And while it seems like many find it fun to think survivors never ever play killer and killers never play survivor, it seems pretty common to be a "play killer if alone, play SWF if friends are on" kinda player.

    I'm not saying anyone's experiences aren't true though. There's so many variables from time, region, MMR, what people consider a long queue and whatever else involved so my experience is ultimately only relevant for people playing at the same times + MMR bracket as me in the GMT+1 timezone.

  • There is. But it's still based on your peak MMR to such a point where while your actual MMR number might be lower, you'll probably still be in the same matchmaking "bracket" to put it that way. Especially at high MMR, and double especially if there really is a "soft cap" and you're at or above it.

  • And oh, I forgot.

    Any take that boils down to "using something working as intended and implemented is somehow "abusing" that thing" is a bad take and also a sign of a scrub mindset. At best misplacing of blame where you blame players for your grievances with the game itself, at worst just garden variety "You didn't win the right way, so I didn't actually lose :)" scrub BS.

  • Correct, it's a horror themed multiplayer action game or whatever you want to call it. Which is basically the best thing you can hope for in any game people play for hundreds if not thousands of hours without heavy potentially arbitrary restrictions on player choice to make people play "the right way".

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