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  • The DC penalties should be the same no matter the circumstances.

    It's a much better idea to simply change how DCs interact with requirements like that. Change the way DCs are handled so they're actually counted as the mori/sacrifice/whatever the killer might be after instead of them being able to cuck the killer.

  • EGC isn't really concerned with being fair to one side or the other, it exists to make the match end. Sometimes gates are close, sometimes they're far apart - either way once it begins it puts an upper limit to how much longer the match can last which is its purpose.

  • As far as I know "pallet camping" usually refers to someone that just runs to a pallet, waits for the killer to catch up and then drops it. An extremely safe way of playing, but it also eats through pallets really fast so it can backfire really badly and will probably make more survivors annoyed at you than killers, honestly.

    Not sure if that in particular is what you did. If they're just mad enough about getting stunned in general to whine post-game that's pretty silly. Especially while playing spirit, as survivors are more likely to use pallets in "non standard" ways against her with how her power works. More early drops, more drop+vault trickery while she's phasing, that sorta thing.

  • If you want to get rid of that (aka looping) you might need to invent time travel and go back to stop it becoming an adopted form of emergent gameplay that the devs balance maps around nowadays. There's a reason they talk about parameters like "tile safety" sometimes when discussing tile generation and map design, lol. And can't really blame them there. Most players seem to enjoy chases more than pure searching/hiding.

    Not saying there's nothing that should be done. Truly mindless loops with no LOS blockers at all are boring for everyone involved IMO, but "stun the killer or get hit" loops shouldn't be the only thing either.

  • Huntress

    • Hitting nice hatchets convinces my brain to make me feel good.
    • Plays quite different to the "norm" as a result of having a ranged attack.
    • Play her enough and her lullaby will be the background track of your mind (please send help)


    Trapper

    • Herding survivors into traps again makes my brain happy.
    • Still has to chase survivors like a normal person a whole lot which is a pretty useful skill to practice.
    • Simple and very satisfying animation when combined with STBFL, combined with wacky add-on combos that let you farm stacks for it.


    Blight

    • S P E E D
    • Dangerously stylish choice of weapon.
    • Hitting someone after ping-ponging all over the place yet again makes me feel good.
  • I'm sure that if there was an easy and reliable way to tell when someone "leaves" a match for a reason outside of their control, it wouldn't be punished. But any attempts of that I can think of could just be abused.

    Connection drop is considered "legit"? People just disconnect their internet. Hell, if the game somehow detected crashed with 100% certainty people might just find some way to force a crash or "crash-like event". It's unfortunate, but most likely you either accept there will be some collateral damage or you open the system up for abuse.

    At least the first levels of DC timeout aren't that long, so most people with issues outside of their control won't get locked out for too long.

  • An exorcist is on their way to your location right now.

  • If you can't even earn bloodpoints while playing SWF that will cause a lot more players to leave than keeping it as it is. Not to mention potential new players investigating the game either to potentially play with friends that already own it or to get it with other friends that don't have it. And that's not exclusively "pure survivor mains" either, I wouldn't have purchased the game if this was the case and I play both, and two people I pretty much introduced to the game play way more killer than survivor nowadays.

    It's a modern multiplayer game. The only way to do something about solo/swf that has even a non-zero probability of being considered is the whole buff baseline assumed efficiency and tweak the game itself + killers around that. I don't know the perfect way to do that either, but allowing people to opt out of playing vs SWF (more than checking profiles can already allow people do it sometimes, anyway) or mechanically nerfing/disincentivizing it will quite simply never ever happen.

  • Will be interesting, but at the same time I don't like the thought of the state of the game between the final "they will be changed on this date" announcement and the actual implementation of the change. People spamming their stashes of moris and keys will annoy a lot of people, and I'd be surprised if that doesn't happen, lol.

  • You're not really talking about "stretched" resolution at all, but simply a lower resolution. And of course that's not bannable. I'd be very very surprised if you get in any trouble for just straight up scaling down your res, which sounds like it's what you want. When people talk of "stretched res" in DBD they're usually talking about resolutions that go beyond even 4:3 aspect ratio, and start approaching 1:1.

    If you have a 16:9 monitor try 1366ร—768 resolution. If you have a 16:10 try 1280ร—800.

    The game should look the same and not stretched just like it does on "standard" resolutions like 1920x1080 and 1920x1200 (but with lower resolution, of course), but it should hopefully improve performance.

  • If I'd rather play survivor at that moment I guess that prevents me from playing killer. But wanting to play killer prevents me from playing survivor just as often ๐Ÿ˜„

  • I'd be all for it if I had some magical way to make sure people actually reserve the slots for genuinely unpleasant people. You know, the people that walk on a tightrope one (1) nanometer away from being banned, including their post-game chat and general unpleasantness, that play with "lets make people mad lol" as their primary or even only objective.

    But that's now how it'd work. Some would just reserve it for whenever they run into the stronger players in their region, and many others have... interesting definitions of words like "toxic". As in "the killer downed me too fast" or "the survivor clicked the SWF button on the main menu", and that's without taking all the people that would just block anyone using killers, perks or items they dislike.

  • Depends on the time of day, earlier on either both are fast (~1 minute) or survivor is a bit faster than killer, later on killer is instant and survivor is still pretty fast (~2-3 minutes) as both solo and duo, and killer is instant.

    Red ranks, EU, Crossplay on.

    Not claiming this is everyone's experience and I have no clue what it's like for 3-4mans, but pretty much perfectly fine for me.

  • When you pop a Hag trap before you know you're against a Hag.

    Alternatively when you have no clue there's any survivors nearby and suddenly you just get stunned by a pallet out of nowhere while minding your own business.

  • Moonlight offerings. A lot of maps looked really cool and/or athmospheric with reduced or increased lightning, they were cool.

  • If you Steam Family Share a game to someone, any game-wide (or in wider scope like VAC bans) ban they get is given to you as well.

    It's right there in the FAQ section of Steam Family Sharing itself. Don't share games with people unless you're as sure as you can possibly be they won't do anything stupid.

    EDIT: I assume that's what you meant at least. If you shared it by letting them play on your account + computer the same logic applies. You're responsible for all activity on your account no matter who does it. Steam is very strict on this, even when dealing with claims of account hijacking and situations like that.

  • One thing I'd like is more tips, like the ones on the loading screen. But make them available at all times. Not just on the main menu, but while in the lobby and stuff as well. Could even have some sort of community initiative where people come up with tips to add and vote on which are the best ones or something, in different "tiers" ranging from basic tips for newbies to more advanced tips that might even give more experienced players something new to consider. I sure know I'd love something like that when I started out ๐Ÿ˜„

    Trapper should certainly be able to carry two traps as base, even if he doesn't spawn with two traps. Just being able to place one and still have another or pick another one up at the start of the match is very handy. There's other often requested ones for other killers too of course, like Rat Liver on Demogorgon and such.

    Accessibility options as well, even though I find it kinda icky to call them "buffs" or "nerfs". I don't really care if people that aren't colourblind can use colourblind mode for an advantage or something, I'll happily accept that if it lets people with the forms of colourblindness that mess with DBD a lot play the game with less frustration. People can already make the game look like some borderline cartoon with NVIDIA filters and such if they want to anyway.

  • Only if the killer and survivor being "inside" eachother when it runs out leads to wacky Garrys Mod-tier physics glitches where they're sent flying or something.

    @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1775476#Comment_1775476

    because things like Agressive bt, dh and ds exist. That's the point of my suggestion and you just confirmed my point

    Even without perks like that people that play a horror-themed game for hundreds if not thousands of hours will push the limits. Because that's what it is, horror-themed. In no way equivalent to what most associate with "horror game".

    The kind of design you seem to be talking about works for single-player games because the AI-controlled enemies play a very specific and predetermined role. Their whole job is to entertain and scare the player. The majority of human players don't do that in a PVP game, both survivors and killers will always end up playing in ways that could be considered "out of character" to be more efficient.

  • For the same reason survivors have a bunch of perks related to healing. Generators and healing are well established core mechanics in the game, so it makes perfect sense for a perk system to offer various approaches to performing or preventing such actions/objectives.

  • You can close the end-game chat. Look for some little arrows and they will let you hide it, and it will stay hidden until you click it again.

    Preschool is sorta weird. It was "reworked" into many different versions from what it was originally, and it's still like that. The variants are more different than the normal randomness you see in map generation, as even big structures like buildings are in different locations on the different variants.

  • Moris and keys are being reworked as we speak. No clue when the changes will be implemented but it's coming.

  • So a 4man would have 3 times the work needed to finish a gen? Am I understanding that correctly, 240 seconds base per generator before any additional slowdown? Not that mechanical debuffs like this will ever happen in the first place, but that's a new record. Prior to this the most extreme modifier I can remember seeing proposed for this was 50% per player.

    And for the other idea, I'd like to assume that if they had to do 7 generators that means 9 generators would spawn. Because there's a reason the game spawns more generators than the survivors need to do to power the gates.

  • She's still my favorite killer by far so I'd say so at least.

  • I don't do it. I honestly just tab out and tab back in once I see the offering/loading screen is there, or I hear the sound effect at the start of the match.

    And I also don't really have an issue with people doing it ever since lobbies became persistent. You know, so if the killer leaves the killer slot is just empty as opposed to the entire lobby ending and the survivors have to re-queue.

    Do keep in mind I do not play in a low-pop region and I also don't insist on bringing keys whenever I can or anything like that, so I probably don't get dodged much. Unless it's someone that spends more time dodging than playing due to having a Bible-length list of dodging reasons ๐Ÿ˜„

  • Assuming you mean actual "bullies" that go into the match with their primary objective being "lol lets make someone mad", for the same reason griefing videos and "lol I met this gamer kid and trolled them it's funny!" videos get views - many people do find it entertaining so there's a market for it.

    Personally I find the use of the word bullying applied to in-match actions to be ridiculous as someone who was bullied a whole lot in my youth, and find it to be applied to people that are just playing in a way someone else dislikes a whole lot. But I also understand that's not an opinion everyone shares.

    EDIT: And before someone says I'm defending toxicity or something, I do not approve of genuinely going out of your way to make others mad no matter who does it. But ultimately it's not against any rules on its own as it's impossible to positively identify intent from gameplay, so if they want to do it my opinion is probably irrelevant to them.

  • Not often enough to seem out of the ordinary really.

    If there's any killer I see more often than others it's Huntress. And as someone with Huntress as their favorite killer to play, I completely understand ๐Ÿ˜„

  • I just want to chase people as killer and that can have all sorts of results. Might make me slug, might make me chase a recently unhooked person as if I see no one else that's still a chase, but also might make me let 2 people get saved from the basement as I'd rather have a potentially fun chase than getting bored making sure they die, as I personally don't find that fun.

    As survivor I just want to interact with the other survivors and the killer. Teamwork, mindgaming the killer, iron will plays and wacky perks like Diversion even. I'm not gonna ignore objectives to chase the killer around or anything though, I'll wait for my turn to be chased and I will do something productive whenever I can.

    All in all works for me. I do just fine and I've figured out it's how I have the most fun, so it's what I'm gonna do.

  • So if they did that and it leads to some sort of data anomaly, how would they have any idea what actually caused it? For testing it makes far more sense to change as few variables as possible. Disabling a single perk (lets say DS for example) makes sense, disabling all perks makes more sense than disabling a specific selection even. As that's in some ways similar to disabling bloodlust - entirely eliminating a base mechanic for testing purposes.

    I actually have nothing against just about any test weekend I can imagine right now as I think it's a cool idea, but gotta keep in mind what actually makes sense to do from a data-gathering testing perspective.

  • Huntress. Always Huntress.

    I also like Doctor, Wraith, Blight, Myers and Trapper for a variety of different reasons.

  • Because I have fun, it's honestly that simple.

    Strong killers weak killers, solo or SWF - I can still boot up the game and enjoy the time I spend on it.

  • So do you have any idea on how to deal with it that any sane developers in the year of our lord 2020 would consider even for a nanosecond for their multiplayer game with teamplay aspects?

  • If we look at it from a "cold" pure data gathering perspective, probably. If they wanted to be really sneaky they could even just say bloodlust is bugged and will be fixed over the weekend if called out on it.

    But if we actually take stuff like the dev-community relationship and their reputation into account (which obviously we should) it's an incredibly bad idea. Not that I believe bloodlust in general is something that will completely break the game if it's modified or temporarily removed, but because the idea of such temporary "field tests" is a good one in general and being deceptive about it would make it harder to test out other ideas the same way in the future without community backlash. Not to mention it's quite simply a bad look lol.

    And I genuinely believe the weekend field test approach is a potentially valuable way to quickly test stuff.

  • If anything I'll make sure to play because I'm curious how much of a difference I notice.

    I highly doubt a significant amount of people will refuse to play because of a temporary experiment.

  • Sure, it's temporary so even though I'm a firm believer that increasing base gen times is not the way to go they could try it. Especially if that's the only change and none of the percentage-based speedups/slowdowns in the game are tweaked, it's surprising how often this is left out of ideas involving longer base repair times.

    But again, with these temporary "field test" periods I'm fine with trying anything from tiny tweaks to more radical changes. Just make it impossible to miss that it's temporary and no promises beyond that are made (like with the bloodlust experiment announcement).

  • I'm sure the devs are cautious as well, considering it's a temporary thing. It's a PTB-style experiment on live servers and in no way guaranteed to be made a proper permanent change now or ever.

    Personally I'm just excited about the idea of such temporary little changes being tested out in general, as I'm sure there's all sorts of things that can get a little field test in the future without relying on people sidegrading to the PTB version of the game.

  • Regardless of what this example actually involves (bloodlust) I actually like the thought of short and temporary little "tests" like this on the live game. I'd love to just have an always-on PTB where they try all sorts of wacky stuff, but you don't get nearly as many players by doing that. Especially when the PTB is a beta branch on Steam instead of its own library entry.

    Hopefully they do similar experiments with other stuff in the future.

  • Because if your opponent(s) didn't win "properly", you didn't "really" lose. Vintage scrub mentality.

    At least as long as the focus is on if something is too strong, weak, annoying or whatever else there might be constructive discussions. Once it devolves into "you're bad/tryhard/sweaty/toxic if you use the thing I dislike" you have Grade A thread and discussion poison.

  • I've always actually liked the progression and especially challenges (archives in DBD) part of the "Battle Pass" model. And I usually either complete them or get pretty close.

    And for cosmetics... I just like playing dress-up in games, think I'll blame Team Fortress 2 for that one ๐Ÿ˜„. But at the same time I'm pretty picky, so I haven't actually purchased a lot of outfits at all. But if something makes me go "Ooh, that's cool" I'll probably get it.

  • How long did it take from us first hearing about dedicated servers until they were implemented? Or MMR being in the works for long, tested and then temporarily retired which leaves us waiting to see the "final" implementation of that again? Or how they've said moris and keys are on the "to be changed" list and we're waiting for that too. It'll happen when it happens.

    There's plenty of things to take into consideration though. From slowdown and speedup mechanics from perks, add-ons and items to more strategic things. I'd much rather it takes a while than them rushing some unfinished band-aidish approach that might have holes in it, and I do think that if they have a solid idea they should test it on the PTB. But make it clear that it's just a test and not something guaranteed to make it to the live game in its current state if people find ways to do undesirable things with the mechanic.

  • If I didn't consistently have fun with it, I would take a break. So my answer is yes.

  • Because it's just crouching (a base survivor mechanic) rapidly? Trying to "regulate" it by adding some sort of cooldown or whatever would feel clunky and unresponsive especially against Huntress around loops where you try to duck into cover but she's making you guess when she's gonna throw the hatchet.

  • It should just be 4k independent of emblems if you ask me. Make it require 4 sacrifices (with DCs counting) if they absolutely want to avoid people using moris to make it "too easy".

    But unless they change the entire end game result (brutal killer, merciless killer and all of that) to be independent of pips and emblems it's probably not gonna happen. As the screenshot above talks about, changing achievements that aren't completely broken and impossible to achieve is a mess especially on consoles.

  • Yes.

    And a lot of the data is already available as there's a website where people can track pretty much every statistic related to an achievement. The achievement counters don't actually stop counting after you've obtained the achievement, so stuff like escapes, kills and even specific things like hatchet hits are technically tracked statistics.

    EDIT: This website is Steam only though, as it only works if people have public Steam profiles.

  • It depends, and not just because the of the emblem system.

    A hard fought 2k or dying after feeling like I did a lot for the team feels better than an easy escape or seal-clubbing 4k to me.

    But if we just focus on kills I pretty much still have a system inspired by the old killer "cube" ranking system in my head. 0-1 = loss, 2 = draw, 3-4 = win. And I'm by no means implying the emblem system always supports this mindset, but if we're just looking at kills that's my view anyway.

  • Because a part of the MMR system that they will bring back is killer-specific MMR, which can't function without killer lock.

    And from what they've said the MMR system is still gathering data even though it doesn't drive matchmaking at the moment. Wouldn't be able to do that properly if the conditions weren't similar to the intended MMR behavior, which includes killer lock.

  • I attempted escape because the prompt showed up once I got on the hook, and then died after 3 attempts because I didn't expect to have to struggle.

    Then I played Trapper and didn't really know what was going on. Stepped in my own trap and it spooked me at some point, good times ๐Ÿ˜„

  • Trying to "eliminate" looping is quite simply the wrong way to go about it. Not only is there no chance the devs would ever do it when it's firmly established as a sort of emergent gameplay thing, it's also better to have several options.

    A much more realistic option is to cut down on the truly brainless no LOS blocker "hold W until the pallet drops" loops. Think the low autohaven scrap loops, the ones I still associate with the "pallet sea" in the middle of Blood Lodge. Those are completely different to actual proper tiles where there's gameplay going on that requires more attention from both players. So I don't mean turning every pallet into "stun the killer or you get hit" ones either. Those have a place, "proper" tiles do as well, and even a limited supply of "god pallets" do too. Anything is better than low-wall loops in most cases.

    And it's not a good start to a thread to essentially use words like "bully" and "pathetic" for people that basically just disagree with you, lol.

  • @Wesker said:

    https://forum.deadbydaylight.com/en/discussion/comment/1743755#Comment_1743755

    I was joking about the facecamping part, but she needs adjustements, or no one will play her lol, unless you love to hurt yourself xD

    That's good, honestly hard to tell with some of the ascended takes you see on here sometimes.

    While I don't agree with everything you've said in this thread (like finding it "humiliating" to have survivors do gens in your face) I certainly do agree there's things that need changes like Victor vs lockers, survivors "refusing" to give Victor back and taking him for a ride and such ๐Ÿ˜„

  • @Wesker said:

    https://forum.deadbydaylight.com/en/discussion/comment/1743728#Comment_1743728

    The point is, I can't know if they are repairing. Did you ever seen a killer with a provided power to be trolled like that? I hope you keep playing Nurse becouse if you buy this new killer I will find you, and I will facecamp you.

    It's perfectly fine if you don't want to buy the chapter, I'd say it's even fine if you encourage others to think about if they want to get it or not.

    But basically saying you'll "punish" people for buying something you don't want to buy when they might have an entirely different opinion on the "value" of the product in question? Take a chill pill and/or a break, jeez.

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