oxygen
oxygen
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To let the number keep going up for longer. But as you said it's just BP, no actual items you unlock so you don't have to get there at all. It just lets you keep getting something even after you're done with everything else.
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I expected a large number but not 13 quadrillion? Juicy.
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@SpitefulHateful said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759324#Comment_3759324
There is no guessing. Tbagging and nodding has never been used for positive interaction โ also is not widely known as such. It's like saying that players who type "gg ez" or "uninstall" are actually being friendly and want to add the losing party to friends on Steam.
This thread was never about what's essentially taunting or being a sore winner, OP is talking about absolutely unhinged ragers implying they'd kill others if given the chance, or wishing illness and death on the loved ones of others over a damn video game.
That's not taunting or humiliation, that's being a complete undesirable weirdo that has no business playing video games with other human beings.
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I absolutely don't want a system where people that want to keep their mmr from getting "too high" are encouraged to bleed people out, actually. If someone insists on doing that that they can go for 8hook 0k if they want.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750980#Comment_3750980
I just gave an explanation why some (if not most) players do what they do. It's easy to blame everything on the final thing you physically perceive without trying to reason any further, so it's easy to come up with conclusions like "everyone who does a bad thing, does it just because they are bad people", but such a method won't get you far in understanding the actual situation in full.
I'd say that if someone's reaction to a bad match is to take it out on unrelated players .. that's a pretty bad-person thing to do.
You know what I do if a game frustrates me? I do something else and come back later. And if a game consistently frustrates me? I stop playing that game.
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Add me to the "obliterate map offerings" list.
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There's really no reason to not let the last survivor at least straight up hook themselves.
It's already in the game that the last survivor is rushed through hook stages, no chance to jump off with or without perks like Deliverance. If the killer genuinely can't find them I'm sure they'll be happy to waste less time too, and if they're actually just standing on them as they bleed out and would start 130 decibel screaming if they can just skip to the unavoidable end.. yeah, don't really care if they dislike the change in that case lmao.
And yes, I support a lever in the basement or something that ejects survivors too. I don't think it's anything but silly to directly compare gate-sitters and bleedouts (killer still has the agency to press W and make the survivors leave, a bleedout slug needs the killer's "consent" to not lay there for the full timer) but I see absolutely no issue with such a time-saving feature even though I doubt I'd ever use it personally.
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I get what you mean, but personally I quite simply won't ever be able to actually see myself think the same way. Guess many years of multiplayer gaming including in games where not saying gg was almost "culturally" viewed as being a sore winner/loser molded me to be this way, I dunno.
The way I see it, they chose to say gg instead of anything more obnoxious. I don't really see why anyone would say gg "ironically" or "it actually means git gud!" when this is a game where they could spam "ggez uninstall trashcan!!" at 10 lines per second in endgame chat for their next 10000 games without a single consequence coming their way for it. If someone decides to say gg, I'll just say gg back and move on no matter what I feel about the match that just happened.
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You want them to punish people that don't break a single actual rule? And no, the hiding wasn't taking the game hostage or anything. You had a clear path to end the match that you eventually took (killing the other survivor), if both of them were locker cycling in an obscure corner of the map then you'd have some sort of a point, but that's clearly not what happened.
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Because to some people the mere thought that their experience with the game might not be The One True Experience for any of the 1.2 million reasons that could actually be behind it is straight up terrifying.
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For survivor I just play with a friend, which makes it way easier to just laugh off anything that happens.
For killer I just play killers that I find fun from the moment to moment gameplay. Always been closer to a Huntress "main" than anything else, throwing hatchets and hitting good ones is just enjoyable. Recently I've been getting really into Unknown as well and I've been having a lot of fun with that killer too.
Chaos Shuffle in particular has been wonderful and even got some friends that haven't played for ages back into the game, did good old fashioned all-friends customs for the first time in what might be 2 or 3 years recently.
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Just reverse them, make them a "I do NOT want this map" kinda thing. Because besides very rare exceptions (like moonlight offerings) BHVR doesn't just remove stuff from the game.
But if removal is an option, please do. Way less green quality clutter in the bloodweb that way, which indirectly means more Bloody Party Streamers in theory ๐
Obviously the best option is to just make it so it truly comes down to preference and all maps are well designed and fair, but even then you still have people taking their killer/build to a map where it shines particularly well, and I just.. doubt this will ever happen to begin with.
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No. But if the removal all info besides survivor picked, outfit equipped and item selected isn't removed from the lobby (so no more prestige, absolutely no more profile access, preferably not even names visible to the killer) isn't gonna happen then they should get to snoop on the killer's prestige and profile too.
I VASTLY prefer the former option of removing info but hey.
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That's just a lot of people in multiplayer games in general honestly.
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I've always said either nuke all information from the lobby besides
- Survivor picked
- Outfit equipped
- Item selected (as item counter perks is intended design and fine, revisit this if the new dodge meta becomes cycling lobbies for 47 years until there's 0 items)
OR
Show survivors the killer's profile + name before the match too. What if they want to check if the killer has a VAC ban? Check if they're crossplay? Or they don't want to go against a TTV? Do note I do NOT want this but some of the common arguements in defense of lobby shopping is stuff that really applies to both roles, like checking for old bans or not wanting to go against streamers/anon mode/whatever.
Either cut it all out, or let both sides do it and see what happens.
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That's a sign it's actually random, a lot of "random" systems actually have anti-repeat built into it simply because even random repeats makes it "feel" less random to our pattern-loving brains. Haven't encountered any "non-random"-seeming patterns yet myself, but I am sure it'll happen.
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Crossplay off can only match you with others that also have it off, because otherwise things would get wacky once someone dodges a lobby. What happens if you get in a full PC lobby and another player leaves, and you're the only one there with crossplay off? Does it make the other 3 players wait longer to respect your crossplay preference, or does it do the opposite? Either way someone gets what they didn't sign up for.
Add that on top of long initial queue times (because not a lot of people turn it off) and it's only worth it if you care a lot.
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Nothing is always bad, if while on the hook you see someone running the killer on the opposite side of the map then obviously it's a better idea than if the edge of the TR is tickling you. Even if the first case, if the chase indicator practically immediately goes away after the unhook, probably a good idea to reposition a bit just in case.
If the killer isn't in chase at all, unless I know for a fact they're far away I'd rather move first. Even with no intent to tunnel at all, if you have no idea where any survivors are, the game just made a boom sound effect telling you where at least 2 of them are as the killer.
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Please either remove it or remove backfill matchmaking logic entirely no matter the wait time cost. A lot of people feel a revolving-door lobby with dodges is more likely to be a horrible mismatch, either get rid of a big contributor to dodging or eliminate one of the problems it causes another way.
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At least if we just look at the raw time invested vs time saved it's either closer to being even (if we only take the 5 gens that actually need to be done into account) or actually beneficial (if we consider all 7 gens that spawn on the map). But it still makes you perma broken, and it's also a perk that'd basically self-correct itself if it in some way started being picked a lot.. killers would just check basement lol.
But hey if there's ever an "use No Mither and do x" challenge I might actually be tempted to take it for a spin now ๐
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Because conspicuous actions are 100% of the time active decisions made by the player in question. If someone gets on a gen, starts to heal themselves or anything else like that, that was their decision to press the button to do so. This is very intentional design.
That is NOT the case with protection hits. A protection hit is simply being hit close to an injured survivor, and the system is rather generous in applying it as well. You don't even need to know the survivor is there, you could run from the killer and get hit with an injured Dwight sitting a bush nearby, and it'd be a "protection hit".
If you want to do something about people using anti tunnel mechanics/perks offensively you don't introduce something as frustrating as this, you make them just straight up not have collision while the perks are active so the killer can ignore them even if they try to bodyblock, just walk through them.
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For the p2p networking in general, higher highs and lower lows basically.
If you got very local players with a host that had hardware + a connection that could handle it, you could get extremely crisp and low latency games, without having to live close to a physical server location. But you could also get absolutely awful match experience even if the host was local if their hardware and/or connection struggled, and getting distant hosts was also a thing you had to deal with.
No DC penalty was awful. And you know how the game fails to launch if someone DCs during the load screen nowadays? Back then it would actually start as a 3v1, subtracting a gen to try to "even it out" lol. There were stretches of times where this happened a lot and it was really annoying. Throw in how SWF had you re-invite everyone in your party after every match, and even that broke at times and one or more players had to restart and you have a lovely package ๐
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For the same reason you'll see people die on a hill defending their right to go 110% every game only to turn around and scream the moment their opponent(s) dare doing the same thing. Some people are just hypocrites, and I see more of it from survivors and killers alike than I'd like.
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As long as both killers and survivors can start EGC, it works perfectly fine for its purpose: putting a hard time limit on endgame. It's you that is straight up misunderstanding the actual and stated purpose of the mechanic.
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I'm all for as much customization of all sorts of color-coded things, really. Scratchmarks, red light, all the different flavors of auras and whatever else. ๐๏ธ
Don't really care if it gives people ways to get an advantage, as long as it's available to everyone it doesn't matter in my opinion.
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I don't play DBD on console but more options for the controller is something I 100% support, deadzone options are a fantastic part of controller input options and should be customizable.
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Huh? You have a movement stick and a camera movement stick, don't you? Just like on PC, you just gotta change where you're pushing the left stick to keep moving in the same direction while moving the camera, I haven't played any games on console for a good while but I never had any issue doing this in a variety of third person games.
It's just an inherent difference in input method and why I will always M+KB support for games on console, just like how you can fairly easily get a controller working on PC if you want. Especially when we're talking games that already have crossplay, games that don't can always use input-based matchmaking if they feel it's needed.
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I think it's a cool idea but between stuff like perks that are very weak on their own but very strong with one other perk that is also weak on its own, meta changes, perk changes, new discoveries, interactions with new content and people simply disagreeing with the points the devs put on any given perk it would be a tricky and very high maintenance change.
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Trading is already common, this only buffs it as a ticket to tunnel. Already beneficial if you want to tunnel (and I really don't think it immediately makes it "not tunneling" to down the unhooker while both survivors are locked in the unhook animation, then go for the unhooked), as you'll have the rescuer slugged while starting to deal with whatever the unhooked has, it doesn't need to be buffed. Conspicuous actions are supposed to be actions performed by the survivor with the perk that deactivates from it.
Which is why I'm totally fine with it turning off on a successful flashlight/pallet save. At that point you just prevented another hook with an action you decided to do, totally fine in my eyes if that turns off the perk meant to prevent yourself from being hooked again for a while. But any conspicuous action deactivating perk should never turn off because of the actions, decisions and mistakes of another player.
EDIT: Sure we could just go to "well just don't trade then" territory but at that point we're intentionally adding stuff that widens the solo-swf gap, which is absolutely not something the game needs. Not saying solos can't do stuff like 2-man saves, but both that and simply saying "hey don't take risky hits for me until I say my DS is about to run out" is either easier or only really available to teams.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687491#Comment_3687491
They just need to make DS deactive if taking a protection hit. I'm all for anti tunneling, but only in ways that are literally anti tunneling and not in ways to weaponize it against the killer.
The issue with this is that protection hits really don't give a damn if you're trying to take a hit for someone.
Just got unhooked and there's an injured survivor near the hook? Protection hit. Run away from the killer and there's a Dwight neither you or the killer knows is there injured in a bush on the other side of a rock? Protection hit.
The better solution is to just deactivate collision during basekit endurance off hook, if not during any endurance at all if you want to go that far. They can try to block, but you can just walk through them (and at the same time it actually makes it better for anti-tunnel as the killer can't block them and it's easier for other players to come to take hits for the player being tunneled without accidentally sandbagging them)
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As long as it's after a successful save, sure why not. Wouldn't want it to be for just using a flashlight a single time no matter what though.
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People 100% focus on how bp offerings and events can turn great games into fantastic ones bp wise, while they can also actually turn bad games into good ones. With the sheer amount of stacking +100%s in play right now it's at the point where even a truly terrible game outside of extreme edge cases like grabbed off a gen and then left to die on first hook.. will be as much as a solid game normally at LEAST, lmao.
This just seems like someone giving up not because of BP reasons though. I don't do it myself as I have advanced "never give up!" syndrome but it's whatever, their decision. Just go next as fast as possible to get back to earning more points.
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I'd really like to at least see them try the no collision idea at least for basekit endurance, if not for whenever someone has endurance full stop. Seems like the smoothest thing to at least try that doesn't have the potential for extremely obnoxious side effects (like the terrible idea of treating protection hits as inherently conspicious actions. Yes, I totally want to have all my anti-tunnel turned off because there was an injured Meg in a bush where I happened to go down, very epic!)
Obviously makes it so you can just walk through them if they try to block, and also makes it better at anti tunnel too. Killer can't partially or even fully block to wait it out, and it's easier for teammates to take hits for the person that came off the hook without risking accidentally blocking the survivor they're trying to help while doing so as well.
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About time, fantastic change.
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Accused of cheating to "hide i'm in a 4man" by someone because I guess opening my steam profile and seeing no friend relations made them very uncomfortable and the copium had to keep flowing.
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Don't really go fully "friendly" as I find it boring, but at the same time I play pretty nice in general as it's just what I find more fun.
But I absolutely love players that can do goofy little things. Something as simple as seeing someone crouch and look up after I whiff a hit on them at a window vault, or a Bubba cranking their DPI up to a billion and swinging their mouse around during a tantrum, a survivor getting off a gen and crouching while looking down as if asking for forgiveness after missing a skillcheck, that stuff immediately makes me feel I'm with fun people and you better believe I'll goof right back.
I'm fully aware that especially when it comes to stuff like people doing silly stuff from the other side of a vault/pallet or after downing someone, some players will consider it some capital crime tier toxic act. But not me.
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Map offerings. I don't care if it's killer or survivor that uses them, the moment I see one I think of how often they in one way or another mean a terrible match inbound and at this point I think I'll just give in to my temptation to kill the game process in loading no matter if the offering "benefits" me or not.
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I mostly just see either gg or nothing, like the vast majority of the time. Just differs from person to person for one of a billion reasons I guess.
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It's not the same at all though. As killer you have the agency to direct your camera towards the gate with your input device of choice, then pressing W or tilting the left stick forwards to make the survivors stop wasting your time. Last I checked survivors can't crawl to a hook and hook themselves.
I totally agree both are wastes of time that should have shortcuts to bypass them mechanically (button in the basement to eject all survivors in any state that isn't sacrificed, mori'd or bled out already + some way for survivors to hook themselves with no chance to kobe or be saved- both end game only and in NO way useful as kill-securing or play-setup tools of course). But acting like they're directly compareable when one gives the opposing player the agency to end it and the other doesn't just isn't it.
"But they'll tbag at the gate!" okay, cool. EGC is a thing and the unstoppable timer putting a hard cap on match length will put an end to it. It's even shorter than a full bleedout too!
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I kinda doubt anyone got banned for that, unless they started flaming in the chat afterwards.
Anyway, no one held anything hostage. Both players had the ability to end the match with one button press, but they hoped the player on the other side of the locker door had less time to waste, then got mad when it turned out both were "patient".
Anything about achievements is utterly irrelevant to decide if someone should be banned. Petty? Sure. Against a single rule? Nope.
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Honestly kinda respect to the guy for apologizing for the (over)reaction. It has always absolutely stunlocked me with psychic damage to see people on 3-digit (or in this case, 4-digit) winstreaks complain about getting opponents trying their heart out as well.
He should've gone against that team like 1900 games ago if you ask me.
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If something irl happens that makes me have to leave my PC. That's it, personally don't see the point in any other situation.
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Twice. Against a Billy that clearly just wanted to see what someone self-unhooking at second stage hooks like, as after I jumped off he just nodded and chainsawed somewhere else. Goofy little interaction that made me realize it can actually be used by killers that want to "unhook" survivors ๐
The other was a Leatherface that really did try to dance at the edge to prevent it from filling up. Then I jumped off and managed to lose him. He disconnected and called me a racial slur.
The duality of man, I suppose.
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At least show them on the loading screen and make them available in game. I fully understand many would find it cluttered to have the little perk diamonds of other survivors on their screen, so make that a toggle while keeping them always available for a quick check in the pause menu.
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673992#Comment_3673992
It's the same reason: If a member of a premade dies and they can see the Killers perks or addons, they can tell the others what the Killer has and allow them to hard counter them without figuring them out themselves.
Killers can't see survivors perks until the end of the match, either.
I'm not sure if I'm misunderstanding here, but are you saying that if someone dies they can see the killer's perks and tell the others? Because that hasn't been a thing for years and killer loadouts are hidden until the end of the match.
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Because the whole system is a bizarre "context-reading" black box that can lead to very odd situations like post game chats where player A gets a word *'d out, while player B can say.. the same word without any trouble at all.
Maybe there has been a higher than usual number of "no... actually.. it was bg..." responses to GGs lately and it "learned" to associate gg with bad vibes or something.
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There should be a little arrow button near the chat box that hides it until you click it again. Hit that and just pretend the chat isn't there if that's what you're looking for.
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Really should be a thing, would just erase the whole "but what bodyblocking is against the rules?" issue. Catching someone in a corner and charging a chainsaw? Taking a hit for a teammate? Obviously fine. Other stuff? Probably more questionable.
Even "technically not just pure undiluted griefing" stuff like "oh I blocked them to kill them with EGC 5 minutes later!" has been declared undesirable to the point where it's bannable if done before EGC has started, disable the mechanic in EGC or something if that's something that's supposed to be kept as an option.
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Matchmaking barely stands a chance to stay on its feet the moment a single person dodges or waits 0.2 seconds "too long" in queue, the last it needs is even more to worry about and completely break down over.
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While it's a nuclear option I'd genuinely be fine with if all else fails, I'd rather just see them absolutely nuke the reasons dodging is even a potential issue from the game.
Heavily rework or just plain remove "backfill matchmaking", hide prestige and make profiles completely inaccessible until after the match.