oxygen
oxygen
About
- Username
- oxygen
- Joined
- Visits
- 8,170
- Last Active
Comments
-
Do what you want, I kinda like them though. If they're live I might get to see my killer gameplay from a survivor's perspective after the match, which is pretty fun to me anyway.
-
@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/1335787#Comment_1335787
I feel like I'm spamming but if Peanits position is the official one, OP's action is bannable:
https://forum.deadbydaylight.com/en/discussion/comment/1254997#Comment_1254997
I actually wonder if this specifically applies to blocking people for EGC kills or if doing it for Rancor or NOED follows the same rule. Would be nice to get it cleared up actually.
@Peanits do you think you could clear this up for us?
-
Not any more than any other disconnect, because that's what it is.. a disconnect. Change how disconnects and the hatch interact instead if the current rules surrounding DCs aren't to be changed.
And it's stated right there in the rules to not report for disconnecting, and that no action will be taken when it comes to reports that are actually made for disconnecting. DC penalties are already in place and they're the punishment for excessive disconnections right there, it's a waste of time to report for it if the rules are to be believed.
-
@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1333504#Comment_1333504
Are You really going to defend people getting on comms calling everything killer related out? Im sure you wont call out that bs because only killer advantages should be removed.
I "defend" voice comms for the same reason I defend crosshair overlays, something that I'd say benefits killers a whole lot more than survivors. Because you quite simply can't do anything about either of them. Comms are far too established in gaming for any sane developer to even try to mess with them directly, and crosshair overlays can be in a monitor's firmware and therefore impossible to do anything about in the first place.
Am I denying both give an advantage? Of course not. But that doesn't mean I want the devs to waste time and resources trying to stop something that can't actually be stopped. I also defend Nvidia Freestyle filters, again something that probably benefits killers more than survivors if they want to use it for an advantage.
But I'm not gonna defend VPN abuse, just like I'm not gonna defend stuff like survivors finding out what killer they're about to face while in the lobby which is possible at the moment. And for both of those things the devs are already working on fixes, which is good.
-
@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1333347#Comment_1333347
Steam Is the biggest platform to put the game it had nothing to do with comms. Comms are far worse the vpns but keep defending them im done with you. You claim to play both sides but its clear your just another entitled survivor trying to take something else from killers.
Was the ability to old-school p2p host lag switch "taken away from killers" as well? Because that's what you should compare actual VPN abuse with, not SWF.
Nobody cares if someone VPNs to a nearby server for privacy purposes, most people are probably fine with someone VPNing to a nearby country to get around nasty practices like government firewalls and censorship as well. But something like an American killer VPNing to India to abuse the way the game trusts the killer's perspective to verify if a hit landed or not? Is that really something you're gonna defend?
-
Haven't made one yet actually 🙃
-
@Johnny_XMan said:
Everybody in red ranks post the killer you got today.
I'll go first.
Death Slinger
Leatherface
Legion
Legion
Legion
Ghostface
Legion
Plague
Just realized I never got a Spirit today.
I took note of my last 10 matches and it was
- 3 Huntresses
- 2 Freddies
- 2 Spirits
- 1 Legion
- 1 Clown
- 1 Plague
And it seems about right overall in my experience. I see a lot of Huntress (did so before the archives too) and I don't mind at all, I like going against good huntresses and don't really get the crazy hatchet hits that make some despise it. Dunno if I'm just lucky or if it's because I live close to a server and get killers that live close to it as well, but it sure Works On My Machine 😄
-
As already mentioned it's only an offense if they start doing it before EGC has started. Technically it's not taking the game hostage as long as a single survivor is free to do gens and end the game, but I understand that it's not exactly gameplay the devs want to encourage to put it that way.
So if it's endgame and they cut their losses and kill people like this that's fine, you won't have to wait long anyway.
If someone blocked someone with gens left and then go AFK then it is considered an offense. A form of griefing I'd imagine as again it's not really taking the game hostage unless every remaining survivor is trapped.
-
@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1324216#Comment_1324216
Surely something can be done though. I'm no programmer, but I like to think that you could incorporate something that would prevent friends from being able to feed information back to the players left standing.
Sure you can do that, but enforcing it and preventing people from (easily) circumventing it in a myriad of ways? Or even getting permission from the platform owners (Valve/Steam, Sony, Microsoft) to interfere with communication when they all have built-in ways to communicate? That's a different story.
At least they made it so the killer's perks/addons aren't visible until all survivors are dead and/or escaped, that was a good change with a similar motivation that could be done fairly easily.
-
@SweetTerror said:
Yeah having a swf group be able to communicate to their friends after dieing acts like an additional perk that killers don't have access to. Maybe cut off the communication if you're just spectating?
There's no way to "cut off communication". The only way you could do that was to straight up disable spectating itself.
-
@TheAngryPickle said:
https://forum.deadbydaylight.com/en/discussion/comment/1320326#Comment_1320326
1.) That "less disconnects" statistic I guarantee includes Killers, because that's how they look at their "statistics" and
2.) I used to see DCs in 4/5 of my games, and hook suicides were once in a while. I never see DCs now, but I see hook suicide EVERY GAME, as both survivor and killer. After we saw how they handled their first round of published statistics, I'm amazed anyone believes anything they say anymore.
Why would/should the statistic not include killers? Killers disconnect too, for silly reasons even, and I'm sure there's less of those DCs just like survivor ones. It makes perfect sense for it to include killers
-
That's actually matchmaking working as intended if I remember right. Everyone in the match is within a +/- 7 rank range of eachother.
And by all means, enlighten us how you'd "block SWF audio" and especially how you'd enforce that/prevent people from easily circumventing the block 😄
-
@ZezryoYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1321028#Comment_1321028
It isn't called bottled time it's borrowed for one and 2 it's still dumb because I'd have to mend still which would take even longer
https://us.v-cdn.net/6030815/uploads/N7PPBR4BEKHE/15910560292053994184717580745715.jpg
The deep wounds bar doesn't go down as long as you're running, and if the killer is in full tunnelvision mode on you then you're probably gonna be running most of the time right?
Besides the benefits that instantly becoming healthy gives you (like no bleeding/injury moans) + the ability to insta-pickup someone from the floor the current styptic is probably better than the old one. As it isn't revealed until the killer actually hits you, and it can even tank instadown attacks.
-
Because a lot of the time someone who DCs over silly reasons like "I disagree with how I went down" are likely to also be the sort of person that DCs over equally silly reasons like "I lost a survivor" or "I went for a hilariously greedy basement hook and someone bodyblocked". It's like how someone who acts like a twat as one role probably also does it as the other.
That's the sort of players that rack up big DC penalties more than anyone else (besides people with incredibly unstable connections, but they should probably try to fix that if you ask me). People that occasionally disconnect probably won't end up with a cooldown long enough to make them straight up stop playing for the day, waiting 5-15 minutes isn't the end of the world. But they're not the primary "targets" of DC penalties in the first place.
-
Whoever my obsession is at the end of the game if I have Rancor. If I bring that perk I'll happily let other people I might have been able to get escape if that means I get the obsession, I want my little treat 🙂
For offering moris, no. I'd much rather have an offering that gives me more bloodpoints and I don't get the "mori X survivor/cosmetic" thing at all. And mori-ing specific players is something I would never do either. If you somehow end up getting a lot of games with them in a relatively small amount of time and you stay true to your word doing that, you might run the risk of breaking that "No multi-match focusing/griefing" rule.
-
Because it's fun and I've always bounced back and forth between killer and survivor.
-
No, because submissions made by already established and known community members of all types would immediately have an advantage.
Everyone can do something of course. Everyone can advertise their submission on their own, but the person with 200k subscribers on youtube or something will quite simply have more reach than a previously unknown fan.
-
I don't respond.
If they say anything that actually breaks the rules (unlike all variants of "ur bad lol" like ggez, you're #########, uninstall scrub and so on) I also report. But that's the only "interaction" I ever give people like that.
-
It's like giving tips (or even asking if someone wants tips) really, no matter how nicely you go about it you can get responses ranging from genuine interest in any tips they might get to them viewing it as an insult. So a lot of the time it's better to just not do it if you don't want to annoy people that might view it differently to you. I love getting tips, but I learned not everyone does so I stopped unless people specifically ask for feedback/tips on a build they're trying out or something.
I'm not in that rank range and I wouldn't view it as an insult, but personally I'd rather earn my kill or escape. I've convinced people that offer themselves up for hooking to leave, and I've also turned down the hatch when a killer offers it to me as well. But at the same time I guess sometimes that might also be viewed as an insult of sorts...
-
There's not too much you can do as far as I know, it's not like games where you can run heavy FPS configs and stuff like source engine ones.
Make sure your power setting is on performance mode, lower your resolution scaling and make sure you don't have unnecessary applications running at the same time, CPU priority to high. The usual stuff.
If you want to change your actual resolution as well just change your desktop res and then launch the game, pretty sure that works? Then you can go all the way to super low res like 800x600 or even 640x480.
-
@Ubecronyx said:
https://forum.deadbydaylight.com/en/discussion/comment/1038490#Comment_1038490
What about the pallet drop t-bagging and pointing?
It's probably a sort of taunt. Not exactly the nicest thing to do, but still doesn't actually have any impact on the actual game unless the other player reacts like a MMORPG mob getting taunted by a tank player and throws the game because they get the "Taunted status effect".
-
Considering stuff that boils down to "ur bad lol" isn't bannable it's honestly ridiculous that people still go into rulebreaking territory. If they really wanted to be annoying they could probably get away with quite a lot (like the classic ggez, calling people awful and trash at the game and in general mocking people for their performance for example) without getting banned for it. Yet some people simply can't stay away from slurs, threats and other stuff that's against the rules in the vast majority of games out there.
In the end of the day invalid reports are just that though, and nothing to worry about. Not sure if someone making trash reports constantly might end up getting punished themselves but the most attention they'll ever get is probably someone rolling their eyes as another "t-they camped/tbagged me pls ban!!" report rolls in.
-
It's better if we don't know, keeps the mystery alive. Sorta like Double D's cap from Ed, Edd n Eddy.
And yes, for Double D I choose to pretend that one image from some game where the cap comes off and he IS pretty bald doesn't exist. That answer simply doesn't satisfy me 🙂
-
Good thing the primary purpose of the hatch and EGC's current state is to put an end to a match in one way or another then. Its balance or who it favors is honestly a secondary concern, and if anything I like that it's kinda random.
Sometimes it spawns right in front of the survivor or the killer, just like sometimes you get two gates on the same wall vs Billy and sometimes you get gates on opposite ends of Red Forest or something. Either way it makes the match end faster which is the purpose of both mechanics.
-
It's not a hook so it doesn't work, just like other perks like BBQ, DS, BT, PGTW and more. From what I've seen in other threads it's an intentional decision.
-
There's plenty of incentives (and certainly times where altruism is probably a bad idea too of course), but some people will of course be genuinely selfish.
And for the hatch, no thanks. The current state of the hatch as well as EGC is that they exist to end the match faster than the hatch standoffs and 1v1s where a survivor has to do a gen and is being extremely cautious about it, but doesn't do anything that could be called taking the game hostage. Which side it favors is honestly a secondary concern and I actually like that it's fairly random (hatch spawning in front of one or the other, close gates vs far gates. win some and lose some, and the match ends).
-
@TWiXT said:
Had a match once where a salty player somehow traced my location down to the city and made some serious threats. Obviously I reported the hell out of this player, but ever since then I use a VPN to keep that kinda crap from happening. Seriously, some people are either mentally unstable or just have no chill when they lose, and its not worth risking my families safety over a damn video game. Making baseless threats and berating me with verbal abuse in chat is something I can easily handle, but going to the effort of tracing my location and making it part of the threat? That's seriously messed up. Just think about those people who got hurt because of SWATTING a few years ago... I'm not putting my family through that just because I wanted to have fun online.
I don't know about why others are doing it, but for me, that had me spooked and rightfully pissed off. I don't even have any social media accounts, and I keep my user profiles clear of any information that could help them trace me, so I have only a few theories as to how that individual pulled it off. I have kids, and that ######### wasn't funny.
There's a difference between VPNing to a nearby city or even the country next door or something for privacy purposes and VPNing to India or something from America to use the Force to hit survivors or whatever.
-
Does the gen-blocking perk block it for survivors too? I assume so.
... can I get in trouble if I use it against other survivors to stop them from 3genning us? 😄
-
@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1302532#Comment_1302532
We All know those changes wont be made. Survivors will complain that doing gens is to boring so you can't increase the time. They will also shoot down secondary objectives because the more time in the game the greater chance of being killed.
I have no clue where you're getting that from, along with map changes the idea of some sort of objective rework seems like a popular one whenever it's brought up. I've seen lots of good and well thought out ideas posted on here as well, but at the end of the day it's hard to know if it'd actually work without trying it. As obviously it would have to be designed well, and a whole lot of other things in the game (like perks) might need changes too.
But the idea of a well thought out second objective? It sure seems like most players of all types would be interested in giving that a shot.
-
I'm surprised by Dance With Me plays as well. When someone has MoM and puts it to good use is another one, but the biggest one has to be Flip Flop.
-
@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/154890/imagine-a-new-player-coming-to-the-game
space coconut just put this out
While I don't agree with everything there's certainly some good points here.
Matchmaking is obviously a mess, even though as seen in that video even rank 16 survivors come in with full perk loadouts because they have more time in the game. I guess that's the nature of games with grinding/virtually neverending progression.
There's also a common challenge with any game that has one form of complexity or another. DBD has a lot of "homework" for new players in the form of perks, addons, items, powers and offerings that complicate things for new players. If someone has no clue what's going on something like Decisive Strike or a killer walking straight over to them with some aura reading perk is going to be very confusing for sure.
As someone who has played a lot of TF2 and also introduced other people to the game I know that feeling very well 😄. Even today you see new players get confused or even confuse non-standard items for some sort of cheating, because very few people are gonna sit down and read 150+ weapon descriptions before launching the game. And that game is over a decade old at this point.
I'd personally like some sort of system that highlights perks/addons/offerings/powers a player encounters for the first time in the end-game lobby, as a little hint to "Hey, here's something you haven't encountered before!". While there are pretty wacky perks in the game that do strange things it might help a little and it's more involved than browsing a wiki or checking everything out in a KYF lobby. Sorta similar to how players get loading screen tips related to the killer they're against if they haven't gone against them before.
But unlike matchmaking which is a much more technical thing, it's hard to just "fix" how information is given to new players. Be too heavy-handed with it and it can be a turn-off, but at the moment they're very much encouraged to go looking for answers to their questions on their own with minimal guidance. And they probably don't even know what questions to ask in the first place.
-
I think they could both use changes, but my changes are more specifically geared to deal with certain experiences related to them: mori tunneling and multi-survivor key escapes.
Make it so you can't mori the last survivor you hooked before you've hooked someone else. If you hook survivor A, you gotta hook B, C or D before you can mori A. A can still get mori-tunneled but for that to happen the killer needs to get another hook, so the "hook, stick close enough to bait an unhook but make sure you don't lose track of the survivor, chase, mori" thing won't work. Still allows for 4-man mori games, and sure make it work as a cypress mori for the final survivor (no requirements) that's fine with me.
For keys just make it so survivors slip into the hatch and close it behind them. But there is the 4-man escape achievement, so an ultra-rare add-on that allows for the current functionality would probably have to exist and the hatch-opening mechanic in general certainly has to exist for the same reason (achievements and challenges). I dunno how to balance such an addon though, perhaps make it incompatible with the purples that protect the key upon death/hatch opening and make it make the key disappear if the holder dies so someone else can't pick it up? EDIT: Making hatch-opening less instant is a good idea too.
Not claiming they're perfect solutions, but I think it would make both less frustrating if the "I got downed, "proxycamped" and morid instantly!" and "I had a 3-gen and all 3 of them escaped!" situations were less likely to happen.
-
Obviously gameplay advantages are a clear no-go, but even for cosmetic things I'd rather see devotion level rewards over playtime rewards.
I know someone who pretty much left Team Fortress 2 running whenever their computer was on for a long time and they have ~14 000 hours, and they've probably played 2000 hours. Not saying they're bad at the game or anything but if you want to reward long-time players raw playtime isn't the way to do it. Devotion is a better system and I'm sure most people would happily welcome devotion rewards 🙂
-
- Since you might very well get matched against people you feel like you don't stand a chance against, at least try to learn a thing or two. Pay attention to how that slippery survivor runs away from you, and take notes of how that sneaky killer tricked you with their red light or something. You might learn a thing or two you can try yourself.
- If you have the time I'd recommend reading perk descriptions, either on survivor/killer pages (or even the DBD wiki if you really want to) or at the very least hover over perks you haven't seen before after matches. Killer had an easy time finding you? Read their perks and you might learn why. Survivor suddenly went fast or did something else unusual? Take a look at their perks.
- Already said, but I'm gonna repeat it because it's very handy as a new player: Play both killer and survivor. Knowing how the killer sees the game helps with playing survivor, and the other way around too.
-
Keys are silly, the hatch itself is fine. To some extent replacing it with instant EGC just shifts the randomness to the map the match took place on and the locations of the gates, I personally prefer a more first-come-first-serve solution. Both survivors and killers can find it in advance or get lucky, and DBD is by no means a game that has some sort of issue with luck and rng.
No kill or escape should ever be "guaranteed" unless the killer sacrificed or killed someone, or the survivor actually escaped from the match. Until the kill or escape is secured the player in question doesn't have any sort of valid "claim" to the kill or escape in question.
-
It's a pretty uncommon thing to see, yeah.
You can also prevent her from starting to charge a blink in the first place by keeping a flashlight beam on her if I remember correctly.
-
They are though, they are making it blatantly obvious they're right there in front of the survivor so everyone has an easier time deciding to just give up on them and do gens if they want.
And if they constantly do it it's easy to save a lot of the time if you really want to. Just get close, wait for them to swing and then run in and unhook with BT or something. If they were just standing there staring at them you'd risk getting grabbed or at the very least trade hook states with the player on the hook.
Had exactly that happen as recently as yesterday. I was hooked at endgame, killer was nearby and then they decided to hit me a single time. A nearby Meg rushed in, unhooked me with borrowed time and both me and Meg escaped as a result. If they didn't hit me they could've grabbed Meg, or at the very least get her down so even after realizing she had BT they'd have someone new to hook, instead they got nothing. All because they hit me on the hook a single time.
-
Unless you use a program that somehow gets picked up by EAC due to how it works, no.
There's little point in specifically going after crosshairs as long as monitor firmware crosshairs exist, as they're 100% undetectable as far as I know.
-
Seems like an interesting study! I always find it fascinating and interesting when "traditional" fields take a look at something related to gaming, stuff like your study when it comes to psychology, or someone in the economic field taking a look at in-game economies and the like.
I answered the survey and I wish you the best of luck with your paper 🙂
-
If they leave me no other choice besides just pretending I didn't see then. I'd much rather go for the unhooker or someone else, but if every other survivor quantum tunnels to the other side of the universe or something I'm not just gonna ignore them.
I don't care about actions people do like clicking or tbagging, doesn't change the match in any way.
-
It wouldn't "replace" anything though, it would be an addition. You can't exactly stop people from just using voice instead.
I would like more gestures and such in the game though, so that part I agree on 😄
-
Playing with "make someone mad/upset" as your primary or even only objective.
EDIT: To clarify I'm excluding stuff that's against the rules like spamming slurs/threats, genuinely taking the game hostage or straight up cheating. Because when it's a straight up rule violation it's something else if you ask me.
-
So a Meg had jumped off the hook with Deliverance and ran at full speed towards the hatch, but I managed to down her 10 meters away from it or so. I should have this, right? Just close the hatch, deal with adrenaline if she has it and that's that.
But no, for some reason I just instantly picked her up instead, got hit with decisive and she escaped. And it's not any of the perks she had or the combo that's the dumb part here, but me being a bit of a 🤡 and doing the last thing I should do in that situation 😄
EDIT: I've also lost a game or two because of a wasp finding its way into my room and making itself as annoying as possible to deal with.
-
Anything outside of the game (on Steam, console messages, social media and anything else that might exist) is up to the platform it happens on. But I'd imagine that sort of madness would be bannable on any remotely mainstream platform, yes.
They wouldn't get banned from DBD itself for being such a vile person on some website, but if it takes that little for them to go to such lengths on Facebook I can only imagine how they behave in-game when things don't go their way.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1281262#Comment_1281262
That becomes a slippery slope though then.
You’d then have killers doing it because flashlights and keys were selected right before the 5 second countdown.
And also how is it much different than when survivors decide they just don’t like a certain killer once the match loads up and DC right at the start?
I sort of agree, it is a disconnect and it's simply based on something people dislike that they can learn about before the match actually starts. At the same time I do think it's not as bad as disconnecting once the match has started though, as if someone DCs on the loading screen the match is simply cancelled. Still annoying, but doesn't ruin a match and consume addons/offerings.
I personally do think it should lead to a DC penalty, but I also feel like that would be a pretty unpopular change (not saying that's a reason to never change it though!). And that's without mentioning the times where people just... actually fail to load into the match. Completely out of a player's control unlike something like a player on dodgy wifi complaining they get timed out when they DC every other match, that's something they can at least be aware of happening.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1280910#Comment_1280910
Lobby dodging is specifically leaving the lobby only.
Closing the app during the offering screen or loading screen IS IN FACT DC’ING.
The remaining players have their time wasted waiting for the game to load, only to be presented with the “match cancelled” notification, and THEN have to wait through another loading screen before they’re able to search for a new lobby.
It is sort of it's own thing, as it doesn't lead to a DC penalty.
I personally find it a bit odd that it doesn't, but that's how it is. I wouldn't mind if it gave a penalty either way but I'm sure there's people that wouldn't like being "forced" to play against moris or last second switch squads with map offerings.
-
@lordtomato said:
just disallowed to voice chat in SWF
Please explain how you would do that, how you would enforce that and how you'd make sure it can't be easily circumvented.
Because if you can't answer all 3 questions, your idea on how to do that is worthless.
-
@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/1277179#Comment_1277179
Sure, just like they chose to be toxic. They could have played the game as intended, but instead they chose to bully me the whole game for their own satisfaction.
There's no punishment/disincentivization system attached to how they chose to play (as with most ways one can play, besides taking the game hostage or cheating/exploiting), there is one attached to DCing.
-
I don't see a point in lying, but it's perfectly reasonable to simply not respond at all. It's not really the killer's business afterall.
In my experience when someone asks it's about a 50/50 if they're just genuinely curious or if they behave as if they're just grasping for a reason to declare a loss to be invalidated in their mind.
-
@Entity_Hugs said:
Oof. Can I get a tl;dr? That thumbnail's so clickbaity that it triggered my heartburn.
Hag can lunge immediately after teleporting now, instead of just doing a basic non-lunge M1.