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  • They actually do a very good job when it comes to the actually unhinged stuff. Usually I just catch a glimpse of it then it's gone, and I've never reported anything clearly against the rules and had it remain up for very long at all.

    Of course I'm not talking about people that are clearly just a bit heated or an arguement that gets a bit cringe, I'm talking the really weird posts. Even in the less extreme cases they're usually pretty good at dropping a "Remember to keep it civil" comment while cleaning up the most flame baity stuff in the thread.

  • Not really, that sounds like something that would be a nuclear tipped torpedo right into the hull of matchmaking. I see variety as it is anyway, of course around new released you'll see a lot of the new killer but beyond that I get matched with a pretty healthy variety honestly.

  • Because both the killer's actions and "competition" from other survivors can limit what categories you can fill and when. Hard to get boldness/objective points if the killer refuses to chase you or chases you the entire match respectively. Hard to get much altruism when that one guy beats you to every unhook and even gets most of the healing done. That kinda thing.

    Meanwhile as killer if it's BP you're after you can actually say to yourself "I have enough deviousness points now, I'll go for others" if you really want to.

  • Personally I both let survivors take their glyphs and wait for the killer if they go to get one mid chase. Just a fun little interaction imo.

  • Have you considered that even the developers of the game might quite simply disagree with you on what constitutes cheating?

    If that wasn't the case, the big ones (stuff like Reshade and NVIDIA Freestyle) aren't hard to block at all. Many games block reshade no problem, and many others ban for it. An email to NVIDIA telling them they want to opt out of Freestyle for DBD is all it'd take to solve that one. Yet BHVR hasn't done anything like that, proooobably because they don't consider it cheating or even undesirable in any "softer" way.

    EDIT: And please, read up on what a shader actually is in computer graphics before you keep insisting reshade is a "file manipulation software" (pixel shaders specifically even, as that's what Reshade works with). Yes, I read what you said about Skyrim, and you're mixing up what ENB itself is doing with what you think Reshade is doing.

  • Any Coldwind Farm map? 10.65%, as they're 5/47 maps in the game. Assuming the game rolls directly for map, if it rolls for realm first it's 5% like any other realm as it's 1/20 realms in the game.

    A particular one like Rancid Abbatoir in particular? Assuming the game rolls directly for map and not realm first and then map, ~2.13%, as that's 1/47 maps in the game.

    Assuming the game rolls for realm first and then map. 1/20 realms in the game followed by 1/5 maps in that realm, 0.05*0.2 = 0.01 = 1%

    All of this assumes there's no boosted pickrates in play of course.

  • I sure haven't noticed any difference, still the mere suggestion it has always been to me.

  • I feel map offerings would be a surprisingly uncontroversial thing to axe. Doesn't solve the issue of maps that are just questionable in general or problematic when combined with certain loadouts/perks/killers/whatever, but at least it makes it so people can't try to force matches to maps like that.

  • It confuses me but I will simply keep saying gg and if people immediately think "but what if.. it means.. git gud..?" then I'm sorry but that's not my problem.

    I'm not gonna assume anything about others for not saying it back. Just like 99%+ of the time a gg is at worst just an empty formality, no response is probably 99%+ of the time a player that just clicked continue and went back in the queue which is totally understandable.

  • Probably somewhere around 1:5:4. Basically play duo with a friend when they're around, mostly killer otherwise with a little bit of solo thrown in. Haven't played in any other configuration (3man, 4man) in what must be ~1.5 years at this point.

  • I dunno I feel the fun I'm having playing both killer and survivor is a reason to keep playing both actually.

  • @Tsulan said:

    This isn´t a DbD community thing. But more a internet thing.

    There even exists a name for it, which i have totally forgotten. So i just call it Darvins Law, in the hope that someone will correct me.

    Anyway, the theory is that, whenever you have a question. Best thing to get the right answer isn´t to ask the question, but make a false statement and wait for someone to correct you. Because the urge to correct someone is stronger than the urge to help.

    Which kinda applies to this forum aswell. So if you make a controversial statement, like for example: "MfT was buffed*" you´ll get a ton of feedback from people telling you how wrong you are, with great examples. Thats the reason why controversial threads get so much attention.

    *disclaimer, the "MfT was buffed" statement was just an example. I have no intention to start a discussion about this and wish everyone a wonderful evening.

    @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584511#Comment_3584511

    I’ve noticed this too. I’ve forgotten the name of this phenomenon as well but because I know it as a concept I have conditioned myself to say yes more than I say no. It’s easy to say no, but it takes creative effort to say yes and to expand or corroborate another person’s ideas.

    "Cunningham's Law" is what you're talking about, I'm pretty sure. And it sure seems to be pretty effective to put it into practice.

    I sure know that if someone makes it seem like they're certain about something I know is wrong, I'll be real tempted to reply 😄

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582837#Comment_3582837

    Not to be inflammatory, genuinely, but what would the draw actually be for that mode? You'd just be queuing longer for the same game you'd get in the quick play queue. You'd need some kind of reward/incentive, even if you don't put ranked-typical restrictions in place.

    I fully agree incentives are important, and do actually agree they'd probably have to be there from the start! I've seen several people on this forum alone say they'd happily trade longer queue times for stricter matchmaking and no rushed backfill logic, and I'm in the same boat. But some sort of reward is important both to make people give the mode a shot and to encourage people to actually "sweat" in it.

    For restrictions I just feel it's something that would have to be figured out over time, as it'd more than likely be a very different format compared to community comp. I can't really imagine the first iteration of in-game ranked/comp mode having stuff like teams with both a killer and survivors, several matches being played to determine the winner, and all survivor play being premade 4man teams. Any deviation from any of that would make it a very different experience to the formats where the rules we already hear about came from.

    And you're not being inflammatory at all!

  • They only do a bit on their own but there's an add-on line that gives them auras and make them pretty solid tracking tools. Doc's power in general had a very cool "specialize your power the way you want it" add-on design that I'm still a big fan of as a concept.

  • The same thing as what we have but with stricter matchmaking and no backfill logic. If the latter is impossible, penalize lobby dodging in the mode.

    .. that's it. Don't do anything else at first and see what happens. Changes can be made later, for starters simply let sbmm flex as hard as it's capable of when unshackled and allowed to take its time and gather all the stats under the sun.


    If we go into pipe dream territory I'd love if there was a way for 5-man teams with 4 survivors + 1 killer to play against eachother in a way that isn't a quick best-of-1-and-done way but that seems like it'd be a further expansion or refinement, not an initial change.

  • People use strong stuff in a game? Yeah, that's how it usually goes.

    I'm sure most people agree that very strong stuff can get toned down and the myriad of weak perks, add-ons, entire items, killers and whatever else could use a tweak in the opposite direction but until then.. of course people will use the stuff that stands out on the strong end.

    It's not "abuse" to do so, just like it's not abuse to use whatever is the Best Gun in any given patch of a fps or a high tier character in a fighting game. Or to bring it back to DBD, it's not abuse to dare to click on the Nurse on killer select either just because she's very powerful.

  • Compensation for what exactly? You paid for the content, you still have the content, the only thing that changed is that now other people can once again do the same. If you got it because you thought it was the last chance to get it, you probably even got it on a discount thanks to the sale leading up to its departure from the store.

    If you had no interest in buying it and explicitly got it because it was on the way out, try not to do that. I know that's way easier said than done for many, but while in this case it was a case of the often wacky world of licensed content in media it's an impulse that is absolutely weaponized by actual FOMO-baiting in the modern gaming industry that you want to be resistant to if at all possible. But that wasn't even what this was, BHVR quite simply no longer had the right to sell the content at all.

  • At least for me, because I find all of them besides Spirit and Hag (I simply don't enjoy using their powers) fun to play. If I just played a small selection of them I would've probably quit the game before 2018 was over personally.

    I honestly don't care what people say, if it's sore winners/losers or whatever. If they say something that's against the rules I report it, otherwise I just say gg and go next.

  • I'll silently hope player cards nuke both prestige and profile access from orbit for good from the pre-game lobby, guess I'll find out if I'm being overly optimistic or not with time.

  • I'm on the 10-15 min boat as well. Generally implies it wasn't a complete squashfest through the killer being blitzed or the survivors dying immediately, but at the same time it wasn't a drawn out 3gen scenario or survivors playing giga hide and seek.

    Of course shorter matches in both directions will happen. Both because matchmaking can quickly be turned into a suggestion by a dodge or two and because of the snowbally nature of the game, but most games that really make me think "damn, that was a good game" no matter if it was a win or loss are in that 10-15 minute ballpark.

  • Not on its own, no.

    A lot of people fall into this bizarre mindset where they believe there's nothing wrong with them going 110% in every match then.. do a 180 and get very mad if they meet opponent(s) that match their energy and give them some stiff competition? Sadly seems far too common. Not sure if "toxic" is the word I'd use ("hypocritical" or "entitled" seem more fitting) but I absolutely despise it, that's for sure.

  • Should've been removed the moment rank/grade no longer had any matchmaking purposes.

  • Huntress. Throwing the hatchet is fun and hitting with them makes my brain release happy chemicals.

    Claudette + Ace. I like a lot of their outfits, simple as.

  • I don't understand why it wasn't removed the very moment rank/grade no longer had any matchmaking relevance.

  • .. the reward is that there's one less survivor in the game? A reward so powerful that it's precisely why tunneling is effective?

  • An "advantage" that is a direct consequence of DBD hit detection trusting the killer's client when it comes to determining if a swing hits or misses. The reason a survivor "warps" after going down is because the killer hit them when it looked different on the survivor's screen.

    Not saying that's a bad thing or "killer sided" either (even though literally speaking, it is). It's pretty normal in games to "favor the shooter" for hit detection even if it can sometimes make stuff a little wacky on the recieving end.

  • At the very least make the stun, as in the actual time that can be used to make distance from the killer, 3 seconds. Which would actually mean that the description should say "4.3 second stun" as ~1.3 seconds are lost to the animation of getting off their shoulder and landing on your feet.

    This was the case when the stun was 5 seconds too, of course. But then the wasted time was 26% of the advertised stun time. With 3 seconds it's a whopping 43%.

  • I personally agree and don't do it as I'd rather just go next and get back to having actual gameplay and earn points, but don't really care if people do it.

    As long as they don't do The Thing. Aka just hovering in a 10 meter radius of the slug, then getting turbo mad when the non-slugged survivor uses their brain to decide they should just stay away and they end up getting away. Slugging to buy time to look for the 4th makes sense, just sniffing a tree near the afk guy on the ground and then getting angry the other survivor didn't serve themselves up for free is just weird. If they're willing to slug for the 4th it's just straight up hypocritical to not consider the 4th might just decide to play for hatch/gates.

  • How do you tell the difference between someone's power going out and then going over and unplugging their router? In both cases the signal just suddenly stops on the hardware level, who knows there might be a way but I can't think of one.

    Games used to give the benefit of the doubt a lot more, especially in that mid 2000s time span where internet connections were rapidly getting more common, but stable ones couldn't really be assumed to the extent they are today. Some even disregarded any DC match, not giving out a win or a loss for it at all and instead tracking a seperate DC percentage stat. What did you see as a result? Players with completely insane win/loss ratios like 72-2... and a 67% DC ratio.

  • The whole idea of "vent games" where you take frustrations from match A out on unrelated player(s) in match B aren't just a bad thing that keeps the cycle going, it's just plain gross and the way it's often viewed as both acceptable and at times even "righteous" is disgusting. Turn the game off, take a break. Make it an extended break if needed, come back fresh - it has worked for me when I've been burnt out on the game. It's just "sanctioned toxicity" and you can easily convince yourself to believe increasingly unhinged justifications all the way up to "other role is inherently bad, so anything I do is automatically the lesser evil and justified actually".

    Survivors waiting at the gate and forced bleedouts are in no way equal and it's laughable when people act like they are. Gee, I sure wish I could magically end a bleedout by directing my camera towards the gate and pressing W for 5 whole seconds! Don't get me wrong, 100% in favor of "gg go next" mechanics to skip both like a basement lever that ejects survivors and survivors being able to hook themselves in the right conditions, but they're not equal at all beyond both wasting time.

  • You're playing a video game unless it's the job that puts food on your dinner table a volunteer is exactly what you are, and the absolutely overwhelming majority of survivors you go against (all besides full time content creators basically) are volunteers as well.

  • I haven't noticed anything at all besides a funny bar being on the screen when I play survivor to be honest.

  • I play basically all of them except Spirit (simply don't enjoy using her power at all, don't find it fun to use. So I don't play her) and Hag (sometimes the mood strikes but most of the time same issue as Spirit)

    Huntress will forever be the closest thing to a main I have. Other than that my most played in no particular order probably looks something like Bubba, Wraith, Blight, Wesker, Legion, Trapper, and Demogorgon.

  • I'm just a big oxygen fan (translation: I'm bad at coming up with usernames and I picked the first that randomly came to mind I was happy with)

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550399#Comment_3550399

    I honestly dont understand the point, how exacly would a blocklist hinter the matchmaking system?

    Consider a matchmaking pool of 25 Killers and 100 survivors, under normal circumstances the pool would produce 25 games. Now lets say each player has a list of 10 people they don't want to play against. Lets say each survivors have at least 8 Killers they don't want to play against. By random chances alone some lobbies will be delayed because an available killer cannot join a lobby due to your system, that lobby would have to wait for another Killer and then hope that killer does not have one of the other players in the lobby blocked either. This is why modern games just hides the info from you its just too hard and disruptive for matchmaking.

    I hope that explains it, tho I am not the best at forcing horses to drink.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550253#Comment_3550253

    I'm not sure how the block list would be, that would be down to the dev's discretion really. I think Overwatch has something like that.

    I researched it cause it sounded weird, but it seems players still get queue with people they have blocked. I would personally think Overwatch with its huge playerbase could support such a system. Blocking just prevents them from communication.

    Example: https://us.forums.blizzard.com/en/overwatch/t/let-me-elect-to-permanently-block-someone-from-play/751754

    Overwatch actually used to have "Avoid player" as a feature, but then what everyone should've seen coming happened.

    System was being abused to isolate players that were too good.

    And this is why you don't put a feature like it in your game. At least the successor ("Avoid as teammate") was inherently far less likely to be abused for reasons like this. Not a very good play to use that on players for the sin of being too good at the video game when that just means they'll always be on the enemy team lmao.

  • Huntress.

    Throwing hatchets is simply my fave power in the game. Fun, satisfying and with a lot of room to improve at it.

  • Nah the majority of the time they're just another player, like any other.

  • I play in a way that's probably nice for the simple reason that I find it more fun to play that way. And I simply do not care if people tbag at exit gates or anywhere else, simple as.

  • @WilliamSN said:

    Imo, bhvr needs to re-define what a conspicuous action is and include bodyblocks and protection hits as such.

    Survivors shouldn't be able to weaponize a mechanic thats there to prevent them from being tunneled straight off hook to take a free protection hit for their rescuer.

    Bodyblock/take a protection hit with basekit BT/OTR/DS? Disable the perk and send the survivor straight to the ground.

    The issue with that is that it'd make getting unhooked by an injured survivor a death sentence, as you'd be right next to an injured survivor so.. any hit you take is a protection hit, even if on the first frame unhook animation immunity ends and you had zero chance to even try to get away.

    And the big issue with this is that it introduces more solo-swf gap when the game needs less. SWF can far more easily set up and execute a 2man save to avoid this than solos can.

  • They're giving you infinite time to work on gens for free, unless they got hyper blessed and got hatch on a hill with vision to all the gens in a 3gen or something just 99% every remaining gen they can't keep an eye on then sneak around popping them if you want.

  • I don't find using Victor enjoyable so playing them would be like playing Huntress if I didn't like throwing hatchets.

    Not even really about any playstyle it promotes, clunkiness or potential bugs. I just don't like playing as a very short fella moving fast and pouncing around even when it works.

  • You agreed to an EULA that very clearly states they can change anything they want for any reason at any point. They could turn your fave perk into "Press E to do a Fortnite dance with no other effect" and it'd be 100% within their rights to do so. This is standard for any live service game for exactly the reason that otherwise any time they release something that's tuned wrong, broken or straight up exploitable it'd be a nightmare to change it.

    I mean, would you have liked if release Mettle of Man had to be kept in that form forever because BHVR could be sued if they changed it? 🙃

  • Both are horrible mistakes in design but at least Legion doesn't actually allow you to go into a match with "I'm gonna make the server hand me the win after an hour" as your primary win condition and actually make that happen. If Legion came after you with either the frank's mixtape stab spam or the moonwalk you'd be dead in a relatively normal time.

  • And it's completely and utterly impossible to mechanically emulate a well! You can at least try when it comes to efficiency and awareness (the status icons), you could try with communication even without voice chat (by adding a ping system or something) but you can't emulate picking people that are compatible with you.

    The closest I can think of would be an in-game party finder and people being able to tag themselves with stuff like competitive, casual, new player, just want to hang out, voice chat/no voice chat, language preference and so on. Could work pretty smoothly with the "player cards" they have in the oven. Of course wouldn't actually emulate the non-verbal understanding and chemistry you build by playing with the same people for hundreds if not thousands of hours, but it's be interesting to try at least.

  • Rizzo already explained what actually happens to them, but if you're wondering what message they get on their screen it's pretty standard from what I've seen people post.

    Basically just a textbox that says what rule you broke, and when it will expire. I assume if it's a perma it'll say "This ban will not expire" somewhere.

  • You mean the game that had the absolutely gigabrain idea of not having any anticheat for the gamepass version? Yeah, no surprise they have to go for desperate and radical panic solutions.

    And cheaters totally can't just bypass crossplay limitations by spoofing being on an entirely different platform or anything 🙃

  • Some of the best news in a while. I still want backfill logic to just.. not exist and to instead potentially wait longer to find a replacement player with normal matchmaking, but until then anything that reduces dodging is a great call as it seems like the #1 source of absolutely awful matches.

    Hopefully a sign of a drive of complete obliteration of all non-essential (basically everything but survivor choice and item choice imo) information that lets genuine entitlement to stuff like Steam profile information and the creepy privacy shaming that's way more common than it should be in the community be a thing!

  • If this is not a bug, great change. If it is a bug, make it a feature.

    Lets hope it's the former, and it's the first step to eliminating all information besides item and survivor choice in the lobby!

  • It was on the PTB too, I have no idea if that's actually what it is but the game absolutely looks worse with both the offered anti-aliasing settings. TAA looks incredibly smeared out, and AA off looks incredibly jaggy like the characters looks like I'm on 480p resolution when I'm on 1440p.

  • They've been the same as basically always for me, they vary throughout the day here in northern-ish EU. Works for me, usually on survivor during the time the person I duo with is available, and on killer earlier and later in the day and night.

    @Aven_Fallen said:

    In EU it was always on Survivor during the day and in the evening/night it switches to Killer. This does not mean that Killers are leaving the game or an endangered species. This is only said by Killer Mains who really think the game is worse than it is.

    I think most people play both sides. And most people have time during the evening. Which means that this is the best time to play with friends, aka SWF. E.g. I play Killer during the day. When a friend of mine is online, it is evening/night so we play Survivor. This removes one Killer from the Killer Pool and adds two Survivors. Which means that 1 1/2 Killers are needed to compensate for this (1 for the spot I left and 1/2 for the spot I took with my friend).

    It is just players shifting to a different role. Not Killers leaving.

    Also, 100 times this. It just makes sense, because when are people most likely to not be busy with school, work, family or whatever else is going on in their life? At some point in the evening. If it could be measured I'm certain the "play killer when alone, play survivor when friends are around" demographic is a big one.

    But I guess the mere thought that there's a large amount of the playerbase that don't fit neatly into the survivor/killer main camps makes some people borderline uncomfortable, sure seems like it sometimes.

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