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oxygen
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Not all hooks are equal. I'd much rather have the killer know I'm struggling and that they can't make it to the basement over there, the scourge hook over there and certainly can't put me on that hook in the perfect middle of the 3gen or that corner hook in the open that is super easily proxycamped than letting them know they can do whatever they want with me.
That's the point of it. Sometimes you'll wiggle, especially if a sabo happens. But by simply wiggling you will always limit what hooks the killer can choose to put you on.
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Even if BHVR wanted to, they genuinely couldn't do it in the first place.
From Steamworks anticheat documentation (https://partner.steamgames.com/doc/features/anticheat) (at the bottom, FAQ section)
Q: Can I use bans in other games to block users from playing in my game?
A: No. VAC and Game bans should only prevent the user from playing on VAC secured servers in the game they received a ban in. A permanent ban should only be issued for your game if the user was caught cheating in your game.
The staff of community run servers can and absolutely do exactly this, especially in Rust it's very common to see lines like "Any VAC/Game ban more recent than X years means you can't play on this server" in my experience. But it appears developers simply don't have the option. Only real exception to this rule is for Valve's own games, where VAC operates on a sorta engine/rough engine version basis (A ban from TF2 also bans you from other Orange Box era Source Games, a ban from Counter Strike bans you from other GoldSRC engine games)
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Even if it happens it won't be statistically significant and more than likely not noticable via matchmaking times. So in other words even if it happens, it will be like it never did.
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No? At least in my opinion that's honestly just kinda weird.
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If I didn't I wouldn't be playing it, and I do play it. So in conclusion: Yes.
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They're not always on either side for me at least, it follows the usual "it varies based on time of day" rhytm as it always has, but I see more non 100% incentives (25% and 50%) than before the last patch. Guess that implies it sticks closer to the desired player ratio? Sure feels that way as queues are quick and matchmaking seems slightly less likely to completely give up and put someone with 27 hours in a lobby where everyone else's average is 2500 at least. (Not claiming hours is the ultimate skill indicator but the numbers mentioned there is a lobby I saw last week and that's completely wacky tier)
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I don't like it because I don't really enjoy playing matches where I have to try to manage to lose. And that's what an early enough hook suicide does to a match.
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The only situation where I can even imagine this working on a pure mathematical level (it takes 4 seconds to pick a pallet up) is stunning a Wraith out of cloak, and even then I'm not sure exactly how long that stun lasts. Or I guess a Wraith out of cloak doing the glyph challenge where he takes longer stun times, that might work once (after the second it will be a stun on an uncloaked wraith which doesn't last that long even with that glyph iirc) I guess.
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@[Deleted User] said:
I generally have bad survivor games if the bonus is pegged out at 100% for either side. It feels like the only chance I have at a good game is no bonus or 25% bonus. It's bad enough to the point that my loadout doesn't seem to matter at all when it comes to team success.
Solo queue feels like an awful RNG flowchart: matchmaking put 4 solid players on the team>good game, OR: matchmaking did the usual 2 good players/1 solid player/1 disaster>killer identified the disaster early>hopeless and no point in playing the match or DbD in general tonight.
Your experience with the incentives is very similar to mine here in EU. The smaller the incentive on either side, the more likely it is that the matchmaker at the very least bothers to even try to create a match that isn't a cutscene with a predetermined outcome before the first minute is over.
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I don't, same as with killer.
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I still see incentives for both roles, leaning different ways at different times. In fact I see more non-100% incentives for both sides, which at least in my region/bracket/whatever you want to call it would imply the player ratio must be closer to the desired one?
Works for me, fast queues all around. And matchmaking being goofy isn't really new whatsoever.
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Quentins are STILL an enigma to me like they've been for ages. Whenever a Quentin spawns into the match it's as if the universe itself flips a coin, if it's tails they play as if they've actually ingested an entire pharmacy 5 minutes before the match, if it's heads it's as if they're some kinda demigod that experiences time at 1/8 speed and can play incredibly well as a result.
They're already pretty rare but they never seem to be average in my bizarre experience. They're either just straight up confused or just straight up ascended gamers.
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So THAT'S why I see red bars where it doesn't make any sense. Kinda interesting from a "what qualifies as something that needs to be killswitched" thing, as the perks are clearly not working as intended in a way that makes them stronger and can very easily be put to use intentionally, but at the same time it's not exactly as destructive as some stuff that has been killswitched in the past.
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It pains me whenever it's not even the killer going for a 0022 hook spread on the survivors, but two survivors just donate it to the killer wrapped up in a pretty ribbon by doing stuff like going full Houdini after unhooking or even leaving the two soon-to-be-deathhook survivors to unhook eachother over and over 😔
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It is pretty funny to see people talk about closing the gap when it's impossible to somehow emulate being able to pick your teammates with any game mechanics in the world. Make the gap smaller? Sure. But closing it? Lmao.
And not even just about picking good players, something as simple as just being with players that have a similar general mindset and "seriousness level" as you no matter what that means for any given person is a blessing, or simply knowing you're not with someone that will roll a 1d6 2+ every time they get hit to decide if they DC on the spot. You can give people live aura reading and "subtitle" callouts for every button the killer presses while in survivor LOS or something equally extreme and it won't stop someone from quitting because they "disagree" with how they went down or something.
Of course not saying they should do anything like that, or that making the gap smaller in any way possible isn't a step in the right direction anyway. Just that ever considering the gap truly closed is just plain laughable.
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And that's just the information, not even touching on the one big difference that is completely impossible to mechanically emulate - being able to choose your teammates in advance 🙃
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In my region/bracket/whatever it's actually closer to the "optimal ratio" than I've ever seen before. Incentives smaller than 100% are more common, and I see them on both roles.
And my queue times reflect it. Real fast as both killer and survivor whenever that's the case, even feels like matchmaking is slightly less likely to give me eye-rolling cutscene matches where it's obvious from a minute in that one or more players are horribly mismatched in one way or another (still happens of course because xD backfill lobbies and for anyone near/above softcap xD that as well. Not making any claim I'm there or not as I have no way of actually knowing, but it's just straight up part of the system)
But that's just my experience of course, not saying what anyone else sees isn't true as it depends on all sorts of factors.
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Been seeing a pretty even split here depending on time of day, but more +25% than ever before on both sides. Which is nice, means that for my queue pool it seems to be pretty close to the desired ratio so I get real speedy queues on both roles.
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I don't, I click ready and tab out until the game starts (now with the noise notification when a match is found, until I hear that. Then I tab in, click ready again in lobby and tab out again until the match starts)
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Devs did try to do exactly that at one point, back in the mid 2000s when broadband internet connections weren't a total expectation and more interruption-prone + slower options were more common.
And here's the funny part: some of those games included DC rate as a visible statistic. It was not uncommon to see wild stuff like some dude with a 73-3 win/loss ratio... and a 68% DC rate as well. When disconnects were usually pure null results (not a win, loss or draw - just a match that as far as the game was concerned never actually happened) that really makes you think.
Any DC penalty system will ALWAYS be a balance between actually doing something about the people that DC over the position of Venus in the sky or something, and the collateral damage dealt to players experiencing genuinely unpredictable crashes and connection issues. You don't want a single DC to put someone in timeout for the entire day, but you don't want to let people repeatedly DC with zero punishment either. This is why increasing timeouts for repeated DCs are so common, it's an attempt to limit how many unfortunate players you hit while eventually giving habitual DCers the "subtle" hint that they should probably take a break and come back when they can... not do that.
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Of course it would be great, but the only truly sane way to do it storage and "sharing"-wise aka a demo system (all the events in a match recorded in a file that can be played back in engine) is something I can't recall ever seeing being added to a game that didn't have it from release.
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That's enduring though it makes the stun much shorter? The way you're describing it you'd still be stuck on the opposite side of an unbroken pallet. Spirit Fury + Enduring is much, much better than what you're proposing as it both minimizes the stun and breaks the pallet and tends to get you a hit unlike having to break the pallet anyway, even just spirit fury is probably better.
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The other survivor should have done gens and I'm not sure if it qualifies as taking the game hostage, but it should absolutely be considered some sort of undesirable gameplay/griefing if you ask me. In no way your fault the other survivor decided to just hide, I can only imagine the Blight hoped you'd run to snitch on the other survivor eventually but when even after it was obvious you were afk the Blight didn't even take that opportunity to go looking for the other survivor is just giga weird behavior.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318256#Comment_3318256
I'm more talking about being much less receptive to survivors saying 'well, that perk is OP why hasn't it been nerfed yet lol BHVR only support killers lol'.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318246#Comment_3318246
Bingo.
That didn't really seem like what you meant in that case, it seemed more like the concept of "vent games" from how I read it where people have a bad match A and then go into match B with their primary objective being "lets make these people have a bad game too!", going beyond merely trying harder to win.
If it's about people simply putting on stronger stuff after losses then yeah, I have no real problems with that. But that's just not what I associate with terms like "grudge match".
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I will absolutely blame people for #13, taking frustrations with balance/unrelated players out on someone with no power over game balance or relation to the players that wronged someone is a completely ridiculous thing to do.
The community would instantly improve if everyone that has ever done that with any regularity was prevented from ever playing the game again, no matter if they did it as killer, survivor or both. Unfortunately I also feel it would cause quite a few players to vanish, as it's bizarrely accepted and at times almost glorified in this community.
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The only people I've ever dodged are actual cheaters and some absolutely unhinged individual that got so mad at me one time that he added my friends on Steam and sent them gore pictures.
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Considering the icon change exists in a weird spot where it's both overestimated ("every game will feel like a sweaty 4man!") and underestimated ("it'll do literally nothing, zero, nada") at the same time it's a brilliant example of why it's a good idea to actually see what happens before you make any further changes. The reality is somewhere inbetween, where no amount of information will ever be able to emulate other aspects of swf (like being able to pick your teammates, knowing 100% they won't DC because of the location of Venus in the sky when they went down or something), and at the same time believing players that are genuinely interested in making smart decisions won't put the info to use is also pretty silly imo.
I mean I thought the "let changes actually apply before making further changes" philosophy was considered a good thing at least, ever since the original very quick change to Freddy after his release made the devs noticably shift towards it. Not that there hasn't been changes that either luckily got nuked quick (like the "no timing needed for pallet/flashlight saves" one that didn't last long at all, luckily) and stuff that should've been nuked far faster (release Legion) but you know.
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Kinda just how it is, pallets range from "kick it or lose the game" to as you call them, basically cosmetic in most circumstances. But it's still a pallet so you can do stuff like try to go down under it in case there's someone nearby or you know there is, vault it while dropped for Lithe (as it's a very weak pallet that rarely gets kicked, the Lithe usage is one I've gotten to take advantage of quite a few times actually) and so on.
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If they want to keep going down the path icons are the start of, a quick chat/message wheel for actions that can't really be detected by an automatic system would be a natural next step. Stuff like "I'm going for the save", "Killer nearby, watch out" and so on.
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Sure, but I don't think it's gonna lead to any serious amount of it. Just like I don't think seeing the perks of other survivors pre-game will have the result you sometimes see implied. Yeah, stuff like naked No Mither or meme builds with it (like NM + 3 self heal perks) or builds that scream "I'll let you die and get hatch" might get dodged, but sometimes you'd think people expect anyone daring to use a perk that isn't a top 4-6 one would get dodged regularly when I doubt most people care that much.
Basically anything you can imagine that seems to be positive can lead to toxicity. Hell, I bet if they added some sorta way to skip the two Big Time Wasters (survivors waiting at gates, completely non-tactical bleedouts) like a lever in the basement to make all survivors escape + slugs being able to hook themselves if the circumstances are right... people would find a way to make it a bad thing. Like people refusing to use the tools and continuing to complain because "They WANT me to use the tool, so I won't! It's their fault not mine even though I can end this with one button click!". But at the same time I'm sure the clear majority would be pleased with the option.
I'm sure someone out there will run at the killer and point at a hook to go next if they see a totem cleansing/chest opening icon for a single femtosecond, but that's an insignificant minority if you ask me. At the end of the day someone that's just a bit of a jerk will find a reason to be a jerk, and if that fails they will straight up conjure a reason into reality in their own mind.
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Hyperfocus + Prove thyself is in itself reasonably rare in my experience, Prove Thyself on its own is fairly common. That whole build? I'm sure I've seen it at some point but it sure didn't reserve enough space in my memory for me to actualyl remember for sure.
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It still hides auras, which is a source of information far more accurate than action icons, more accurate than 99% of voice callouts people do too. You'll know Meg and Dwight is on a gen sure, but you won't know they're on a gen in Bond range. You'll know Jake is being chased, but you won't see him with Empathy/Aftercare/whatever that shows you he's being chased in shack specifically.
Of course it does little more than making people use less-accurate-than-auras callouts to circumvent it in swf, but the "meh vs swf, potentially hyper obnoxious vs solos" has always been a double sided issue with blindness as a status effect that is just not healthy in my opinion.
AND Blindness is arguably better than it has ever been thanks to Windows of Opportunity being popular now.
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They need evidence submitted for all offenses that aren't entirely contained in the chatbox in game I'm pretty sure, so the answer to that one is probably no.
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@Zephinism said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309204#Comment_3309204
Where is this 10% figure from?
Pretty sure it's from an interview a content creator did with a cheater or cheat developer (can't remember). And not too sure if it's something that's considered alright to directly link to on here considering the topic.
Personally I don't exactly think that makes the figure very believable to put it that way.
Because lets be real, a 10% cheater rate would lead to FAR more complaints and reports about running into them than we already have. Especially when the nature of MMR thanks to the softcap means they wouldn't even be quarantined in some sorta cheater-only shadowban bracket above humanly accessible MMR.
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Honestly I wish more games used something similar to Steam's own system, or if the game is on Steam try to actually use Steam's system if possible.
It's honestly the best one I've seen. Presets ranging from completely off through only blocking slurs and really nasty stuff, all the way up to blocking most everyday swears. But the real winner of a feature is the custom blacklist. Don't want to see "ez"? Add it there. For some reason don't want to see something as random as "lol" even? It's your list, add it if you want. Don't want it at all? Turn it off.
Just seems like such a good and user friendly system. Seems like everyone besides the "nooo freedom of speech means you MUST SEE me type the racial slur in a video game!!!" ultraclowns wins.
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I wish that at the very least it was click-to-claim like in the archive challenges, instead of click-and-hold.
Getting a little bit more creative, an option to make it simply hover to claim, where you just move the cursor over a node to claim it with no clicking would be fantastic. Option because I'm sure some would prefer not accidentally claiming the wrong node.
And if I could make a change with no questions asked, let me just buy a whole bloodweb with one click, or even a "spend all bloodpoints on this character's bloodweb" button where it calculates how far you'll get and does it similar to how you can scroll to a certain page in the rift and unlock your way up to there with Auric Cells. Just make it do the same dicerolls in the background as when generating actual bloodwebs, and give some average amount of different qualities. I'll even happily pay a 1000-3000 BP Entity Tax per level for the convenience if needed, or a lower high-rarity node count than if I did it manually 😄
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You don't need their steamID, it has been said several times on here that as long as you report in game and add any other required evidence (like video for most non-chat offenses) they can figure it out.
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Depends, if the killer downs them and clearly runs off to look for me I'll try to remain hidden and pick up once it's clear they're not coming back to the slug every 5 seconds.
In my experience it's more common the killer just sticks in a 5-15 meter radius of the slug, sticking their nose in any corner the slug crawls to as if they expect them to crawl to me to "snitch". The slug either just stays put, or crawls actively towards or away from me. Either way I'll try to just stay hidden and play for hatch/gates as picking up is just silly most of the time unless I have WGLF active or I know for a fact the slug has Soul Guard.
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Giga weird behavior if there's no possible tactical reason to do so. Sure if someone is in a corner or something that's one thing, if they've obviously given up and even crawl under a hook there's nothing but distilled weirdness to it.
And the comparison with survivors waiting until the last nanosecond of EGC to leave is pretty funny to me, at least the killer has the ability to end that by moving their camera in the gate's direction and pressing W and then M1/M2, the survivor either leaves or dies. A survivor being bled out with no perks to help them will get bled out unless the killer has a change of heart all of a sudden. Let survivors straight up crawl to a hook and hook themselves in such situations and I'll agree.
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You basically need to understand from the start they're basically playing a different game, or at least a mod of DBD that is highly transformative. Not just with the rules and restrictions, but the way people play (both because of the skill levels involved and the scoring system).
As someone with extensive history in games where competitive can be as foreign to more casual players (Team Fortress 2) I totally get it. Not reaaaally my cup of tea outside of watching it in small doses as far as DBD is concerned so I 100% understand if you don't like it, but you have to try to look at it in a way more similar to how the players are looking at it. It's not a best-of-1 like a regular matchmaking game, it's trying to do better than the other team.
Even with camping and stuff, who responds to it better? Who makes use of the perks spread on individual survivors better? Who makes the smartest decisions? I'm a smoothbrain as far as comp DBD decision making is concerned but there's ways to do even the most seemingly boring and "simple" things you can think of better than the other team.
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I check after the match and if they were streaming and VODs are available I'll watch from their perspective, it's cool to watch my own gameplay from another player's perspective and the clear majority of the time they're either just normal or chill anyway in my experience.
Before that? I just click ready, they're just a player like anyone else.
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Simple and clean, nice. Are the little white things around Jeff a non-obsession chase indicator too?
Seriously, very very happy to see this 👍️
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Guess they'll just have to do their best then, because that will obviously never happen.
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Considering all the people I've seen that have no trouble suiciding on hook, can't say I'm experiencing that.
Could be the funny side of probability showing itself, where there's technically nothing stopping you from unhooking yourself 1000 times in a row as the probability might be extremely small but non zero, could be someone with Up The Ante level 100 via cheats (and giving the team that as well thanks to how the perk works), who knows for sure.
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I assume you mean both the tombstone and infinite tier 3? Otherwise I'd find it laughably weird and entitled to complain about a survivor waiting out the tombstone enhanced T3 before coming back out of the locker, but I assume you mean the classic double iri combo here.
The survivor is in no way preventing the Myers from killing them, he can just grab them out of the locker and hook them. And in the weird edge case of them being in a locker where the Myers can't get them to a hook, he can grab them and drop them until they bleed out if he really wants to.
And yes, I do agree the achievement is pretty stupid. If someone decides to help someone with a suspected achievement attempt that's cool, but expecting it or shaming someone for not doing it isn't a good mindset.
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For the simple reason it's impossible to actually prove in any way unless the person doing it admits to it.
I remember during the earlier PUBG/Fortnite days, there were controversies as the games actually tried to dish out punishments for it based on situations that merely seemed "suspicious" but didn't have any undeniable evidence and then it was later shown there was no streamsniping involved. It was just a case of the accusing player not knowing the full context, what the "streamsniper" actually saw and heard in-game and so on.
I have zero doubt that if there was some way to conclusively prove it 100%, more games would ban for it.
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Different people might prefer different things, there's no universally agreed upon thing. Some want to go next to an actual game asap, others want to salvage some points/challenges if possible.
Personally I'll just play normally (which by my standards also includes "nice", I just want to chase people 99% of the time honestly) but I 100% understand if someone just decides to peace out on hook if someone else already DCd early or anything like that. I do whatever their actions imply they want, if they just point at a hook I'll put them on it and that counts when they're death hook too, even if they got there through the classic "everyone takes turns getting hooked/unhooked" farming - I assume they want to be sacrificed then.
If they seem like they just want to get chased like normal I'll just do that, and I'll completely understand if after one "final chase" they let go on hook. If not, I'll just keep playing normally.
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As far as I know the only offenses that can lead to an immediate permaban as far as the rules are concerned is straight up cheating or the most unhinged flavor of communication abuse (threatening people with stuff like death threats, dox threats and so on)
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Almost like they're different people saying different things.
Some people like farming, some people want to go next asap for a "real game". One person's good exciting match is another person's sweatfest. One person's fave killer (playing as or against) is another person's nightmare.
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It was basically the map where they went more experimental than anywhere else with breakable walls. They're all over the place, even in tiles that are basically the map's equivalent of TL walls. But it makes sense as it was added to the game at the same time as the breakable walls themselves.