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i too, have been getting this error for around a month now. the only way to fix it is to do a reset (reinstall) of the console operating system. choose to reset, but keep games and settings. fixes it. i have to do it around once a week now.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2058854#Comment_2058854
They can do something about gen times at the start of the match, have you heard about the trail start up idea?
Basically for the first minute or so of the match all generators have a very heavily repair penalty that goes away when the timer is up or the killer gets a down, would really help in games where survivors are all split on gens and 2-3 get done right after you hook someone and against solo que it doesn't give that much of an advantage as solo's most of the time also do the same thing.
essentially they are doing something about swfs; MMR. they're trying to make sure you get two kills and no more. the unfortunate side effect from this will be that everyone will naturally become sweatier and sweatier to try and do better than two kills or escapes; the point where every game will become face camp simulator.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2058868#Comment_2058868
But that would be more of a meme build, not a typical match.
It's not an absolute, no one's saying you have to get 12 hooks and 4k on 4 hooks is a failure, but did the survivors have any fun in a match with Blood Warden? Did they come away thinking you were a toxic killer and thus encourage them to employ cheap tactics themselves in the future?
no one cares what the survivors think. they signed up for a trial. in a trial there are no rules. it's thunderdome. that's what makes it fun for everyone. no one knows what will happen. i can't control how another person feels. i outsmarted them and made them better survivors in the process. that should make them feel good/appreciative of the experience.
one was streaming. had a good laugh about it with him afterward and donated $5 bc he wasn't a crybaby noob about it. perspective.
cheap tactics? i think not. i'm quite certain you'd have issues with safe survivors in the exit gates, without a lot of experimentation. what i find cheap: chase survivor, break pallet, continue chase, break pallet, hook. repeat. god, shoot me in the head if i have to do that every trial without some master plan in some way. no offense. to each their own.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2058838#Comment_2058838
What’s sad is there is no way to realistically fix this problem. The devs endorse SWF with comms and encourage it. So messing with SWF is a no. If you buff killers to compensate then survivor mains will just complain hard about it not being fair of solo q(which I believe is slowly dying off. I’m starting to get more SWF than randoms cause everyone has figured out that they have a huge chance at success with SWF)
it's a bummer for sure, but messing with swf's isn't a 'no.' human beings are very good/creative at solving problems. you'll figure things out the more you test/experiement.
the good thing is as you're doing that you get double bp and also learn how to be a better survivor at the same time.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2058838#Comment_2058838
Out of curiosity, what about his stance on 'hooks v kills' is wrong exactly?
It IS healthier for all involved if the killer can prioritise hooks over kills. Everyone gets more chance to play, everyone gets more bloodpoints, everyone gets more emblem progress. Less likely to camp and tunnel, etc.
Intentionally going for kills likely involves camping, or proxy camping at the very least, and sometimes tunnelling.
my problem with it is it cuts out any kind of creativity you come up with. for instance, i killed all four this morning with zero hooks (blood warden). that actually took quite a bit of awareness/creativity to look bad, but not so bad that i couldn't lure them out to the center of the map after the gates opened. this game is about psychology. you take that out and replace it with just chases and it's boring af.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2058623#Comment_2058623
What’s truly terrifying is the SWF I played against were chill and just having fun. They weren’t even going hard at me but they never made a mistake or missed a beat dealing out commands and updates on locations and such. If they took it real sweaty and serious it would have been ten times worse for me. I honestly can’t see how even a top tier killer like Otz or True can go up against SWF who are this coordinated on comms
you're actually more correct than you know. those content creators CAN'T go against that. this is why most of their videos are clearly against obvious bad red rank survivors (yes, you heard that right). makes no sense to upload a video where you get creamed. that's not to say they aren't great, but i've seen many a video where otz is losing badly and gets pissed just like everybody else does.
a four man swf that know what they're doing is literally IMPOSSIBLE to beat mathematically unless:
a. they make a mistake
b. you don't play 'fair'
when i first started a few years ago it became apparent quite early that the most efficient way to win is to kill one person as quickly as possible. tunnel. i'm not saying it's a good thing, i'm not saying i do it, it's just a mathematical fact. the only person that concurred with that sentiment publicly at that time was otz during one of the early 'between trials' podcasts.
now, everyone does it, under the guise of ping-ponging two people on hooks to make it appear as if that's not what they're doing. they're totally doing it; just not as efficiently. i wish they'd stop being shady about it. in fact, just watched a dowsey video this morning with him ping-ponging. at the first sign of trouble they're vocal about it.
i haven't watched much of truetalent in the past, as i think i/everyone doesn't find him as entertaining as others, but in the past 1-2 months i find him just riveting bc he's saying out loud what everyone else is thinking without filter about playing the game as killer, and i respect the hell out of it. i'd starting listening to what that man has to say. maybe not about hooks v. 4k's, but everything else. dude is now my fav CC. i can't believe i just typed that. 'truetalent is my fav.' lol.
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first of all, comms is cheating, period. i don't care what the devs or anyone else says. it's obvious that's not how the game is designed and it's an extreme undeserved advantage. that being said, it's not going anywhere so you have to adapt.
i thrive at night bc i know they're all swf's, or at the very least two teams of two. you have to get creative and use that information against them...
hot night time pro tip: no swf survivor, whether they want to or not, is going to willingly let their comms friend die just to get themselves out. food for thought...
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2055758#Comment_2055758
Can I just ask,
"pay attention to him, forum; as i know most are you are super new (less than, say, 3000 hours)."
Say someone's played since end of 2017 and has been rank 1 for years straight but due to personal life doesn't have 3k+ hours yet. Would you still classify them as new?
How about someone who's been playing in 2016 but stopped in 2019 with 2.8k hours? Would you say they're new, too?
'i've been playing since it came out.' i hear this A LOT. i don't get it. what does that fact have to do with anything? i'll always look up the hours of these players to find it's always ultra low (hence why they say it i guess. it's the only way they believe they can validate their opinions?). if i play two minutes every month since 2016 would that make me able to speak on matters? sure, i guess. would i take much stock in it? not really. this game is a journey. you learn as you go. and it takes a loooooong time. there are so many different situations that one may have to play another 1000 trials for another shot at researching the most efficient/best way of playing it.
and that's the fun of it for me. it's more of a batman detective game than a chase simulator. you piece together data that you can infer without actually seeing it to conclude a correct action. that's fun. not running around a pallet loop. that's the stupid part.
it's easy for me to say, 'i have 5000 hours listen to me,' but it doesn't mean i'm right. i would like to point out though that all of the dbd online personalities have just as many hours. correlation to skill? i'll leave that to you. my current opinions and outlook on the game may change completely within six months. it's unknowable.
i remember vividly when i started all the 'stages' i went through learning on dbd and 30 days in-game time seemed to be the markers/breakthroughs. then as i played i would interview people in my swfs (i try to play with new people daily) and they seemed to be in the same places i was in at the same time frames.
my personal experience:
1-30 days (1-720 hours): 'fetus' ('look ma, i can do skill checks')
31-60days (721-1440 hours): beginner ('safe as possible: i suck at chases/split second decisions')
61-90 days (1441-2160 hours): mediocre*
*the most important stage. at this point you've played with good players and had the realizations of what you're actual knowledge is by comparison, what your deficiencies are, and that if you die for any reason it's most likely 100% your fault.
91-120 days (2161-2880 hours): average/normal (nothing special)
121-150days (2881-3600 hours): advanced/pro (testing new theories just to try and keep it fresh)
151-180 days (3601-4320 hours): babysitter (100% of game time cleaning up teammates mistakes/bad decisions)
181-210 days (4321-5040 hours): TBD
in my opinion, this game suffers HEAVILY from the dunning-kruger effect. i can ask people with 40 hours and people with 4000 hours and they ALL say they're 'good.' think about that. i just think there's a most right way and wrong way for everything. there's a most efficient and everything else, and to me that makes one inherently correct. and one cannot know what is the 'best' way without testing all ways available which requires............time.
and this is my long response no one asked for/wants to hear.
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@JimbusCrimbus is correct on every point.
pay attention to him, forum; as i know most are you are super new (less than, say, 3000 hours).
the reason you are upset is that you don't yet have the tools to combat what you don't like, but you will. you need more practice with that situation. be appreciative of every killer that camps in your trial for practice, not cry about it.
'oH, wHaT aM i SuPpOsSeD tO pRaCtIcE, rUnNiNg?!' no, identifying the situation and adapting; whether it's you being tunneled/camped or a teammate. i could write out what to do, but that robs your fun in the experimentation.
to say camping takes no skill shows how little you've played killer. camping is actually a fine art. you can't just do it whenever you want. i mean you could, but all four will escape. every time. try it. it too, takes experience to work correctly and into a win. why are you trying to rob the killer of their skill based fun, bro?
study youtube personalities more carefully, as most of the videos they upload are the trials where survivors ate paint chips as children. it's very misleading. it's the reason most of them are now worried about future content with MMR on. (side note: truetalent has really won me over this month with his candidness.)
i think the REAL issue that needs to be discussed is that you're worried about a pip. that's first month stuff. everyone's fighting for their bragging rights rank one, while experienced players roll their eyes at it. it's like saying, 'look i'm good, i'm wearing a green t-shirt.' no one cares and in my opinion it actually makes you worse. it means you're doing things in a trial you shouldn't be (as survivor). god, i can't WAIT until they get rid of that garbage and i don't have to hear, 'look bro, i've played a whole three days this month. i'm good.' ahhhhh, no.
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@TheVVitch said:
Y'all really on here complaining about UI. It'll take time to adjust to the changes, but damn... it's not that big of a deal. Critiquing the new HUD for future changes is one thing, asking for a revert of something the team has worked hard on to improve is just childish.
"I don't like this change so revert it."
Be constructive and realistic with your criticism.
yeah guys. it's not that big of a deal. they took out all relevant information and replaced it with large crappy survivor images. just play without info. totally fine.
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@UncleStabby said:
These UI changes are not that bad at all. Being able to keep track of how many times someone's been hooked is so beneficial on both sides, plus as a killer, it really helps to put an actual character to someones name. You guys were complaining alot about this during PTB so I'm just gonna assume that they changed the new UI between then and now, because its really not that bad.
Can confirm that clown rework sucks though. Its too confusing for my tiny brain.
New Survivor animations are gr8 too btw. More believable.
in what way is a hook counter beneficial even 1%?
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yay! except you also need to cover those horrendous survivor pics.
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wrek objectively doesn't know what hes talking about, @Mr_Slick546.
in all of his example games the hud info isn't imperative to actions.
in dbd the hud info is mandatory. it's the most important part of the game. i'm pretty sure these people that are liking it are the ones who don't know what they're doing and therefore hardly look at it to begin with. it literally breaks the game without a constant & fast internalization of the match info.
"it just looks butt ugly and breaks basic graphic design principles." it's quite the opposite...unless he's referring to the new one.
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@PGJSF said:
https://forum.deadbydaylight.com/en/discussion/comment/1931575#Comment_1931575
I have been playing this game for the last 4 years on four different platforms every single day and, today, for the first time, that same thing happened to me and my team.
same here. we've been playing together literally 5-10 hours a day, everyday, for 2 years. it only took 3 trials and we were done. we're now currently looking for our replacement game.
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"It is busy; it is distracting."
nuff said. design is about making things instantly better/easier/accessible. you shouldn't have to "get used" to a design. that's called "bad."
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as long as the HUD's reverted, yes.
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@Jenkybob she definitely seems like someone without a lot of experience. black text borders? really? "so you can read it!" we can read it.
i watched her speaking about it in a q&a video. she seemed pleased. at the very least she doesn't hold to the same sensibilities as it's tone. she seems to want a very colorful and bright aesthetic, but that's the last thing this game should have. and to her credit she succeeded; i can't stop looking at her bright colors. the problem is my team's dead because i can't stop looking at her bright colors.
i don't even blame her. someone signed off on this. she doesn't know how to play, i'm sure, not in any meaningful way anyway. someone thought this was okay. behavior, for two years i've been griping about going up there and working (fixing) to family and friends. i have 5000 hours logged. gimmie a call and i'll be on a plane tomorrow to help with what i can. love this game.
i'm trying not to be totally harsh, as design skills take years to curate and refine, but she needs to be designing projects with less stakes for a few years, not dbd.
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less is always more in design.
i feel like the major problem with behavior is that no one at that company is actually competent at playing their game. this is a game much like chess; it literally takes thousands of hours of play to reach any sort of skill level. they need to have a mandatory 10 hours a week play time for all employees working on the project. after a year the updates might become better/useful.
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@MeltingPenguins your markup is just about what they're going to have to do. they're going to (or lose half the base) put it back, raise up the players and put the useless "hook counter" under it.
as everyone already knows, if they're insistent on images they'll have to use the adept pics. it's the only choice. how those colored pics actually made it into the game is so colossally stupid i'm at a loss for words.
your "states & hook timer" would have to share the same screen as the images somehow, like before. it would eat up too much screen real estate on top.
your "emblem progress" is a very interesting idea! as it's not required information, one could look at it at one's leisure. big thumbs up.
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we did give it a chance, @Mikeasaurus. it sucks. it sucks so hard everyone i know (including myself) are not currently playing as we would be right now. one doesn't need a week to see the game is now unplayable. it IS that bad.
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10,000% agreed.
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the only people who would like this UI update are what i call "fetuses" (1-30 days in-game time). they're so new that they have no need for any relevant information because they're hiding behind a tree in the corner of the map for 90% of the trial.
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100% agreed.
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same thing happened to me yesterday. same map. new glitch i guess.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/1541031#Comment_1541031
I have no idea where the exact post is, but on PC we had crossplay long before it was implemented for console and that's how it always worked
Plus, picture this: I have crossplay on and I get in a lobby with someone who has crossplay off (from my same platform), now since this game don't want to pkay with othwr platforms it's like I have crossplay off as well, and I have to wait more to find a game because of a random guy with crossplay off
It would make sense to match that guy only with people with crossplay off
so you have no proof and are guessing. that's what i initially thought.
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@Carlosylu said:
Two guys open gate without hesitating as soon as they notice NOED is on and leave a hooked teammate...
I did 3 totems, still... NOED pops... I look for NOED for about half end game timer, nowhere to be found, but I think "if I cleanse it, not only will I have given my location, but I'd have wasted precious end game time and the other 2 are not here to help, this is what I'm gonna do... I'll get close for killer to see me, taunt him, make him think I'm going to leave for him to chase my srcatchmarks and BOOM!"
I returned for my teammate, faked the exit on the killer, dropped a pallet on him and thought "I'm body blocking my guy here, I DID MY JOB THE FULL MATCH, I don't care about escaping, I already farmed what I needed", and yes, WE BOTH SURVIVED.
BTW, I was using Ace, level 13 for a challenge, no BT, no "must do" perks, perks are not a justification when you know what to do, only 3 perks, useless perks btw.
Wanna share one of your hero experiences?
sounds like you're pretty inexperienced. i'd leave too if my teammates spent the match cleaning dull totems. did it ever occur to you it would be easy to find noed had you not cleansed the easy to see totems? i think you should change your title to, "this is what a real green rank teammate does."
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/1539794#Comment_1539794
No, if you have crossplay set to on you are not able to play with people who have cross play switched off
Anyway this "method" is not accurate at all since now you can play SWF with survivors from other platforms
where have the devs said this, Lycidas? i can't seem to find it. help me out.
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no, it just means one person has crossplay set to off. the room has to get populated somehow. happens to me all the time on solo survivor. i haven't heard anything about them being completely different pools.
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i'm with ya, IMhereRUN, but on the other end.
it hits you like a bucket of cold water. i always use bond so i can always know what my team is doing (i can usually predict if we're going to escape within the first 10 seconds, literally). ever since crossplay survivors do ABSOLUTELY NOTHING. they crouch or if a chest/dull totem is nearby they'll hinder the crew that way, but that's it.
i think it's just because of rank reset. with our old smaller pools one would find some decent teammates after a short while. now with the super large pool, it's an unending sea of do nothings/inexperienced.
my only other hypothesis is that pc players may be SUPER casual; a few games a week. on xbox another friend will typically pull you in and give you crash course strategy lessons. one typically has a built in crew day one. it's on game pass so most have it for free.
MadLordJack, yes, instadropped pallets and fast gens is definitely console. in fact, i preach it. the first chase of the game is the most important so any way to stretch it out (even if it's using every pallet on the map) is encouraged. it's the time when there's the least amount of pressure. it wins games. when it gets to one gen i'm sure it becomes of matter of survivors not having experience with any 3 gen protocol. and for some unknown reason console players think rank is the end-all be-all, so they're probably just trying to get enough for pips by hook farming.
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it's even worse than that example. just wait.
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yay, another day of tapping A for struggle and just dying out of nowhere because the server doesn't pick it up fast enough. hurray.
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no VPN. it's not just me. i have to constantly listen to my teammates say,
"what! the killer warped!"
"what! i dropped the pallet, he hit me, and then after it played the stun sound and animation!"
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i had zero problems last time. was surprised when they said so many people had problems. now i have major problems every match.