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riotangel

riotangel

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riotangel
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  • DBD - unresponsive on match load.JPG

    Still happens wait too often for me; game hangs while loading into match. If everybody's copy of DBD is as unstable, it'll explain why there're so many prolonged match loadings due to players get cut off.

  • Me, I get the opposite with doctor shocks.

    After I've vaulted over window and running away, I suddenly get shocked and put back behind the window for doctor to give a free smack.

    Of course it has to be that way for me.

  • Wow I continue to be amazed by the quality of the "patches" the developers continue to roll out.

  • I went back to my work computer (Windows 10) and found that it was able to find lobbies, unlike my gaming computer (Windows 7).

    Performed a Steam game files verification process and it found nine files out of order. After patching it appears to be working now.

  • Trying now during daylight (public holiday); almost like everybody in SEA got spirited away.

  • Nobody else dealing with perpetual-waiting problems?

  • I agree crows can be an indicator. I don't directly remember buzzing off crows because they do make noises, but I could've been too focused on TR and failed to register other sounds. I shall take note.

  • @humanbeing1704 said:

    Perhaps they had spies from the shadows no one really suspects that perk

    Nope. They don't use that either.

  • @shadowman0105 said:

    Was a survivor next to you they might have the oOo aura and assumed it was you. If not then probably just bad luck

    Not that I've noticed. I started alone in those cases.


  • @LordGlint said:

    Could just be that whispers turned on and that was the first spot they checked...or of course scratched mirror myers, lol. Also gotta be careful about crows, because some killers REALLY notice those things.

    I already stated they're NOT using whispers. I use whispers myself and it's helpful, so it always surprises me when I discover they didn't use that perk. And no, I'm not talking about SM Myers either; I've tried that build too when I have the available tools.

  • Recently I had a streak of more killers quitting than survivors.

    Looks like the disconnect-punishment implementation has a reversed motivation for players.

  • Some times on my work computer (secondary for playing DBD) the lousy keyboards with mushy designs can make me skip a struggle press and I end up dying quicker than intended.

    Well, that's in the past now; I've recently purchased a mechanical Logitech G413 Carbon on sale for the work computer (game computer's equipped with Razer hardware); my fingers been having multiple orgasms ever since.

  • Finally.

    After days of trying (and don't have luxury to sit at home and play all day long), got the stars aligned for a scenario with killer essentially hunting others in a circular fashion, which allowed me to rescue while he chased somebody else, and fix generators in that direction.

    And thanks a lot to my good old friend, Premonition. Sorry for neglecting you for so long.

  • I face against hag pretty often. Who said she's least played? She's like the best tele-camper. And not everybody arms flashlight or UE all the time.

  • That's almost impossible unless killer tunnels and chased survivor is god-like.

  • Many challenges forced me to play in unnatural styles that one wouldn't sanely do in regular matches.

    When trying to grab survivors, after so many matches and realising how difficult it is to come across such exact timings, I ended playing "dumb" killer and simply tailed survivors around the map until they vaulted.

    Same thing with the Decisive Light (flashlight blind save); in regular play team mates always fall way too far away. I eventually had to go stalker mode and tail the killer in hope of getting close enough for blinding.

    The number of stars that needed to align for Last Minute Hero (EGC rescue) to even happen is off the charts. I could never get into such a situation for days. And unfortunately not all of us are full-time streams who can play all day or night; some of us are adults with jobs. In the end I built myself with perks all about rescuing other and nothing about escaping myself. Is playing the sacrificial lamb really a skill thing?


  • @CotJocky said:

    The high majority of the time, these people aren't "DC'ing" and causing this. Something happens with the game and it drops a player. I can't say why the game drops people which causes the game to result in a "match cancelled", but apparently Behaviour couldn't figure it out either or it was too complex to fix. If you were here in the old days, then you remember all the 2-3 man load outs. It almost always sucked when that happened, especially if you care about rank. If they killer didn't try to farm, you would all be dead soon. It was a total waste of the survivors time. Unless you cared about rank, all the survivors just DC'd from it because it was a lost cause unless the killer was super super terrible. Killer and survivors always ended up with depips for something that wasn't their fault.

    Survivor queue's use to be 30 seconds or less for me so the "match cancelled" wasn't a big deal, but I still don't want to return to 2-3 man load outs!

    I know that; I've been playing since 2017, and as mentioned above had suggested many times for alternative options for players when less than four survivors commence the match, since it drastically swings the balance in favour of the killer.

    What I'm trying to determine is the technical reason behind the disconnects; if a lot of people experience the game hanging (process not responding) during the match load, thus having to kill the process and re-launch the game all over. If the software instability is not just isolated to my case alone (and I actually play on two separate computers at home with different hardware and OS load-outs), then it lends more suggestion to why this happens quite often.

  • I know why matches cancel; in fact I'd suggested a number of times for a way for the remaining players to vote if they wish to continue playing the match unbalanced, but looks like the developers took the easier route of just cancelling it outright.

    What I'm trying to pinpoint is whether players often end up in the situation of their game hanging during match load, will may then explain why many matches start up with less players than expected.

  • Before tome 2 was released (didn't know when), I accelerated two or three tiers with ACs on seeing they gave back AC. Now that I've completed tome 2 and halfway through tome 3 (approaching tier 50), the challenges are getting increasingly difficult to accomplish on first try and may take multiple attempts, which by themselves keep allotting rift fragments.

    Myself, I don't think I can grind it purely on raw matches, but I imagine that frequent players (e.g. streamers) would likely have close to completion at this point.

  • When I first engaged the challenge, all my traps were practically disarmed no matter where I placed them. I think only one fella stepped on one. However I dealt with them conventionally and eventually sacrificed everybody. Odd game.

    The second match, it was although every survivor was a masochist and couldn't stop running into my traps. Struck off the challenge easily.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/804706#Comment_804706

    Sluggish in that it has a lag of about 1-2 seconds AFTER beginning stalking someone that it begins to register.

    However, having played the shape in the last couple of days, this seems slightly better than it used to on Dedicated Servers.

    I hardly play killer nowadays; mainly for rituals. I guess there can be other nasty sorts of rewinds for other killer effects.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/99355/michael-myers-rewind-evil-within

    Dedicated servers, it's an issue with stalk recognition.

    Did you also notice the game was sluggish to recognize when you are stalking too?

    Sluggish in what sense?

    Given that my prior game experience was mostly 70-120ms, dedicated servers lowering them to 30-40ms is already a big improvement. Although I still cannot stand getting hit when I've long vaulted out a window and falling halfway to the ground floor.

  • No. The hillbillies charge from a much longer distance away.

  • @[Deleted User] said:

    Which platform was it, I believe Xbox, switch and ps4 allows you to record previous gameplay up to at least 30 seconds

    PC. Have to manually switch on Geforce Experience recording. But usually that's too late.

  • It doesn't happen all the time (thankfully), but once a while I'd to meet a hillbilly who can charge from far away and make acute angle turns around a wall to get to me with a critical hit. Kinda tough to record a match after it has happened.

  • @Mr_K said:

    He can do a 90 at the start of the sprint

    Well, he had to charge from a distance to roll up the ramp, and then bang 90° into the excavator to hit me.

  • It shouldn't matter whether a character's prestiged or not; it becomes absolutely redundant after one's cycled through webs hundreds, if not thousands, of times.

  • There should be beg gesture as well. 😀

  • @DBDbuildsYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/718418#Comment_718418

    I don't think the devs have a y clear idea about how to play their game at high levels. That's why they design maps which are terrible, like hawkings.

    Some areas are borderline unplayable for a killer and some areas are terrible for a survivor.

    Unplayable map

    And how the game mechanics actually encourage killers to tunnel (even when not camping) for tactical edge.


  • @Boss said:

    Not upset, but it's boring to me.

    And before i get the usual "So you want us to run in a straight line/give up", no.

    Running in circles, squares and rectangles just bores me, simple as that.

    Unfortunately, map design won't ever stop encouraging it.

    Exactly. The fundamental core of the game with its map and obstacle design, is primarily about the chase loop. In one old stream broadcast, the developers even talk about the mathematics behind the loopability of various object clusters.

    Dead by Daylight cannot be a Metal Gear Solid stealth game.

  • If you haven't already, go watch Monto's and Pupper's perk wheel challenges (both killer and survivor). Should spice your life up a little bit.

  • I'm fine with the change. Just needed to understand the mechanic behind it.

  • @FireHazard said:

    BT has lost its momentum since it was nerfed back when Legion dropped.

    I'm surprised people even use it anymore...

    Still works nicely in most of my matches. This problem with Freddy is something new.

  • @Mr_K said:

    Time to get a new nephew.

    I'm facecamping him on hook.


  • @not_Queen said:

    DLC and in-game purchases are treated separately

    For a long time, DLC was the only way that players could buy characters. With the addition of the in-game store, we wanted to provide the option to buy characters separately instead of being locked into a full DLC.

    Since the DLC is handled by 1st parties (Steam / Sony / Microsoft) and the in-game store is directly handled by Dead by Daylight, the transactions are handled separately.

    Game.OnLoad() // event

    {

    var newDLCs = store.GetNewlyBoughtDLCs();

    var existingComponents = store.GetPurchasedComponents();

    foreach (var dlc in newDLCs.List)

    {

    foreach (var newComponent in dlc.Components)

    {

    if (existingComponents.Include(newComponent))

    {

    store.ReallocateCost(newComponent);

    }

    }

    }

    }


    Yes, the above pseudo-code is simplistic and ignorant of the existing architecture, but that'd be the general approach I'd take when trying to tally a player's store purchases vs in-game purchases.

  • Sadface. Time for a suggestion.

    But then again, that's not gonna let them earn more money.....

  • Been like that for months now. So I don't know what needs to be loaded in.

  • So it turns out that UI segment only leads back to the Steam store, for a DLC I've already bought. Thought the in-game store would be smarter to check.

  • @[Deleted User] said:

    Should also mention getting odd skill checks when generators are at 99.99% or getting a skill check the exact moment you wanna get off a gen / killer shows up.

    Yes. Absolutely annoying.

    If the game wants to present a challenge, at least provide us to opportunity to even face up to the challenge.

  • Embellishing the totems with more details may look nice, but highly likely requires more modelling revision work. On the other hand, changing the flame colour by my estimate should not take too much time.

    All in the interest of compromise.

  • Personally, having a pop-up icon or tool tip would feel kind of unnatural since it would not appear as part of the HUD and more like "augmented reality" in the map world.

    Perhaps a static corner of the HUD that can feed that info on totems (like other perks, buffs/debuffs) would be cleaner.

  • A lot of players mention stressful. Personally, I don't find it stressful (emotionally) as it is exhausting because I need to focus 100% to process what I see + what I hear, to make sure I'm on target and not making a mistake.

  • @Peanits said:

    I sorta' like the cap in the sense that it prevents you from just instantly maxing out any new killer or survivor that might come out. New content would feel pretty bare if you could just blow through it right away.

    If nobody else have suggested it, it should be fairly easy to insert an additional character cap to 1M points. That way, players can distribute the remaining points to other characters but not the new character, until a threshold (of your discretion) is reached.

    So you can probably implement it like,

    1. a variable per character to accumulate recently allocated points. Once that counter crosses 1M, another variable serving has a "cooldown" flag is toggled true - cannot allocate more.
    2. Now points must be allocated to other characters, of which those points will also minus off said character's counter, bringing it lower than 1M and so on.
    3. When enough points have been distributed to other characters, say 500K (your discretion), said character's counter would have been reduced below the 500K threshold, which then triggers the cooldown flag back to false, allowing more points into his/her bloodweb.
  • @George_Soros said:

    Oh man finally a lightweight, funny discussion. Don't see many of these...

    I have given a lot of thought to it. Partly it's how ridiculous it seems to have a number of pallets on maps like Temple of Purgation. Them olden time Babylonians, were they so keen on effective transportation? Mabye that mysterious mori line from The Plague means "ok Steve I wanna order two more pallets of diet Coke"? Why not make you know, stone slabs, rotten logs, whatever?

    Second: I work with imports and I see a lot of those. Now, I can tell you, pallets in DBD are ridiculously big. Most pallets, if standing upright, are not really at an average human height, let alone taller than a monstrous fellow as Michael or Plague. Sorry to disappoint, but in real life, pushing one on someone's head would at best piss them off a little more, but stunning? Nah. They're not even heavy, mostly (ok, not all) are made of pine or other lightweight wood. Look at how weak this thing is:

    https://us.v-cdn.net/6030815/uploads/605/GVU6VQBO0RV0.png

    I think it's time to replace them with more realistic items.

    I demand a horror movie with pallets as the silver bullet to defeat the all-powerful killer.

    Will pay good money to watch.

  • That's why i equip BT.

    But I too hate it when other survivors unhook me (without BT) when the killer is standing right there. They're making life difficult for themselves in the long run of the match.


  • @riotangel said:

    https://forum.deadbydaylight.com/en/discussion/comment/604793#Comment_604793

    And the standard bed. How many times I wish could hide under a bed. The minus is easy to get caught under a bed, and could include a plus for increased struggle time for killer to pull out from the bed.

    Or even better - have a killer vs survive struggle key spam. The killer would eventually win, but a survivor's active struggle would delay it.

  • @fluffymareep said:

    Probably because pallets are a clean shape. It's probably easy to work with a board to test and play with ideas. They were probably looking for an interaction that can create a temporary path blocking for the survivor so that they may start the match with protection, but will lose that protection when it gets later into the match, making it more finite and tense.

    @riotangel Doors you could close would be really cool. Or places you could hide under.

    And the standard bed. How many times I wish could hide under a bed. The minus is easy to get caught under a bed, and could include a plus for increased struggle time for killer to pull out from the bed.

  • I wish the game feature more types obstacles. Y'know, like, doors and cabinets often shown in horror flicks.

    But deep down we already know, with the (unfortunate) current map design style, those extra obstacles will appear even more unnatural. The structures in the maps are so unauthentic it makes little sense to patch them up with doors and such.

    Look a game like Last Year the Nightmare and the environments feel so much closer to "yeap, definitely built by humans."

    Dead by Daylight look more like some weird playgrounds constructed by non-humans. The Entity's unearthly works of art, probably.

  • The current implementation is super annoying. I've already gotten off to walk away from my stationary activity, why should it ring and explode on me with no UI?

    I feel if a survivor who has already let go with just the warning sound, it should either not fail the skill check since the widget hasn't even materialise yet for interaction, or let the skill check widget appear even as one is walking away; this at least gives the player a chance to interact.

  • Looks like the (good) old behaviour is back with 2.5 :)

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