stvnhthr
stvnhthr
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known problem, no response from Devs
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reported multiple times, no response yet
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reported multiple times. no Dev response I can find
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known problem reported multiple times with no response
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yep
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me too
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Same problem, I added a screenshot
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Dev's chief concern is to make games shorter so they eat up less bandwidth and more players can play and queue times are short. The easiest way to do this is make the game Killer heavy. It bothers me a bit, but I get it. I want to play the game and surviving isn't as important to me as it was early on when I was trying to get more bloodpoints. Now I accept the game is heavy killer sided and it means more people are willing to play killer. If it was fair would anyone prefer killer? Some but not as many who play killer now.
I do wish there was an offline version where survivors and killers were evenly matched. Sometimes I would like to play a game where stealth was more viable.
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Killer Klowns from Outer Space cosmetic for the Clown.
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The sticky hill of death. Got stuck running to the open exit gate and killed. Got an ez pz message from the killer like it was his ability and not a game bug that did me in.
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It was a Doctor in the Meat plant
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@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1686030#Comment_1686030
Its possible to hack on console but waaaay harder.
You can hack everything in the world. Nothing is hackprove. Not even your cats!
That would explain alot, sometimes my cats do act like they are hacked.
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@Yamaoka said:
How do you know it was a console player? Microsoft store players have the global icon as well.
I did not know this. Maybe we need a different icon for MS store players. I don't video my games so no evidence, but it would be a stupid thing to lie about. I know latency is a problem, is it possible for a player to leave the basement and because of latency never appear on my screen? Again I was in the locker in the shack staring at the stairs so I know they never appeared. Does the game just not render things sometimes?
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I also saw a console player Deadhard about a dozen times in rapid succession. They got away and started to self heal. They had neither self care or deadhard as perks.
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@Slashstreetboy said:
I´m not sure whether it´s possible to cheat on console, but there are hacks to make a player appear as if they were on console. Helps them lessen suspicion. I had supposed console players literlly vanish in plain sight only to reappear somewhere else later, so there´s that.
Huh, I wondered if that was a thing. I saw him later outside the foundry a great distance away. I entered the foundry from the other side and he appeared behind me, Spindchill never activated.
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I did 3 gens and the other 3 survivors dc'd after being downed first time. The killer let me pallet stun him three times and showed me where the hatch was. Could have got a 4 kill but was generous.
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I've been hooked right next to an open exit gate. I could jump and juke. Or like I said above give the survivor 3/5/7 seconds of no damage depending upon the level of perk; minimal coding, huge payoff
.
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@MusicNerd_TC said:
We already have one.
who?
It ain't Jake. I would love to see a little more ethnic diversity. I think we have the white guy category covered.
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Also I use it with DS so if I get downed again I can always DS, if I get slugged I just crawl out the exit.
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It is a perk which should still be usable, why be penalized for not getting hooked until the end? The devs should be thinking of rewarding survivors for their skill not penalizing them. If you have deliverance you should get to use it, if you are the last survivor you should get 3/5/7 seconds of invincibility to try to get away. It is all about balancing how perks are used. Killers do not have perks which are useless is one survivor is left.
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Alien, Jason, Jeepers Creepers, Jack the Ripper, and Chucky/Bride of Chucky.
For Chucky/Bride of Chucky, I would like to see them both appear on the map and the killer gets to play one or the other and switch between the two. Play would be similar to Hag and her teleports. To hook a survivor the two would work in unison, basically where ever the downed survivor is the other doll would teleport to and help carry the survivor to the hook, then teleport back to their starting position.
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Feel the Power: Survivor perk, after a generator is finished being repaired you are invulnerable to attacks for 5/7/10 seconds.
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I logged on after applying update, no bonus is given. I think it is an emotional bloodpoint bonus not tangible actual spendable bloodpoints. So just feel good about yourself when you logon knowing you made someone happy for doing so.
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I really like what the Devs do for the anniversaries, but the broken gruesome gateau is a major bummer. Perhaps with the extended week they could also give another free bloodpoint bonus to make up for all the lost points and offerings?
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Is the game robust enough it could handle a ten man game? Stick two killers in and two SWF teams in. Set it up so the killers could communicate with each other, but the two survive with friends teams could only communicate with their own team mates. I would say the match starts with two boards separated by a gate, but once the first generator is done the gate opens and now you have essentially two boards connected which needs 10 generators finished for both teams to leave.
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Ghastly Gateau has worked twice for me out of over 30 games. It is seriously broken and i'm owed some bloodpoints
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I wish the rift didn't encourage pay to play. I have challenges for characters I do not own or challenges for perks I do not have. Can't the rift just make challenges for what you own in your inventory?
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THIS IS TRUE the Ghastly Gateau DOES NOTHING. THREE PLAYERS USED THE OFFERING AND i GOT NO BONUS. aLSO MY PERKS DO NOT SHOW.
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A similar problem is when you are the last survivor and you get downed with NOED and the killer just will not hook you, they just stand and stare or swing their weapon at your downed form while you spin around begging to be hooked. This seems like a stupid waste of everyone's time.
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I've recorded the results of 200 games looking at who wins by kills/escapes and who earns most points. By a wide margin it is killer sided, there are more kills than escapes and close to 80% of the time the killer has a higher score. Those are facts.
All my games are solo, no survive with friends. I imagine there are lots of crew of swf in the red ranks which survive each trial more often than the average solo player. I would be curious to know the percentage of solo players vs. swf players in the red rank. My experience is I am the random player in the red ranks with 3 swf players who leave me for dead and watch out for their own.
Killer mains need to change what their idea of "winning" is. If a killer gets 10,000 more bloodpoints than the highest survivor and only gets three kills they cry that they lost. For them the only real win is 4 kills everytime. For me a win is everyone has fun and plays respectfully realizing there are other real people you are playing with and not acting selfishly.
I think the game should be more balanced, I would like it to always be a little killer sided so there are lots of folks who want to play killer. I do not enjoy first person perspective so I don't play killer often.
I would like to see better bandwidth from the servers. Most of my interactions once the killer is on the board is like watching jump cuts (the killer is 10 feet behind, then blink, he is right behind you and has hit you.) It is impossible to 360 because you don't have control of your survivor once the killer is on the screen. Until I watched PC streamers I thought the jumpcuts were intentional and by design. I would watch Tofu or Monto and wonder why they had no jumpcuts when the killer was close or why their perspective did not change radically apart from their control.
One other thing I noticed from my recorded 200 games is killers often are maxed out on perks, items and add-ons. Because they earn more bloodpoints they buy more items in the bloodweb. Killer add-ons radically change the balance of the game.
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After hundreds of hours of play and thousands of skillchecks I know for certain that there is lag or latency issues, they simply are not as responsive each game. You do not push the button and that is where the computer registers you hit, it is milliseconds later. Sometimes skillchecks are impossible because the needle stops moving and then appears on the other side of the safe margin.
I would also like a drop shadow placed behind the white of the skillcheck. Sometimes the skillcheck appears over something entirely white, like a fire and it is impossible to see the icon. A dropshadow would make the skillcheck standout.
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Usually I stick around to give the killer a free hit and give them points for the hit and chase at the gate. It isn't being toxic but saying goodbye and thanks for the fun.
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On PS4 I am currently working hard to derank. Red rank waits are minimum 3 minutes and can take up to 12 minutes, average about 5 minutes for Survivor. Killer on the other hand is 30 seconds usually at any rank.
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I hardly ever play SWF but when I do my friends online are young kids who actually make the game much more difficult because I have to carry them. I know when I play SWF I'm probably going to die and the game is going to be frustrating while I listen to young kids swear, make bad jokes, and listen to terrible music they got blaring in the background; so I only play SWF when I need some laughs and don't care about points or rank.
I have heard many killers complain about SWF. If I survive and do well killers instantly blame it on SWF; which has never happened in an actual SWF game; 99% of the time I play solo. I think there should be a SWF bonus given to killers.
One solution I thought might be interesting is if SWF games assigned perks randomly for one to all slots. This means a team would have to really communicate and learn to work well together because they would not be able to know which perk each player would get.
During matchmaking it would also be nice to scroll over each player and see what their escape/death ratio was it could also notate percentages of solo play vs SWF play. It would give you a bit of a heads up on who you were facing.
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So I have been recording data on 100 games played in a row. Consistently the players who survive and score the most points are those who do as little with the generators as possible, they just run, juke, and save. This would seem to me to be a major problem with the current game build. The most successful players are those who do not complete the objectives and are dependent upon the gen jockeys to do the grunt work and get sacrificed.
My solution is the more generators you complete the more points you get; incremental bonuses for completed generators, rather than each gen gets you the same amount of points. I would also decrease the exit gate opening time for someone who has done generators. I have observed many players who do no generators but are the first one to the exit gate switch. So for instance if you do 3 generators solo I think the exit gate time should be halved, but if you have just hid in a locker the whole game the exit gate switch will take longer.
I would like to see rewards in game during the actual match for doing the objectives. I often do 2 or 3 generators myself but I pay the price of being constantly in the killer's sights. I will do 2/3 of the work and die, but the fools who run around and just sabo, cleanse, and unhook survive and get all the points even though they've taken the fewest risks. They also are the first to leave a match with you on the hook, they just care about their own points and surviving, and the game rewards that behavior.
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The matchmaking is bizarre on both sides. When you suddenly get thrown into an all red rank game it is unfair. There are folks who have the time, ping speed, and setup to play highly competitively; that is not the majority of the people who want to play. It is sort of like you want to play a friendly game of pickup down at the park's basketball court and instead you are thrown on the court with NBA players who are going after the title.
I really like the concept of DBD, but the execution is so lacking. There seems to be some motive on the DEV side which really is pushing it towards a lackluster experience. I'm never going to be great at the game but I would still like to play it and have fun. I have a house full of people, I have pets who like to swat the skill check whenever it appears on screen. I get important phone calls I have to take. I'm not immersed is what I'm trying to say, but I would still like to play for fun.
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These make sense, so I doubt any of them will be implemented.
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Do you understand you are what is wrong with the killer player base? You won, you got the high score, you beat survivors at a higher rank. You did not get kills, but that is not the only way to determine who won. You should expect in a fair game two survivors to escape and scores to be close. You had the high score by over 2k. I am sure you have also had games where you had the high score and you killed all four survivors who were a lower rank than you, it all evens out. The fact you are complaining and don't realize you won is what is wrong with so many killers. There are four other humans playing the game with you, your job is to play and have a good time. The idea that the only way to win is to get four kills is incorrect thinking.
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What you don't rely on broken keys and useless maps?:)
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I have to thank the developers, I was spending way too much time playing this game. With the new changes I went from an hour or two a day to ten minutes a day max.
They have freed me to explore all the other great PS4 games. Thanks guys!
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Matchmaking is no longer based off of rank but some secret tally based off of gameplay history, correct? You are correct bloodpoints themselves do not effect ranking or matchmaking, except they are based off of how well you played, which determines rank, which determines matchmaking.
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Toolboxes are now pointless except to sabo. Has totally changed game play for the worse. Toolboxes were a minor advantage for Survivors now they are pointless and silly. They are depleted in 5 seconds and you get about a fifth of a generator done. All the statements that they don't last as long and repair just as much is utter bs. Anyone with eyes can see they do very little before being depleted. They now are just as pointless as keys and maps with all their add-ons in the bloodweb. The good new is it is so terrible the devs are going to have to do something soon. Twenty hours in with the latest patch and I have yet to see 5 gens repaired or any Survivors escape. The game currently is unfun and a waste of time. Not sure if the Devs wanted to drive folks away but it sure is working. I do like the fact the 5-20 minute waits in lobbies is now down to seconds, they got that part right of course I'm always playing against super killers now.
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I've watched the video, the problem will always be the killer and survivor are playing two different realities, one side is always going to feel bad when a bad hit lands. Windows currently are crazy. If I clear a window hit the ground and start to run I can get downed by a killer who swings on the other side of the window. It looks so silly. I can see a killer on one side of the wall and get hit by him because in his game reality he has changed directions and walked up behind me even though in my reality he is still on the other side of the wall. Because there is lag the devs have to decide whose reality registers the hit. It is a fun game and I love the concept. I would love if they created a new version where online play was not the only option. A computer controlled killer for offline play would be appreciated so I could play a lagless game. Or perhaps an algorithm could be created which takes all players connection speeds into account and adjusted hitboxes' size (which are actually pill shaped capsules) by speed of connection. So if the servers know there is lag the survivors hitbox is smaller to compensate for the fact they are at a disadvantage based off of what their screen shows. This would divide the frustration between killers and survivors instead of saying the survivor bears all the frustration lag brings.
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Also if you watch the games of the killer mains who whine about the game being unfair and survivor heavy they routinely outscore all other players in the game, what they mean is they don't get a 4k everytime they play. If they get 3 kills and one survivor escapes, and scores less than them they complain they lost the match. Their only idea of "winning" is completely dominating the match. They complain the loudest and have the least credible voice but seem to get the game revisions tailored to them.
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I think a better radius would be like 15 meters. My idea would be if the killer is within 15 meters the Entity hits the killer and stuns them for five seconds allowing for a survivor to make a last ditch save attempt. Also if the killer just stands there whacking the hooked durvivor while they are on hook the Entity should stun them. It does seem really mean spirited to have a Killer who camps and keeps slashing you.
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It is annoying, all killers can hit a distance greater than the pallet length. Also pallets will push the killer to safety if they are under it, and sometimes the pallet will switch you from the side you dropped it on to the other side so you are right next to the killer. For a game with so much lag problems it is kind of silly how small the window is to use something safely. You can't use it based off of what you see on the screen, because the visuals and game play are like half a second off.
I wish I understood what the Devs are going for. I feel like they have an idea of what they want gameplay to be like but it doesn't line up with what players want. To me it seems like they want to make it a game which favors the killer so they have more people hosting games (the killers' machine hosts the game.) So they listen to the complaints of killer mains who say the game is survivor heavy.
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@TTVfbYTigTW said:
Mori isn't an add on, it's an offering. If you have DS and don't want to be mori'ed, get into a locker. The killer will just stare at you for 60 seconds, and then Mori you, but it's quite funny watching them potentially lose 3 gens in the process.
How would you know he has a mori? I'm thinking of scenarios where they have NOED and take you out, hook you, you get off and they mori you when you should be able to get free with DS.
Sorry I should have said perks should trump offerings, in most cases they do, but not with DS. DS has been nerfed so hard it has very few opportunities for use.
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Is it a bug or is it legit?
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The object of a survivors game is to get the gens done as fast as possible and escape. That is there only goal, they are slow, vulnerable, and defenseless. That is the core of the game. What are you suggesting they do instead of completing Gens?
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Seriously this would help so much. I am currently at 68 minutes and counting. Waiting is no fun, a vibrating controller would be a nice warning a match is going to start. Maybe only when you have waited more than three minutes this feature would kick in.






