surv43
surv43
About
- Username
- surv43
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@SweetbutaPsycho said:
As we are told mmr is apparently a thing. Ideally u should only be matched with ppl that are about ur skill level. Reality as most of us have noticed is that the System deems short queue times more important than the accurate matchmaking.
For me that means that when I play dbd in the evening i mostly go up against survivors with above 6k hours most of them in swfs that most of the time absolutely wipe the floor with me. But apparently even though im losing a lot of matches and can totally not keep up, this repeats again and again every evening. So either im im somehow not losing mmr even though in like 70% of matches i have 4 escapes or which i rather believe im getting pulled up into higher mmr since there is no killer available and the queue times get to long.
I feel like when this happens and you get pulled up you should get a base BP reward right of the bat. Chances are that you wont make nearly as much BP in matches against higher skilled survs that run you for an eternity than you would when playing against ppl from your level. For me its super frustrating playing these matches, trying to make it fun and basically having to sweat my ass off to get anything and in the end i go out with like 12k points. Thats why I think you should get some BP reward after the match depending on how high the actual mmr difference was.
Same goes for surv when they get pulled up into higher mmr. Somehow when I'm on holiday and therefor have time to play DBD in the early afternoon the same thing happens the other way around. Killers being clearly stronger and survivors totally getting destroyed left and right.
Now, on average, a maniac receives blood points equal to three players per survivor.
I propose to reduce the points awarded to maniacs by 3 times.
Are you sure you want to see such calculations?
-
I would like to add my word.
You know that maniacs get points for literally everything, so why not create a similar situation for survivors, taking into account that survivors have much less actions?
Fatigue? keep a thousand blood points. Sprint? keep a thousand blood points. Have you gotten rid of the effect? keep a thousand blood points.
Why do maniacs get points for literally everything and survivors get nothing?
-
A secret offering to hide the sound alert about an open hatch.
This offering does not directly benefit either side, but it should certainly be hidden if such an offering appears.
-
@VomitMommy said:
How do you think it works currently?
Why do you think this would help in any way?
If you tried to bring ideas how to calculate MMR better, then sure, we can talk about it. Simple escape / death is really basic and not really good, so it could be improved.
I just don't see any benefit of having separate MMR for survivors. Like what do you expect to happen with solo MMR? It's currently lower than players playing only SWF (most likely). Do you want to lower it even more, or increase it?
I believe that now a player’s MMR is considered regardless of whether he plays in a group or not.
I believe that this will help on the principle of a self-tuning system if you set anchors for configuration.
I take a broader view, not just from the perspective of survivors.
There are really good maniac players in the game, you need to select really good opponents for them.
You agree that players in a group have a higher MMR than solo players, but they should also not suffer if they decide to play in single player mode, so separate calculations are needed for each survivor game mode.
From a single MMR rank, I expect the selection of a weaker opponent (against the one that is being selected now), or in other words, the MMR rank of the Maniac is equivalent to the total calculated MMR rank of the team of survivors.
It doesn’t matter to me whether the MMR rank of a single survivor increases or decreases, it’s important to me to assign really working anchors for their more accurate calculation. Which will ultimately help select sufficiently equal opponents
I see only two anchors for adjusting the MMR rank, this is (close to the number of emblem points sufficient to raise the rank, which also reflects the effectiveness of the player in the match) and (the ability of the team in most matches to start all the generators by supplying power to the gate) there may be more of them, but I propose these particular anchors, considering that, from my point of view, these anchors are the most correct for the team to implement all aspects of the game.
I need criticism, please don’t refuse it to reveal the topic completely.
-
@09SHARKBOSS said:
it is fun but could be a little bit better
The only change that would need to be made is the location of the portals not in a triangle at the edge of the map, but the distribution is actually random or perhaps where the points were handed in and one portal is as far away from this place as possible.
-
@fussy said:
At the time when SBMM was introduced to us, I remember that matches were searched for a long time, but they were not the worst in quality. Then devs did some surveys to find a balance between the quality of matches and their search speed. Seems like most then chose speed.
I think that today absolute majority of the community agrees that SBMM works just disgusting (if it works at all), and I personally think that the old ranking system worked much better.
Personally, I am ready to wait 5 or even 10 minutes for a really good and equal match. It's definitely better than waiting a minute and getting baby survivors and 11k hours killer in the same match, having 4-5 terrible (not always, but sometimes) matches in a row and throwing away 30-50 minutes of life for these terrible matches. What do you think now?
Good topic for discussion.
Do you agree with me that a player in a group and a player in a solo will play with a different advantage, and therefore should have different MMR ranks for each case?
I put forward a proposal to separate the MMR ranks in the proposals section, but no one is interested in quality matches as far as I understand.
These players with higher MMR ranks will be matched with really good players.
Sometimes it will take a little longer, but I believe that this approach to searching for opponents is more correct than what is happening now, when just random opponents are given after a minute of searching.
Now obviously weaker opponents are given to obviously stronger maniacs.
There should also be a guaranteed control point to which the MMR rank will be adjusted when selecting opponents: either repairing all generators or the number of points from the survivor’s emblem close to increasing the rank in most matches.
I also assume that maniac players are obviously not interested in making easy matches more difficult for them. They are not interested in spending more time in order to additionally get more adequate opponents. But this would change if they tried to play like this all the time. This is the feeling of a gambler when the victory of both depends on the opponent’s mistake so much that you want to repeat the match again and again.
-
@Archol123 said:
We have data on that though... It is not 5-7 years old but a bit more than 4 years.. The escape rate used to be 42-46% percent.. Solo q being 42 and full 4 man swf was 46 I think? So since this thing is not representative at all I don't think the result we get here has any value...
give me a source, I have never come across such sources.
If you give the example of streamers’ games, divide the survival rate several times because there may be a lot of options why it survives like that, including cooperation with the company and tweaking the selection of players, as well as fans who prefer to concede victory to the player.
The only way is to collect information from several sources or directly trust the developers if they provide such information.
Since each player and account is different, some will have a better team than others and the player may play differently from other players in comparison.
That is, we can only rely on surveys, collecting statistics from, for example, several streamers or information from developers.
-
@motiRobot said:
The survival rate by the solo play is low. As other survivors do nothing or keep hiding, I do not turn on electricity.
I would say that everyone is waiting for what will happen at the beginning of the match, trying not to attract attention, my scenario is if there is no team nearby, I go to the center, realizing which side the maniac is coming from. The main goal at the start of the match is to close the central generators, then reduce the clusters of generators on the edge of the map, those closer to the center.
It seems so simple, but since there is a fugitive emblem (run after the maniac for a few minutes) for the survivors, the survivors most often run to look for the maniac at the start of the match and do not repair the generators. Oh, and then after three minutes someone dies and the game becomes three against one, a couple of minutes another one dies and the game usually ends. I’m also involved in this because the team is spinning around and usually doesn’t save after the first one dies. This emblem annoys me, I want to remove the need to run after a maniac to get it.
I initially don’t like the match if the maniac finds me first, I don’t know why, but they always come to me first.
In order not to be the first to start the chase, I prefer to hit the generator and go to another place using roundabout routes, in order to spend time maniacally searching around the generator I hit or just take a distortion.
All weak players play with auras because they don’t know how to play and the distortion shows this quite well.
In other words, if I’m against starting to run from the very start, then I take distortion; in this regard, this is an irreplaceable skill, I recommend it for everyone.
-
@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584959#Comment_3584959
5% = 1/20 ; 10% = 1/10 ; 50% = 1/2 ; 75% = 3/4
A couple means 2, it's not supposed to differ depending on people ?
35% should have been 33% (or 33,33.. if we want to be picky) but other than that OP's math is correct
This is my first survey, perhaps I made a mistake by expressing my thoughts in such a way that it misled someone.
Even such a survey will be useful in some way, although I do not deny that those who will deliberately try to spoil the thinking from a point of view not related to the group of respondents will interfere.
For greater accuracy, I would recommend repeating similar question topics to someone else after some time and creating your own.
For example, a couple of weeks after the introduction of a major update, it would be nice to receive feedback through such surveys for players on the forum, since the developers do not consider it necessary to publish such information, although creating such reports will not take them much time.
-
@VomitMommy said:
Interesting idea, but kinda hard to balance.
Currently killer is basically at his weakest at start of the trial and strongest with 1 gen left. This system breaks it completely.
You would have to basically slow down early progress for this to work and try to balance it so average duration of the game is same.
So really interesting concept, but it has quite high chance to break the game.
but there are two possibly good things about it:
- fix 3-gen
- this could help with your chance to fight 3v1, so basically against tunneling and hook suicides
I understand that this will require some changes, but I am guided by the fact that no modifications to the mechanics have been made to the game for a long time and I want at least a little something new.
Perhaps I expressed myself too strongly about the very fast interaction speed, but within reasonable limits it may be a good idea to introduce it into the game.
There is also a problem at the stage when there are two against one, and with the proper amount of this indicator, this skill would give a chance to try to win instead of realizing that all that is left is to hide. Moreover, the maniac may not know that this skill has gained enough points to have weight.
I think it’s quite an interesting additional modifier of the match mechanics.
Thanks for the criticism
-
Nobody dares to object?
-
@kin said:
https://forums.bhvr.com/dead-by-daylight/discussion/396911/proposal-for-changing-the-emblems
1. I have another question: Why shouldn't a survivor be rewarded for effectively hiding from a killer and effectively stalling in pursuit?
2. Secondly, if the player is playing +- actively, he will be 100% in pursuit of it in the radius of the killer's terror several times 3.
The emblem system sucks not only for this reason.
4. No one writes comments on discussions in this category.
Stop rising this concept, this is at least useless
1. What do you do when you collude with a maniac? run next to him. What does this lead to? To earning all available emblems simply for being near the maniac.
I propose a mechanism that partially blocks collusion and the desire to run after a maniac.
Active actions in the match, repairs, healing and the like are useful, but running after a maniac is obviously not.
Therefore, I want to award points to survivors, provided that they were found because the survivor during the chase helps other players perform active actions, and does not just run around the maniac, colluding with the killer to gain rank or find other survivors in the match.
2. If a maniac finds a survivor and runs after him, the survivor still receives points for the actions of other players in the match, but less than if he himself performed those same actions himself. This encourages you to finish the chase as quickly as possible and start earning experience for the match.
3. I want to ensure that the player who spends the entire match running around with a maniac, sometimes helping a teammate, loses his rank since priority should be given to all other actions except running, trying to eliminate the chase as soon as possible.
4. Also, this condition will inevitably provide the opportunity for each survivor to run, testing him, and the rank will more reflect the essence of the player’s usefulness and not just the time of his pursuit in the match
Thank you for your criticism, truth is born in conflict
-
@Seraphor said:
It's a little outdated now, but the last official stats on SWF were I think around 30% of survivors are SWF (including 2 and 3 man lobbies) and that SWF have an average 15% higher chance of escape.
That's not all that much when you consider that is less than the difference between an extra kill/escape per game (25%) and when you consider it's an average, meaning half of all SWF lobbies don't have as much as 15% greater escape rates.
Communication is as much of a skill as anything else, and not all SWFs are good at it. Simply having access to voice chat doesn't nean it's used well. When people talk about how strong SWF are, they're talking about a subset of SWF teams who actually use the tools well.
This is all to say that the SWF 'problem' is at least a bit overblown, and that you can't fairly address SWF directly in terms of balance. You can't implement nerfs or handicaps qccording to how many survivors are in a premade group, as this wpuld be a penalty to all SWFs who aren't the high performing ones. At that point, you really are punishing people for playing with their friends.
The only fair solution is to implement survivor tools that emulate the information available via voice chat. The survivor HUD icons were a big step towards that, but more can be done.
I have never seen statistics on group matches.
I believe that all the best results that we present need to be multiplied several times, since most of the bad statistics come from playing solo, while the best results come from playing in a group.
Also, I have not seen the survival rate of solo players against different killers.
The only correct solution would be not to disadvantage group players in any way and not to reward solo players by giving them physical advantages. And the solution to the problem of bad matches is to make it possible to have a separate rank for solo play and for playing in a group, and also set up the selection of a maniac so that the survivors have either a chance to gain rank or run all available generators in most matches.
the result would be that solo rank plays with weak maniacs and groups play with strong ones, or something in between with a mixed team.
-
Does everyone really think that a survivor should run after a maniac in this game?
-
This improvement combats the delay of the game, a certain counterforce if the maniac has some kind of unequal advantage that allows the match to be delayed in relation to the repair of generators.
-
I like the option where the automation spends all possible points per level almost instantly.
Next, reduce as much time as possible to display the numbers of the next level.
Since most objects in the bloody web are garbage, the option to instantly fill the cells is a very good idea.
-
@appleas said:
Or maybe the actual reality is that solo queue will always be the lowest on the pecking order.
Devs have access to the statistics.
They know how many people play solo queue, how many people duo, trio, 4 stack. They know the win rate for these groups individually as compared to solo queue. They know how much potential revenue each group brings to the company.
Maybe BHVR recognizes that the overall win rate for solo queue needs to be lower to compensate for the win rate of swf. Maybe their numbers show that swf brings more revenue to the game than solo queue so pleasing swf is a more profitable venture. Hence it feels like devs are dragging their feet on closing this gap.
It’s quite difficult to create a tool that doesn’t weaken the survivors in the group in any way, while at the same time strengthening the whining maniacs is the easiest way.
they just follow the easiest path so as not to think.
I proposed to level everyone as if they were solo players, but to have two MMR ranks for the survivor.
There are maniacs who, without much difficulty and without skills, carry out complete destruction, which means by making two ranks for survivors when applying the proper formula for selecting an opponent based on his MMR rank, you can make matches interesting.
The problem now is that no one wants to change the game among the players, no one supports the idea of separately calculating ranks for different modes of the surviving player.
with such feedback, suggestions are silenced and the game only suffers and nothing changes
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583807#Comment_3583807
You do realise however that MMR already does not do much if something at all? So while in theorey it might work if we had a working matchmaking system it will not work. When MMR was first introduced it was too strict, in the sense that it basically limited killer variety as well as provided over long queue times, I think Dowsey waited for like 90 + min for a game on twins and such ridiculous things. If the problems with the Matchmaking system were not there then maybe this could work... But even then...
you must understand that any algorithm needs to be configured. but with the base MMR numbers changing greatly, it is very difficult to find a formula for recruiting opponents. I believe that I have found that error, the correction of which should give an accurate determination of the player’s MMR rank for each mode. if there are specific numbers, then you just need to set up the selection formula for all
-
@myersgoestochurch said:
Loved this event as well. It was fun and refreshing, plus you got to rake up a nice amount of BP even if the trial didn't go well
getting large blood points was very noticeable. Usually the maniac gets 3 times as many points, but in this case everyone had a chance to get them.
also good dynamics of the match and variety which has been lacking for a long time.
I would be glad to introduce this regime on a permanent basis
-
@[Deleted User] said:
I would love if they got rid of the situations blood point ones and leave only across the board ones. I don't even change the way I play when I have a situational one.
And if they make some of these other adjustments the webs would thin out and they could raise the costs a bit to compensate.
Initially, the maniac receives 3 times more blood points, which almost guarantees in each match those additions that the maniac wants
-
@Seraphor said:
Taking your chances to unhook is a valid mechanic, as well as having the potential to be 'abused' this way, so there's no easy fix.
Personally, I'd just like a bit of a delay on the chances you can take. If instead of being able to take all three chances at once, depleting 20s of hook time with each attempt and instantly going to stage 2, I think that every 10s you should gain the opportunity to take one chance, which depletes your hook time by 10s. Essentially meaning you will always have a minimum of 30s on the hook, giving team mates a chance to rescue you regardless. If you waited for 30 seconds before taking any chances then it wouldn't make any difference, you would have gained your 3 attempts by then and can take them all at once, but if you take each attempt at it's earliest opportunity, you have a 10s wait between each one.
30 seconds plus the 2nd stage timer would still be the quickest way out of the game without DCing, but it would effectively give the survivor a 'cooling off' period, in which they can see their team mates didn't leave them for dead and that the game isn't already a lost cause.
this is a bad idea, now there is no other option to help the allies other than draining from the hook to ensure that the last player has a chance to see the hatch. If you change something, then the mechanics of a maniac, you are thinking about the wrong thing.
@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583853#Comment_3583853
I would reduce the kobe try to just one and it can be then 8%. They they have to wait at least 40s before missing those skill checks. Maybe they could change it that you have to miss 3 to die.
Likewise, I would change the maniac’s ability to hang survivors on a hook, assigning a 2-minute break for this action. This looks the same as what you are suggesting.
Reducing the percentage of hooks on the map by 2 times is also an option
@[Deleted User] said:
I love how people are "how dare you ######### on first hook" yet I've been left to die on 1st hook by my teammates so many times.
It is absolutely normal that if you do not take the distortion skill, you will be the first to run. The problem is that while you are running for several minutes, no one does anything, they can block you with their body, search the chests, and at the end of the chase, when you are hanged, they begin to repair the generators and usually, if they save you, it will be in the moment before death and in full view of the maniac.
It's the same as dying quickly on the first hook
-
@Deathstroke said:
Gens are too slow already give survivors 2nd objective which is more interactive and then gens speed can be made faster. Working together should be encouraged. Objective speed should be balanced how many survivors are still alive. Currently 4vs1 is too survivor sided but 3vs1 is too killer sided.
I recommend creating your own clearly oriented conversation topic, no one will read it here, it’s a dead topic
-
@Seraphor said:
MMR is a terrible incentive, because it's based solely on kills/escapes.
Kills/escapes is an ok estimation for average skill over a number of games, for matchmaking purposes, but it's not the outcome you want every player chasing at all costs. That's what emblems/bloodpoints are for, which encourages a wider range of actions and team-focused behaviour.
Everyone seriously needs to forget that MMR exists and not worry about what their own MMR is, because that's precisely why it's a hidden stat. It only exists to serve a vague matchmaking system which itself is not designed to create super strict matches, in a what is essentially a casual free-for-all pvp game. SBMM is designed to create a gap between the highest and lowest players, it's not meant to be more accurate than that, because there are too many factors at play that completely supersede individual skill level. The Killer, map or the survivor team make up completely alter the skill balance of a single game.
If mmr is tied to experience points, will this option suit you?
How do you know that he was considered wrong?
It would be nice to have an MMR option that would keep survivors and maniacs at just below +1 rank increase per match to encourage both sides in the game to be more active.
-
@jesterkind said:
They aren't nerfing the perks that solo queue need, though.
What perks help with the gap between solo queue and SWF? Typically, it's information perks, as that's one of the main things you're losing when you can't coordinate with your teammates... and no perk in the game can make up for teammates who just aren't interested in playing well. The specific info perks that solo queue players would make most use out of - things like Bond and Kindred, Empathy, the new(ish) perk Troubleshooter - aren't typically the ones that get nerf attention. Heck, even Windows, a perk with moderate solo queue usage, hasn't actually been nerfed despite it (mystifyingly) getting a lot of hate.
The issue arises when people think of solo queue as directionlessly hard, like every single element of the game is dramatically harder for solo queue. This isn't the case. Chasing is pretty much exactly the same whether you're in a SWF or not, with the only real difference being the potential for a bodyblock in key moments when you can coordinate. Chasing on your own, though, is exactly the same... and MFT is a chase perk. It being nerfed doesn't unfairly hurt solo queue because it affects one element of the game that isn't different between solo and SWF anyway.
It's mostly the same for other perks that get nerfed, too. The only one I can think of even semi-recently that solo queue did make more use of than SWF was Circle of Healing, and it's not as though it being nerfed actually hurt. Sure, you can't heal yourself ultra-efficiently anymore, but... good? That was bad for the game, even if it helped mitigate annoying teammates. You can still heal yourself quick enough for it to be viable, and you can still get healed by teammates. So, even that isn't an example of widening the solo/SWF gap.
Do you think that there are maniacs who will never be able to defeat a group of players? Why? We need to weaken this small advantage if it exists.
If there are maniacs who can win, then they should be placed against players in the group and without MMR according to their rank.
According to what I said above, assign each player a different rank for group play and solo play and give opponents based on the assigned ranks.
Also, in addition to ranks, there should be a link between the difficulty of the match for survivors and the ability in each match to start all the generators and supply power to the gate; if only a couple of generators are started, this is clearly not the appropriate opponent and the rank of the maniac needs to be increased.
I hope no one minds that in every match the survivors have the opportunity to supply power to the gate, but it is not a fact that they will escape through it, and also that this scenario is better than the scenario of a genrush or the quick death of all survivors.
-
@JoaoVanBlizzard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577797#Comment_3577797
in a way it's true, but most of the time both sides have some positive news, when Nicolas cage arrived in the game, the devs reworked sadako for the killers to test the game too, it's more for encouragement, on the contrary PTB it becomes an eternal lobby, thanks for liking the ideas, I thought of simple things that would help more solo players, it's a shame that a lot of things end up making pro players even stronger
I would introduce a separate MMR rank for a survivor when playing in a group and playing solo.
The next stage is the selection of a maniac in accordance with the type of composition and MMR rank points of the survivors.
Adjust the selection of a maniac to the condition of supplying power to the gate after installing all the generators in most matches and the matches will become much better.
-
This change will significantly improve the quality of the match, I'm waiting for criticism..
-
I suggest you pay attention to the fact that the maniac receives several times more points, or rather, almost the sum of the points of the three survivors in the match.
Does anyone else think this is an unfair distribution of points?
-
I've been away for a while, let's start voting
-
@Archol123 said:
A terrible plan, you might just get 2 minute matches because the killer will just 4 man slug because there is nothing else to do, also it might raise the numbers of knockout and infectious fright and such, not a good plan.
You think that the balance in the match is such that the survivors are not able to survive more than a couple of minutes.
I offer a variety of mechanics in the match, you offer nothing and want the game to simply close due to the lack of variety.
And who wishes the best for this project?
@kin said:
Yes, that's what it means to leave a legacy, literally a genius who was noticed after he was banned.....
There are people like you who do nothing but hinder the development of the project, and there are those who propose changes to the game for which they receive a permanent ban so as not to change the opinions of people like you.
The best thing you can do is leave the forum so as not to prevent it from changing.
-
@Archol123 said:
Not a good idea to basically give people a free escape if paired with a key and just lets them do nothing all game but hiding (in lockers), not a fan.
@Aurelle said:
That would just promote survivors to hide all match waiting on hatch instead of playing the game. Plus Left Behind already exists.
In your understanding, no one is interested in raising the rank of a survivor, gaining the activity points of a survivor, but only finding a hatch at the end of the match and losing the rank of a survivor at the end.
That’s why you write that someone will hide and wait for the end of the match for fun.
Do you think at least a little before writing nonsense?
-
@surv43 said:
When a survivor leaves a match, it clearly does not benefit the team of survivors.
They don't fix it
They don't treat it
They often stand still
Often they don't save
And much more.
Is it worth informing the maniac that the game has become much easier or is it worth hiding informing the maniac that the opposing player has quit?
I'll try to rephrase.
The game begins, two players leave the match.
Should the killer's side be informed that two players have left and the game has become much easier, or should the team of survivors be left with a chance for a random outcome, hiding the absence of real people in the match from the maniac?
-
This change needs to be addressed and it looks like she will be going up until it happens.
-
@kit_mason said:
The idea behind the Pip system is to reward or punish players in line with how much they contributed to that individual match. If you do well, you get one or two pips along the 85-pip track to get Iridescent 1. If you do poorly, you either lose a pip (depip) or gain net zero pips (safety pip).
Except that that's not how pipping works. The pip system, as it currently stands, rewards arbitrary measures of a player's skill that ignore the context in which an individual game is played.
First of all: Unbroken, the easiest target of this discussion. Not going down in a match at all is representative of one of two playstyles - a survivor who is selfish, or one being given a game that is too easy. To get Iridescent Unbroken, you can't hook exchange, you can't take a down to give someone on death hook extra distance, you can minimally bodyblock, and, as a point I will go into more later, you cannot go against instadown killers and get caught out. A good player will inevitably go down for a good reason, but it disqualifies them from Iridescent Unbroken, making double pipping in Iridescent near-impossible.
Next, both Lightbringer and Evader suffer from the same issue - usually a player will do most of one or the other, but not both. A player who is doing a majority of gens to progress Lightbringer and are taking a majority of long chases to progress Evader are in a team that is fundamentally failing them by not capitalising on the time made by those chases. And sure- in SoloQ that can happen, but the likelihood of getting good scores on Evader, Lightbringer and Unbroken are minimal - you have to take long chases without going down and also progress generators on the side.
(Benevolent is fine in the average game, but has issues I'll address in a second, that's why it doesn't get it's own big paragraph.)
And finally, the Emblems are entirely killer-independent. A large benefit to your Evader score is pallet stuns, but ranged killers like Huntress, Deathslinger and Plague are going to circumvent that aspect of gameplay entirely. Another for Evader is chase length, but killers like Myers who benefit from waiting until a chase can be swiftly ended to begin one will deny you that and destroy your Iridescent Unbroken all in one. And that's ignoring that if a game goes very well for you, you can still depip or safety pip because you didnt get the opportunity to contribute to chases and altruistic action leaving you with only Lightbringer and Unbroken to work with - even a win is read as a loss by the pip system.
Fundamentally, this system should be changed in much larger ways than even I know how to properly address. But for a first change, make it so you cannot depip a won game - if you escape, the worst you can get is 0. This helps avoid punishing survivors for winning too easily.
Now there is a bug with the survivors' emblem that forces survivors to run after the decoy. As long as this emblem has such properties, it is not difficult for maniacs to find survivors, otherwise survivors will lose experience; survivors are not interested in losing experience.
in its current form, the system encourages collusion with the maniac from the very start of the match and punishes players who prefer to repair generators, that is, players who strive to survive or escape, avoiding searching for the maniac and running after the maniac
Yes, everything is complicated by the fact that the process of obtaining the emblem is made more difficult since you still need to be able to run up to long-range killers.
Just as I understand, completely hidden killers also give much less points for the survivor emblem.
I propose to change this "fugitive" emblem to be available outside the chase. Namely, points are received by players who perform actions completely excluding points specifically for the chase. And the survivor who gets caught in the chase receives a small percentage of points, but only for the actions of those players who are not participating in the chase at that moment; a similar principle of scoring points now exists for survivors, depending on the repair of generators.
This change will make the maniac's collusion with the survivors meaningless.
-
No, but you gave me another idea.
At the beginning of repairs, survivors have a standard repair speed, but the more they repair, the higher their repair speed is to infinity.
-
Brad, I created a new topic in which I proposed a separate rank for solo and group play for each survivor. If they implement it, the maniacs will finally stop whining and stop buffing them every update and will finally start nerfing them.
-
@Emeeran said:
Wouldn't you consider adding a new mode to the game that allows all participants to play until the very end? Because there are games where you're just camped and tunneled by the killer, and you find yourself back in the lobby searching for the next game after just 5 minutes... Such games can be really demoralizing. Perhaps then it would make sense to introduce a different mode or completely rethink the game, so that all players are engaged until the very end and contribute impactfully throughout the game. Probably some kind of point system: the killer earns points for hanging, hitting, while survivors get points for generators, totems, etc., and whoever reaches a certain point threshold first, wins. Something along those lines, generally
Not entirely true.
The survivor spends a lot of time earning small points.
The maniac gets a ton of points for every interaction with objects in the game.
For example, the survivor broke the totem for a minute to hold a thousand points.
The maniac saw a survivor and received 500 points. Or kicked the burning totem. Or broke the board. For each interaction he receives an average of 500, as well as for imposed effects such as injury or bleeding.
On average, a maniac earns points 3 times faster than the average survivor, or in other words, his points are often almost equal to the total points of the three players.
And taking into account that the survivor’s emblem is tied to running after a maniac, the game becomes quite simple in terms of winning and earning points.
My opinion is that the survivor's emblem needs to be changed so that it doesn't require running after a maniac, it's stupid to require a groundhog to run after a hunter.
@djsoundlimit said:
But what is the end for you here? Bzcause for the killer, the end is to get all survivors. And for the survivors is to escape......
Not really, right now the real goal is either to gain emblems and increase the level or almost useless blood points
-
@tyantlmumagjiaonuha said:
I think they should either create an incentive for players to want to play matches against SWF, or separate ranked matches and casual matches. The world of a horror action game doesn't need an army-like SWF that communicates via radio.
you just need to keep a different rank for solo and group for each survivor and apply it according to the type of game the survivor is playing.
The maniac should be selected according to his MMR rank and how he plays relative to the calculations of the strength of the team's MMR rank.
There’s nothing complicated here, it’s just that such calculations are not being carried out now, I created a new topic yesterday, if it gains popularity then it can be introduced into the game
-
@surv43 said:
As an option, the privilege of not having any alerts from the survivor's actions would be ideal, auras, including also the sounds of falling from a height, the sounds of a generator exploding, alerts of heartbeats and screams, alerts of falling into traps (or maximum luck when trying to free yourself).
Provided that this player is considered a loner, this is a good reward for a solo survivor that can attract more players to the game in solo status.
With direct contact with at least an average killer, this provides practically no privileges for a single player, while at the same time it provides the mirror opposite to the “group capabilities” of assistance directly to the survivor without directly strengthening him.
Let me explain, the survivors in the group have the ability to know where the maniac is (actually as a skill on the aura), where the traps are (now there is no such skill), the possibility of mutual assistance (cannot be countered at all). If you transfer these skills and abilities to a solo player, then at least hiding all visual alerts about a survivor created by the survivor can provide a good incentive to play solo.
But a bonus to luck is also recommended since it is unlikely that someone from the group will save you, that is, there should be a great chance of freeing yourself.
-
As an option, the privilege of not having any alerts from the survivor's actions would be ideal, auras, including also the sounds of falling from a height, the sounds of a generator exploding, alerts of heartbeats and screams, alerts of falling into traps (or maximum luck when trying to free yourself).
Provided that this player is considered a loner, this is a good reward for a solo survivor that can attract more players to the game in solo status.
With direct contact with at least an average killer, this provides practically no privileges for a single player, while at the same time it provides the mirror opposite to the “group capabilities” of assistance directly to the survivor without directly strengthening him.
-
@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576657#Comment_3576657
Blame it on MMR. It made all matches sweaty.
I opened a new topic with a proposal to improve matchmaking, perhaps they will fix it in the spring, or if people often comment on the post, they may be added in the next couple of weeks.
Essentially, you need to make a few settings there and then the game will configure itself
-
@lifestylee said:
Damn killersided devs. Game is unplayable as survivor.
Correction: It's hard to play alone, but with certain skills you can play adequate matches about 20% of the time
-
@Annso_x said:
It seems I've finally lost all hope in the devs and the future of the game.
I've barely touched the survivor role for a hot while because solo q is a pain, and to no one's surprise nothing is done or even planned to improve things.
On the other hand killer will be in the best spot it's ever been when the MFT murder comes through, and I'm already bored after three games because it's literally just free 4k after 4k (and I'm not even that good).
Anyways, yes MFT deserved a nerf but BHVR proved once again they can only produce either busted or useless perks.
BHVR still stands by the calm spirit and pharmacy "buffs", there's better chances of Pig and Billy being nerfed than Blight (who of course will stay untouched for an other six months at least), and all the "map balance changes" do is adding a bunch of unsafe pallets everywhere because the devs apparently think it's peak gameplay when both sides dislike it. Chapters are not worth buying because the perks are either already bad or they're way too good and will nerfed to the ground anyway, and the whole cosmetics FOMO thing is tiring.
Finally, that trickster buff. I have no doubt it will be changed before it goes live but just the fact that it was planned, made and approved before being presented as "we know survivors think he's annoying so we've made him a whole lot worse" did it.
That was the last nail in the coffin. Just the fact that the devs think it's fine and worth testing made me realise I've given them too much credit and maybe the people who claim BHVR barely understands their own game were onto something.
In any case, I'm playing Demo and Dredge until I finish the rift and will uninstall the game when it's done. I also won't come back here, so good luck to everyone (especially the mods). Don't forget to have a bit of fun.
I don’t know how effective it will be, but today I proposed a solution to the problem of match players.
If they pay attention to the decision, the game may come back to life by the next update or earlier, because this is not so difficult to do.
After these changes, matches will become more balanced and interesting for everyone.
-
At one time I asked to create this skill.
Then he asked to improve it by making it possible to renew tokens since in the original version it was not playable.
I'll start with the fact that the survivors have an emblem, to collect it you need to find a maniac and run after him for several minutes or spend the entire game repairing generators in the killer's terror zone.
The survivor also loses half of the emblem simply because he will never escape from the killer if he wants.
And I will answer the comment that you can just sit and do nothing. Of course, you can sit somewhere in the corner, but you will lower your rank if you do not actively run after the maniac, treat/save survivors, or repair generators.
The skill is also spent during the chase, just as it is restored.
To be honest, maniacs have too many detection skills and the classic principle of maniacs searching for survivors is used less and less in the match.
Indeed, I very often encounter abuses on the nurse to detect players after Halloween.
You figure out how this skill works.
In reality, how many times during the repair of the generator will the skill work against the same nurse mentioned above?
So much that three tokens are clearly not enough, in short, there’s no point in crying about the excessive usefulness of this skill.
You completely forget that the maniac must find, catch up and kill, and not half the actions as the maniac wants and the game is almost entirely facilitated by skills.
This skill was requested in response to the use of barbecue in every match by almost all players.
I knew that the players would whine about the release of the skill, apparently the whining is still not going away.
There is also a player among you who uses third-party software to gain an advantage and, oddly enough, calls it gaming instinct.
One person says that those who oppose skills to detect all players without visual contact are bad, ridiculous.
All weak maniac players are recognized by the fact that they take skills to search for survivors; maniacs of at least an average level no longer use search skills.
Well, since everyone is writing, I’ll write too, I would like maniacs not to have the skills to detect survivors, so that they don’t need the skill to hide. This is countered by simply moving the character forward.
Sharing the distortion skill would be nice, but a whole page of whining above would be a drop in comparison to what kind of whining it would be if this skill was hidden by those around him.
They've been whining incessantly for several years now))
-
I don’t remember nicknames, but a couple of times a year a similar topic comes up and a ton of text starts.
This is a pure maniac player, don’t waste time on him, it’s immediately clear that he came to whine
-
I play with a hundred pings, I used to play with 200-300.
Quite playable, but the maniac never misses.
-
There is a moment in the game where there are players who block players with their bodies in order to then gain rescue points.
There are inactive players in the game, you run for several minutes from the maniac and then they finally caught up with you, during this time no one repaired anything and perhaps only after being hung on a hook will they begin to fix it.
There are players who deliberately release players in front of a maniac, although it is quite possible to remove them safely.
Under these conditions, the first hook at 3-5 minutes can probably cause a lack of desire to continue the match.
But in others I see such a game in the first half a minute and I don’t find an explanation for this, in half the cases they simply grab players on the run without hitting.
-
I didn’t find anything interesting in the store, I just completed tasks for the sake of tasks
-
For several years I have proposed various solutions to problems, some of which, like the skill of hiding the aura of a survivor and subsequently rolling back the points of this ability, were implemented.
For several years I have proposed various options for how to infringe on players if they play in a group, so that their capabilities are reduced to the same as solo players, but now I realized that they are not going to infringe on such players.
Now I have a number of other ideas, one of which is separate MMR ranks for playing solo and for playing in a group.
Accordingly, even two players in a group will be counted as group MMR points, while the remaining players will be counted as solo players. This will lead to a more adequate selection of the enemy.
Just think if a group plays well they will start to get more and more difficult maniac against them, accordingly a weak team will get a weak maniac against them.
The only condition for the calculation is the real ability of this team to supply power to the gate and possibly escape; if there is not enough time, then the selection will be actively adjusted to the optimal one until the condition is met.
Everyone agrees that there are strong maniacs and weak ones, and this option for selecting players should influence the normalization of the selection of opponents. Your proposals are very reminiscent of my old thoughts, but I opened them wider, it’s useless.
-
@Lixadonna said:
Solo rely on perks because Teammates are unreliable. Nerfing good perks makes SWF stronger. Make matchmaking better for Solo
I created a new topic so that MMR ranks are calculated separately for solo and group play and used accordingly
-
I’m not against everyone seeing their MMR and only their own, but I would complement the very essence of MMR by separating the MMR rank for a group and for solo play.
If it’s primitive, then if you enter the game with someone, then the rank for the group is used, and if one, then a different rank. And let’s assume that the selection of a maniac is equal to the arithmetic mean among the ranks of survivors if no other options are provided.