Avatar

twistedmonkey

twistedmonkey

About

Username
twistedmonkey
Joined
Visits
5,349
Last Active

Comments

  • @kijugangster said:

    Hi there. Played Billy on mobile today. Chainsaw sprint is borderline unusable. You can barely control it. You have to swipe screen from side to side multiple times like crazy for him to turn just a bit.

    I know switching the controls and bind it with the virtual analog would be just a little bit better, but adding 2 separate virtual keys that would pop up as soon as he would start sprinting would be a blessing.

    You won't get an answer here as above its a differnet team. Use the link below to give feedback or answer questions.

    HOW CAN I SEND FEEDBACK AND BUG REPORTS ABOUT DEAD BY DAYLIGHT MOBILE? 

    We currently pool all the messages sent to us through our DbD Support Team to make sure we don't miss any of them. If you have any questions, feedback, or bug reports you can send us a ticket through the Help and Support portal in-game or on our official Support Page at https://dbdmobile.helpshift.com/. 

    They also have social media outlets you can reach out to at the bottom of this link.

    @Sam_BHVR said:

    https://us.v-cdn.net/6030815/uploads/072/DA3TS8HSERRQ.png

    Why DEAD BY DAYLIGHT MOBILE? 

    As mentioned in our recent blogpost, our vision for Dead by Daylight on mobile is to make the game playable everywhere across the globe. Seeing people play and enjoy Dead by Daylight whenever and wherever they are is what drives us and what makes our efforts worth it. DbD has met a tremendous success on PC and console platforms and has quickly become one of the most popular multiplayer horror games in the world. By releasing the game on mobile, we want to allow even more people to experience the thrill of playing Dead by Daylight.  

    Will DEAD BY DAYLIGHT MOBILE be free to play? 

    Yes, Dead by Daylight will be free to play on mobile. 

    Where can I pre-register? 

    Players can pre-register for the game on the official website. 

    When will IT be available to download? 

    Dead by Daylight Mobile is available in select countries only during its Beta phase. It is slated for its full release before the end of 2019 in 2020. We will make the Beta version of the game available to more countries soon, so stay tuned.

    Which platforms will DEAD BY DAYLIGHT MOBILE support? 

    The game will be available on the iOS App Store and Google Play Store. 

    What are the minimum specifications required to play DEAD BY DAYLIGHT MOBILE? 

    Dead by Daylight Mobile requires an internet connection and a smartphone with the following minimum specifications :  

    Apple Users 

    OS: iOS 11 or above 

    Hardware: iPhone SE, 6S and above 

    Android Users 

    OS: Android v7.0 (Nougat OS) or above 

    Hardware: Samsung Galaxy S7 or equivalent 

    Will the mobile version be different from the PC/console versions? 

    Dead by Daylight Mobile aims to bring the thrilling experience of playing the PC/console version to mobile devices. The mechanics and core gameplay experience will therefore remain the same. However, there are a few changes we’ve had to make to better suit the mobile gaming experience. Some of these are related to controls, UI, progression, and back-end technology. Mobile will also likely have its own events for its players and community but will continue to follow the overall roadmap of Dead by Daylight in terms of chapter releases. 

    Will DEAD BY DAYLIGHT MOBILE impact the quality of the game on PC and consoles? 

    No. Both games are managed by different teams. The team working on PC and console versions continues to put hard work and passion daily to make Dead by Daylight the best it can be on those platforms. Although the Dead by Daylight Mobile team works very closely with them to make sure we bring the same experience to mobile, they remain entirely focused and dedicated to improving the game for PC and console players.  

    Will I be able to link my progress on PC/console account to my mobile account? 

    Due to the changes we’ve had to make to adapt the game’s experience to mobile devices, it is currently not possible to link your progress on your PC/console account with a mobile account. 

    What can we expect from DEAD BY DAYLIGHT MOBILE in the next few months? 

    Dead by Daylight Mobile will go through a Beta phase during the next few months, which will allow the development team to test the game and gather player feedback to improve it and prepare for its worldwide launch which is slated before the end of the year.  

    How can I send feedback and bug reports about DEAD BY DAYLIGHT MOBILE? 

    We currently pool all the messages sent to us through our DbD Support Team to make sure we don't miss any of them. If you have any questions, feedback, or bug reports you can send us a ticket through the Help and Support portal in-game or on our official Support Page at https://dbdmobile.helpshift.com/. 

    How can I get more updates about DEAD BY DAYLIGHT MOBILE? 

    Because Dead by Daylight Mobile is being developed and managed by different teams and will have its own content to share and topics to communicate about, our communication channels are separated from the current Dead by Daylight channels. Feel free to follow us on our official social media channels below. 

    If you haven’t done so yet, remember to pre-register for a chance to get in-game Dead by Daylight Mobile rewards. 


  • @ChainsawCharlie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1254651#Comment_1254651

    I think that's a false narrative. There wasn't a single survivor player that would hit the great skill check everytime 100% of the time. It was just decided that "Oh veterans don't care." Yet I would always see veteran streamers missing the greats and then running off to find the totem. Sure, veteran players were better at it and more consistent than new players but...that's just called a skill ceiling.

    A very basic skill based ceiling that veterans have over noobs and that's how most multiplayer games operate. But to act like Ruin had zero effect whatsoever on veterans is just false, and I tested it out myself when Old Ruin was active and many others had done the same.

    Old Ruin also ensured that 3 or 4 survivors couldn't just stack a gen at the beginning of the match and just finish it before you even had a chance to walk there.

    That's why I also said the best in my second paragraph. I never said anyone hit 100% of them but just watch the likes of Zubat when old ruin was in play who is a really good player. He used to rarely miss great skill checks and there are a few others which were the same so its not a false narrative as I've personally seen it.

    It's not something anyone can test themselves as you never truly know who you are versing, how good they are or if they are actually playing to the best of their ability at that time. You are looking at a small amount of personal games with others compared to tens of millions of games overall.

    It's one of the issues with DBD as each players use theirs or a friends experience as the reason why something works or doesnt or if it's UP or OP and when some have no issues and speak up they are either called a main for the other side or have to be lying according to some. It's a very strange mentality to say the least.

  • @ChainsawCharlie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1254512#Comment_1254512

    The Ruin change was DEFINITELY all about new players. Had nothing to do with overall playerbase. Definitely screwed killers over for the time being until they made further changes. They weren't wrong for mentioning new players in regards to this change, they were wrong for DOING the changes in regards to new players. But mentioning it? They were just telling the truth.

    That was the issue as they also stated that veterans had no real trouble with ruin as they could hit the skill checks.

    You then had a perk which then punished newer or less skilled players and did nothing for the best ones which seems counter productive don't you think? since those players aren't actually an issue in the first place.

    It was also stated it was done so they could get numbers to tweak other things which you can see has been happening.

    Like anything players on both sides take any change that affects the side they play and run with one reason it was changed and disregard the rest. Yes they were wrong to only post the change wording it as new players as i said when it was first done without stating the rest as that set this precedence with some, but when they talked about it more and expanded on more reasons which make sense then we shouldn't keep running with that one aspect of the post.

  • @ChainsawCharlie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1254329#Comment_1254329

    No offense but it seems you're a yes man for BHVR on basically EVERY post on this forum.

    DBD is one of the few games that tweaks stuff based on novice players' expectations and that's just a plain fact. League, CSGO, Dota, etc all balance almost entirely based on pro play. Yes I know DBD is "casual" but that doesn't excuse it.

    If you actually cared to look at my posts you would see that is far from the truth. I reguraly call them out on things I disagree with and give my opinion. How you saw myself as being a yes man from what I wrote here is beyond me.

    They tweak stuff over the whole userbase not just new players. They wrongly mentioned new players once when they were about to change ruin and the problem is people jumped on that one instance. Think for yourself about ALL the changes made and think if they really are made for the benefit only new players and not the whole userbase.

  • I wouldn't call it survivor hypocrisy but rather player mentality. The mentality stems from what they think is a cheap part of the game to use on the side they are against without seeing the same on their own side.

    What players need to realise is the game is about killing or escaping and each side can use whatever the game offers to do this. This should always be accepted by all the players and quite frankly stop blaming the other side for using what they can and then calling them toxic.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1254138#Comment_1254138

    What's the sense of in game reporting if you also require a support ticket? Why isn't only the support ticket required? Makes no sense to me how the in game function means so little if you ALSO require a support ticket for it to even be looked into.

    When you report them in game the devs are given the users platform ID and chat logs.

    For certain things a separate ticket is not needed such as chat abuse as they have the logs.

    For other things within the game like someone abusing a glitch or a potential cheater this report doesn't give that Information so you have the ticket system which allows you to attach a video of the game showing the end game name and bringing up the players profile within it so they have all the evidence to take appropriate action.

  • @Feiten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1253178#Comment_1253178

    I'm sorry but only survivors have the ability to take the game " hostage" what a stupid made up term. Just like tunneling. But if you wanna use terms made up by you guys ill bite

    You can die and exit the game whenever u want but when u tbag killers at exit gates or wait the entire time until a kill comes to the exit gate so u can mock him. Or even worse at a hatch... this is where I see " hostage" applying. Killer has no way to get out then.

    You act like survivor is the only one who can have fun. At the expense of 1 survivor there are still 3 of you.

    My professor used to say "A sure formula for failure is to try and please everyone."

    Killers and survivors both have ways to be annoying and you can't really balance them all.

    Actually both sides can take the game hostage by hiding all game or trapping someone in a corner while the hatch is open since the egc won't take effect. Hostage situations only arise when the game will not end due to what one side is doing.

    The act of face camping you are correct is not taking it hostage though but it can be considered toxic if done as soon as you down someone as it doesn't let a player take part in the game.

    Survivors waiting at the gates or the hatch isn't taking it hostage as they can be forced out. It can be considered toxic much like face camping.

    The issue with you 1 v 3 analogy is not everyone is in a 4 man group. When that one survivor is caught within 30s and face camped what happens with the others has no relevance to them as that person's game is ruined as they did not get to do actively play the match.

    Anything which is a design part of the game or strats that are allowed is fair play though so in reality it should be accepted and the players on both sides just need to move on and let it go. It's just a game afterall.

  • The new and inexperienced players feedback is a completely valid point of view from both sides.

    This feedback is needed so veterans are not the only ones left in the game.

    This is why the matchmaking is and needs worked on so it will hopefully pit players against those of more equal abilities so all of the player base has an overall better experience.

  • It's in discussion and has been in a couple of surveys but nothing has been said if they will or won't.

    The only answer for now is if they do decide to do it then they will let us know at that time.

  • I can understand why the change was made as its better to just end the game and move on but since it is a mechanic that grants BP a simple fix would be to just give the full struggle BP amount.

  • @KrazyAce13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1240584#Comment_1240584

    There is no excuse for punishing people when the game is so unbalanced and broken. They are forcing us to play or be punished and i didnt go fro 5 to 15 minutes i went fro 5 to 30. Fix the damn matchmaking and killers wouldnt have a reason to dc. This game wont see another 4 years if it keeps going the way it is. Instead of fixing the issues that are causing the problem we get punished for the incompetence of the devs not knowing what they are doing. They should have stuck to their Disney Princess games. Also so you are saying devs are too lazy to do their job right by making sure the players arent getting wrongfully punished for backend server dcs.... riiight... I wonder if behavior has ever heard of consumer rights?

    The balance of the game should never be a reason to think dcing should be allowed. This is a player issue not a game issue as the game is what it is with matchmaking for now. As I said it is your choice to play the game knowing this. If you feel this strongly then you can take a break and wait for the match making fixes or move on to another game.

    If you dc due to feeling its unbalanced you impact all the other players in that match with points, ranks and shards. Is it fair for them to be hindered or have a less enjoyable experience becasue you decides to play the game? Definitely not and it is that attitude that caused these punishment to be implemented in the first place.

    Yes there have been reports of players stating they have been banned for reasons they believe are down to the game. Personally I haven't had any but some bugs are present where a match wont end so they are forces to DC in that instance. Others well we don't know if it's a hardware or a game issue when it crashes. These need fixed imo as no one should be punished when it is the games issue its just we don't know if it is or not most of the time.

    A simple way to fix the game not ending issue would be a system where it can check for errors and then allow a dc without punishment while giving all players a goof amount of points without making any of them derank.

    For the crashes well I think this needs to be made better so each one gives a report saying what side the crash happened on. Client or server/game issue. PC users can generally get info themselves by going into management and looking into the crash errors but not on console so its hard to pin point any issue so most instinctively blame the game.

    Many games have the same issues with these system as none are infallible when it comes to crashes etc but they are constantly working on it. Still its better to have less dc's than let players keep ruining the game and with less dcing they have less reports to go through which in turn cuts down the time finding errors.

  • @KrazyAce13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229345#Comment_1229345

    First off let me say i am on ps4. So unless you know the way the game is on console please refrain from making any comments that only pertain to pc.

    There is no point in having them until the game is balanced and its left to skill not unbalanced mechanics. Im at rank 12 and i am forced to face 3 red ranks and a rank 18, if i dc because its no fiun to me to get annihilated and then be toxically abused the rest of the match, just because they can. I get penalized because I'm fed up with the unfairness of the game, survivors dc and complain the game gets changed around their complaints. Its one thing when a survivor is playing recklessly and gets downedThen dcs, but when a killer goes into a match expecting it to be at their rank and hoping it to be fair and balanced,(and it seldomly ever is.)They get pitted against a scummy team of red ranks with that on rank 18 smurf account Why should i be penalized for them exploiting the swf matchmaking mechanic? Before anyone say it, it is not scaled to highest rank in swf if it was i would never see red ranks. There should at least be a timer to reset Back to 0 i haven’tplayed in 24 hours and im sitting at 30 minute ban period. Considering one of those dcs were from a game bug i have it posted in bug report. Seriously staying at a 30 minute penalty You should have a way to reset it as in amount of completed matches or a time like 24 hours.

    The platform doesn't matter when it comes to pulling to cord. Also I never mentioned a platform in my post.

    What it comes down to is you are not enjoying the game being matched with higher ranks which comes down to fun. The issue with this is the game has many thing players deem not fun so legitimising any form of dcing for what players think is not a good idea. It's a huge part if the reason dc punishments are in the game as players would dc for anything they did not find fun.

    The only issue I have stated many times which does need worked on is when the game has issues as these should not give the player a punishment.

    Match making is also being worked on as fight how it's in a really bad state.

    The bottom line though is playing the game is a choice and one which we make knowing what can and may happen. We can also choose not to play until it is fixed. The latter being the better option if you feel that way as dcing regardless ruins the game for all the others involved who did nothing other than click play themselves.

    Dcing has been a blight on the game for well over a year. The amount of dcing has dropped dramatically since these were implemented which can only be better for the community as a whole. While its not perfect it is still better than what we had.

  • The issue is that when these first appear it takes time to implement a fix as they are made to bypass the anti cheat system in place. Any anti cheat has to get a copy of them, deconstruct it to see how it is bypassing the system and then put in a fix.

    This happens with all games and you can generally tell when they have fixed it as posts appear in all game forums about how they were banned but have never cheated and to please help them since they love the game.

  • Well if the game is crashing due to what you have you can’t really blame BHVR. Do you think it’s fair that everyone else in the match Is penalized due to your personal issue?

    As above it’s time to look at an upgrade if your gpu isn’t good enough to handle playing the game anymore.

  • The problem with a casual mode is the game is in essence about the grind.

    What would a casual mode then be? No perks or items? No bloodpoints? All perks and items? No devotion or shards? The same as it is now? How would it be setup is the main issue.

    Casual mode in theory would not wield as much as ranked since that is the main mode. If it did what would really change as both modes would be the same game.

    Since it is all about the grind then why would you even play any mode which doesn’t give you as much?

    If it also split the player base too much then players would just go to where the matchmaking is better so whatever mode that is would just become what the game is now.

    Its a strange thing to ask for since DBD is already casual by design. The game is about more than just doing the objective for each side. I believe it’s more about how certain players view the game and what they wish it to be rather than accepting it for what it is.

  • What it comes down to is how you view the game over what it is. Multiplayer games always evolve overtime as the player base find strats and ways to make the role they play easier.

    DBD isn't really about stealth even if it is viable its more about forcing interaction between the two sides. By all means play stealthy but it will generally wield less points.

  • @TheWagnerGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1231448#Comment_1231448

    It might. But what's wrong with trying different characters? I think it would make the game more interesting if you didn't constantly play the same character but had to instead choose a character that fits the team. I also don't see why the mechanics couldn't be changed too, just not drastically. I think the whole idea of this change is to make team playing more powerful since you could pick survivors that go well with each other. this would have to mean making killers a lot stronger too.

    Sure I believe you but not one idea has been tested either.

    The main issue is the same as killer. Certain killers are considered meta at red ranks as they are considered to have more tools to win.

    Now why would anyone use say jake when meg could have a better passive? In a game where the meta shows survivors will use the strongest perks which aid them to make each character be viewed the same way just means we only ever see the characters which give the best advantage.

    Making it more team based also doesn't work as all you do with that is actually make SWF stronger over solo creating more of a gap. SWF can setup pre match before they even get into a lobby and work on characters to fully perk them out to compliment the group. Solo well they will just use those who they have perks on. It makes the need to have all characters fully decked out stronger increasing the grind.

    As I said also if they bought $100 of skins for Nea imagine if her passives made her weaker than Dwight's for your personal playstyle? Would you yourself be happy knowing a character you spent time and money on is now not as good for how you wish to play?

  • @TheWagnerGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1231357#Comment_1231357

    I think there is still a lot they could do with gens, healing, and chases alone. Like I mentioned, there would for sure be a few more popular survivors, but maybe they have simple powers. They could make powers that are hard to master but very rewarding if used right. There is potential for a lot in my opinion. If one survivor turns out to be particularly gravitated towards they could be balanced to be slightly less optimal.

    That would create more problems imo since then you have players feeding points I to specific characters or bought lots of skins for them and they may not be as good as another.

    Since all survivors play the same then these powers would be the only difference. Killers themselves have powers but also different mechanics with height, movement, speed etc. They are designed to be different so the powers compliment them.

    Any survivor which would be hindered in running speed slightly for example wouldn't be used regardless if they could do gens slightly faster imo. It also means swf becomes stronger since they can pick survivors which compliment each other.

    Believe me the topic has been discussed since 2016 and not one idea of how to do it worked.

  • @TheWagnerGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1231331#Comment_1231331

    This is actually the first issue I thought of. But I think the same thing can be said about the killers too. There are definitely killers that are more popular than some other ones and I agree it could be a problem. Still I think it could be pulled off. Getting some meta survivors is for sure unavoidable, but I'm sure that with enough effort they could introduce a variety of good survivor abilities.

    Also while giving some survivors bonuses in some areas they could receive penalties in others. Such as more move speed less gen speed. Just an idea again and I know what kinds of other issues implementing this exact example would bring. Devs could bring out balance changes buffing the less popular survivors while nerfing the popular ones.

    This was done by design. Killers have different powers and mechanic so they are varied for those who play the role and it allows them to pick a power the like creating diversity. There will always be a tier list so in some ranks you will have less diversity than in others but that is more down to chase and down potential along with being able to pressure more.

    If they did that with survivor there would only be a few played since its about gens, chases and healing. Even if they had downsides as well all that would happen is players would gravitate to the best all rounded one. This is due to survivors not having different play mechanics like killers themselves.

    Anything other than gen speed, help in a chase basically things which help them escape the match probably wouldn’t be used as much since those are the things survivors use perks for right now anyway.

  • This suggestion has been made many many times.

    The issue with doing this is that game instead of just meta perks it creates meta survivors thus reduces diversity in which ones people would play.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229351#Comment_1229351

    Are you kidding me? they implied I was wrong in mystatements, claimed the devs could easily fix it but just didnt but Im a kid for wanting to know more about this easy fix and following up exactly the instructions I suggested and they agreed with?

    Nice logic there...

    https://forum.deadbydaylight.com/en/discussion/comment/1229306#Comment_1229306

    Just that, yeah the hitbox of the hatchets was showing on the devstream to being as if the Hatchet rotates around every axes, making it an orb shape, this hitbox would however not hit edges of objects like that but will hit survivors who stand right around an edge.

    They themselves showed how it should be, this rectangle box around the hatchet moving in 1 axes, they tried it and failed completely, it was more broken then ever so they just reverted it and never touched it again, this is one of those reasons I dont trust the devs when the claim they "tried something and it did not work so its not in the game".

    https://forum.deadbydaylight.com/en/discussion/comment/1229311#Comment_1229311

    "Nothing will stop some camping or tunneling as the mindset of the player is what dictates the strats. Some just want to kill and don’t care about pips or points."

    Exactly, that is my point, the only way to actually stop it is making it bannable, but for the reasons you mentioned and we all know this is not a viable option, hence it cannot be policed, hence its just now deemed a "valid strat", the devs cannot do anything about it even though its not desired gameplay. The devs fully realize this and should be extremely grateful honestly for those killers that dont deploy these ermm tactics as that would completely kill the game and thus their job.

    https://forum.deadbydaylight.com/en/discussion/comment/1229328#Comment_1229328

    I guess you missed the last part of the original post?:

    "Reply when you have time, work on your assignment first obviously."

    I merely made it to have it out there and im not trying to put in a corner or publicaly shame you, you just made an extremely wild claim about what the devs have control over that I find just amazing. Im genuinely curious as to what this possibility is that the devs have to combat one of the most hated things in this game but simply dont because they genuinely believe its a fine way to play their game, instead of my claim that they just cant police it.

    Heck you even used the word "easily" for it when for all intends and purposes as far as I can see it would be an extremely complex thing and seeing how the devs dont even seem to adress the most simple things I would find it just mindblowing, so yeah genuininly interested.

    But now reading your post, your "easily fixing it solutions" are by your own admitance just rediculously gamebreaking, and the only reason you feel its ok to bring up such broken ideas is because you yourself feel camping and tunneling is a fine way to play the game....fantastic logic I must say, but atleast expected, dissapointing but expected.

    Why are you fairly certain the reasons are not ineptitude? just because you have some...honestly seemingly blind faith these devs just can fix it, but they do not, so they must be simple unwilling? that is really it? Its kinda like a religious debate at this point: why we god let this happen? wel he is omnipotent so it must have some reason, he is just chosing not to do it!

    As for your questions:

    a. cant say exactly where to find it but this was from a while back, something regarding proximity to the hook would indeed stop the timer but then survivors would walk in and out of that radius which was somehow abusing it. you would have to dive a bit deeper.

    b and c. this was literally a dev post and/or dev stream:

    https://youtu.be/s8IdKb_pPI4?t=3793

    Exactly. how would you police and make camping bannable is the bottom line. It's just not possible.

    I think what we have to take away from this is that online games are a forever changing environment. While games can be made with a certain mindset or playstyle by all game devs its the players that tend to evolve strats and shape what the becomes over time.

    All any game dev can do then is look at possible ways to fix any strats deemed undesirable that arise but sadly a lot cannot. This leads to them looking more at ways to entice the players not to use them and give the other side more tools to combat then. This is how BT, unbreakable and many other perks were born but as we know those themselves also create other issues.

  • @Fibijean said:

    As I told you in that comment you quoted, I'm busy and exhausted and didn't really want to have a debate about this since I wasn't the one who brought up the topic to begin with, but by publicly tagging me in the thread you've effectively forced me into a position where I have to respond to 'save face'. So, thanks for that.

    Off the top of my head, if they really wanted to make camping totally unrewarding, they could make the progress bar freeze altogether if the killer is within a certain radius. To discourage tunnelling, they could make Borrowed Time basekit for survivors, or make survivors immune to being downed if they were the one most recently unhooked. Of course, both of those changes would be absurd, but then, so is the idea that camping and tunnelling should be removed from the game. I'll admit I'm not particularly invested in thinking them through to find solutions to all their abusable kinks because I don't believe these are changes that need to be made to the game to begin with.

    Once again, all I claimed was that I'm fairly certain the reason why camping and tunnelling remain in the game is not one of ineptitude but unwillingness on the part of the developers. I also said that if they wanted to remove them, I'm sure they could fairly easily find a way to do so, but that doesn't seem to be where they're directing their resources.

    (Since you mention it, though, I wouldn't mind seeing some evidence that the devs (a) "tried things regarding camping which were easily abused in some way and thus not put into the game at all", (b) tried to fix the Huntress "beachball" hatchets, failed completely and just reverted it back to its previous... broken state" and (c) (while we're at it) admitted at some stage that Huntress' hatchets were "broken".)

    I can answer part A

    They did test the hook not regressing when a killer was near on a ptb a long time ago maybe late 2016. It was abused by survivors running around the hook so the hooked survivor wouldn’t die. This is when I believe they decided that punishing for something which can be taken out the killers hands wasn’t a great idea and decided to then entice killers away from that play style instead.

  • This issue unfortunately is at your end.

    There is no way for the game to tell if you cut WiFi intentionally or not so in your example the dc penalties are working as intended otherwise there would be no point having them at all since players could just pull the cord from any machine bypassing them.

    The only thing that needs worked more on in in terms of dc penalties are when it is down to the game itself and not something at your end.

  • P2P was a direct connection the the host ie killer. The game just had to try and calculate latency between you both as it was a direct connection.

    Dedicated servers well your ping may be 60 but the killer could be 80. The servers then add an extra step so while you press the button the server has two sides to look at and tries to calculate if the killers hit was done before you pressed DH making it worse.

    The servers need a lot more work as right now they are not giving a better experience.

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226530#Comment_1226530

    So, their working as intended model is to not keep new players? Because if that is the case, new players are going to have to sweat like hell to pip and get out of white ranks.

    Most will move on first.

    It’s just a temporary fix while working on the new system. It’s really a damned if they do damned if they don’t scenario as there isn’t enough survivors in that area for new killers to get matches quickly. This is as made a lot worse due to the swf matchmaking changes which the community asked for.

    So you either have an unbalanced match so they can at least get a game or they wait upwards of 30 mins to play. No scenario is ideal in reality as they both hurt the new player experience but IMO being able to at least play has to be the better option for now.

  • It’s not simply about punishing camping or tunneling as there are legit circumstances where they have said it’s a viable and well a strat that can and should be used. Some of the devs when streaming even do it themselves. Mcote for one used to patrol camp a lot.

    DS while not perfect right now is a start as a good way to reduce tunneling as killers have to think and make a choice. Another way could be to reduce blood points or even remove BBQ stacks or POP doesn’t activate if the same survivor is hooked again before another. Its more about it being beneficial to not do this rather than it be the best strat.

    I believe this is why they try to entice players from doing it rather than out right punish for it as there are a lot of variables to consider if they did outright punish for it.

    For one more info would be needed say if a survivor was close to the hook as you cant punish if they are there since the killer could find and chase them. It’s not the killers fault in that scenario. So how is that scenario itself fixed? It would really mean giving the killer info on when a survivor is close so they are not being punished. This then allows them to stand just outside the punishable area and check now and again for when someone is coming in. The same for survivors as they could gang up and just stand outside it and bait the killer especially at end game like they can already do now and the killer gets punished .

    While camping isn’t something that should be encouraged flat out it does have a place in the game at certain times. This is why it’s always better to give killers a reason to leave which is beneficial rather than punish for it. Perks like BBQ, POP etc all work in such a way that they make killers want to leave the hook.

    Nothing will stop some camping or tunneling as the mindset of the player is what dictates the strats. Some just want to kill and don’t care about pips or points.

  • @Nazeef13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227747#Comment_1227747

    I agree with most of this but I feel like I should be able to DC against people abusing crappy wifi.

    Stuff like this is all too common

    https://youtu.be/Uhkh1Uk41DE

    https://youtu.be/eq2ufi-6MBk

    I wouldn't DC but I do think it needs fixed so someone with bad internet doesn't have the priority in that instance.

    The game needs a better way to handle connection latency for sure.

  • Dcing for anything which is part of the game cannot be justified. Camping, tunelling, slugging, survivors using certain perks or loops, offerings, items etc are all in the game and they should be accepted.

    We do afterall have made the choice to play this game knowing those can and will happen.

    The only valid reasons to DC are for real life issues or a game bug where the match cannot end.

  • @OperationMintyHippo said:

    @twistedmonkey I didn't have this happen until like the past two days I've played. Every once in awhile I'd get a repeat but not every single game back to back to back.

    That's just the nature of any RNG system.

  • It can happen as each time you click play it simply rolls the dice. It doesnt take into account what map you played on previously.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224402#Comment_1224402

    No, that's not possible. It was never buffed, it got a fat nerf, hence why Dead Hard is so meta now. SB being random made it really strong, as killers would have almost caught up to you, and BOOM out of nowhere, you get a Sprint Burst, they lose bloodlust 3, and you make it to another pallet to loop them for another minute.

    SB on demand is much weaker than SB back then, as SB back then was very strong in the hands of a skilled survivor.

    Exactly this.

    The original SB had a 30s cooldown ans recovered while running so looping around one object it could be ready to use again. There is no way it is stronger than it was as a 3s sprint on demand once while in a chase doesn't beat being able to use over and over at every good loopable spot.

    That not even mentioning how you could use SB and BL independently so you had two 3s sprints on a short cooldown along with no stagger all game.

  • I don’t see an issue with this.

    There needs to be some identifier in game to know who you have hooked and are chasing but I don’t think it needs to be the persons real game I’d. A number would do in the lobby and in game imo. Reports at the end could send the actual real info to the devs only and once reported you receive a ticket number which can be written down and emailed to you to send more info via the website.

    End game lobby they could use a number next to the escape or died icon. 1 for a solo player, 2 for a 2 man and so on.

  • @myersismydaddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224049#Comment_1224049

    What you're talking about is absurd scenarios. Nobody, except a handful of people, will block somebody who is good at the game. Why would survivors block spirits, as you say, when their q times are already 15 minutes +? If they want to wait in the lobby for 1 hour then let them do that.

    At the same time, this wouldn't affect the killer. There are waaaay more survivors playing than there are killers. It takes seconds to get a lobby as a killer. Even if 10 people block you, you won't even notice.

    All in all, there is no way in hell that 100 people would block someone because they are good at the game lol. Get a grip. The insecurity that some of you show towards a blocking system makes me wonder if you're the kind of player that would get blocked by 100+ people, but not because you are good.

    Actually this already happened an why some changes were made long ago.

    Survivors used to be able to check the killers profile on steam. This was removed for a couple of reasons.

    They used it to check achievements back when there were only a few killers. They then dodged if the player had only Nurse ones for example.

    You could also flag players on there profile as being blocked from contacting you. Many did this to killer who played certain ones or camped and tunneled etc. They would then dodge anyone they had blocked.

    So history has shown such a feature would be abused by those who don’t like certain killers or how some people play even if it’s part of the game.

    It wouldn’t be to much of an assumption to think some Killers would ban someone who played in an swf. They dodge when they think they are anyway.

  • Not sure about what you could do as both powers are different.

    The trappers traps can still be disarmed even without a toolbox and you can escape them. Toolboxes also removed the trappers power originally and even when they could respawn it took some time.

    The Hag can set her traps anytime and has an umilited amount on demand even if she can only set 10 at once, can teleport to them so has map pressure. She can set multiple around hooks and areas much easier than the trapper as he needs an addon to do that. Without being able to remove or disable them the basement would be worse for example even though you can crouch over them its painfully slow. What you don't want is to make it easier for the Hag to soft patrol camp.

    Maybe instead of flashlights removing them they could instead just highlight them and any survivor can wipe them away with a timed cleansing animation of say 3s? That way its disarming them for saves but it isn't something you can do while looping with a flashlight as it is now.

  • I'm glad they removed the ability to mori on the first down.

  • Becasue swf is considered the hardest match up anyone will have as killer so many would dodge them.

    Much like why they removed seeing killer profiles on steam years ago. Survivors would dodge Nurses for example.

    You could say the if players feel like they will lose they would rather not play the match.

  • Continue to play however you wish too.

    That's all anyone should expect.

  • @Joao_Bandicoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221007#Comment_1221007

    Are you familiar with the game Hearthstone ? It's a card game with tons upon tons of RNG involved in so many levels, yet it is balanced enough for a competitive environment and it has a way better ranking system with bronze to Legend tiers and I can assure you even a super lucky bronze player can't win against an unlucky diamond player. If a game where something can say "do 30 random things (amongst 300+ options) with random targets" and still be balanced enough for the better player win, I'm almost sure that with enough balance tweaks a game where the only RNG is on map generation (with so many limitations these days) can be balanced towards competitive or casual gameplay (whatever way the Devs intend to go).

    It is still a 1 v 1 scenario and each side had access to the same tools which are balanced so they can be equally as strong.

    In this game a new player could beat a vet depending what they have to work with. That's the rng aspect of maps and everything else the game has. It doesn't matter how good you are if there is nothing around to use then you are going to be hit.

    These games players keep trying to compare were specifically designed from the ground up to work in such a way so there can be an equal playing field with counters for competative play. It makes no sense to use those examples as a 1v1 or 5v5 where each side can use the same as others will always be completely different.

  • I do agree seeing names or the ability to check profiles just leads to a hifh level of toxicity and dodging lobbies. It's an old system which needs updated imo. Steam has the ability to change names over and over but that itself shoudlnt be needed when the fix is relatively simple to do.

    What I would like to see is numbers or letters associated with survivors as that is all we really need to recognise someone who we have already downed or hooked in game. Killers could also have one on the end game screen for reporting.

    At the end screen the report system could then be updated. Choosing the cheating or hacking option for example could easily create a ticket within the system with the players unique id already attached. Once submitted it then shows the ticket number only on the screen which can be written down or copied.

    This allows you to send in video evidence showing the match and the ticket number appearing on the end screen much like it is now. When you go to the report website you simply put in the ticket number and attach the video. We really shouldn't have to know anymore info about the player. If no video is ever attached the ticket doesn't go through to the department and self deletes in 24-48 hours so they don't have too many false reports going through.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221007#Comment_1221007

    If you're getting stomped by a grey rank player as a red rank, you probably don't belong in red ranks, just saying. The issue you're describing is caused by DbD's #########-tier ranking system

    It wasn't about being stomped but the luck of where you are found with nothing around to work with. Even the best players will go down as all that is left is a 360 which rarely works.

  • @Adriang14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1220925#Comment_1220925

    Even if the devs or the player base didn’t want voice chat they could add other things that still give information, but they seem hesitant on going forward with anything. Of course I see why but that’s what a ptb is for, it at least wouldn’t hurt to try.

    How would that information change a players mindset from wanting to earn more points for say a save to instead letting another do it instead? This is a game purely about the grind after all.

    Information is always good but the real strength with any information is what you do with it.

    DBD is not a team game when solo like other games are. Each survivor is in essense fighting against all the others for the points gainable within the match. You really don't gain anything from the others saving or escaping apart from a higher chance to escape which nets you 5k.

    With it being a grind game this can and does make players act quite selfish as you can earn much more doing as many actions within the match yourself and dying.

    So the only way then to make the information viable like in an swf is to make it so what the others do also benefits you more in terms of the grind.

    It's not a simple fix by any means as lots of things would need to be considered other than simply letting others know someone is in a chase as an example.

  • That depends where it shows and how much it could give someone away when trying to evade.

    Personally I'd prefer it to show the person who is being chased on the bottom left to the killer by means of turning that another colour or making it blink for example.

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/1220925#Comment_1220925

    BS. You balance for the top, and it's balanced for everyone. That's how competitive games work.

    https://youtu.be/X1p42KtZOCw

    That's a terrible mindset when the game itself can never match the top 5% let alone has a measure where skill can be represented while throwing rng into mix in terms of maps, items, add-ons etc etc.

    The game has so many determining factors where someone in the top 5% of survivors could easily be killed by someone in the bottom 30% simply by having bad rng on tiles spawns and then being camped on first hook.

    What shows any measure of skill in that scenario when it was based more on luck?

    TF is also a terrible example as its two sets of equal amounts of players and done on the individual skill of the player with aiming, power use and knowledge of the static maps along with each side having the same tools to use.

  • The problem is you have more than just solo and swf.

    You have solo, 2 man swf, 3 man swf, 4 man swf, coordinated see with bad players and coordinated see with good players.

    Being in an swf doesnt mean an automatic win by itself. A 3 man swf who are highly coordinated and good players can do far better than a 4 man of mediocre players. SWF also pick who they play with so limit the potential of being matched with less skilled players.

    While voice chat alone gives a lot of information, information is only good if you know what to do with it and use it to its full potential.

    This is why it's so hard to balance as technically the only true issue comes with those who use the info well and are in a 3 or 4 man swf with good players.

    So would voice chat in solo solve the actual problem? They are not a team afterall but 4 solo players each out for points which in turn makes players less likely to cooperate as what someone else does doesn't gain you anything part from the potential of 5k escape points.

  • You cant tell the killers ping anymore with dedicated servers as you aren't connected directly to them as they are no longer the host.

    The ping indicator you see is your own one to the servers.

  • The problem with old DS is that it felt like a punishment to killers just for doing well. It was extremely unhealthy for the game.

    The new one has a specific purpose and while not perfect it’s better than the original.

    Never buy dlc for a specific perk if you aren’t going to accept it may change as anything and everything in this game can be at some point.

  • Survivor iron will or bond

    Killer Enduring or BBQ

  • @Macca said:

    Got a iPhone 6 I can download it then it just crashes when it try’s to load toutorial 

    It depends on your iPhone.

    The iPhone 6 isn't listed as compatible probably due to the A8 processor.

    The iphone 6s upwards uses the A9 processor.

  • The problem with fun is that it is subjective and where is the line drawn.

    What was happening in game was players were leaving for too many reasons. Certain maps, items, offerings, killers, being outplayed. The game simply was not going their way or what they deemed would be fun.

    For the devs to gather stats on what is happening all these things need to stop or each stat becomes skewed.

    Players leaving on either side ruin the game for the others. Leaving for anything but legitimate real life reasons imo is wrong. Why boot up a game if you have to leave so often? That says to me that you are not enjoying it for what it is anyway.

    As far as I know the dc punishments go something like 5m, 5m, 15m, 30m, 1h, 3h, 6h etc and keep climbing. They reset 24h after the last dc was made.

  • @Xx_Daniel_xX69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211530#Comment_1211530

    I understand your post and respect in but not having fun is a cause to change aspects of the game. Look at ruin. It was changes mostly due to survivors not having fun and because of that they DC. I understand it led to the game becoming more balanced but the point is why is survivors fun so much more important than killers? why do I have to sacrifice my fun and time to deal with 4 people who can be complete jerks. Please think of both way rather than one as most usually do.

    That is what the devs are looking at and mentioned that aspect with the ruin change. It was changed not just for survivors fun but balance. When they mentioned the fun part that was aimed at newer players as it only really affected those who couldn't hit skill checks, didn't know totem placements and of course console users who may have frame rate issues. Good players just powered through its affects.

    Now due to the ruin change many map changes are coming and the change to gen speed with multiple people on them as it showed a bigger picture. It will be a long process but balance is never an easy quick fix.

    Fun is subjective for either side and both sides use tactics deemed not fun by the other. The thing is when someone wants to win they will always use the tools available in any game.

    You have to account for both sides fun and each change made to the game is done to increase the fun factor for the other. Think about all the chnages since DBD has been released to either side. Just because they didn't say the word fun for a side in the notes that doesn't mean it wasn't done to increase the fun for that side. We have to think outside the box and not look at it as being so literal with the wording but realise why changes are made.

1 … 8 9 10 11 12 … 70