twistedmonkey
twistedmonkey
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@Peanits said:
Earlier this week, we asked you what statistics you would like to see. Since then, we have collected data on some of the most popular requests and designed some fancy graphics for them. There are a few things to note:
- This data does not include the recent PTB.
- Data involving rank was collected shortly before a rank reset (April 1st to April 7th).
- These are very general statistics, so use caution before drawing any conclusions.
https://us.v-cdn.net/6030815/uploads/719/CPIDC1XE8JBT.jpg
Average Party Size
This is the overall average, between all ranks and platforms, of how many other Survivors players are queuing up with. More than half of the total Survivors are playing solo, while only 3-6% are playing in a full Survive With Friends group. This is based on the group size out of the total number of matches.
https://us.v-cdn.net/6030815/uploads/771/II0BH5BS6HP0.jpg
Party Size Survival Rate
This is the average chance of Survival per Survivor depending on the size of the Survive With Friends group they are playing in. This is an average between all ranks on all platforms.
https://us.v-cdn.net/6030815/uploads/270/X1L1JQEBEOMA.jpg
Survival Rate by Rank
This graph shows the average rate of survival per Survivor at any given rank, per platform. Please note: The data collected is using your rank after the match, so players who depipped from rank 1 down to rank 2 would appear as rank 2 for our purposes. This is likely the reason why you'll notice a large gap between the survival rate of rank 1 and rank 2: Players who survived were more likely to pip and maintain their rank, while those who died were more likely to depip and lose their rank.
This data was also collected between April 1st and April 7th, after the pipping thresholds were originally changed but before they were later tweaked to be more forgiving for Survivors. Because of that, the statistics at this rank are from a small sample size consisting solely of the best players that could maintain rank 1 with the strict pipping conditions.
https://us.v-cdn.net/6030815/uploads/198/WJGATDU9GIYC.jpg
Average Game Length
This graph shows the average game length at any given rank for each platform. This is the time from the start of the match until the final Survivor either escapes or is sacrificed.
https://us.v-cdn.net/6030815/uploads/103/8BOLFYNH0D9I.jpg
Most Popular Killer by Rank
This chart shows which Killer is the most popular depending on rank, per platform. For example, on PC from rank 1-4, nurse is the most popular Killer, while Hillbilly tends to be more popular from rank 5-12. The highest overall usage for any Killer at a given rank is the Nurse at rank 1, coming in at 22.39%.
https://us.v-cdn.net/6030815/uploads/398/4A494UUNC0WZ.jpg
Highest and Lowest Kill Rates
This chart shows the deadliest (yellow) and least deadly (red) Killers per platform. These stats are an average for all ranks. Since there are four Survivors, a 50% kill rate equates to two Survivors escaping and two Survivors dying.
https://us.v-cdn.net/6030815/uploads/928/2YVQMEWUS0KN.jpg
Most Used Perks (Survivor)
This chart shows the most popular Survivor perks based on rank ranges between all platforms. We decided not to display ranks 13-20 as they tend to be more random (newer, lower ranked players tend to use whichever perks they have rather than picking what they want specifically). The numbers displayed are the percentage that perk is used of all perks used at that rank.
https://us.v-cdn.net/6030815/uploads/781/T8VE1J9V3G07.jpg
Most Used Perks (Killer)
This chart shows the most popular Killer perks based on rank ranges between all platforms. Like the Survivor perks above, we decided not to show ranks 13-20. The number displayed are a percentage of the total perks used at that rank range.
Is there something that confuses you? Maybe you'd like to know a more precise number on one of these stats? I'll be doing a live Q&A in the official Dead by Daylight Discord server tomorrow at 2PM EST.
If you are not in the Official Discord server, you can join here: https://discord.gg/549m9NT
The Q&A will take place in the #game-discussion channel.
Depending what platform you play on they vary but not much.
PC was roughly
4 man 4%
3 man 9%
2 man 29%
Solo 58%
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It was already shown to happen when the game came out.
Survivors in the past could see the profile of killer players on steam and since there wasnt that many they could check achievements to see who they played the most and block those on Steam who may have camped and use the info to help counter the killers power.
I was glad when it was changed and still hope that seeing survivors profile's will be removed also.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1136736#Comment_1136736
1 - This is blatantly false. Dbd is the rare exception to the multiplayer game rule of being able to talk with other players. If you know any others I'd be able to easily list twice as many that have communication through my personal experience alone.
2 - You're being hypocritical. You claim that adding player communication would ostracize those who don't speak English in your 4th point, because they are a minority as English is an extremely wide-spread language. But you then ignore red ranks, (when I think you mean high-level players since rank is meaningless), because they are also a minority.
3 - This is accurate.
4 - Same as 2. You can't claim that a change can't be made because it would affect a minority of people and then ignore a different minority of people when people want a change made.
5 - I'm going to assume some of what you meant here, so correct me if I'm wrong. Player's who aren't native English speakers would be able to play the game through the same way that they've always been. Adding the option for players to communicate wouldn't make the game less accessible. That makes no sense.
@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1136606#Comment_1136606
As I already explained, pro players, played on SEA-region servers who usually either play in US or EU but naturally in EU due to the concentration of better players there, guess what the people who follow streams did? They did go to SEA server as well and played there too so there were people playing together, communicating across continents.
Again people will communicate with each other if you give them the opportunity, you can say that it isn't so because there might be the chance that it happens but this does not make it so. When you read for example through the forums you should know that it is a very common thing on consoles to invite everyone in the lobby (survivor side) into a party and use voicechat.
Using a chat wheel is also not as difficult as you want to make it sound like. In Dota2, a game which requires, a whole lot more of APM than DBD ever will, people are able to select the fitting taunt during fights or spray stuff like "LOSER" on the floor in order to mock enemies who just made a mistake. So please do not act as if in DBD it will be impossible to do so during a chase when we can spend seconds during each chase in order to tbag another player.
Yes I will consider those who it would affect as well as they might finally come to their senses and try to learn another language which is something that will benefit them in the long run. Communication is not that hard, when you struggle to communicate with certain people you can look up stuff for that online and just learn a few phrases so you can talk with them. "Killer on ME; x / 19 Killer names / Do Gens / I go for unhook / Open Gates" These few words will already help you bigtime.
Mostly some of more recent games have built in voice chat which encourage it but if you look at them all over the years you would realise its not the majority of all the multiplayer games. Even the ones that do have issues with playerbase sizes. Take F13th a game with voice chat which had major issues and complaints on the forum about players not speaking English and lots asking for them to restrict the regions more. Unfortunately it wasn't possible as they numbers spoke for themselves.
Look at France as another example. Statistically only 32% of the population speak English.
You cannot take pro players into account in esports games as its basically a business for them. They play in a league where of course speaking a neutral language is good for what they can earn from it.
Take DBD with comms they can say he is going left or right when in a chase around a loop helping, they placed a trap at x spot, they went into stealth, killer left the gen at the harvester, pallet is gone at the shack or a building or any part of the map, I have x perk etc etc. The amount of info comms can give is never going to be the same with a chat wheel. While nice it is just a way to say a very small amount and will not come anywhere close to closing the gap.
What adding comms then does is cut off what the game is for a lot of players. Since over 50% are solo you remove the ability to play how they always have and why they bought the game due to your own thoughts and needs. The game is about help others or not. It's not a proper team game but a use others for your own benefit.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1116608#Comment_1116608
It's already the standard in almost every active multiplayer game to have in-game player communication.
The problem of players not speaking the same language is lesser than players not being able to talk to each other at all.
And god knows that players being able to speak to each other has been a problem in dbd for a long while since it was never balanced with that to begin with.
There are many more which don't have the option than have it.
The amount of red which are problematic like it or not is a minority in this game.
Only 3 or 4 man can fall under the banner which not all use comms or are even that good.
To say less people can't speak a language is a made up statistic. You don't know how many this would affect so its pure speculation. What we do know for certain though is it WOULD affect those no matter the number.
Players can have an I formed choice to purchase the game right now as it is. The same can't be said for those tha5 wpudlnt have a choice and be disadvantaged.
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@tkwmm said:
https://forum.deadbydaylight.com/en/discussion/comment/1116608#Comment_1116608
Well, this is not a valid reason to completely ignore the in game communication system. A lots of other game that have playerbase from many country are having in game communication system and run perfectly fine.
You may use a fast wheel text chat with all the default text. Example -> Killer is nearby me, Killer is chasing me, Come with me, Go for the safe, Killer is coming. All this default text will display different language depend on player language setting if player select it.
Example, player A with language setting English, select fast wheel chat -> Killer is nearby me.
Other player will saw "Killer is nearby me" in the text chat according to the language of their setting.
I already said a chat wheel would be a good addition but it doesn't help solve the issue as it still takes time to use unlike comms which are on the fly and useful at all times. Try using a wheel when in a chase.
@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1116254#Comment_1116254
No.
Go play Dota2. Find out that you can even play with people from SEA region using english, do you think english is my native language? I know I make mistakes and it is far from perfect, it will be enough to talk with other people. Than there is french, russian and if you are so reliant on communicating everything there are also translators like deepl which do a pretty good job even regarding grammar.
This is like saying you can not make vacation in country x because you do not speak the language there which is just wrong but hey keep the world as little as you want for you.
Oh and on a sidenote, not every SWF does indeed use comms. So giving everybody the possibility, which everybody has anyway, is just the most logical step and probably the best for game health. Kinda strange that people oppose to it.
You completely missed the point and dota2 is a bad example as it had the usetbase to allow such things.
When it comes to smaller playerbase there is never a guarantee everyone could speak one language.
Your comment regarding not going to another country is also a bad analogy since yes many do it but they can use certain things to translate easier as they aren't in a rush to do so. I don't know why you felt the nees to bepassive aggressive with the "keep the world small" line.
The fact is doing this will force countries to speak another language and be disadvantaged if they don't. I'm happy it wouldn't affect yourself but you must consider those who it would.
You are advocating players who may have bought the game as it didnt have comms to be disadvantaged due to a small minority of players using it.
Comms itself isn't that strong its what some can do with it that is. It's the knowledge of the group and being highly coordinated which make it so.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/1128886#Comment_1128886
Except all the games I've played have cross play enabled by default so if I turn mine off it will only increase que times. Not alot of people on any of 3 consoles want cross-play any time soon so enabling cross would only benefit pc players who want easier games. Also alot of games I've played that have cross-play even when you turn it off you still get qued with pc people & ximmers.
Most of the posts in the past asking for crossplay were from console players.
While it may increase queue times without it active it won't matter as much having it on since the new system is looking to match you with those of equal ability regardless of platform.
I could understand with the current ranking/matmaking as it could make it harder to rank up for some. It's not about easier games as its all changing on who you are matched with.
This is the only reason I am ok with it now as before I was against it.
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Without knowing we cannot for certain say what the average game time is.
The issue atm is the same as before. People complained even with ruin that the games were over within 4 mins yet the stats showed at red ranks the average game was 12m plus.
I am sure the time would have decreased with the ruin change but just how much we don't know. Maybe we will get the stats but I feel they will be after the sabo and toolbox changes have been in play for a while.
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It depends. If they target you and only you to grief then yes it can be bannable as its purposefully ruining someones game experience.
If they do this to everyone in the match then no it isn't bannable.
The only way to do something is to record the each match and send in a report.
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The only platform which doesn't have dedicated servers active atm is Xbox due to an issue with the server selection.
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I like inner strength myself. Self care takes too long and I have learnt the totem spots better uainf it. Paired with detective haunch its so easy to find them.
I will let others heal if they try but I don't rely on it as so many just run the opposite direction or jump on the closest gen.
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They all have their good and bad points.
Overall I'd say Lithe is the most consistent. It gaind distance and you can still run around and use it at your leisure on any map. The only ones its not that great on is Hawkins or the game top floor.
DH is great for gaining distance to a pallet but otherwise with the servers as they are you will most likely get hit through the window or get hit trying to use it any other way. You have to use it so early its not the same as it was before.
SB I don't really like as for it to be useful when needed you basically have to walk around. It's good for rushing in for a quick save but imo you lose more time overall than you gain from it.
BL the stagger effect is nice but its so map dependant that I stopped running it. Some maps only have one or two places, shelter woods is particularly bad as all you have is the centre tree. It becomes a dead perk when rng isn't on your side.
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Playing like this is more likely to skew stats and make them less likely to fix gen speeds quicker.
Infact they are more likely to fix the slugging first.
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I think a few changes could be done.
First remove names and profiles from the lobby. They serve no purpose other than a way to be able to dodge players.
Second change the lobby system so players are locked in and the killers have 30s to set up where survivors can't change the character or items. Leaving the lobby for anything other than a ping over a set amount has the same affect as the DC penalty with smaller time frames and scalling.
Last remove profiles from the end screen and you can then show who is in an swf and who they are playing with. Allow friend requests to happen from there so players can still make friends.
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I play in spurts as I like to play DBD alone as survivor and its not the type of game my friends enjoy.
When i play multiplayer my friends and I play a few other games and Ark Genesis just dropped so I'm on that for now.
The one thing that has changed the game a lot for myself is the rift challenges. While they give something else to do they arent well thought out imo as most detract from playing normally. I ignore them for the most part and I've only done about 5 from tier 1 but when others are doing them they affect your own enjoyment of the game when they just do them ignoring objectives or give up after getting them.
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While 2 die 2 escape can be something to work towards its not really viable to look at stats of this aspect only for balancing.
There are too many variables to why survivors die. They don't have to escape to pip being a major factor in this.
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As long as its optional i dont see an issue. While I feel PC players will have an advantage playing as killer those who wish too can simply uncheck the cross play option and can play only with the platforms they choose too.
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@Oberon said:
I talked about this on another thread, but SWF is antithetical to what Dead by Daylight was originally designed to be. In the beginning, it was an asymmetrical atmospheric horror game. The point of the game was that the survivors were isolated and needed to learn to work together in order to survive the killer. It was fun and thrilling. It got your heart racing. And even when you lost, you had an incredible time filled with the occasional jump scare and plenty to talk about in the end game lobby because you couldn't communicate during the trial!
But then survivors asked for SWF. They wanted to play with their friends! Honestly, that by itself is not an issue. I would love to be running through the trial, helplessly searching for my friend, and then find them and work with them to escape. It's an amazing thrill to know your friend is out there somewhere on the map, but not know precisely where they are or what they're doing, only for you to suddenly stumble across them!
And then Discord happened. With SWF came voice chat, and that destroyed anything atmospheric or horrific about Dead by Daylight. Suddenly, friends could play together and communicate the entire time. It destroyed any sense of isolation or horror. SWF groups had the advantages of Bond, Empathy, and Deja Vu without needing to use up their perk slots. The killer couldn't sneak up on them because their teammates would always be communicating the killer's position.
The game stopped being an asymmetrical atmospheric horror game, and it became a team-based skill check and press 'W' simulator. There was no more thrill. No more horror. No more scares or surprises. Not if you wanted to play with friends.
And it's a real shame. So many players - SO MANY - play SWF these days. Solo survivor is still as fun as it ever was. Sure, the gens go by a bit quick, and I don't feel as pressured as I used to when Hex:Ruin would pop up on my screen, but it's fun. But SWF has destroyed the atmosphere and balance. SWF teams aren't afraid of the killer. When a killer plays against SWF, they are no longer the power role. The rules of the game change, and there's nothing to be afraid of except your own mistakes. The killer isn't a threat.
I like SWF in theory. I think there are tons of fun stories to be had about SWF off of voice chat. Stumbling blindly through the trial and searching for your friend. Finding them and conquering the gens together.
Now, SWF is just another game mode for team fps players.
While SWF is something that does break the game and I feel they may have underestimated how much it would. SWF was something that was always intended to be added and not put in as survivors asked for it. It's commercial suicide to make a multiplayer game such as this without allowing friends to play together afterall.
Also discord didn't add a way to talk there have been numerous programs to do that long before its release. Ventrillo, teamspeak, Steam has had it built in for a long time also to name a tiny amount of them.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1128542#Comment_1128542
Some of it has changed for the better. Some for the worse. Currently these changes and this killer seem like nothing really good for the games health or fun. Back at launch, there was no DS. Back at launch there was infinites, but there was no pallet looping. Back at launch the survivors only had a minute on hooks before they died, now they have 2.
The hook timer was put to 2 minutes as the gen times changed to 70s and then 80s. They were 40s when it was 1 minute. The two go hand in hand so camping isn't as viable 😉.
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@Vert3x said:
https://forum.deadbydaylight.com/en/discussion/comment/1128440#Comment_1128440
While I guess the VPN can be handled, it's quite a pity to have to give up the game consistency (because the whole system they have in mind is not reliable, I'm just saying, I sadly know BHVR well enough to assess it isn't going anywhere) because they don't want people with a bad ping to be lobby dodged, that's just not acceptable and ludicrous.
If what you referred to as "the stress test" is what I think you're talking about, it would be an automatic lobby dodge, people with a high ping would just wait longer to see survivors join their lobby rather than seeing them join and leave until some just don't pay attention or don't mind and play the game.
The difference is that with manual lobby dodging of bad pings you know you'll get what you want, with the stress test we're gonna live up to an algorithm from BHVR and I don't think I've got to say anything else, am I right? *pats matchmaking on its shoulder*
It then comes down to allowing those with bad pings to be lobby dodged taking longer to find games or letting the system be automatic so no one knows and it takes longer to find games.
A stress test to the person's game client should give the real ping in theory rather than just it using an the vpn's connection for it.
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The issue with showing ping is the lobby dodging which they have already said they don't want to happen.
The other issue is those who use a vpn as the ping is to the vpn and not the end user so it an give a false one.
Maybe they should do a stress test when clicking searching for match which then matches pings within a set range.
0 -100, 101-150, 151-200 etc.
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Why not? The mobile market is huge and it opens up the potential for whole new customer base who may even buy it on another platform.
BHVR have already worked onmobile games so it makes sense to take their biggest hit and port it over
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Hag.
Players have always debated over her due to the 110% speed but she can shut down loops while in a chase and has great map pressure once setup.
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@DYNAMICskills7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1117104#Comment_1117104
I agree to a certain extent. But If you get lucky with even 1 english person that’s enough communication to form a potential friendship and also dominate the game more muting the other 2. Sometimes there’s no benefit. By why not have a possibility of a benefit? There’s no losing then, unless introverts Stop playing.
Also see the devs saying it doesn’t make logical sense with the in game lore on how people talk, feel as though they have some bs excuse like that. Could give them radios on their belt though and enough doesn’t make sense anyway. Can also link the survivors minds together to explain it. but whatever.
Also could just try what white noise does with a quick chat. That’s also automatically translated in games.
The idea for it is about balancing it around the top players on comms with 4 people. To do this even two on comms will be at a disadvantage.
I personally don't agree to changing how a game has always worked for the smallest percentage of the userbase.
The issue being how much info is too much for players? If you enjoyed dbd for the not knowing aspect then the game you play is essentially over. It's already at a stage where players are shown every little thing happening and took away the need to be aware.
@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1117104#Comment_1117104
Again, not really my problem. I get paired with spanish speakers a few times a night and it wouldn't bother me to be on comms and not be able to understand them.
This is what I mean about you not really thinking of others. A few times a night is fine but imagine being those spanish speakers in your scenario and having most games where you can't communicate.
It seems from your posts you may be in North America which is predominantly English speakers with some spanish for thr most part as its where I now play, but knowing what I do and where I used to play I can see outside this box.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1116996#Comment_1116996
I didn't say that the majority speak english, I said the majority speak english OR will be matched in their own country. This is a non issue that you're trying to make into an issue for some reason. If it's not SJW, then it must be fear that SWF won't be a glorified bully tool if everyone has comms.
Over 50% of the playerbase play solo. There are two EU servers for over 27 countries. London and Frankfurt. I'm sure you can do the math.
I am from the UK and was not matched with people from there only its not how it works due to games userbase population. In most matches the end game chat would not be soley in English but have multiple languages where some could speak it if they so wish my there was a huge amount that couldn't.
It has nothing to do with swf bully squad as I play solo only. As I said its about common sense but you can keep making things up to keep trying to fit your narrative.
From my experience prominently English speaking countries are the ones whom always seem to expect others to speak their language and that is showing in your posts as you really don't seem to care about the players that can't.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1116817#Comment_1116817
Honestly, you're getting this whole SJW vibe going. The majority of the players in this game are going to speak English, or be matched with people in their own country. If they do get matched with someone that speaks a different language, they're just going to have to suck it up and play without comms. It's not the end of the world.
It's not about sjw but common sense.
It already happened in another game where players complained they were matched with those who didn't speak English as the userbase wasn't large enough.
To say the majority speak English is wrong. The peaks generally happen between 6-9pm EU time. There is no point making things up to fit your narrative.
You simply cannot then balance it for comms if you are going to tell people who bought it to suck it up. Again that is an extremely ignorant point of view as you are putting your enjoyment over other customers.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1116608#Comment_1116608
It's such a minor issue, I don't know why you're making a big deal about it. Voice chat has been around for decades and this has never been an issue. I remember playing UT2k4 with Russians, we got along fine.
Its a minor issue with games with huge playerbases as they can separate servers so it doesn't happen.
It's a very ignorant expectation to expect someone to know a language just because others do.
Then you have Asia where the game is popular also. Do you think they all should speak English? What language should they default too?
@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1116254#Comment_1116254
I don't know what onlien games you play, but the games I play where there is voice chat, people do perfectly fine with English only. And even if some people didn't stick to one language, a 12 years old Russia squeaking because OP Hillbilly is after that is communication too, you will get the gist even when you don't understand the language.
It depends on the game.
Overwatch, League etc have huge playerbase and can have servers for more specific regions.
Just because you can speak English and are on those servers doesn't mean you can disregard all the other countries. As I said above what about Asia? What language should they be defaulted too? It's not just about some but all you have to cater for.
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@geishroy said:
https://forum.deadbydaylight.com/en/discussion/comment/1116240#Comment_1116240
After rereading your post, i'm not sure if you're agreeing with me or what. Anyway I wrote this to further explain why survivors don't care about totems:
Survivors typically only go on totems if they are lit or get notifications that they are active or activated, etc. This is why things like noed and devour hope actually work and catch people off guard. Secondary objectives don't work because there are no real incentives for survivors to do them. Survivors need to do gens to leave, they're not going to hunt for 5x random totems to prevent noed, especially if they don't know how many still remain. Noed being active for 1% of the match doesn't really affect their survival, the killer has to actually hook people AND be far away for them to get devour stacks (most survivors unhook in the killers face with BT, most killers can't even 3 hooks to even activate it).
That why I said "if its beneficial" and mentioned the new sabo.
The old one many used and after the nerf is when the phrase gen rush was coined. This new one while not as strong gives survivors another thing to do rather than gens.
The problem with totems now are the perks which punish a survivor for doing them which then promotes gen rushing itself rather ghan doing them imo.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1116444#Comment_1116444
Most people have decent understanding of English.
That's not the right answer. You can't balance around a system when you expect players to know a language.
Shouldn't the reverse also work. If you are matched with 3 German and one English shouldn't they speak German then,
What about in North America and youvarr matched with 3 South Americans should they then speak Spanish or Portuguese?
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1116400#Comment_1116400
Text chat man. Back in the day, it's all we had. You learned to type fast. T, billy near shack, enter. T hes on me, enter.
How does that solve the issue when in places with multiple languages? This was part of my initial post you quoted.
You do know in Europe alone there are 27 countries each with their own language who can be matched into a lobby.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1116254#Comment_1116254
The ability to mute specific survivors and a text chat as well. Easy.
How do you mean text chat? I don't think its quite a simple as that.
The thing that makes swf strong is bit simply the knowing but the abilitu to coordinate on the fly along with picking who they play with.
The killer is one me at x location, I used the pallets around the shack or another area, gens almost done, I have BT, I have a adrenaline, I have we'll make it, I have DS do a gen etc etc even a chat wheel while nice wouldn't come close to the same info.
Then you have char spammer save me over and over. Seems fun.
Then you have muting which while good doesn't solve any issues as you then have no info.
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@finitethrills said:
BHVR's pigheaded insistence to not add voice comms for all will ensure that gap never closes. Nothing else will ever come close to the power of the info exchange. The easiest and biggest tool for balancing the game as a whole. The game was never meant to have it, but swf makes it impossible not to. The day swf went in, they should've added full voice comms and then balanced for it instead of trying to pretend noone would get an advantage from it. Hell, even playing casually and joking with friends, you still pass on a ton of info without even realizing it.
Because that doesn't work. Only those who live in a country with one spoken language in the lobbies seem to think so.
Europe or Asia are completely different and you can be in a lobby with 4 other languages so balancing that cannot work.
What would you do to sort that scenario out?
Then there are the trolls, the ones who scream "save me" and are just overall toxic people. End game chat is bad enough.
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@geishroy said:
https://forum.deadbydaylight.com/en/discussion/comment/1116050#Comment_1116050
survivors don't care about secondary objectives. Unless it is part of an event, but bhvr doesn't do events anymore anyway.
Of course they do and the events only showed that it is then better to be something beneficial.
Totems were the only real other secondary objective but unless they needed to be done like say for devour hope or at end game with noed then why bother?
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This is why they are introducing the likes of sabo back into the game as a way to give survivors something else to do.
You don't want more time on gens as its the most monotonous part of the game.
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Stats will be even less relevant than ever with the implementation of the rift and the current rank issue a.
So many throw games trying to do challenges and then you have players being matched with those they shouldnt be. It's why they don't use these solely for balance purposes.
The stats have been shown tp only do one thing and that's to increase players posting that a side needs nerfed.
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If the players dont have at least 4 gens done before he gets to that stage then they are doing something wrong and feeding him way too easily.
He is also really slow when using this so its not hard to loop him and with his terror radius on effect its easy to do a gen and have a safe place to run too.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/1112188#Comment_1112188
So to deal with that now sabo takes less then killers base hit recovery?
There are perks which help with this issue. Even so you should be able to hit and down the one doing the sabo and slug them.
The old sabo when changed was when the phrase gen rush was coined as it left nothing else for the survivors to do.
If they are running around sabpoing they aren't on gens. A yellow toolbox allows 4 hooks to be saboed and the perk has a 30s cooldown.
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No it's a qol feature as most just 99'd them anyway.
They now lose the add-ons attached to it though so in essense its more of a nerf.
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You will need to report these things on the platform you are being harassed on as they are the only ones with the power to stop it.
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The most boring thing added for myself was all the info for both sides. It feels like being held by the hand and being shown everything from knowing what the killer is using to too many visual notification perks.
It changed the game from a hunt and not knowing to being told where to go or what's in use.
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The ranking system will still be there its just others won't see it so its a personal goal.
The have also talked about devotion incentives. While we know little of what that actually will be it does say there will be more things to work towards.
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It's apparently bugged atm and not supposed to look like that. Changing graphics setting to high if you are able too sometimes helps.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1108072#Comment_1108072
Excuse me but running perks just to counter something, it's a bad idea. Specially if you need two perks slots. I do like to sabo hooks but it's way too fast for the killer, and I that play mainly as a survivor see the real issue here. And yes, 3 survs don't do gens but having two or one person sabo'ing at your face is not what I consider fun, for a killer.
This is what perk counters are all about.
Iron will and strider, slugging has unbreakable, exhaustion add-ons, bamboozle for Windows, enduring and spirit fury, franklins etc the list goes on and on.
You don't have to run any of these perks or two of them at the same time as one can be enough but they are there if it becomes something you wish to try and counter more.
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For sabo to really be effective on most maps it will need two people doing it as it now has a cooldown.
Keep in mind it will be most useful in a coordinated SWF. This means three people not on gens as they will have to be in position to make it happen effectively as hooks can be relatively close by. We also have perks such as agitation and iron grasp to help counter it along with mad grit which means the person struggling has another 8 seconds of doing it if you hit the saboteur twice.
What the change does do is give these survivors something else to do other than just gens. It encourages a risk v reward idea and at worst it should allow killers to injure more along with downing the saboteur. You can swap the one on your shoulder leaving them slugged while you pick up the other.
This means there will be three people off gens as even if the slug has unbreakable another one will more than likely be going for the save.
This won't bring back the old sabo imo and as we know the term gen rushing came about after sabo was originally nerfe.
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That all depends if you are near the slug. No point wasting that perk if you aren't afterall.
If they sabo they are not on a gen, if they use the perk with you close by you now have two people injured. You can slug one again and chase the other forcing a third off a gen.
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What I can see is really strong loops becoming more mind gamable.
Also the killer opening the wall could be more of a choice as who knows some may make a loop stronger or give you more time to reach another.
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Run unbreakable and use it wisely.
Slugging for the 4k is a strat and one that yes many use but if a game lasts another 8-10 mins then you have chances to do more as you are only slugged for around half the time.
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@PatchNoir said:
https://forum.deadbydaylight.com/en/discussion/comment/1098586#Comment_1098586
i cannot disagree i coul have run to the pallet if i know the reveal dont work properly but this doesnt remove my right to complain about it.
well i dont agree with you sadly, i think that if this game stills alive is because the devs hear the demands of the player base when they have time to see it.
i said that i already posted that some times and if you look into these post you will see that most of the people agrees with some demands stated there but we didnt had a response. This doesn means that i dont have the right to post the same theme some time later till they have time to look into it.
today i played around 9 hours of the game and i DCed the first time just now, i am not a toxic player you know i just dont eat sheet when its unfair.
Of course things need fixed and i never said you don't have the right to post feedback as that is always good about something that is not working correctly but in doing this you don't threaten to do something if it isn't fixed immediately as these things take time.
They are working on the servers which should help a lot and then hopefully will look at the reveal mechanic itself once that is done.
The first half of your post was good feedback. The last part was not. Only caring about your fun over the others in the match well its why DC penalties were needed.
Think about it this way. You dislike how buggy the mechanic can be and that is a very valid point. What you have to also look at though is how many other players don't like playing versus certain mechanics on both sides? The setvers themselves have major issurs so everyone's reason for Dcing is just as valid as to them if it's not fun. That means getting hit though vaults or a hatchet hitting you when you are clearly round a corner. Missing hits as a killer as the camera pans to the wall or grabs not working.
You say you have made numerous threads about the reveal being buggy so you must have already known. This makes my point about running to the pallet early even more valid. Not everything can be fixed immediately but by knowing we can compensate for things ourselves while its being worked on.
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You know you could have ran to the pallet early and avoided this whole situation.
Yes the reveal mechanic isn't 100% but that goes both ways sometimes just turning the camera break a it while others you can share right at him. It can depend on latency with the servers.
Looks like you will be playing other games a lot with the dc attitude you have.
I hate to break it to you but the game has been going to die since 2016 according to every player who didn't like something or a change made within game. This is post 2567892745 about it.
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I think the game needs a check system for this scenario as you can't really do anything and may as well go afk.
What I wish for is a system when pressing escape is to have a check bug option. The game should then check and notice something is wrong which then allows you to end the game keeping all points and granting the others compensation too.
This works in two ways as it allows you to not be punished for a game issue and sends more specific information in the form a report to the devs to look into the issue which should help more with fixing it.
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@BenZ0 said:
Exactly, to test everything you need to be able to use all of the addons. Thats not possible if you dont have BP. You cant save them because the devs dont say when they are gonna copy your account to the PTB. And there are always players that try to take the best addons, you will never be able to change that.
You can save them and keep them close to the max when its announced. A lot already do.
They need a spread of players with various levels as I said and not everyone with everthing.
