twistedmonkey
twistedmonkey
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I dont see this as an actual problem with the game but with the players but tbh they are just using what tools they have so they can try to win.
Each one of those games bar the Doctor they used perfectly fine strats. The Doc seemed to be just prolonging the game for points or farming you all for their own gain.
If someone can't accept the game for what it is they will never buy it or keep playing. That's the reality of things and why so many types of games are made. Some games just arent for some people like your friend.
You accept all that happening why is that but they wouldn't? It's just different strokes for different folks.
The game concept hasn't changed but it has managed a very loyal following and does bring in new and many buy it. That shows what the devs have done right as even with what you describe they enjoyed the game enough to make that purchase.
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@aazimuth said:
Gotta love punishing people for playing with friends. It's really not an issue because this is just an incentive now to stay at a low rank compared to before.
To be fair it's not a punishment but a logical change.
Killers didn't have a choice when matched with high ranks who were in an SWF but now those that play SWF do and if they chose to play with high ranked friends at least they know what they will face.
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This has been a thing since DBD's release.
Camping and tunelling have always been strats in the game and it's only by survivors actions can they truly be punished. If someone camps do gens and get out and if hooked stay there don't leave the game early it's only rewarding them. If someone tunnels don't save until the last minute to give everyone more time.
The devs have been trying to change this but you cannot change the mind of someone who just wants to kill or sacrifice you. The emblem system goes against what I said but a pip is a small price to pay for not rewarding the other side as in the end rewarding the strat is what makes it viable.
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It's an issue with the players deeming something is not fun so they dodge it. The thing about dcing not the loading screen is with the change to the game not starting and refunding everything used the players think it's ok to use as in theory it's the same as lobby dodging.
Dedicated server should hopefully help with this happening.
Personally a time out system for dcers and lobby dodgers (apart from high ping) hopefully will be implemented with the servers so the players can no longer cherry pick games and learn to accept it is what it is.
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The emblem system is too over complicated and imo needs completely overhauled. How well the game feels you did comes down to who you verse being good enough so you can earn the emblems.
The problem with that is with less skilled players whom you should be highly rearwded for playing verses and pushed away from like in the Lords post you are actually hindered and more likely to stay playing verse them. It's quite strange tbh.
This is why the emblem and rank system being used for match making doesn't seem to work as for one it's really too easy to manipulate so you can chose where to play.
The emblems have been a way to try and force players into playing in such a way so its fun. The problem with that comes down to what a player want out of the game. Some want blood points, others to rank up and some just want to kill and other eant engaging chases.
I've stated my opinion a few times and I personally feep the rank system would be better off changed into a progression system and the matchmaking then becomes a seperate entity with more factors. This way at it may become less competative as its kore about points and no matter where you may be on the progression ladder it won't affect who you play versus so new players in theory will no longer be matched with 5k hour ones.
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@Frosty said:
@twistedmonkey I'd like to say I never complained about healing, as I am aware it took them away from doing gens
"You cannot punish someone for putting themselves at more risk if they so chose too. If a player can run someone when injured just as long as someone at full health then maybe that's down to them simply knowing the tiles better than who they verse."
Even if both killer and survivor knew the tiles perfectly, the advantage usually goes to the runner until they zig where they should have zaged.
I'm complaining about injuring a survivor after an extended chase, to then be lead to a dead part of the map so I must break chase and now they have the potential advantage. Especially if they have not yet been downed and there team mates are still alive to rescue them.
To be fair that's just smart play by the survivor and baiting you into that zone.
As a killer you need to be one step ahead of the survivors which is harder from the start of a match with standard M1 killers but each pallet destroyed creates a less safe area.
Herding is a common tool used by killers as most loops have a safe and unsafe way to run it as they want to use the tiles to waste time and move to another safe one with a pallet. If you can make them run in such a way that moving to the safer tile meana taking a hit you are forcing them to the more unsafe tiles.
There are safe, unsafe and mindgamable loops and it's about knowing where these are like those survivors and playing one step ahead.
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NOED has always been fine. I can't help but think the complaints are dying down since the ST chapter came out as there is of course a perk now which rewards cleansing totems and gives a fast heal.
It's amazing how a mindset can change when someone now feels rewarded for doing something that they really should have done all along.
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It's a case of damned if you do damned if you don't.
Players always used to heal in games it's just how it was. Players complained about that and how healing was Infinite and wanted it nerfed along with bugfa fo certain pekrs like sloppy. Many of us and even Horvath explained on a stream that people healing wasted time as it took them off gens but that was brushed off as the devs were afraid to nerf healing.
Now it has come full circle and after the players got what they wanted with a nerf to healing peole are complaining some players prefer not to heal. It's a strange situation when you got what you wished for but it didn't work out as many explained.
You cannot punish someone for putting themselves at more risk if they so chose too. If a player can run someone when injured just as long as someone at full health then maybe that's down to them simply knowing the tiles better than who they verse.
The concept of someone simply being better at a game seems to be a thing of the past and its lost within complaints about every little aspect of the game that players blame instead of how they personally played.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/704962#Comment_704962
What if it had a similar effect as Freddy's old dream state, where action speeds while wearing a trap are reduced. Between this and the rule set #2 idea, this would put someone at abit of a predicament. Do they blindly search for boxes and use more time, or do they SLOWLY do a gen so they can see a box?
I am not sure about it slowing down like Freddy's old power did as that's was a very boring mechanic much like old dying light
It could means if multiple survivors were trapped the Pig just needs to patrol the boxes so it may end up with most survivors stealthing around making it a bit too slow of a game and mundane. I am not a fan of making gens go incredibly slow as it has never really been a fun mechanic.
I do like rule the set no2 idea as it opens up more plays as the gena pop. I would like something so they are under a bit of pressure to get it off. Maybe it gets louder as the gens pop, they go into broken status or it gives exhaustion until it's off and that includes not allowing Adrenaline to pop.
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The main problem with this is someone playing solo can be punished by a random persons actions through no fault of their own by just loading into a match versus the Pig.
Traps are designed to slow the game down and keep a survivor off gens while they search the boxes. The issue with this idea is it could make the trap kill a lot more which should be something that onky happens now and again.
I agree a good reason to take the trap off would help the Pig but I dont think it should be done in a way which only gives you time to possibly search half the boxes as that's not slowing it down it's removing the time to search and changes it to a highly rng if you survive the trap system.
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@antgnstea said:
Yeah my bad. I couldn't express myself well.
I wasn't actually asking the textbook definition of PTB. I remember the notes, why it was implemented in the first place.
What I wonder though is it working as intended. Like couldn't they figure out that bugs in two weeks internally. A PTB roughly goes on two weeks. Wouldn't it be better if they just test and fix instead of waiting for bug reports.
And feedback about gameplay can be given after live version and mostly ignored, like how it is now.
@twistedmonkey also I believe PTB kind of kills the hype instead of giving community a relief in the long run. I wonder if PTB affects the release date of live version.
It's why a PTB is needed any changes even simple ones can break other things in the game. They need testing and the more who can test the more than can be found and dealt with.
In the past PTB's weren't for each chapter and the amount of bugs that used to happen were on a much larger scale and some were completely game breaking. Some were considered fun but game breaking none the less.
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Camping works and is a legit strat.
More the issues is pip requirements. Survivors punishing camping doesnt wield results hence why it can work more often than not.
Balancing it out means being able to always pip when punishing it. I don't mean camping now and again of course when it's not actually "camping" as others are cleary around just those who hard camp always.
That way a killer is also rerwarding the survivors so you would bet they may think twice about doing it.
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@Okapi said:
https://forum.deadbydaylight.com/en/discussion/comment/704001#Comment_704001
It must be coming from somewhere because half of all survivors are SWF. If map wide surveillance drained the fun from the game no one would play SWF.
The fun for them is playing with friends and having a laugh. That's engaging with the game and others which is understandable why thats fun.
Now playing solo how would knowing everything make better for the player? Personally you would lose more than you gain imo.
@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/704001#Comment_704001
I think it's pretty safe to say that the original intent/design of "not knowing" is no longer an option, given how the majority of players play.
It's pretty weird that the solo role in this game is often the one with the least amount of information flow throughout the trial.
Not really for solo players unless you chose to use certain perks. Not knowing is still a huge factor. When playing as solo you have to be more aware which is a large part of the game.
If we knew everything it could easily and quickly become very mundane and truly a gen repair sim.
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The PTB is to test the upcoming patch for bugs and to give feedback on possible changes.
That's is not to say the feedback should or will be implemented.
Bugs can be fixed but not all. As above the patch notesvstate bug fixes and changes it's just some aren't found in the pub and others aren't game breaking and may take a little longer to work out a fix.
They could of course hold off releasing it for a few weeks to work them out but how would the community react to that? It's bad enough when it's coming a week later than people thought it was π.
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Haunted grounds is a very niche perk. You should maybe get 1 or 2 at best but only if the survivors arent that clever.
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Personally I think all that info has potential to hurt the game. There is a huge factor in the not knowing especially for solo players.
If we know everything then it removes most of the risk. Where then is the fun coming from?
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"Mild spoiler warning"
Steve's character actually grows over the seasons especially late season 2 and throughout season 3 where he is more part of the overall storyline.
Johnathan was great in season 1 but imo his character starts to taper off as it goes on especially in the last season where he just seems there to prop up Nancy's story line.
Plus we needed a scoops ahoy cosmetic which you will realise as you continue to watch the show π.
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The info given was done as SWF practically know most things instantly and can relay it to the rest. Removing the info won't change that tbh.
I would agree Lullaby is one of the very few if not the only one they can't know instantly but as soon as one realises it they all do.
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Adding more gens wouldn't help a killer get pressure.
They lose more time having to patrol the extra ones as this idea would mean 10 total gens on the map to patrol so you could end up giving survivors more free time to do them.
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I tend to agree with IT not fitting into the game. Pennywise is an iconic character which I love but I can't see how they could make a power which does IT justice into the game.
IT plays with people's minds and causes fear using mental torture with the Pennywise persona using the clown as a way to lure kids in. Pennywise as the actual killer doesn't make any real sense.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/702604#Comment_702604
Marth would agree with my entire statement there. Being playable at rank 1 and able to get them to rank 1 perkless and addonless is not what I'm referring to when I say "viable". Rank 1 perkless and addonless is very easy with any killer.
Well then they are viable. If you can get to rank one with a killer and stay there they have to be viable they just don't wield the same results over and over as others.
The main problem I see is when people lose and lose badly they forget the game is still dependent on who you are versing and sometimes a set of players can be just better than you.
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Nothing really as some random person in a game messing around or playing how they wish doesn't bother me at all. I just do what I do and accept it happens sometimes and laugh it off.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/702532#Comment_702532
That's true they have made changes in the right direction. However it's taken 3 years of those changes and we still only have a few actually high rank viable killers and the game is still essentially a bully simulator. "Almost" all the reworks for killers they've done have still left them non high rank viable with Freddy probably being the closest to making it. The meta hasn't changed at all. It's effort, but I'd call almost all of them a failure if in the end they still aren't viable.
When are we gonna finally get there, 5 years? 8? I've lost faith.
That all depends on what one deems viable.
There are players who can successfully play the ones people say are not viable at high ranks.
Take Marth before a lot to these changes were made he took Wraith to rank one perkless and a few others have done the same with others. Personal skill with a killer does play a major factor in the game.
I think it comes down to that some killers are more viable to the masses like the nurse/billy/spirit so you see more of them.
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Rank is just a personal monthly goal and a way to make the grind feel less grindy, it's just something to work towards while playing if you wish too.
It really doesn't serve much else. It was also to help with matchmaking originally but players can too easily chose where they want to play so that point is mute.
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It's an issue with the players deeming something is not fun so they refuse to verse it which happens on both sides its just one side has the option to leave prior to the game starting.
Survivor's cannot tell who the killer is which thay option was removed for a good reason so they dc in the game where as killers will lobby dodge instead.
It's a sad state when people simply can't accept the game for everything it is.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/700933#Comment_700933
I think the reason it's so high for killers is probably because of how Survivor ranks are rewarded. You're basically competing with your teammates for every emblem. I don't think all four survivors can get iridescent in every category. For example, four survivors can't do two gens each, and I think you need 2.5 gens to get iridescent in objectives. Only one person can be actively in a chase at a time, altruism also really only goes to 2 people at most unless they're allowing you to hit them so they can heal each other, and can only get decent survival if you manage to get out, and you can't get 8000 from just getting out. The only way you can pip in red while still dying is by getting iridescent in everything else. Killer needs something equally as difficult as one survivor because each one is an individual player.
You can't make survivor harder to pip in because it's 4 people, because each one of those should have an individual rank. In order to balance pips for 2k/2 escape, they'd have to make survivor easier to pip as well. Perhaps people are looking at this as a way of pipping as wrong, because a red rank killer is SUPPOSED to be above average. This would mean they do above the average, which the average would be meant as 2k/2 escape. We can't make survivor easier to pip, and we can't make killer easier to pip as a result, otherwise the level of difficulty in killer pipping lowers while survivor stays the same difficulty. I think we should just assume a red ranked killer is better than the average, and thus should be expected to do more than the average to be ranked as such, in the same way a red ranked survivor is better than average, and is expected to do more as such.
Also keep in mind, if we make killer ranks easier, then we'll have less experienced killers in red ranks.
Survivor has its own problem as you don't get rewarded for being in a chase all game if you can't lose the killer or just do gens.
Unlike killer though you can get rewarded with a perfect balance of 2 the 2 escape even if you do die.
I know they can't make aurvivor harder as I was one who posted when they did. It just makes queue times for killer longer at certain ranks.
I am not a fan of the emblem system as it doesn't make for more diverse play. Survivors should be able to stealth and be rewarded for example and Killers shouldn't be hindered for chases going on too long even if they kill all 4 and some killers get penalised for using their power.
It's why I would prefer ranking to be removed and instead replace it with a monthly progression system. Matchmaking could them be looked at as a seperate system where it takes in more factors and that would remove new players from getting bullied by veterans just because they can manipulate their ranks so easily.
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To be fair the game is in a state where good players now succeed more than the average one. This is evident when reading posts about balance issues on both sides.
Some think it's killer favoured and others think it's survivor favoured. Over the past 18 months the game has been shifting to a more skill based system where you need to be at a certain level to rank up. The thing is a lot of people who used to get to a rank bracket and no longer being able too don't seem to like it as they feel they should be at a level they are not.
A lot of players would like this to move more competative than it is. It's really not a competative game and the add-ons and items show that. To have these strong game changing aspects means the game can never be at a level for competative play as you can win a lot easier with certain ones in matches where you would otherwise not have a chance.
DBD can never be truly balanced as a 5k hour players can verse a 50h player. It's not a game designed to be esports but instead grinding for points to get certain perks and outfits or just having fun hiding, running, chasing and sacrificing.
I do think some take it way too seriously and that's more on an issue than the balance. They focus on the end goal instead of just having fun throughout the match win or lose.
The one aspect I do agree with is the ranks system some have mentioned. If balance if 2 die 2 escape then killer should awlays pip with 2 dying even if it means needing 10 hooks as you get to the tiger ranks. To have a perfect balanced match and not see a reward is a bit confusing.
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I always play with BP in mind and for fun. I really don't care on the actual outcome of the game as long as I found it enjoyable.
Games are played for fun afterall.
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@Zagrid said:
https://forum.deadbydaylight.com/en/discussion/comment/699294#Comment_699294
It only took them months since this bug appeared to actually identify the issue. I think its just they got enough complaints that they couldn't ignore it anymore, especially with the free week.
They have known about the bug but didnt know what was broken it. That tweet just means they have managed to identify the actual issue that caused it π.
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I play how I wish which is generally to hook all 3 times and sacrifice without tunnelling or camping I just hook and leave. It's the only way I feel I will get better at each killer by fine tuning my mind games and learning the tiles so I have an advantage.
I don't have an honour code but making a personal goal win or lose is another game in itself.
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Its done to wind up the other side to distract them or say I'm better than you come at me.
It's not toxic at all really it's just a player being cocky or having fun and in the killers case "take that! I got you" Some just take these things way to seriously.
Toxicity only happens when the game is over in the end chat and in private messages/profile comments imo. That is where people can go way over the top and take it to a new level but if they do go too far always report them (profile and private messages to the platform not bhvr) as hopefully they will learn with a ban there is no place in the game to act like that.
In the end play as you wish too.
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There is currently a punishment for dcing but it's set on a percentage of games they DC in but due to p2p they can't tell exactly the reason so its set relatively high.
As above they are working on a better way to reduce dcing with dedicated servers. Hopefully it cuts them down majorly and it becomes less of an issue.
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@Pandemic said:
@twistedmonkey just look at some messages in top, i showed how to fix one of the elder and easier problem what no need tests or resourses - only 1 man and 10 minutes.
@SeekerOfSouls i asked you about reading just for do not repeat my words. If you dont agree - please find some arguments for your position first.
Your Google translate scenario does not work. It may seem like it does on paper but if you had been here long enough you would have seen posts from players aking jokes about referring to them using it and why certain translations are wrong.
Google translate is the one of the worst ways you can use to translate certain languages it is no where near infallable and has many mistakes with it.
Logic and reason it seems doesn't matter as you seem stuck in your ways. GL with the game and I hope you find some enjoyment with it in the future again.
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@Pandemic said:
@twistedmonkey nice try. Do you rly think so many players like when even easy bugs fix by months, some perks obviously useless today, rank system is worse than before rework, and many other stuff what you can find in top message or in other disscussions? Is that your "options on the menu"? Please.
Fixing a bug may seem straight forward but its not always the case.
First they have to recreate the bug which can take hours, days or even weeks so they have the data.
They then have to work out why it is bugged and what caused it and then work at fixing that while trying not breaking anything else in the process some are simple some are complex.
Once a fix is provided It then goes for internal testing which may or may not yield the results to push it to live. If not it's back to working on fixing it and testing again.
These steps for are for just one bug can you imagine if its a few they are working on. Some bugs can be done quickly but the majority cannot.
The rank system they are working on see above. It would be a lot worse to simply deploy a quick fix hoping it works but instead breaks many other things in the process.
A company like BHVR do not have the resources as say Blizzard who also have bugs which are hard to fix and can take a long time.
Any multiplayer game you will play has bugs and balance problems as they are forever changing and changes mean new and unforseen problems it's just how multiplayer games are.
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@Avocet said:
https://forum.deadbydaylight.com/en/discussion/comment/695483#Comment_695483
You say that but what when they take away the food we already enough like some changes in the last patch? It's like pulling the rug from under us and saying "You might have liked it here but you've overstayed your welcome, time to look for a new home". But we liked our old home.
It's fickle trying to balance for each consumer and why they have lots of options on the menu. If you liked one item that was removed who knows what others you may like but without trying them out you will never know.
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@Pandemic said:
@twistedmonkey nanana, your example can be correct if we talk about games with real alternative. Like if i dont like Dota, i can drop it and play LoL or HoN... But DbD have no real competitors - other "killers vs survs" games is not really playable. DbD standing in one step higher of playable strap. But monopoly is not an argument for garbage, sad but true.
That analogy is always correct as it simply says not all games are to your personal taste and it's why there are many games out there.
DBD doesn't have a monopoly it's just the best of what there is to offer. There is competition they just don't do it as well which does infact say alot for what the devs have done right but it comes down to personal preference if you actually enjoy the concept of the game or not.
Much like when you mention dota or lol I don't like moba's so I dont care for either game but I wouldn't say the are bad games and or the devs should do X or Y to the game to make it playable for myself as its not their design vision.
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@Pandemic said:
@twistedmonkey just imagine if every day someone give you a cup of garbage for a dinner, and when you ask "why i cant eat the real food", he say: "you should be thankful - we remoted ######### from this garbage - enjoy!". Bad argument.
If you dont know how to do right - maybe you need some practic before start to sell your product?
About balance i said in prev post.
Then I would not longer eat what they intended to give me and go somewhere else so they would eventually not be feeding anyone as there would be no one left if it was that bad.
This game is more like a vender serving food that lots love but some don't like. That's not the venders fault it's simply not to everyone's taste. Those consumers would be better served going to another vender and eating the food they actually enjoy rather than expecting said vender to cater to their personal needs by changing the food the others enjoy too much.
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Dcing is being looked at and hopefully it will be fixed with dedicated servers. Until then it is what it is as it's too hard with p2p to find the exact reason to overly punish and why they do it on percentage atm.
I don't see it increasing dc's personally as those that dc don't care about pips anyway. Those that do it will continue until they get punished and those that don't won't.
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@Pandemic said:
What is wrong with the game:
Balancing problems across the board
Infinite loading screens
"Shard offerings for testing killers" appearing in my blood-webs despite owning every killer in the game
Infinity loops in some maps
No "exit" button in first screen (which means if my internet goes down when I enter the game, the only way to exit is ctrl+alt+delete)
All survs are uglier than killers (ok, that's not so important but still)
Problems with localisation without fixes in 3(!!!) years
Dancing ping
Waiting for the lobby 100500 minutes for join to killer from another side of the world and 600 ping, and same situation for killers (just waiting is twice as long)
Rank system what means nothing coz rotation of ranks in lobby can dance between 18 to 1 for everyone, and doesn't matter what rank you have.
SWF and all problems with it
Useless report system
And many-many other stuff
WHAT OUR GREAT DEVELOPERS are focusing on:
Deleted the "switch button between killers and survs".
What I really want to say is: If everything the developers have done to this game is just one big troll on the community (coz I can't believe you really do not understand, what the playerbase wants/needs in this game after TONS of feedback) maybe its time to finally reveal the truth. 3 years of trolling, trolling been great. However you need to stop it and start working like normal developers. Seriously. You have amazing potential, but you continually walk back any progress with bad decisions or lax work in other areas of the game. Its time to stop and improve. Thank you for your time.
https://us.v-cdn.net/6030815/uploads/002/ZTKU6QB2O6IS.jpg
Im sorry for some mistakes in my letter, cause it is not my main lang, but i know so only here i have 0,001% chance to make you read this post.
While reading your post is seems most of what you wrote is more about personal wants bugs aside.
Always remember it's the devs vision of the game and they listen to the users but the the vast majority of ideas posted really aren't that great for the game.
Balance in a game like this is extremely hard to get perfect as most players forget about personal skill and knowledge. The rank systen is kind of at fault with that as a 5k hour player can verse a 50h one.
Being matched with someone with a ping of 600 only happens due to their wait time. Some regions will be quieter at certain times and some may also use a vpn so they will eventually be put into games with a high ping rather than not be able to play at all but for those in busy region that can seem to be instant when they join.
Over the past 18 months they have been closing the gap from where it was which was truly hard for killers especially.
40s gens and actual real infinites where the killer had no chance along with old DS and sprint burst activating every 30s. The problems today should be thankful they are far from the problems of the past.
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Beastly characters can work well.
Werewolves were scary around the 70's and 80's bar teen wolf along with vampires. It's only been since around sometime in the 2000's did they start to make them different and frienldy. Those creatures are and should be feared as humans are their prey and they crave our blood to survive and are drawn to kill even if they try not too.
They stated they want to stck to humanoid characters so they just need to be human shaped with arms and legs (even if disfigured or missing limbs) so a dragon wouldn't work.
The hag is basically a witch and she is also beastly looking in design.
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Definately not. This game is about torture (hooking) and sacrificing along with the Mori. There is no way BHVR would graphically show these being done to a child.
I doubt any company would as some countries would out right ban the game not to mention how morally wrong it would be and why games generally imply it happens and don't go into details.
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I suppose it's what offline was intended for. I can understand both sides but priority over someones offline preference should be more respected so people can't be invited on the off chance when they are wanting to play alone that day.
What happens when you change it to online until you are in a lobby together and then change it back to offline. Does it then keep rematching you after a match?
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Certainly sounds like a bug it's a slight buff but nothing major since nurses calling exists most players who know the game will try to get out of terror radius.
I wonder if it works while being healed by another? or how about another injured player?
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While I would love to see a Pennywise look (Tim Curry version) in game I don't know if IT as a killer would fit.
What would the power be?
Pennywise after all if just a projection of a form to lure in children. As the guise of penny wise IT befriends kids to get close so it can take them below but if they figure it out IT then tries to mentally torture them into mind submission.
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@ASurvkillivorer said:
Did they remove the option to quickly switch between survivor and killer?
Peanits replied in that thread. Basically it comes down to the new lobby system and it may come back in the future.
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It's not much of a buff and won't make much difference unless it's a long window loop in the buildings which is good.
The majority of jungle gyms you will still hear and see it anyway.
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If a survivor is under the influence of BT when trapped then in theory you chased them after being unhooked which is exactly what it is designed to help with as it only has 15s to proc. After this time slugging works.
If DS goes off when you pick them up from a trap then it's the risk you take. It is afterall exactly what the perk is designed to do, make sure they don't go back on the hook too quickly. Again slugging works and takes someone off a gen to heal them up.
Both are designed to work in two ways. It stops them from being tunnelled and helps them if they were farmed.
Your best bet is to just eat either or chase another for the duration of the time they can be activated.
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That's a mix of hitbox and animations.
The hit had registered as they were close enough but the animation time made it seem like you were further away and also due to where they were the killer looked like he was behind the wall.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/686473#Comment_686473
I don't think anyone has any problem with people who aren't native speakers doing their best with English. English is hard, and we can all respect that. What I believe @Mtom912 is refusing to respect is not his lack of English skills but his habit of unprovokedly insulting the intelligence of anyone who has trouble understanding him, instead of saying "Yeah sorry English isn't my first language, let me try to reword that so it's clearer" or some variation thereof.
While I agree with you in part we have to consider the reason they some react in such a way. To reply with insults is wrong but it does imply someone originally called them out which itself can be an insult.
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@Mtom912 said:
https://forum.deadbydaylight.com/en/discussion/comment/686383#Comment_686383
He makes lots of posts, and in all of them it looks like he has google translate English, and then he insults you saying itβs your comprehension skills when you point it out
From past posts they are from Asia.
I have to say I respect others who try to write in English when it is not their native language. At least they try which is more than can be said for a lot of native English speakers for the most part.
Practice is the only way to get better after all and calling someone out for trying seems quite rude imo.
Personally I have no trouble understanding the OP's posts even if they can be harder to decipher at times. It's all good.