twistedmonkey
twistedmonkey
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I am not a fan of the new sounds either.
When the new gens and animations were done they looked great and it made gens mor4 interesting again.
The different sounds playing depending on what side you were really cool.
This update hit and it actually makes me not want to do gens. The new sounds on the loop are really bad. The noise doesn't fit as its like you are constantly trying to start it with a sound which doesn't even fit along with an injured horse in the background.
Some things don't need changed for the sake of it and these sounds were one of them. The change doesn't add anything to the game and is really quite annoying after a few matches.
Also I am still hoping Billy's roar to be changed to something more menacing as that roar is terribly out of place and its just too commical sounding.
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Haddonfield
I would lie the outsides of houses to have more of a difference in terms of how they would be decorated along with the insides have better features like the furniture being worn due to damage over time with some more placements in other rooms. The houses look a bit too empty atm. Also and update to the lighting fixtures and garden ornaments/sheds/fences.
The streets and cars along with the road could also pay more homage to the halloween films with bits of ripped clothes and blood in various places, dents in cars as if someone fell onto them in a chase.
I am hoping while they are doing the update they look closer at the map itself and do some long awaited fixes.
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It does have another side effect.
If survivors learn to expect it then they shouldn't jump on a totem before a gen anymore even if its lit due to it showing their aura. Once they know another is in a chase they can then cleanse it giving the killer a choice. Leave the chase to protect it wasting more time or let the totem be destroyed.
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This won't help against swf but make them stronger as they can bait the killer to a gen and then relay where they are.
Smart survivors would also start a gen and move to another. The amount of times I've seen a killer spend upwards of 30s searching an area around a gen with 1% done on it is remarkable while others watch from a distance on another.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1609094#Comment_1609094
I just like to know why I mean what cross over? if it the dlc I don't need my dlc to crossover I just want my progression
why I want to know what cross over with Cross-progression
Because Microsoft and Sony haven't allowed it as yet.
@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1609116#Comment_1609116
You'll have to repurchase all of the dlc any amount of times. It is scummy of the three. I don't see why there'd be an issue with Windows Store though being that it shares the same platform as Steam.
Windows store is a Microsoft owned platform on pc which is also is tied to your Xbox account.
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1609094#Comment_1609094
Why cross-platform instead of cross-progression? 💵
They were working on doing both.
If they approach all playforms to get cross progression but the two console owners along with windows store haven't agreed then why direct your post at the devs?
You should be upset with Microsoft and Sony instead since they are the ones blocking it and yes its more than likely to do with the potential for those two to lose money.
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@DetailedDetriment said:
Cross-progression will be available on Stadia, Switch, and and Steam in a month or two. Nothing has been said about Xbox, Playstation, mobile, or the Windows Store.
I find it to be a sellout that they give Cross-progression to Stadia before PS4 and Xbox.
It has nothing to do with it being a sellout but Microsoft and Sony not signing on to allow it to happen.
They approached all platforms at the same time and the ones who did sign up are the ones which are coming.
They are still working on trying to make it happen.
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@Nvsbl_1 said:
I know there options at the end of the match, however, I don't think they ever do any good. On pc I think there is an option to attach a clip of the cheat. I have video of a nurse cheating. How do i submit it? It was not a fun match for anyone involved.
You first have to report them at the end of the match screen. Second upload your video to a site like youtube.
You can send additional info to the devs using the link below.
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Changes were made to him and its why McLean stated he stopped playing the PTB at one point as he was outdated on it.
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It has competitive aspects but it wasn't designed to be highly competitive and is set more for casual play.
What players want for balance is killer v survivors but in reality its killer v survivors versus other survivors.
The game is a play on horror movies where its help others or dont. Take a survivor leaving at the end of the match and letting someone di. While that may punish the "team" as a whole it will reward that player. The same goes for some who run the killer to another to pass them onto them.
True highly competitive games tend to have you win or lose as one unit while dbd you can class anything as a win regardless of what happens to the rest.
Maybe playing killer being the solo player it can be viewed differently of course as what you do only affects your own performance but thats only looking at one side.
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@AnotherJacob said:
https://forum.deadbydaylight.com/en/discussion/comment/1601056#Comment_1601056
If the aura is to incentive killers to leave the hook, should not display auras when someone is dead on hook. :)
Why not? The person on the hook could be on their first hooking. There could also be 3 players still in the game.
Its basically an incentive not to camp the currently hooked player.
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WGLF if getting a change at some point.
One thing to always remember is that BBQ having the aura was implemented to give killers an incentive to leave the hook. This helps survivors just as much as killers.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1599214#Comment_1599214
Aura perks or comms base kit then buff killers
This still doesn't work as the swf issue isn't about comms only but player skill, working as a unit and the fact that they are invested in trying to get everyone out as they are friends.
Solo is a completely different game since they don't have the same attachment to the others and shouldn't. Its a choice as the game is help others or don't.
Showing auras would just make the game more mundane as it would remove having to think at all. Comms would end up as a troll fest with players calling out others. Its bad enough already with a chat system.
Then you buff killer to make up for it. What happens to those that are really good at that role? They end up becoming bored as the challenge is gone.
Maybe the issue isn't what most think it is about buffing this or nerfing that but making sure you are matched better to reflect your own skill. Everyone being to get to rank 1 so easily imo has given an entitled mindset to players so they think that they can and should be able to compete at the highest level of play. The mmr system then is what hopefully will fix this but how or if they can determine skill is yet to be seen.
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It would defeat the purpose of having to bounce of something first before being able to hit.
Take the most recent video. You can bounce off the edge of a wall and move slightly to one side keeping better forward momentum soin the open it would always mean a guaranteed hit while being able to close a large distance due to his speed even with a slight stun and burst of speed.
Then you have the fact you can bounce off survivors by mistake so at some spots it means they will always get to the pallet or window.
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Its an issue that can't be fixed imo. You buff solo you inherently buff swf. You buff killers too much and you kill off solo play.
We do have to be careful to say the game shouldn't be balanced around the lower players though as the same argument is used by some killers here.
When anyone posts about a really good killer players win rate they always say you can't expect them to be as good as people who play the game for a living or have 5 or 7 k hours in the game. You have to be careful to not remove the challenge from the best players on both sides.
Imo the problem comes down primarily to thise who main one side as they don't see the issues of the other and of course seeing the game as being highly competitive.
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I wpuld love to see them updated.
Trapper could throw a trap on a chain and drag the survivor to him picking them up on it and us8nv it to crush their head as they then slide out and fall to the ground.
Wraith could uncloak while standing on a survivor and slowly start to pull out the spine from their back much like the predator would and hold it up inspecting it as its what he uses for making new weapons.
Billy could be seen chasing a survivor and as they turn remove their head with a swing. Their body stands in place and slowly starts to fall to the ground as he swings violently removing more body parts as it does. The last part is through the survivors lifeless eyes looking up as this is happening.
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Its why they are working on a new system as rank 1 is literally achievable with how much you play in a month.
You're only saving grace is there are also a lot of survivors in the same boat.
How long before this is ready we do not know but we can hope for it soon.
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Well I agreed with this up until they announced they are looking to add some prestige rewards.
While we don't know what the rewards will be id rather start to prestige than put endless points into the chars i already have maxed out. I just use maxed out chars to feed the others anyway so why not? Its not hard or much of a grind to get to lvl 50.
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Personally I would prefer if it was merged with kindred. It then helps to show when it is safe to unhook and is more in line with what BBQ does but in reverse.
Of course the only issue with any of these ideas this is merging a DLC perk with one tied not to a character.
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Its more than fair since he is so slow along with the large terror radius.
If you play smart when you know its in the game and don't get caught in the open the chances of being moried are slim.
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Primarily yes.
Once self care got the nerf the phrase "non heal meta" was coined. Many of us said this would happen at the time. Even the devs seemed reluctant for a long time to change the perk as they always said it took them off gens and seemed to actively want players to heal up.
We also had a sloppy change which made self care even less attractive.
The issue with self care of course was the potential to heal within a chase so it did need a change. Maybe it should have just been made slower within a chase instead?
The ruin change did make it seem worse but thats probably due to players now finishing the gen before going for a save as it makes more sense if you have enough progress to still make the save anyway. Only killers who have mobility enough to keep survivors off gens are worth running the perk on now imo.
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@OllieHellhunter said:
Survivor- Kindred,Resilience,Spine Chill,Lightweight
Killer- Spies,Iron Grasp,Sloppy,Whispers
Pretty much this with lightweight being the only one I may change up with we'll make it or small game.
The killer setup is spot on for what I would use out of those perks.
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I run inner strength with detectives hunch now and again so I can find totems quickly.
If you have trouble finding other totems like your posts suggests I would try this perk or small game till you get used to where the spawns are.
Boldness points from totems and the risk of NOED means they are fair game for all.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1559557#Comment_1559557
The playerbase has not stabilized, past 30 days has a ~2500 player decrease. DBD got about 15000 players during covid. These players are still in the phase where they're not experiencing DBD as it truly is. I'll explain to you what player retention is and how certain game companies (that usually don't last very long) market their games around low skilled play. The game is meant to be very shiny when you first get it, lots of licensed killers and survivors. The way DBD is marketed is that you're supposed to buy the base game, probably for $10 on sale, then buy a couple dlcs and maybe a couple cosmetics before you quit.
https://forum.deadbydaylight.com/en/discussion/comment/1559715#Comment_1559715
Huntress is the strongest killer in the game, barring a couple maps, and is incredibly oppressive at higher levels. Peanits doesn't need to loop survivors and he even has enough power to partially negate windows. So him being a Huntress main actually takes away his experience on balance issues in this game. I'm one of the top Deathslinger players in the world, based on speared downs, and I play a lot of Huntress also, whenever I don't balance my ranged killer play with normal killers, I become very bad at the game, and very bad at judging how much time I have to catch up to to a survivor before they make it to a strong tile. Having to actually put dead hard and sprint burst into chase calculations makes the regular killers much harder to play. Also being a killer main, and only a community manager, I doubt much of his input on killer balance is listened to by the people that are balancing the game.
Right now the player number on steam alone at this moment is at 53k.
Dead by Daylight is a multiplayer (4vs1) horror game where one player takes on the role of the savage Killer, and the other four players play as Survivors, trying to escape the Killer and avoid being caught and killed. Dead by Daylight Steam charts, data, update history.Regardless of covid which of course help the game has been growing over the years as you can see. The players numbers rise with dips of course which I explained in my first post.
Player retention is about keeping older players in game along with bringing in new players. For a 4 year old game with such basic gameplay the fact players stay around as long as they shows they are obviously doing something right.
Most online games the player numbers drop off without constant content being added in some form of another.
I understand you may not like the game in its current state but the players numbers show many do. Always remember forum users are a minute fraction of players compared to how many log in each day and most are normally there to complain about something.
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@YoshisCookies said:
https://forum.deadbydaylight.com/en/discussion/comment/1559887#Comment_1559887
so facecamping is bannable got it
You are taking it way out of context.
They are talking about targeted griefing and face camping a player along with many other things would constitute that but it needs to be done over multiple matches along with certain circumstances.
Its the targeting of the player to ruin their experience that is banable not the actual act itself.
In this circumstance the killer would only face camp that specific player each and every time they meet while not doing it to anyone else.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1548310#Comment_1548310
I don't know about you, but legitimate infinites, as in the past, where it was literally impossible to catch up with the survivor, was insanely unbalanced. Giving survivors a maximum of 4 minutes of invulnerability for them to do whatever they want is also extremely unbalanced. Then to compound that, for some odd reason, the algorithm that determines tile strength doesn't take into account adjacent tiles, so you can get 5 minute loops on some maps, and you still even get double pallets albeit very rarely. So with all survivors running the meta perks, combined with one of these map layouts, survivors can get a good 9 minutes of free time. Then there's a plethora of maps that encourage survivors to use the strongest tool they have in their arsenal, their W key.
I wish there was a word to describe how unbalanced it is in the english language without using multiple adjectives, but there isn't. Not really an opinion, I mean I'm sure it looks fine on a spreadsheet, but when you actually play the game, most especially at the highest levels, things are a bit different.
https://us.v-cdn.net/6030815/uploads/QV8JOUG76MNX/untitled.jpg
There's probably a pretty good reason why the DBD population was up and down there before it got the covid injection. When you're gaining thousands of players and then losing thousands of players, there's probably a problem with player retention. A PvP game with good player retention is usually a game more favorably balanced towards higher skilled players.
Well over the years dbd has always had high and low player counts.
If you look they typically happen around feb/March, summer and around fall time. Then you take into account events, free weekends and dlc releases which increase the playerbase for a while.
Overall though the playerbase has stabilized over 35k which is a far cry from 3 years ago when that was 8-12k.
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@Buckoben said:
https://forum.deadbydaylight.com/en/discussion/comment/1555453#Comment_1555453
I can! It's called Object of Obsession and you only need to look in the direction of the killer for it to proc.
To be fair with object the killer can see them also if looking around.
My fear of a perk like this is that totems should be a second objective imo and one which players should want to do. By making these more risky it removes that want and makes players more likely to just do gens.
No hex perk bar devour hope is that big of a deal leaving it uncleansed in reality.
While I understand its something the community asked for with the hex moving to other dull totems and I think that part is fine and quite a fun addition. I personally dont think it needed the aura reading part as its good enough without it.
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What is wrong with the Raaaaawwwrrrrrr every single time you chainsaw. It's not like its a addition which wasn't needed, becomes annoying and doesn't add anything to the game play /S.
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Only ever dodged with red ping in the past as I knew it would be a waste of time playing.
Now I just play whatever comes my way. Some games I think this will be hard but I like a challenge.
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This only happened after crossplay.
Before survivor queues were quicker on PC at least for myself in NA east. This could change depending on region and time of day for some.
Maybe its not about strength but why there are more of one side on specific platforms or in certain regions.
Console for one maybe just has more people playing with friends as they are more party orientated so gravitate to survivors.
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I like all the original maps over the newer ones tbh. The more open maps you can see from a distance. Even the corn ones have high points you can spy from.
I dont really like the indoor maps as they are bad for certain killers while being good for others.
Midwich while looked amazing the first few times for myself its kind of boring now and is my least favorite. I'd prefer it to have ramps or stairs up and down from the middle section with stairs in every corner and some more drop points from rooms.
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To say one platform has more of x or y type players has always seemed strange. We just have to look at posts from all platform players to see most complaints echo the same things.
The only things which hold any merit imo are concerns about the frame rate but to an extent this doesn't take into account that not all pc players have high end pc's to get high frame rates. Then there are the killers where using a mouse is advantageous like Huntress, Nurse. The latter though is just a mechanical advantage but it doesn't change how well one can play verses them.
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@PatBrutal said:
https://us.v-cdn.net/6030815/uploads/5IMETH3CUWWB/crossfeatures.png
As mentioned during the anniversary livestream, we are planning to add the Cross-Play feature into Deadby Daylight. As it is a topic widely discussed in the community, we are here to provide you with more clarity on our vision regarding Cross-Play / Cross-Friends and Cross Progression.
Dead by Daylight is now available on multiple platforms and soon Stadia will join that line up. While a few years ago it was impossible to imagine that Cross-Play could be a thing in video games, it now seems a logical choice for us. Our aim has always been to make sure players can play together as a fully connected community, and today we are excited to share more about that plan.
Cross-Play and Cross-Friends
Ten months ago, we introduced Cross-Play on PC with the release of the game on the Windows Store. Cross-play was already on our minds even before this release and thus linking these two platforms together came naturally. Cross-Play went live a few days after the release of the Windows Store, greatly improving the players experience.
But that was only the beginning, as the following two topics were listed as the most requested by the community:
- Play with my friends from other platforms (Cross-Friends)
- Cross-Progression
In theory, Cross-friends, a feature to add players from a platform to another was a matter of production efforts. Cross-Friends is now live on Windows Store & Steam as a beta test and, so far, we are receiving amazing feedback.
However, we wanted to make sure that the Cross-Play aspect of that feature would not impact the general players experience. We knew players would ask about Balancing, Matchmaking time, Network communications etc. We investigated our data, ran playtests, and gathered feedbacks and we are now confident moving forward with the release of Cross-Play on console.
https://us.v-cdn.net/6030815/uploads/3PTEWC9ICD4I/image.png
Cross-Friends mockups
Now that all lights are green, we are preparing the activation of Cross-Play and Cross-Friends on consoles. In this scenario, Nintendo Switch, PlayStation 4 and Xbox One players will be able to play together, and with people on PC. We are polishing the last details to make sure that it will only impact our game positively. As we are still monitoring the situation and numbers on PC, we cannot give you a specific date for now, but we can definitely say it is coming really soon! (like before the first snow, in Montreal (hopefully))
Once Cross-Play is live on all platforms, we will carefully monitor the data to ensure the stability of the game. If it becomes unstable, we will disable cross-play to allow us to work on a fix. Player experience first!!
Players will have the choice to opt-out of Cross-Play if they prefer.
We have seen a lot of questions about potential Cross-Play with Dead by Daylight Mobile, for now, this is not part of our plan. The game system and architecture are significantly different. We are prioritizing the release of cross-play between PC & Consoles first to make sure that the experience is smooth for the players on those platforms.
Cross Progression
Allowing players to team up with their friends from other platforms was the first step to break barriers between platforms. We know that some of our players are active on several platforms, and Cross-Progression is also one of the top wishes from our community.
We are thrilled to announce that we are preparing the first steps toward Cross-Progression and that it will be available for Steam, Google Stadia and Nintendo Switch in September! Players will be able to share their progression, purchases, and inventory on those 3 platforms – Exceptions might have to be made to accommodate for some external licensing needs.
As of today, we cannot make Cross-Progression available on other platforms and we have no guarantee that it will happen. However, we know that this is a community wish, and we will keep trying to make it happen.
How will Cross-Progression work?
Merging several years of game progression of millions of players is a technical challenge that few games are trying to tackle.
We spent lots of time preparing and discussing the best way to provide Cross-Progression to our players. We want to make sure the transition will be smooth and that we protect our player's progression.
In order to achieve a good transition, we had to build a brand new ecosystem. Players will have to create a Behaviour Account to link their progression, so our server can merge it.
All our efforts will be focused on monitoring account merging to ensure that players will not have any issue during that complex process.
Thanks for reading! we are super excited to read your comments. Many people on the team are working hard to transform that vision into something that you will experience as soon as possible with your keyboard / controller. We hope this article gave your more clarification about the future of Dead by Daylight!
See you in the Fog.
This is the official post about cross play and progression.
Cross play is coming for all platforms.
Cross progression is due to happen on a few platforms. If you look it is only Microsoft and Sony platforms which aren't on the confirmed list as yet. It is still being worked on and they are trying to get a deal done with them.
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This is why I started running detectives hunch. You cant always rely on others so I would rather cleanse all the totems myself.
I find others are more likely to stay and try to save if they see someone get hit and NOED doesn't activate.
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@TrustMeImDolphin said:
https://forum.deadbydaylight.com/en/discussion/comment/1528071#Comment_1528071
I don't have a problem with survivors not opening the doors so EGC doesn't trigger. The issue for me is doors being 99ed without any penalty, which actually makes EGC not a thing for 99% of the games. Survivors can still make plays, but they have to play around the fact that doors will not open instantly, currently doors take 20s, so even if the door regressed to 75% it would be just 5 seconds (Can be lowered with a key in the proposed changes), which I think it's plenty of time to make a play, open the door and escape
About the hatch and the achievements. I don't know about any achievement tied to a licensed character that requires to escape through the hatch, but there are already achievements that can't be completed (Get a hit with nurse after chaining 7 jumps). Even with that, it may be possible to let the hatch still exist, but remove the option to open it with a key and, specially, remove the ability to open it if more than one survivor is alive
About the door distance, you are right about it. I don't think doors should spawn on opposite sides, but a minimum distance, which is a thing I think should be reviewed anyways, I've seen some haddonfield matches were doors spawn on the same side of the map
Well the 99% scenario is why they allowed killers to open the door. 5s may not seem long but it forces a scenario and removes plays. What if the killer has noed? Remember me? Bloodwarden? To name a few. It forces players to open the door more and risk less plays. Lots of kills can happen due to some 99% doors atm and so can lots of saves.
Imo it would remove some of the Last ditch plays which can be fun and most would just start to leave knowing certain things were in play.
There are 3 achievents which want hatch escapes or closing it. One of them is all four escape the trial through it.
The Nurse achievement on Steam is to blink 3 times. The only achievement what is different is the hit 500 one which is 100 on other platforms.
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Well let's look at the egc.
This mechanic is not meant to grant more kills but instead make the game end. There is a reason certain things can be done like 99ing the doors as it still allows other plays to happen which the devs like. This is why the killer can open the doors to force the egc to start.
If the hatch was removed then doors would realiatically have to spawn on either side of the map. Right now the hatch is a 50/50 and if doors spawn too close it makes it too favored to one side. The issue with doors always spawning far apart creates another issue as that can remove the 50/50 aspect since survivors will have the slight upper hand with the third person view as theycan see the killer walk away on most maps not to mention the heartbeat. High mobility killers would also have to be looked at in this scenario since they have the potential to check gates too quickly.
The hatch won't go for another reason which is achievements. Any achievement which is tied to a character which is licensed needs permission and also they are not easy to change on some platforms which has been mentioned.
I feel the issue with mori's and keys are more from people who see this game as highly competitive. These items are supposed to be over powered and I feel if they only made them more rare it could solve most issues. This won't help with players who have hundreds of them so another change could be a player can only use so many say 3 in any 24h period. The rarity comes from only allowing to have one at a time per character. If the char has one another one can't spawn in the web until used. This means they are not the norm. If playing in an swf the 3 scenario is shared across the same group playing.
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This has been answered many times and they don't plan on changing it as some prefer lvl 1 for more notifications and others prefer level 3 for less notifications. Basically those that like it how it is like the idea less noise spam.
It comes down to personal preference.
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Eat the DS and try to get them to use BT early on.
Look for 3 gens together or some which are in a bunch. ive seen this map have 5 gens in half of it and if they are smart one will always try to get one of them done and they may eat through the pallets around them potentially making them unsafe zones for later on.
Don't worry about losing gens which are cleary far away from others. Those are the ones you want done at it starts to force them into half the map.
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If you think about it all the answers may be correct in a sense.
The mmr may have been running for a while in the background but how many played in that time period?
Then you have the 10 game system which sets your initial mmr but that can change over time and it highly depends on your opponents level of play so imo that would take a lot longer to settle. If you did really well in those games and received a higher mmr rating and get pitted versus much better players it should then slowly lower over time.
We also have to take into account swf which I would think as before should get matched with the highest mmr rated player so playing solo we may find lower mmr players in a given game.
Personally I think 2 weeks is a much more reasonable time frame for any system like this as it really can't be done 100% over x amount of matches for the whole userbase in a day or two. That always seemed unrealistic to myself.
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@clem1710 said:
https://forum.deadbydaylight.com/en/discussion/comment/1515212#Comment_1515212
Yep but devs are not gonna give us real stats. They make up false stats so they can say that it's balanced
All your posts show is that you will never beleive anything so why should they post any stats at all?
This is the issue as unless it fits the narrative of what one wants too believe then they will always be false in the eyes of some.
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@Dsalter said:
https://forum.deadbydaylight.com/en/discussion/comment/1515202#Comment_1515202
if that is the case shouldn't 4 man be much closer to 3 man than it is currently? because you will far less likely encounter a 3man than a 4 man because its detrimental to not brind some other friend or person you'd played with before as that 1 random could throw your game by feeding obsession perk stacks and such
No becasue people play with who is available or who they want too.
Your argument could also be said for the most popular swf group of 2 In those past stats so qhy not just bring another 2 friends? They may be matched with 2 solo who could throw the game in the same way.
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@clem1710 said:
https://forum.deadbydaylight.com/en/discussion/comment/1049935#Comment_1049935
These stats are bullshit. Most red ranks survivors play in swf.
This is an assumption as no one really knows that apart from the devs.
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@Dsalter said:
https://forum.deadbydaylight.com/en/discussion/comment/1049935#Comment_1049935
i can see a flaw with this tally chart.
solo survivors would EACH be given one point where as a 4man group would only register as 1 point.
for each 4 solo survivors it would give one point into 4man.
so 100 solo survivors will aways be ahead because each individual registers as a digit while the 4man groups will ALWAYS be behind because 4 people in 1 party is 1 party, hence why all the numbers seem to be cut into sections, 2 man groups is almost exactly 1half of solo, 3 man is almost exactly half of 2 man and 4 man is almost exactly half of 3man groups.
kind of odd dont you think that they are almost all exactly half of eachother?
Thats not how it worked it was 100% of all players and how they joined the match as individuals. A 4 man did not could as 1 but as 4 individuals.
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@Mozzie said:
https://forum.deadbydaylight.com/en/discussion/comment/1511379#Comment_1511379
And why would the date have a dramatic effect on team composition metrics?
Because things can and do always change and why most stats are constantly updated.
Who knows there may be more but there may also be less.
They probably won't release anymore as much like you stated you don't believe them anyway many other stated the same because it doesnt fit with what one wants to be true.
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@Mozzie said:
https://forum.deadbydaylight.com/en/discussion/comment/1049935#Comment_1049935
Sure.... I believe those stats. I'd love to see the breakdown in red ranks. If it's 20% chance or less to have a 3man swf let's have them showcase who is swf and who isn't in the lobby.... shall we?
You do know the post you just replied too was from 7 months ago.
Its always best to look the date of a post before hand.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1049935#Comment_1049935
Please don't be stupid, the dev's arlready said those statistics are innacurate - too many variables. Also it's old statistic's the game has changed a lot Since a year ago.
I Believe you should heed your own words as you just replied to a comment from 7 months ago.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1503362#Comment_1503362
Yeah 3 rounds vs one.
Thats a choice you made.
In your op you stated you couldn't escape due to the challenge. In reality you could have you just choice to die and finish the challenge it in one match rather than spread it out.
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You could have left after your friend did and got 1 point for it as the challenge can be done over multiple matches.
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Congrats!
I look forward to watching it upon release. GL with it all and hoping for a sequel 😉.
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@Dwight_Fairfield said:
The system should be able to discern between someone rage quitting because there is specific actions you have to do for that, and being booted from the game (power cut, internet crash, game crash etc).
Game crash I agree with as if the game pops up with a way to report the crash it should know its not on purpose.
The others unfortunately are too abusable as pulling the ethernet out, turning off wifi or unplugging the machine would then bypass the system.