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yobuddd

yobuddd

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yobuddd
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  • If I play half a match but have something happen irl (rare event), I run to a corner and afk so I don’t screw the survivors out of their points. Is that the right way to do it or should I just dc?

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1167318#Comment_1167318

    SWF isn't balanced, but I don't think fixing something potentially broken with something else potentially broken is a good thing.

    I also don't believe that adding the imp would add any more depth to the game. Giving players more options doesn't automatically mean players will utilize them. We have loads of perks for both sides, and every DLC more perks are added but not much more depth is ever displayed.

    I'd sooner think the Imp would remove more depth if anything because of the what I mentioned before about the killer building bloodlust while the imp destroys pallets. Can the imp and killer do some high coordinated things? Sure, but why when they can just both double stack on one survivor, easily down them and have Pop goes the weasel cover the chase time. Tracking perks would be redundant. Or the potential to easily 3 gen because the imp can endlessly interrupt survivors. Survivors cannot interact with the imp but still can be affected by that player.

    Then there is killer balance. Some killers excel in 1 vs 1 and chases, but those killers are usually slow and still have to locate the survivors in the first place. If the imp was added then changes would have to consider a nearly omniscient killer.

    "He Provides Indirect benefits to solo players.... with his effect on matchmaking"

    I just don't see how solo survivors get anything from this.

    It definitely would help on maps that are too large for most of the cast to defend. Maps like Disturbed Ward, Mother's Dwelling, The Temple of Purgation, Lampkin Lane (IMO I think the problem with Lampkin is the fences and platform gens. One makes it too hard to cut off survivors and platform gens are too safe in general) , but on the rest of the 30 maps it would be a balance nightmare.

    I think a better solution is to shrink huge map sizes and have a better tile generator that doesn't spawn pig tree next to a jungle gym and a normal loop.

    Fixing something potentially broken with something else potentially broken sounds absolutely terrible in those terms! Lol. 😄.

    However, what if it was seen as temporary?At some point there will probably be a truly balanced approach to SWF, and it’ll likely involve some sort of heavy-handed nerf that has players losing their minds. It could ease the pain of the imp idea were removed or heavily nerfed at the same time!

    The depth I see being added is new strategy between killer and imp, but also new strategy with how survivors deal with the imp. Heck, maybe let them kick it and send it for a tumble! I would love to see some counterplay against the imp added in (and suggestions are welcome!) Either way, this would be a lot more than just another perk that nobody uses.

    Solo survivors would receive some benefit in the fact they they will more often be paired with other solos. Yes, a 3-man SWF will still need a solo to join. But when the game starts with an imp, that solo will know there’s a high likelihood they’re playing with a SWF and can plan accordingly. (Solos complain about SWF just about as much as killers, I’ve noticed!)

    I agree that fixing maps would be a tremendous help. We’ve gotten 2 redone in the past half-year, so the rate of change is..... anyway, I wanna be nice here. With the imp, we can actually expand maps and make them huge and interesting, while maintaining fairness. Or, again, he could be a temporary fix until all maps are finally reduced and balanced.


    You've made some great points, and I hope I’ve addressed them satisfactorily. I still think the imp would be a lot of fun and could provide for better balance. At least on the short term. Let me ask you this: if a PTB released tomorrow for you to try a few matches as the lil slime-ball, would you be at least intrigued by how it’d change the game dynamic? Would you look forward to the try?

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1167303#Comment_1167303

    You couldn't have seen a post from me regarding it, as I never did one in the first place! The idea of the Entity itself being the 6th player just popped into my head today before I replied to this post.

    Hmmm, must not have been you then. Either way I saw mention of the entity blocking gens controlled by another player. This was about a month ago I believe. Sry about any confusion there.

  • @Dwight_Fairfield said:

    @yobuddd Its not a defense its a fact. You can hold me to this. They are not going to do anything to stop people from playing with their friends. Its such a huge and popular part of the game that keeps many of the player base coming back.

    I can respect that. However, SWF holds the power. So it’s important to remember that there’s a difference between balancing and punishing. Because of it’s powerful position, any change that is suggested or implemented is likely to be a nerf to SWF or buff to the others. It’ll FEEL like a punishment.

    The best way to avoid a knee-jerk reaction is to actively engage in the discussion and provide ideas.

    Start by identifying the problem. Is it SWF? No. Is it comms? Yes. Can comms be policed? No. Can balance be achieved any other way? Maybe. And that’s where the discussion should start.

  • Oh yeah, and as for testing, this would be a huge change. It would absolutely need to go through a PTB phase first.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1167299#Comment_1167299

    yeah sure, SWF arguably are exploiting too, but they've been in the game for a long time, and they are the power role (in every way, monetary especially) of the game. But, as other people said, we're talking about not losing bloodlust, way more efficient tunneling or camping... we should have to try it out.

    Yes, SWF has been around for a while, but that doesn’t mean it’s balanced. These other suggestions: bloodlust, tunnel, camp, slug, etc. they’re honestly boring for both sides and feel like half measures. (Btw, no offense meant by any of this. I’m enjoying our civil debate! 🙂)

    The imp, on the other hand, adds depth, strategy, and various new elements to the game. In addition, he provides indirect benefits to solo players (survivors and killers alike) with his effect on matchmaking.

    Finally, his ability to damage gens helps ease the high tensions over “gen rush” that we’ve seen so many complaints on lately. Take red forest for example. He can patrol the far out gens, keep them damaged, and call the killer over to the right area while the killer is working the middle of the map.

  • @Dwight_Fairfield mounts a defense with the age old “you can’t punish people for playing with friends.”

    @LetsPlayTogether backs him up with a warning to the devs about a loss of player base, but is quickly called out by @avilmask !

    @Butcher_Pete Attempts to propose an actual suggestion for consideration. Will he escape unscathed and begin a thoughtful discussion, or are the personal attacks being prepared at this very moment?

    Stay tuned folks! The fireworks are only beginning!

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/138538/the-imp-this-is-how-we-balance-swfs

    It's an interesting idea, for sure, however this can be exploited many ways. Since the imp gets the same amount of bloodpoints as the killer, there could be a game where the imp does literally nothing, meaning it's useless, yet still gets bloodpoints with that. So if this was a thing, not doing anything as the imp would give you penalty or ban or it would be a report-able offense, or something.

    However an idea of mine like this popped up recently, it's very similar except it's not the imp, but the 6th player would be the Entity itself. Obviously not visible to the killer or the survivors, but the player controlling the Entity would be able to block gens, have a sort of power, block windows and all of these would have cooldowns as well.

    This could be a separate mode to implement something new to the game.

    Ooooh! I think I actually saw your post on this a while back! Interesting idea to be sure! In comparison, I think the imp might be more engaging as you’re more of a player than a spectator, but I would honestly be happy with either idea.

    You made a great point about bloodpoints. Yes, there needs to be some way to encourage participation from the imp, but I’m not sure how just yet.

    Because the imp’s actions are limited, I don’t see him having as much earning capability on his own. I’m certainly open to suggestions in this regard!

  • @YaiPa by comms, I meant voice comms, not text. I should have specified.

    And yes, there will be exploits like what you mentioned. But is it exploitation or just effective coordination? Currently SWF has the ability to exploit because if comms. “He’s using Knock Out. I’m in the grass by the shack.” This just gives the killer more ability to coordinate as well.


    @Butcher_Pete valid concern, but you don’t have to play with an imp if you don’t want to. Furthermore, you can allow a random imp player to join if you don’t have a specific friend you want to invite.

    Beyond this, even if you don’t use an imp, it still benefits you because SWF matchmaking will prioritize imp games. When you play as a solo killer, you will have a higher percentage of matches against solo survivors.

  • @YaiPa said:

    how much fast? does he share killer perks (like pop)?

    anyways, it would be a minor help, unless he could help ending chases quicker (hence why I asked you how much is he fast or if how effective the stumble would be and what's its cooldown) otherwise pretty useless.

    It’s open for debate, but either he matches killer speed each game or he has a set high speed (maybe 120%. Maybe a bit less).

    He can help end chases more quickly by attacking survivors who are running and making them stumble. He can also break pallets while the killer continues the chase.

    If implemented, there will be several imp-specific perks. (He may only have one or two usable perk slots though.)

    His biggest advantage to the killer is the comms. “Hey the survivor is hiding behind this bush. See where I’m at?” “I saw the hatch in the preschool basement”. “He’s in the left locker!” Hitting to make people scream is useful as well!

  • Then my work is complete! Lighthearted humor, making others laugh, that’s the highest calling! Glad you enjoyed! 😁

  • @Reborn2020 said:

    There was the start of a coordinated assault on Billy, but that seems to have fizzled out.😂

    Lol you noticed too, huh?

  • Personally, I hate the idea that SWFs can completely negate several killer perks with their comms. For example, Knock Out and Third Seal (which is meant to be a powerful hex perk) are completely undone by comms. “Hey, I’m by the shack. Killer’s gone. Come get me.”

    The biggest problem is that comms are a cheat.

    I know, I know “the rules say it’s not a cheat”! Sure, but that’s just because it can’t be monitored, and therefore can’t be enforced.

    We all know it’s cheating because it gives an unfair advantage. Honestly SWFs would be just fine if not for this. It’s kinda like putting in a 6th player who can run around the map as a little imp and relay info to the killer with in-game comms (hey now..... hmmmm 🤔). I’m sure a lot of SWFs would complain that this is game-breaking and completely unfair. And that proves my point.

    So, since comms can’t be changed, we need to balance SWF in a different, albeit less-perfect way. (That imp tho......)

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1167173#Comment_1167173

    thanks for this insightful and helpful comment, it will forever be remembered by the community.

    now please take your bait and go somewhere else, thank you.

    A month ago this @Orionbash made a thread complaining about how new Freddy is OP with no counterplay and he can only win if he’s with his highly coordinated SWF. That pretty well tells us all we need to know, huh?!

  • @oxygen said:

    Depends on what you mean by the chopping block.

    If you mean we'll actually see more of the "close the gap" philosophy they've been talking about? Maybe. SWF indicators and stuff like bonus BP has a non-zero probability of happening too.

    If you mean stuff like mechanical handicaps (slower action speed, less perks) or the truly silly things like trying to interfere with VOIP applications or removing SWF? Lolno, Hell will go through 94 ice age cycles before any of that ever happens.

    Good points. What I mean by chopping block is a change (any change really) that could be seen as a SWF nerf (or buff to other players - which is a SWF nerf by comparison). You know, the sort of thing where even the suggestion makes the SWFr Sweepers blow their minds. 🤯

  • I’ll say that, as an observer, the battle lines have already been drawn.

    SWF is front and center in forum scrutiny right now. Offense is making its case known. An important first step for any attack.

    The defense is powerful though. Every suggestion regarding any change to SWF whatsoever is immediately and harshly countered. No matter how logical or thoughtful, the poster of a change idea will receive personal attacks or be told that their idea would kill the game. This is a side-eyed warning to the powers that be.

    At this point, the opposing sides seem evenly matched! Who will emerge victorious? Only the Devs can decide!

  • Hmmm. I know of an add on where disarming it still injures you, but yeah, this sounds more like a bug. Maybe something to do with dedicated servers where your console is not accurately telling the game exactly where you’re standing. But that’s just a guess.

  • @ThisGuuy83 said:

    I give up. I'm done with sweaty ass matches against try hard swf's and there bs coms. Uninstalled. Needed to free up space anyway. Lemme know when you fix sounds and make the game a lil more balanced around swf's. It's getting way to stressful to play as killer now, and I don't wanna play survivor, because it's a joke. Solo players and killers are SICK of tryhard swf's. Listen to the PLAYER BASE!

    Escape from dbd is hard, but not impossible. Those people saying you’ll be back in a week have a reason for saying so.

    I managed to drop it for about 3 months, from the end of the first Rift until the week before the deathslinger release. I only started playing again because I made the conscious decision to get back into it (None of my other games seemed fun at the time, so I figured “meh, why not?”)

    If you really want to leave, here are some tips:

    • Don’t feel guilty about letting daily rituals / rift progression go unattended. Just ignore. The first week is hardest.
    • Find something that will fully hold your attention. For me it was XCOM 2. Since you’re PS4 like me, you should hopefully have this game in your ps+ library. By the time you complete this, dbd will be a distant memory.
    • Engage in these forums to get your dbd fix without actually playing. You’ll also know when things have changed enough to warrant your return.
    • Once you’ve removed this game’s hold over you, don’t play a match until you truly feel like giving it a try.
    • Look forward you relearning the game again, to a certain extent. It’s actually quite enjoyable to rediscover your talent!

    Hopefully this helps. Treat it like an addiction. Don’t give in during the first week and you’ll be in the clear!

  • @oxygen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1163996#Comment_1163996

    So assuming matchmaking works as intended only one player in a 4-man party (the highest rank) has to derank for their whole squad to be deranked, and then they can't even rank up while playing together no matter how hard they smash killers they shouldn't be going against in the first place? Because that's what your no-pip idea enables, easier and "low maintenance" deranking.

    I wasn’t clear. What I meant was no rank movement whatsoever, up or down.

    The simplicity of this didn’t hit me earlier, but in this idea, if SWF is present, every player gets a black pip and only non-SWF players are allowed to pip up higher than black.

  • @Mikey4Hire said:

    https://forum.deadbydaylight.com/en/discussion/comment/1162901#Comment_1162901

    Thats...a horrible idea. People shouldn't be punished for playing with friends and punishing people playing with friends = less players. I know most people who would leave the game if the devs made that a feature since playing with friends is one of the main ways people enjoy dbd.

    I respectfully disagree (and I’m just putting this out there, I’m not pushing for some salty argument. Seen too many of those, eh? 😏)

    Anyway, I believe that this would be the purest way to level the playing field for all players. It’s not a punishment, it’s an equalizer.

    People play SWF for fun, and that doesn’t change with my idea. They can play in teams all they want. The game experience would be identical to the way it is now.

    The changes come from the following:

    • If they can‘t earn pips, then they can’t rely on friends to carry them. This allows ranks to more accurately represent skill, leading to better matchmaking.
    • If they don’t earn blood points (or maybe earn 50% fewer), then this is fair considering the massive advantages available to them.
    • They will be encouraged to play solo more often in order to restock on items (which would still be consumed in SWF) and to make rank progress. Solo is what the game was designed for, so we will see a greater percentage of matches played as intended.

    As an added step, I would like to see the killer and any other survivor who is solo be guaranteed a black pip when SWF is present in the match. They don’t know until after the match though.

  • Simple fix. SWF = KYF = no bloodpoints or pips.

    Play in your group like normal, in a normal game with other normal players. Bring items, fine and dandy. Nothing changes in this regard. But if you want to actually progress in the game, by golly you’re gonna do it on your own!

  • I think it may be advanced killers who want to depip so they can beat up on low ranks, yet with this method they still get to flex their superiority. “Yeah I depipped, but I still got you all!”

  • 2x is fine, the others would be icing on the, err, icing.

    Anyway, great idea!

    @Peanits This could put BHVR out in front if the rest of the gaming world for “doing your part” to promote social distancing and staying at home!

    Might even make the news. Just imagine the headlines: “EA Games and Blizzard follow in the footsteps of Behavior Interactive in encouraging their playerbase to stay home with in-game incentives.”

  • How about letting the 2-killers “bug” run free as a separate game mode. No blood points for any players, just an opportunity to meme around and experience true horror again (like reliving your first week playing dbd)

  • @[Deleted User] said:

    Speaking for myself, I really can't be bothered to grind out 5 pages of perks on multiple survivors. I think it's ridiculous that I'm expected to do that on individual characters. I have 1500 hrs in the game. Why is it necessary for me to grind out perks on individual survivors and killers? It's asinine. Want to drive cosmetic sales? I might be more inclined to buy cosmetics on characters I could play without spending hundreds of hours grinding out perks I already have on two other survivors. It's so dumb on multiple levels

    I agree. Though I understand the grind for killers since they’re each truly unique, survivors are all just carbon copies of each other. I think there should be just one basic survivor model to grind out with each character essentially being a cosmetic to customize the model with. Advantages would be a combined pool of items and perks amongst all your survivors, since there’s really just one.

    When you buy a new chapter, you get the new skin added in and a side-bloodweb to level up for the perks. Once they’re unlocked, the side-bloodweb disappears and your back to using your main one.

    I’n sure there are other issues to hammer out, like prestige, but I think this makes a lot of sense.

  • @xCarrie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161695#Comment_1161695

    every store I go into it’s completely out of cleaning supplies, toilet paper, tissues, and now small packs of water, only the big ass 30+ packs are left. I just wish people would s t o p hoarding.

    Thank you! Exactly!

    Anyone with half a brain can plan ahead and be safe out in public by being careful. We all know that if we continue to maintain normal shopping habits, supplies will remain in stock as normal.

    But then...the idiots. The one factor that we cannot plan for! They hoard and stockpile. They cough in the middle of a crowd. They think they’re special and it’ll never Allen to them. Just like on the road: It doesn’t matter how good a driver you are, it only takes one idiot to screw everything up!

    That said, while I’m going to resist the urge, I will admit it’ll be tempting to hoard a few items when I actually do find them in stock, just so I don’t get shafted by the true hoarders. Others will give in when they realize it’s in their best self-interest, but then the problem only gets worse smh.

    • A submarine where players (killer and survivors alike) can interact with objects to flood certain areas or seal bulkheads.
    • A blazing forest with very thick smoke. Flames injure survivors and significantly slow the killer when touched.
    • A ski slope. All players can move sideways or downhill, but uphill is prohibitively slow. If you go down far enough you seamlessly find yourself at the top again. (Infinite downhill loop. The Entity can make this happen!) In other words, everyone is always moving down.
    • Rainbow Road from mariokart. Everybody will fall at some point!
  • Let us earn different “lobby animals” to switch in and out as rift rewards! Start with this guy and Maurice the horse.

    Maybe earn cosmetics for them as well.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/136936/in-game-rewards-for-interacting-with-the-fourms

    The amount of "shitposts/useless crap" people who make just to meet requirements would be insane. This would be so easily abused...

    That’s why I like my idea about hunting for a code. Unless you’re interacting with the forums regularly (and therefore constructively), you’re not going to have much luck. Furthermore, my idea rewards reading other people’s comments rather than just posting mindless snippets.

  • A dark warehouse packed with DBD Props, animatronics, and sounds.

    You come across a cleansing pool... ok cool, it’s Plague. But turn a corner and the Pig roars and lurches at you, yet doesn’t actually attack. It’s just a prop. Then you see a fake bear trap in the floor in front of a jigsaw box.

    As the killer you see countless variations of survivors crouching around, running in circles, etc.

    Throughout the match you hear all the different sounds. Bing bong bing of a wraith in the distance. Screams and shouts. Terror radius at random intervals. Hooks dropping. Nurses squealing. On and on.

  • Big concern right now is running out of supplies. All this stockpiling and hoarding has unfortunately coincided with my normal shopping run and I’m not able to get the things I need.

    On a related note, you know that guy who hoarded 17,000 bottles of hand sanny? Let’s put him in the game as a survivor!

  • I don’t play red rank so I don’t have first-hand experience, but I’ve read a lot on the forum about how Freddy is by far the most common red rank killer right now.

    I suppose that seeing too much of the same killer can be “unfun” and “boring”. However, that’s more an issue of how viable other killers are at red ranks rather than a problem with Freddy.

  • My wife plays it! No seriously, I have been trying yeeeeeaaaars to get her into video games. Anything that’s not Bejeweled or Zuma.

    By golly, this is the game that did it! Now the possibilities are endless!

  • @Mat_Sella said:

    you know you play too much DBD when you use "BHVR'd" as a noun

    You mean verb?

  • —When the game maps provide the settings for your dreams while sleeping.

    —When your 2nd PS4 controller also starts making your turn left by itself because you’ve wiggled while being carried too much (this is my current situation right now btw 🙁)

  • I like the idea of in-game rewards, but it shouldn’t be promoted in-game. Only forum users will know about it.

    Make it an Easter egg hunt. Periodically insert a code (Such as 8CJ25B, you know, obvious) into a random comment from the first 10 pages of the “Recent Discussions” section. It’ll be in a random place in the comment, maybe even in the middle of a word. This could be done automatically by a program, or manually by Devs and Mods.

    In-Game, add a field in the store page for “Promo Code”. The first however-many players to type in the code get the associated prizes (items, Bloodpoints, shards, cosmetics...). Once the code has been used up (or times out after so many days), it disappears from the forum.

    Finally, the frequency of codes may be totally random. One day may have 3 new codes inserted, while the next 2 days don’t have any at all! This way people who come just to skim the forums are very unlikely to get lucky.


    I think this would work because the only way people will reliably come across the codes is if they’re actively reading all the comments in a thread. Even if they’re here because they heard about the codes, reading the comments will eventually stir up their opinions and encourage them to engage.

  • Ohhhhh, yikes. Good luck guys. I’m just gonna hide over here and see how this goes for ya.

    (Reminds me of the first time I saw a survivor teammate get moried up close to the thing I was hiding behind....)

  • I only just recently started playing Trapper, and it’s just so comfortable! The satisfying snap! Smug contentment with well-places traps. The movement speed! It’s just enjoyable. (Now for the record, I play casually, not competitively, so there’s that. Pips mean nothing to me!)

  • @Nova_Works said:

    https://forum.deadbydaylight.com/en/discussion/comment/1140675#Comment_1140675

    I'm probably going to post my idea and see what happens.

    Awesome! I’m eager to see it. Once you post it, tag me on it and I’ll give you some honest feedback and suggestions! 😏

    Fair warning, it’s just my personality, but I always try to suggest improvements to help guide an idea toward something the devs might actually pick up on (if they even do such things...). I just don’t want you feeling like I’m some meanie looking for problems. If I find an issue, I’ll suggest a fix for it as well!

  • @Kwikwitted said:

    I do legitimately feel for casual players in this game, cause I feel like you guys are always in the next game right after I had to deal with some sweaty toxic optimal 4 man SWF team and you guys just catch me at the wrong moment and just get mollywhopped, then I see the rankings in the post-game and I make the same face Scarlet Witch did in Civil War when she blew up that office building.

    Well, for what it’s worth: If I’m gonna get whopped, then mollywhopped is the way to go! 😏 At least it ends quickly, so no worries there bud.

  • It’s fun to dream. But if you could choose to just stay in the green, well, so would many others (in particular the reds!). Then greens wouldn’t be so great anymore.

    That said, I completely agree with you the green is the sweet spot. I’m a casual player as well, not competitive.

  • @ALostPuppy said:

    No offense to you but you really should've considered a bit harder because there are already so many of these posts showing up people who got a little salty at a videogame as if they're trying to prove something. It's getting so tiring at this point can you all just stop with them and find something else to talk about? Literally nobody but you and the other guy involved care enough about it and you'll both forget all about the ordeal in the next 10 minutes anyway.

    I actually always get a kick out these screenshots of convos. It’s very entertaining, regardless of which side is throwing the tantrum!

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151863#Comment_1151863

    "Hey baby, how'd you like to Devour my Hope? ;););)xoxoxo"

    -Dead By Daylight perks that wouldn't make for great pickup lines

    “Hey baby, we’ve got a real Bond here. If you come back to my Monstrous Shrine, I can give you a nice Diversion. The Thrilling Tremors will be Unrelenting! 🎶Pop Goes the Weasel...🎶”

  • Sounds like he’s right to be “sus” (by which I assume you mean suspicious).

    Want his trust? Do what you’re told, follow his rules, don’t be sneaky.

    TLDR: To be trusted = be trustworthy.

  • The way I see it:

    gg = 👍🏻

    ggez = 👊🏼

  • I can't take credit as I saw this on a different thread, but HER name is Carrie N.

    Get it? Carrion!

  • Carrie N! Wow that’s a clever one! 😃 Props to @TheRockstarKnight !!

  • Now there’s a Wilson?!?! 🤯

  • @Scootermarrrr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150675#Comment_1150675

    I have to respectfully disagree. His name is George. But, yes, leave him be.

    Aw man! I think you’re gonna hafta take this up with @TAG , he spoke first. (Claimed friendship with the bird first as well! 😉). Best I can do at this point is call him Petey-George.

  • Keep the vulture, “Petey”, but change it’s voice! Make it sound like a crow or a hawk. This is a video game, so it doesn’t hafta be biologically accurate!

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