TripleSteal
TripleSteal
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Some of the objects are flicking depending on the angle/distance you look at them from. For some cases it allows you to see totems that shouldn't be visible from your POV. An example from Autohaven/Wrecker's yard below. Here's a wild Nea doing a dull totem in a generic TL spot. Notice that the totem is fully covered by a pile of tires to the left of it:0 comments 1 views last activity
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Platform: PC Frequency: very rare Only affects one survivor (bug on my side rather than server's or killer's), lasts for the whole match. Apparently doesn't depend on map/realm. TR works as supposed (as well as all the other sounds).0 comments 1 views last activity
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Tested on a "sample" of 2,5 mln BPs: •1 cake for every 75k BPs spent •1 Bloody Party for every 500k BP spent (insufficient sample size) •1 event FL for every 120k BP spent0 comments 31 views last activity
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Any way to overcome it?1 comments 41 views last activity
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It looks great, but I have consistent 10-15 fps on lowest settings (normally I get 50-80), and freeze for 3-4 seconds upon trying to use M2 as killer. Neither of the reworked maps were even close to that, and as of now I'm a bit desperate because I don't see a way to sort it out (other than bringing map offerings all the time).0 comments 22 views last activity
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Platform: PC Frequencey of occurance: whenever Ashley Slashey is equipped Description: with cosmetic in question equipped, FL aim is 15-20 degrees off. The remaining items from this set do not affect it, removing ashley slashey turns things back to normal. I'm not aware of any similar ongoing glitches with other characters or sets. FL aim with muppe4 comments 71 views last activity
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Title3 comments 81 views last activity
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Hello, I got a minor issue with sounds that started to annoy me ever since I began playing spirit. Basically, if a survivor is within 5m range, I hear the direction he's at precisely, but can't figure out the distance - be it right at my face or 5m in front me, sound cues are exactly the same. I figured out that it might be a headset issue, but it does not affect my gameplay in CS/R6S in a si4 comments 101 views last activity
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...and is it considered an exploit? Edit: due to a lot of missunderstandings, here comes the clip by @edgarpoop showing what I'm asking about https://clips.twitch.tv/ElatedConfidentPandaBudBlast41 comments 1,831 views last activity
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Namely: PH, hag, spirit, nurse. I'd like to find some niche content made by players who are closer to the skill ceiling of these killers than dowsey/otz/ohtofu and other mainstream stuff YT suggests me. Kind of like Pyrus's shred surfing guide for demo, but more general. Thanks.17 comments 171 views last activity
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Platform: irrelevant to the case Steps to reproduce: be a 2nd person to join the healing process (so when you press M1, you model gets slightly repositioned to a presumably appropriate spot far enough from the other healer, as it always does). If you do it near a table (see below), the game puts you over it instead of not allowing to initiate healing from an incorrect spot. You can then get on t1 comments 91 views last activity
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Platform: PC The glitch appears to be inconsistent: it doesn't happen every time.0 comments 31 views last activity
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It is not too easy as you get stuck in the middle sometimes, but it is consistently doable. See screenshots below:0 comments 52 views last activity
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PC (likely not platform related, though) Happens randomly to different players, on average 2-3 times per match against this killer (it works properly more often than not, but when it glitches, it becomes rather annoying).0 comments 1 views last activity
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They are inconsistent - I didn't notice any pattern that can trigger them. A list of glitches, mostly similar to previous patches' sound bugs: -(sometimes) IW3 working as IW1 -(rarely) dying survivors not making any sound -(rarely) injured survivor not making any sound, including breathing (footsteps are audiable, though) -(often) spirit phase sound not being audiable - happens half of the0 comments 21 views last activity
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Can't really add much here; looks similar to Yamaoka ones, just larger. Could be a feature but I find it rather unlikely.0 comments 81 views last activity
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Platform/map are likely not relevant to the issue. When standing still for 1-2s as Victor on any terrain with height equal to 2nd floor or above, his visual model (from survivor's perspective) falls through to the first floor, where it then remains - see example 1. If there's solid obstacle below, visual model just disappears (likely inside that obstacle) - see example 2. From killer's perspec1 comments 32 views last activity
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Legion bug, platform/map are not relevant to it. Caused by a slightly misstimed legion tech (fraction of a second too late to vault), it makes you transition into an endless frenzy state. Secondary hits on targets already affected by deep wound do not cancel it. You can't destroy pallets but move at a 4.6 m/s. Camera POV behaves as if you were not in Feral Frenzy as well. The power gauge is di0 comments 41 views last activity
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Can't really elaborate this further, it's just a generic tile with both pallet spawns filled simultaneously.0 comments 11 views last activity
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KYF lobby didn't help, I'm still randomly failing it and don't even understand why.4 comments 102 views last activity
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Platform:PC Playing in an SWF of 4 people, 3 times over the course of last week 1 or 2 players loaded before all the others (killer included), and the trial started for them with no significant anomalies rather than all the other players not moving. In about 7-10 seconds the ones who loaded get DC'd with "Disconnection from host" error. At this very moment the remaing players load into the tria7 comments 61 views last activity
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Map generation bug. The rock spawned nearby shack's front wall. The gap between the rock and the wall is wide enough for survivors not to collide and go through, but killer can't shortcut there and has to go around it. With old transparent shack it would have created an infinite or atleast something very close to it; I assume it is not intended to be this way.0 comments 21 views last activity
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First of all, I got absolutely no idea how to reproduce this, so I see it as some stand-alone map generation issue leading to multiple bugs in one trial. -The match started with the killer skyrocketing 40-50m upwards from their spawn point for a couple of seconds so I saw them from across the map but wasn't quick enough to screesnhot it. Right after the poor hag fell down at a speed greatly e0 comments 11 views last activity
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Hello, First of all, I'm not entirely sure in which forum category this question fits better, forgive me if I chose the wrong section. I'd like to know what the exact algorithms behind object placement and players' spawns during map generations are. Besides my personal experience, I've only found very basic information and it's not even up-to-date. What I'd like to learn is not just the gen8 comments 151 views last activity
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Platform: any Steps to reproduce: play on backwater swamp maps Invisible hitbox appears on the outside of one of the tiles right below some roots (presumably added recently, and my guess is that they are the root - sorry for this awful pun - of this issue; although I am not entirely sure). You get stuck walking right-to-left but not the other way r0 comments 23 views last activity
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PC, only tested for survivors. I am not entirely sure whether it's a bug or a feature, but: Right now getting any level 1 perk leads to level 2 of this perk appearing in the next bloodweb 100% of times. These pattern does not extrapolate to lvl3 though, and does not affect a 2nd/3rd/4th perk per each bloodweb. Ignoring given level 2 perk works in a way: it doesn't spawn infinitely and disappea3 comments 31 views last activity
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Platform: PC, although it's likely applicable to any platform Description: When looking back while repairing a gen from its rear side as a survivor, the camera angle doesn't adjust properly to the new gen's graphic model, and the middle of surv's FOV gets blocked by a gen texture (see screen below).0 comments 41 views last activity
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This discussion has been merged .0 comments 31 views last activity
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Despite all the five people having relatively decent internet connection and living close to each other, we suffer from a much higher player-to-player delay than on dedicated servers in public games. We tried to change lobby host, but it didn't help. What (if anything) can be done to make it better?0 comments 1 views last activity