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knell

knell

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knell
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  • @Jocelynbee I can't seem to find the info about the time for this. Is it normal for AMA in reddit threads to not include the time they start? Can we at least get an approximate time of the starting time, and how long they have planned to do it for? Is there way for the moderators/community managers to collect questions beforehand so that those who cannot participate in the 'Ask Us Anything
    0 comments 41 views last activity
  • Platform - PS5 Issue - Hitting all skill checks, but at the 7th skill check on one generator, and the 10th skill check on another generator, despite the arrows being right in the middle of the skill checks, turn red and exploded. (Also can provide video evidence if wanted) Reproduce - it happened recently before, but don't remember the circumstances. This one was against Nightmare, both time
    1 comments 11 views last activity
  • Given BHVR's renewed vigor for providing stats, please list three statistical data you would like BHVR to present to the foru m! (Please no sarcasm or pessimism!) 1. Soloque-SWF related: a.) Pre/Post HUD escape-rate differences at low, med, high, and averaged MMR. (I'm guessing that previous data was taken by comparing individuals of solo-que escape rates vs averaging out all the escape rates
    3 comments 51 views last activity
  • Is this what everyone else is getting? I'm just getting 2 BBQ Invites on the 5th Level, 10th Level, 15th Level, etc of both individual survivors and killers.
    0 comments 51 views last activity
  • Since we've just been introduced to this new self-unhooking mechanic to discourage face camping, may I suggest few more ideas to add? 1. Since ten seconds were added to to the repair time per generator from 80 to 90 seconds last year, this had given killer players additional ten seconds of leeway to camp as the hook-timer decreased at the same rate as before for the camped player. I believe t
    6 comments 191 views last activity
  • Is there any current plan to update the perk list's organization? According to the wiki, there are 219 perks as of this moment, all placed in alphabetical order (in English speaking countries). The problem is, it is difficult for casual players like me to remember what all the perks are named, forcing me to look for them page by page. Have you thought about organizing the perks by characters
    2 comments 91 views last activity
  • Just wondering whether the new Team-Based Ratings have been tested or will be tested for its accuracy? It is my understanding that for most types of MMRs (ELO, Glicko, TrueSkill), when you add in secondary factors unrelated to the win condition of a game, it becomes less accurate over time. (Accuracy in this context means the ability for the game to predict the matches' outcome.) The only advanta
    12 comments 281 views last activity
  • "Matchmaking incentives are unique to you and dependent on your matchmaking ratings and region." Given that SBMM ratings are separate for each Killer, how will this be displayed in the UI? For example, let's say I have 900 on Nurse, 1200 on Legion, and 1600 on Spirit - and the game indicates that the survivors in the region desperately requires killers in the 1200 range right now, thoug
    2 comments 41 views last activity
  • So it looks like Sadako's ultra rare skin's "weapon" changed from the default "呪" "Noroi" (Curse) to "恨み" "Urami" (Grudge or Resentment). There are usually two ways to write "Urami", both meaning practically the same. 恨み and 怨み. I didn't know the difference, but something felt off about 恨み, so I looked it up. Apparently, 恨み is often used in more normal, day-to-day circumstances, where someone
    0 comments 91 views last activity
  • 2017: Livestream #71 Horvath: "Now, with that being said, I do believe there is a significant mismatch that happens time and time again. Survive With Friends is very difficult to manage and I've seen this in a lot of different games; I've experienced it myself... it's not cool, right?" Cote: "So what we are talking mostly is about adding maybe a..." Horvath: "Better balance. Bet
    10 comments 351 views last activity
  • First and foremost, I think that SBMM will be good for the game, but it has to be able to appropriately gauge one's skill - so far, I think it still has a way to go in that regard. (I actually feel like the 2nd SBMM trial was the closest to good matchmaking in my experience.) I play survivor side, maybe 80%-90% of the time. All of them solo queue. Ranking-wise, I usually float around Rank 3-5.
    0 comments 31 views last activity
  • During a chase, as Leatherface was revving (charging) his chainsaw over his head, there was no sound coming from the chainsaw. (No chainsaw start-up sound.) The only thing I can hear was the chase music. Once he started swinging his chainsaw, the sound was back normally. This only happened once. What Happened Beforehand: Before it happened during the chase, he had revved normally (with the regul
    1 comments 101 views last activity
  • Just wondering if BHVR is currently testing the Server Side Hit Validation on the PS4. (This was from yesterday.) It seems great! https://www.youtube.com/watch?v=4yoPk1qOTu8
    9 comments 141 views last activity
  • Ok, let's completely ignore the previous 'Ranking' system for a second. Supposedly, "MMR has already been running in the background" (Almo) and "MMR has been tracking behind the scenes for a while." (MandyTalk) Even if this Rank 18 Killer with 2 Perks (that he starts out with) is so new that he has almost no MMR score for this new system to have kept
    Mod
    27 comments 1,062 views last activity
  • When players' MMR score settles (giving a month or so), will there be enough killers with high enough MMR scores to give a good match for survivors with high MMR scores? Or will killers with mediocre MMR scores have to step in as substitutes, basically forced into the role of being the good survivors' entertainment to make up for the lack of good killers? On one hand, there only needs to be 1 go
    0 comments 31 views last activity
  • Played as Dwight with yellow medkit against a Hag at Yamaoka Residence - all the skill checks were not visible on screen despite the skill check's initiation sound frequently being played. Perks are also invisible - although it seems to have been working (Bond Perk was at least working.)
    2 comments 22 views last activity
  • If the Emblem system attempted to address the 'Rank/Skill' correlation and failed, why would the MMR system do any better in addressing this newly formed 'Ratings/Skill' correlation? If the Emblem system couldn't figure out exactly what type of requirements/conditions define 'skill' in DBD (rather than the amount of time played), why would this new MMR system be able to define 'skill' in DBD
    1 comments 41 views last activity
  • As a solo player, there are few reasons why I stay on the generator rather than running to save someone on the hook. The first reason is the distance from where I am to the hook. If I feel that I'm pretty far away, then I hope that someone else is a little closer than I am, and close enough where they feel obligated to go save that person. The second reason is the possibility of the killer kicki
    9 comments 271 views last activity
  • Or at least, they're not what some of us believed they represented. What I personally had hoped for was a graph that demonstrated the skill ceiling on both sides - where the most skilled players are going up against other most skilled players, so that the point of balance can be more easily identified. However, despite being labeled as "Kill Rate VS. Pick Rate (Red Ranks)", the samples of mat
    14 comments 422 views last activity
  • 1. Were matches that had any disconnection included as part of the data sets for all of the provided statistics? *and, whatever the answer is, please include that information on the original post* 2. Can you define what types of matches constitute as being 'Red Ranks' matches (in 'Kill Rate vs Pick Rate' and Nurse On PC: Before And After 3.3.0)? As in, is it only matches that are ONLY comp
    2 comments 92 views last activity
  • Recently when there was a request for Survivor and Killer data sets, @Peanits replied: I'd love to see something like that in the future and make it a regular thing. We would need to figure out what type of data you guys want to see, though. If we do it regularly, we couldn't give a ton of different stats each time (that would take way too much of the data team's time). It'd also be nice t
    4 comments 72 views last activity
  • Under the Developer Update for November, not_Queen has provided us with the reasons behind why certain types of cosmetics continue to remain exclusive. And for me, most of the answers provided make sense. For most of them, it's about contractual obligations made with a third party. 'Bloodletting' cosmetics issue involve payment from customers. Behaviour's answers make sense. The only exception i
    10 comments 102 views last activity
  • If Behaviour were to create an in-game section where the current state of your personal statistics can be viewed, what kind of information would you personally like it to have? For example, 1. Number of hours played in matches. 2. Number of hours waiting in lobbies. 3. Number of times played as a solo survivor. 4. Number of times played as a SWF. 5. Number of times played as each specific
    1 comments 22 views last activity
  • 10/26/18 Developer Stream: "I would say that it does affect our game design now... where we are not going to put in any designs that hinge on some survivors knowing something and other survivors don't. And now when we work on other mechanics, we always have to ask ourselves, how is this going to work for a solo group versus how is this going to work for a coordinated group, so that's the qu
    3 comments 212 views last activity
  • There are several misunderstandings of game balance that often gets repeated in the forums, and I would like to address some of them. 1. "That developers need to play against Rank 1 players to gain perspectives on balance." This is plainly false. Developers' personal experiences in their actual gameplay reveal absolutely nothing about the balance of the game - it's as informative as Rank 20s g
    22 comments 202 views last activity
  • Most of the games I've played today consisted of one disconnect. And none of them seemed like the usual reasons why people usually disconnect. They weren't being chased, they weren't being hooked or slugged, and we weren't even in a bad position in the game. But they just... disconnected. Just wondering if anyone else noticed something similar today. It could just be me, and I just happen to
    4 comments 62 views last activity
  • First of all, thank you so much for fixing the SWF matchmaking to search for the highest ranked survivor. Given how even relatively low ranked survivors can easily become formidable opponents with constant sharing of information by higher leveled survivors, I believe it is a good change overall that will mitigate the gap between SWF and Solo experience, at least to some degree. I understand that
    0 comments 71 views last activity
  • What specific changes were made in the Forum rules from the previous version? I looked over it, and didn't see much of a difference, but my memory isn't what it used to be. Also, can you define what exactly constitutes, "encourage negative behavior"? Is this referring to in- game behavior, like hitting a survivor on hook or "tea-bagging", or perhaps disconnecting from the game? Or in-forum to
    5 comments 101 views last activity
  • Can you please inform your community on what is going on with the recent matchmaking? It is definitely not due to the matchmaking system not being able to find 'ideal' matches since I have not had to wait that long to be placed into lobbies. I understand that you already k
    20 comments 1,062 views last activity
  • In the most recent AMA on reddit (8/1/19), Behaviour made the following comment: "We have been keeping SWF in mind as we design new content to make sure that solo players aren't left behind, and we would like to revisit existing mechanics as well to make them more accessible to solo players. By bringing solo players up to the same level, we would be able to better balance around coordinated g
    83 comments 2,311 views last activity
  • When The Entity has already fed too much on other survivors' Hopes, and doesn't really want to feed on any more of your Hope due to some dieting concerns: https://youtu.be/oqARHDoqF4U When The Entity is closing in on the end of her billion-day shift, and just wants the last few trials to end as quickly as possible so she can go home and take a nice, long bubble bath:
    4 comments 122 views last activity
  • Since I won't be able to participate in the Discord Q&A tomorrow, I thought maybe I can get lucky and have them answered here - if not, I wonder if some of the community members are kind enough to shoot some of these questions tomorrow during the Q&A - I'd appreciate it! @Peanits 1. Thanks for collecting the data from right before rank resets; that was a great idea! But is it possible
    4 comments 242 views last activity
  • If possible, after a few weeks worth of data collection, can we have a statistical analysis for the following? 1. In an event of the last survivor remaining, when the killer closes the hatch, what percent of the games does that last survivor escape through the gate? (Not counting any escape through the hatch with a skeleton key or disconnects.) 2. In a scenario where there are more than one sur
    3 comments 82 views last activity
  • I appreciate that the developers are informing us on what's being changed, but I wish they would go much, MUCH more into details on WHY these aspects of the Legion's power are being changed. As in, what is each of these changes supposed to accomplish? What did they see as a problem? What were they seeing playing as the Legion? What were they seeing from the Survivors' side? What are the st
    26 comments 472 views last activity
  • Sometimes I like to go back to some old Dead by Daylight official videos and think back to what Dead by Daylight game used to be like. Lately though, after Behaviour decided to cut back on the weekly livestreams, I've been reminiscing more about the actual livestreams from ~2017 instead. And I miss it. I miss the constant acknowledgment of all the different bugs they were fixing and working on
    21 comments 592 views last activity
  • Anyone know any way to avoid getting the wiggle bug? Half of my games lately seem to include it, so if there are any ways to avoid it, I'd appreciate the information.
    10 comments 132 views last activity
  • The last two games I played yesterday were both against Rank 19 killers. (I'm currently at Rank 10.) Those games did not end well for them. I watched one of them, The Pig, stare at a half way done generator for about 5-10 seconds before finally figuring out how to kick it. If Behaviour has any interest or motivation at all in recruiting new players, I don't think this is the way to go. Reme
    5 comments 112 views last activity
  • So I just wanted to take some samples of the new Matchmaking system. If you are willing to participate, please fill them out! System: Date and Time: Role: Length of time to enter lobby: Ping: Survivors entering lobby simultaneously: Rank at end of match: Here are my samples for the night - 1. System: PS4 Date and Time: Mar 15, 19:22 EST Role: Survivor Length of time to enter
    0 comments 52 views last activity
  • As someone who can't take part in the PTB, can someone who has played it answer these basic questions for me? 1. Once hit by the stream, how long (in seconds) does it take for the infection indicator to get filled while running (or being chased)? Is the length of time the same if you are to instead work on a generator? 2. How long (in seconds) does the environmental objects stay infected on
    4 comments 742 views last activity
  • I think the survivor hitbox is too large sometimes, and makes it too easy for the killer to hit. Developers, can you make it slightly smaller? https://www.youtube.com/watch?v=nqHObDiQ9d4
    12 comments 222 views last activity
  • Can we now stop calling it the 'Obsession' and instead call it something like, "The Person The Fickle Killer Is Kinda-Sorta Interested In For The Time Being, But You May Lose Your Chance To Get Together If You Wait Too Long." Also, just in case you are yet unaware, not_Queen has updated the Decisive Strike News Page with lots of Q&As and about how the obsession mechanic affects all of the
    2 comments 62 views last activity
  • The Roadmap (as of 1/31/19): 02/14 - Play With Devs 02/07 - Mash It Up 01/31 - Contest Launch Announcement 01/24 - Moonrise Event Showcase 01/17 - Play With Devs 01/10 - PTB Update 01/03 - Break 12/27 - Break 12/20 - Tech Efforts Roadmap 12/13 - The Legion Showcase 12/06 - Mash It Up 11/29 - Play With Devs 11/22 - Music Stream 11/15 - Statistic Stream 11/08 - Mash It Up 11/01 -
    2 comments 232 views last activity
  • I can't seem to bodyblock him because his legs are so skinny. Can we at least get him some baggy jeans? https://www.youtube.com/watch?v=tHnUSOvleLI
    8 comments 351 views last activity
  • Have you noticed that some of the killers actually have a secret secondary powers in the new patch? Exciting times for killers! Trapper: He can carry multiple people at once... with his mind! https://www.youtube.com/watch?v=SbqcanWQCBQ Hag: Her new power allows a 4vs4 symmetrical game that makes it more balanced than ever! And they will all camp you until you die, guaran
    0 comments 91 views last activity
  • Edit 1/12/19 Updated with The Legion and Jeff Johansen. What would DBD characters choose as their yearbook quotes? From what we know about them, what famous figures would they choose to represent them? Religious figures, scientists, philosophers, poets, musicians, fictional characters? And which particular quote from that person? (For killers, I picked things that seemed most fitting w
    18 comments 4,332 views last activity
  • I think that as the number of killers increase, it is becoming more difficult to entice newcomers to try the game, and more importantly, to stick with the game, if they don't know what they are doing (as killers) or what they are facing (as the survivors). For developers and veterans, the complexity of the game had increased gradually over the course of 2 years from the days of only having 3 kil
    4 comments 221 views last activity