drimmalor
drimmalor
About
- Username
- drimmalor
- Joined
- Visits
- 1,641
- Last Active
Comments
-
Bans of any kind are not discussed on the forums, however it seems that you need to contact Reddit about your account suspension - it is unrelated to the subreddit.
-
If you suspect someone of hacking, you can report them in-game and using support: https://support.deadbydaylight.com/
Player reports are not accepted on the forums.
-
@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1594323#Comment_1594323
Was about to say the same thing.
And now, people like me who are real Discord Members but didnt redeemed the code yet, cant get it anymore.
But i dont blame the Devs for it ,i would do the same.
The code is still enabled - it's to celebrate reaching 150K members in the server, and while spreading it may be uncool as Peanits said, it won't be disabled just because of that. (It was obviously going to be spread around)
-
MMR is not currently active. They've announced in the past when it was enabled and disabled.
-
Keep in mind that changing any file is at your own risk and not recommended, as uncapping FPS has caused problems in the past with desync (people got trapped in the basement) amongst others.
-
Bans of any kind are not discussed on the forums.
-
This stream is not a traditional developer stream; it was promoted primarily as a fun event showcasing the Fog Whisperers, as the information thrown in between groups is about things we already know about, such as all the new chapter info that you can find here as well as live on the PTB:
https://forum.deadbydaylight.com/en/discussion/183443/news-chapter-17-perks#latest
-
Sometimes random terrain generation just bugs out. Please make a bug report in the bug reporting subforum: https://forum.deadbydaylight.com/en/categories/bugs
-
There has always been a way to access older tomes, so unless you've noticed it removed, you should be able to find them. You can also complete old tome challenges as well, regardless of when the corresponding Rift had closed.
-
I have removed the screenshot that was attached, as names should be blurred if you're posting anything highlighted negatively.
If a player breaks game rules, report them post-game. You can also review game rules here: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
-
I think keys are already small enough and hard to see, making it actually look broken would make it practically invisible, which detracts from game clarity.
-
Please remember to keep threads on topic and contribute to the discussion at hand.
-
If you draw more I'd love to see them!
-
@Zaitsev said:
@MandyTalk please close this. Had an hour long session of bad games and got heated.
I've closed it as you requested.
-
@AndreiChickatilo said:
so if you only report in game it will actually make a difference? @drimmalor
Yes, it will.
-
The only time-limited cosmetics thus far are those that you can obtain in the Rift. Anything in the store should be available for purchase forever, and if that changes I'm sure they would make an announcement as such.
-
In-game reports are mandatory for every offense. Support tickets are for things that might require additional evidence - things that take place in post-game chat do not need an additional ticket submitted.
-
There's a brief moment at the start of the chainsaw sprint where you can rapidly adjust your angle - that's the turn you're talking about. From there, you have to angle your sprint much slower, but the boots let you make faster turns, just none at the same degree as the initial flick.
-
The philosophy of ultra rare addons that I personally like is to add some new aspect of gameplay rather than just being a flat power spike. They should change the expected gameplay of the character, like Judith's Tombstone (spending the game stalking rather than doing normal chases) or Plague's Iridescent Seal (gives shorter corrupt purge when generators are completed).
That's one thing I appreciated about Nurse's addon reworks - there were a lot of addons that changed how she could play and use new tactics. The problem is that most people just prefer to stick to and use flat power spikes with what they know rather than experimenting with "weird" addons. Balancing something being interesting but not breaking a character is hard to do when it can create an entirely new strategy on its own.
-
@Zeus said:
Maybe only one hatchet would be a good idea? I hate that addon
It currently limits it to one hatchet, the problem being it can be combined with belts to increase it up to 3. That's the most common combo used.
If Iridescent Heads were getting a chance, I personally would want either the minimum distance requirement (like Deathslinger) or make it set hatchets to 1 permanently so it couldn't be increased with belts.
-
This is actually a point addressed with the recent matchmaking update (you can find it here: https://forum.deadbydaylight.com/en/discussion/173606/news-matchmaking-update#latest)
Specifically this line:
Ranks are not a great way of figuring out how good a player is at the game, because it primarily focuses on "How often you play" and not on "How skilled you are when you play"
With the way the emblem system is set up, unless you're depipping more often than the average player, you're more likely to safety-pip or pip up. By sheer quantity, you'll either maintain your rank or slowly creep up just by playing a lot of games. Depipping typically only happens on bad games, which are fewer and far between even for average players.
If you even toe the line to pipping up more often, you'll rank up faster and more often. This can happen for any number of reasons, including having decent teammates as survivor that can pick up some slack and help you out when you're not playing the best (you can get emblem points for some things that other survivors do!). You don't get as much of that on killer, so it may seem difficult because there's less safety in worse games. There's also less chance to get matched against good killers simply by number, whereas against 4 survivors any of those have a chance to be a good player regardless of their "ranks".
-
The new Rift and Archives opens with the following patch after the previous closes; this is usually about 2-3 weeks or so after it closes.
-
Please remember that linking to accounts and channels with the intent to highlight them negatively is not allowed. If someone is breaking rules in-game, use the post-game report function. However, if it is happening on another platform such as Twitch, report them to the respective platform.
-
Remember that you can open the gate yourself if you want to use Blood Warden. It also starts the timer if the survivors just 99%'d the gates, so they can't stick around and do everything they might want. Put the timer on them if you want them to leave or be pressured to manage their time effectively.
-
@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1423167#Comment_1423167
There was a lot of pallets actually, those two in beside the truck, a JG on the side and a killer shack.
On the side was the yellow truck thing.
On front of the main building it was kinda of a deadzone but only 1 gen with a 50/50 pallet and an LT wall.
On the lower left corner it was a regular safe pallet.
And a few pallets that can't be mindgamed from survivors, killer only has to W to win.
On the side and behind of the main building there were two.
On the way to the shack there was a good filler pallet, the one with the tires and truck on the side.
As others have already mentioned, double pallets in a single tile like this can only spawn when there is the minimum number of pallets on the map. There will still be a decent number spread out, but it's no more than whatever number is on the lower end for pallet generation logic. Seeing double pallets means you got the lowest possible number of pallets for any given map.
-
Even if you're playing on a good ping, it also depends on what the killer's connection is like. Latency is more than just your connection. Currently hits that connect on the killer's end are what matters, although they've mentioned they're working on a middle-ground that's more oriented towards the server to determine if hits connect.
-
If you suspect someone of cheating, please report them post-game and you can send additional information to support: https://support.deadbydaylight.com/
Please do not post their names or links to their profiles here on the forums, as it is not the appropriate place to do so.
-
It's usually about a couple weeks between a rift closing and the next one opening, alongside new Tome challenges. The time between each Rift's start is about 3 months, since they come with mid-chapter patches.
-
All that "Pending" means is that it wasn't changed to Acknowledged by a developer - you'll notice some threads have the green Acknowledged tag, sometimes along with a brief explanation. Example thread: https://forum.deadbydaylight.com/en/discussion/164526/ghastly-gateau-anniversary-cake-doesnt-work/p1
-
Previous communications have mentioned Rift cosmetics being available from the shop at later dates. It'll likely be some time before it's available, though.
-
@microwavablefootball said:
https://forum.deadbydaylight.com/en/discussion/comment/1392866#Comment_1392866
I would go there if there was one nearby but Im 200% sure there isnt
on a side note -- are you going to start streaming again this august or what?
Most of them seem to be on the east coast USA. There's a few scattered towards the west coast.
And the side note - probably not. I've been too busy and haven't had energy as far as streaming goes, but that's not exactly something for this thread ^^
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1392861#Comment_1392861
The issue those other games seem to have was adding an incentive to thumbs up people.
What if there was zero reward for doing it, so it would literally only be done because they really liked you and wanted to be nice?
(Obviously would have to be blocked from people that are queue'd together like swf from spam liking eachother, so only randoms in other words)
Also, an in game model like OP was wanting seems like a bit of extra work. I was thinking just a glowing light below the feet of those people in the lobby only. When other survivors or even killers saw it they would know that a lot of people liked them and assume they are probably a good sport to play with. A nice thing to see from either side in other words.
This may seem small but I think something like this would actually have quite an impact on player interactions.
It's definitely tricky to find the balance between making people want to do it and not giving so many rewards to make it meaningless. I personally don't think I'd care about a glowing light in the lobby enough to spend time giving props (I often queue up and step away while the game starts anyways), and even then that leaves out the killer from the reward as well since survivors can't see the killer, and so there'd have to be another solution as far as that goes.
-
@microwavablefootball said:
https://forum.deadbydaylight.com/en/discussion/comment/1392843#Comment_1392843
absolute legend I never thought of that, I feel really dumb right about now
There's a chain restaurant - Texas Roadhouse - that serves cinnamon butter with their rolls. It's half the reason I ever go there (the rest of the food is good too, but that cinnamon butter is irreplaceable)
-
Other games that use a similar honor system with rewards are often seen as ineffective. The two that come to my mind are Overwatch and League of Legends:
Overwatch - you can commend up to 3 players in a game per match, and you get a small amount of player XP doing so. There's no reason not to do it since it's free experience, but a lot of people just spam the most efficient option and don't put any thought into it. It's not an effective measure of how that person is to play with, as if you play a lot you'll get more honors just by sheer number.
League of Legends - you can honor one teammate per game, and if you get enough you go up an "honor level" over time with small rewards. Once again, most people will just randomly click an option since they also get a little progress in return for doing it.
I know another game (I think Gwent?) gave some sort of currency if you give a "GG", and it was considered bad manners to not give that GG. Incentivizing systems that are meant to show something good about a player hollows out any meaning it might have had. Granted, I do agree that giving props having some sort of meaning would be nice, I just don't think rewards like this are the way to go to maintain its integrity.
-
Cinnamon butter is also really good.
-
It includes the 25th.
-
You can usually bait the stun if you're suspecting it. Otherwise, having a delay would essentially make the perk useless - it was extremely inconsistent on its release, and sometimes even had such a delay, and it was basically unusable.
-
If you want a build that'll help you be chased for the longest possible time with a killer solely focused on you, typically you want:
- An exhaustion perk of choice to extend the chase. Sprint Burst is probably the best option if you're expecting to be tunneled straight off of the hook; it'll let you get further away.
- Decisive Strike gives you an extra down soon after being unhooked.
- The rest is personal preference - you can go a stealthier build with Iron Will or Quick & Quiet, to hopefully lose the killer; or you can choose Spine Chill + Resilience if you want to vault windows faster, making them a lot safer. Adrenaline is a good choice if your team can get gens done quickly while you're being chased, and can give them time enough to escape, or even give you a chance as well. Hope is also helpful in an end-game chase.
-
I like how the outfit feels unique as far as survivor cosmetics go; it's not just someone in normal clothes. Granted, I'm not too familiar with Silent Hill characters in general so it's purely an aesthetic choice for me.
-
I'd like to remind everyone that sometimes it's best to not comment if all you have to say is directed at the person and not relevant to a proper discussion. As it seems that's all this discussion is playing out to be, I am closing this thread. Please keep this in mind in the future. If you don't like a topic, it's best to focus your energy elsewhere.
-
One thing I always think about is how well-done some of the sounds are. The same sound is played for a generator completing whether you're playing survivor or killer - it's exciting and satisfying when you hear that sound as a survivor. It's high-pitched and feels like a victory. However, on the opposite end, it has a shrillness to it that has the absolute opposite effect as killer. I don't really know if I'm explaining it that well, but the same goes for hook sounds too. The framing really changes how satisfying (or unsatisfying) the sounds are.
-
The point of a blocked generator is to prevent both killers and survivors from interacting with it how they might want to - survivors can't repair it (even to stop regression that was started before it was blocked) and killers can't kick them either to start regression. It's more to make it feel fair even through blocking the interaction - it sucks to watch a generator lose all the progress when you're already sitting there unable to change anything. Now with the new perk that lets survivors block generators it'll be even more equalized. Part of it is also related to Hex: Ruin which does make generators regress faster than normal.
-
@Fibijean said:
It's certainly the most popular and successful, but I'm sure there are those with a special place in their hearts for Pro Feel Golf.
I liked Doritos Crash Course myself. Good memories of that game.
-
Hi @Zorkki , I've deleted the screenshot as that kind of unacceptable language does not need to be shared further. Reports are not accepted on the forums, and any screenshots should have players' names blurred if you wish to share something negative like that.
Reporting in-game is exactly what you needed to do. If there's additional evidence of anything that's not post-game chat, you can also submit it so support: https://support.deadbydaylight.com/
-
There should be one Carl skin that you can swap to as any character in the game. I want to run away as Carl, but also speed along with a chainsaw as Carl too.
-
@liamjoseph1 I think your question got cut off in the title!
-
There's typically been new cosmetic releases every week or so, but as far as killer cosmetics over survivor cosmetics, it's just whenever they have them scheduled to release.
-
@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1329163#Comment_1329163
You say especially if you are forcing players to farm,whereas another mod @drimmalor says it is ONLY if you are forcing players to farm. Here is the thread https://forum.deadbydaylight.com/en/discussion/138825/is-farming-a-bannable-offense he even says and i quote... "Farming" off the hook is different than going into a game to work with everyone to get points. Neither are inherently bannable as long as it's not griefing.
Consider that if everyone wants to farm, nobody in that match is going to report it. Mandy and I are saying the same thing, and I also personally don't like farming matches. I'd rather play the game properly.
-
I had a friend mention it to me, and then a few months later I decided to buy it on sale. I never thought I'd put as much time into the game as I did, as I had never played any horror games or watched any horror movies before I started.