fogdonkey
fogdonkey
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@tippy2k2 said:
Honestly, I imagine for some, it doesn't affect them so they don't get why it would affect others. I don't think they're intentionally misunderstanding the issue or anything, they just don't experience the FOMO issues and figure everyone else should be the same and are just making excuses for why they fail to control their own wallet.
You see this kind of thing in politics and in life all the time where someone has a different view because they've never walked a mile in someone else's shoes and therefore blow off their concerns.
Most people who complain just say that they don't like the change, explain that it was not time limited and now it is, explain all the shard changes etc.
One thing that they don't tell is why does it particularly matter to them. So why???
Do all of you have FOMO issues? Or you just know a friend who has a friend who has a FOMO issue and you are very worried about them?
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3286829#Comment_3286829
There is a key difference between a person spending too much time playing DBD and one buying skins because they have poor impulse control: one is being taken advantage of to gain more money, the other is not.
Now if DBD were to implement a time limit in how much you can play, and ask you to pay to play more, that would be a different situation (but of course, that would be an extreme situation)
https://forum.deadbydaylight.com/en/discussion/comment/3286865#Comment_3286865
Yes they did, it's in the in-game news
Yes, one is about money, the other is about time. Not sure what is your point here, maybe that money is more valuable than time? Well I guess it's different for each person, but in the end time is money, so it's the same.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3286675#Comment_3286675
From another thread, a very detailed explanation why these tactics are "questionable" at best:
I've been seeing a surprising number of posts defending this kind of practice, while not really grasping what is actually happening with it. FOMO causes an irrational shift in prioritization by directly manipulating the availability of a purchase. This shift is something that your average person is able to maintain a rational perspective regarding, such as "i don't need it that much" or "I can wait for another chance later." The people it is designed to affect, are those with any form of impaired impulse control, or poor budgeting skills. There have been notorious GDC lectures outlining very specifically how to take advantage of these people and try to get as much money as possible out of them, with FOMO being one of the key methods. It is a known business practice that very specifically targets a vulnerable demographic.
Lets say you are faced with this situation, and have other more important obligations and are unable to make the purchase. A typical mind will think "oh well" and go without, but an affected person will start trying to readjust their budget to make it work, they may borrow money or even forgo financial obligations altogether as the need to commit to the purchase or lose out on it entirely outweighs their otherwise rational budgeting and prioritization. Its actually part of gambling addictions as well, as "the next bet can be the win that offsets all my losses" even after going into debt. It is a very real and well documented psychological effect.
The worst part is that, again, it has very minimal impact on most people. For many its not about losing the ability to purchase something like an ingame cosmetic, and they may not even see that as financially reasonable as it is. The problem is that it so very specifically preys on those who are vulnerable to the tactic, who are treated as whales (individuals who spend more than the average consumer, to make up for a lack of sales elsewhere) in the process.
Its an absolute shame how much this kind of practice is not only accepted, but even defended in the industry. There can literally be people bypassing anything from holiday gifts for loved ones to financial responsibilities such as paying their bills just to sell a few more ugly sweater model meshes and textures.
While it doesn't affect me or you, I think we should condemn tactics that prey on the most vulnerable.
In the same way we think it's not okay to sell clearly fake things to clearly gullible people.
Hmm, interesting, there are definitely some valid points in what you write. I guess most people who complain have some partial FOMO mental issue. Still it seems to me like some random problem that for some reason is put under spotlight. E.g. why isn't anyone complaining that there is no time limitation on how much DBD you can play... There definitely are people who spend too much time on it, because they have some gaming addiction and no built-in time limit is not helping with that.
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What is the problem with time limited cosmetics? If you like it, then buy it. If you don't like it, then why does it matter that it disappears for some time?
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What is the problem with time limited cosmetics? If you like it, then buy it. If you don't like it, then why does it matter that it disappears?
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As a reward they could increase the limit to 1000 to shut the mouth of these non-stop gamers for a while.
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Why do you expect a reward, when they said there is no reward.
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If you stop playing, then a lot of free time!
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Only if they speed up bloodweb... Don't want to spend 30+ minutes clicking bloodweb to level him up...
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People want drama under their Twitter posts
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We can buff them by not nerfing them
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I crashed twice when I was playing Nemesis.... Then I switched back to survivor.
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@Gylfie said:
https://forum.deadbydaylight.com/en/discussion/comment/3243693#Comment_3243693
I don't lose mmr, but I also don't gain the mmr I would have gained by just walking out the door.
Seems like a very flawed system to me if it can't even tell if the door is open or not.
I think for most players it happens only exceptionally, so can be ignored and fixing it would have low impact.
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On the event tome I had 4 sacrifices, but it counted 0...
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@JoaoVanBlizzard said:
Often when I play, someone disconnects at the beginning of the game, it would be interesting that when this happens before the killer hooks someone, have an option for us to vote if we want to vote for the lobby without being punished, of course there should be a specific condition not to be abusive, but it's unpleasant to play alone and someone disconnects and we have to play like that even when we don't have experience playing in these conditions
you can always just let the killer hook you...
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Your own MMR should be visible to you, and at the end of the match you should see the MMR of other players as well.
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@Krazzik said:
Just had a game where survivors were following me around and saboing every time I downed someone so I couldn't hook and get energy. Then they have the gall to complain in endgame chat that I was slugging
I had mostly good games when playing survivor but first game as killer and I get survivors literally stopping the killer from being able to do the event.
Then you will unlock it one game later... Big deal... Grow up...
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Something has to be done, because right now the situation is embarrassingly terrible...
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Yeah, it takes ages to spend the bloodpoints...
Right now I can decide if I want to spend 15+ minutes on spending bloodpoints, or to play without gaining bloodpoints, because I am above 2M.
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@CosmicScarab said:
https://forum.deadbydaylight.com/en/discussion/comment/3200311#Comment_3200311
That just gives survivors a chance to blind/pallet stun you.
If you have to worry about such things, then you most likely will not even get to level 5 devour hope.
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Hmm, so maybe DS is going to be a meta perk again.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3200418#Comment_3200418
One actively incentives camping and the other don't (at least in my opinion).
It doesn't really encourages camping. How does camping help the killer if only two survivors ate left?
But it heavily discourages slugging for the 4k, which is the important part.
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@Chocolate_Cosmos said:
SWF groups buffed
Perk nerfs and changes that nobody asked for
Twins nerfed again for some reason, they might be as well unplayable againts decent team
Survivor antislug perks buffed
You can't even give hatch now to last Survivor
....yea, wonderfull update.
Then don't down the last survivor?
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@RakimSockem said:
So I'm curious about something with the upcoming changes:
We all know some survivors like to teabag and let the killer smack them out the gate.
If you're the last survivor and you get downed close enough that you would fall out the exit gate, would you still fall out the gate or would the game register that you got downed and initiate the Finishing Mori. Because THAT would be hilarious imo if someone died that way 🤣
(Side note: super healthy update. A+. But now No Mither needs some kinda buff to compensate for it being made somehow even worse lol)
If it would initiate the Mori, it would be hilarious...
Imagine a 4man tbagging at the exit gate and 3 of them leave just before you hit the last one... :D
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@Steel_Eyed said:
It will Initiate Finisher Mori. Gifting hatch will also be a thing of the past.
Then don't close the hatch and let the survivor find it... Or close it and let them open the exit gate... So simple...
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@HugTheHag said:
Slugging for the 4K is getting replaced with camping for the 4K.
When 3rd survivor is on the hook, the 4rth is Mori-able.
Killer just has to proxy the hook to get a mori on the 4rth if they come for the save.
If they don't, then killer gets a mori maybe 2/3 times anyway since survivor tends not to find hatch as quickly as killer.
But it is still better than slugging for 4k.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3200302#Comment_3200302
This sounds so broken, SWFs will abuse it. Basekit UB is understandable but this perk needs to go after that.
Well it is definitely a buff for survivors. If survivor goes down at a pallet with another survivor running around then it can become quite tricky for the killer.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3200269#Comment_3200269
Rancor's mori is crucial to the perks identity and it honestly loses so much of it without it
Like, the perk's just not scary without it.
It makes you exposed, but yes, maybe takes away some scariness.
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@CosmicScarab said:
https://forum.deadbydaylight.com/en/discussion/comment/3200222#Comment_3200222
Devour, rancor, and moris are getting nerfed.
In some sense devour is also getting a buff... You can hook them instead of moriing them and therefore get some hook value if you have some other perk that gives you hook value.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3200153#Comment_3200153
So even you bring Unbreakable, you can't pick up yourself before 45 seconds? Can you please make this clear.
It's pretty clearly written, that the new Unbreakable will speed up the recovery, and instead of the default 45 seconds you can pick yourself up after 22.5 seconds.
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@ByeByeQ said:
What a stupid change to Devour Hope and especially Rancor.
It's not like Mori'ing someone conveys a huge advantage. Usually it's time-consuming and denies to use of hook perks.
Then why does it matter to you that it is removed?
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How is it toxic? I don't really see it.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3197384#Comment_3197384
Doesn't even need the whole game. Just checking positions over time (and thus speed) relative to active perks (and the fact said perks can really be activated) would help a lot. Same for weapon usage/speed, etc
It has to be the whole game, only the graphics rendering is not needed.
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If you can't interact with the item directly then it usually can be carried together with a standard item (medkit, toolbox, etc)
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@drsoontm said:
Put some validation server-side.
Yeah, running an instance of the game on the server which would be considered the source of truth for all players would remove probably all these cheats.
I guess it also brings a lot of challenges and new problems, but should be doable.
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It is going to be buyable mori animations for killers
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https://www.popsci.com/story/diy/how-to-fight-gaming-motion-sickness/
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Are there other ways to fight motion sickness than FOV increase? Monitor distance/size, monitor brightness, room brightness, etc.
Or maybe unfortunately some computer games are just not suitable for you :(
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Strange/sad that mods usually reply only on these kind of "important" posts...
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It was intentional, they did not forget to nerf it.
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When I checked it always worked for me.
Where did you see those 20k bloodpoints? On the first or last page of the result screen?
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Probably it will take them 2 anniversary streams to tell how soon™ the fix is coming.
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It is very difficult to get successful dash attacks, if you miss you can easily fly away to Narnia... So I use the dash attack only as a faster way of moving through the map, but not for attacking survivors... Which is sad.
Wesker is just an M1 killer with standard move speed and nurse like teleport which can't go through objects.
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The problem is not just that the grab hitbox is smaller. The issue is also that survivor hitbox is not the same as survivor 3D model. The survivors lean forward when they run, but the hitbox remains a straight column at their back... So the 3D model is very deceptive... If you aim for the 3D model of the survivor, you will miss, especially if they do a spin. People who play Huntress or Deathslinger will know.
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You know... You can just stop reading those posts/comments.
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@BreadSilence said:
This might be a dumb question but is there actually some way to know what your exact MMR even is? Cus I always see people on these forums say stuff like "I'm high mmr" or " My mmr is at 1800" and so I'm genuinely curious if there's a way to actually find out or if people just like to pull random numbers out of their booty hole.
I don't know what is my exact MMR, but it should go down when you lose the match. I managed to escape once in 3 hours and the next day once in 2.5 hours, so it should have gone down a lot.
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Now it only took 2,5 hours to finally escape... Even that was only through the hatch...
F**k this game...
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@SuzuKR said:
And you know this how? You can't see the number.
Well that's how MMR works, if you lose it goes down. Devs said that a survivor should escape 40-50% of the time... Well I escaped only once in 3 hours.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3122664#Comment_3122664
Unless you have a way to rewrite the laws of physics, there's always going to be latency and it's always going to cause issues in online games.
There is difference between 30ms and 300ms latency.