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lowiq

lowiq

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lowiq
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  • All anti-cheats and games use some form of logging to detect for unintended game / memory behavior (sending data via some text form to record the state of the game). However, client-sided logs are easy to spoof and it requires proper analysis to sniff out cheaters.

    Video recording isn't possible because of the amount of data that would need to be collected. It would be equivalent to having every single player stream their game at the same time - probably requiring half as much infrastructure as it takes to power twitch. Imagine how much lag that would introduce, not to mention the strain on your network to send all that data to a server.

  • There are a lot of valid complaints that people have. But I also think that you're right in the sense that this place has become an echo chamber.

    Creating an us vs them thread doesn't help though and won't change anyone's mind. People will just write you off as being biased.

  • The classic I don't like when people use a strong perk so I'll try to shame them for using it.

  • I personally would find it hilarious if someone went out of their way to spend thousands on a botnet to DDoS me over a DBD game.

  • At the end it averages out. You might get harder matches but someone else is likely getting easier matches.

    Or your opponents might be better, but there's also better killers.

    Matchmaking gets messed up when queues get long, but matchmaking doesn't make players better or worse.

  • It heavily depends on the skill and add-ons of the Nurse. It's easier to understand from the Nurse's point of view.

    Depending on distance, LOS, predictability of survivor movement and terrain, the chance Nurse gets a hit changes considerably. (e.g., A good Nurse probably has a 40% chance of hitting you from 20m behind LOS, and 75% if in filler pallet at 15m.

    You want to force Nurse to have the lowest percentage play. Generally, this is best achieved by distance, unpredictability, LOS in that order. So you want to maximize all those in your favor whenever possible.

    The problem isn't that Nurse is hard to counterplay if you know what you're doing, its her add-ons to make it hard. With double recharge she can force you into a 70/30 off fatigue whereas with no add-ons, it's probably closer to 50/50 where you have significant time to make distance. For example, I play Nurse without perks and add-ons so I'll almost never take a low percentage play since I'll basically lose the game if I miss two blinks (survivor makes 20m of distance and I have 30% chance of getting next hit), whereas with double recharge it doesn't matter because you can immediately chase after missing.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2656311#Comment_2656311

    Can you not do basic math? MMR was datamined months ago. We know how much a 4k gets you, how much a loss loses you, how it works, what you start at and what you can max at. Try to keep up if you're going to discuss MMR. Here's a handy video for you.

    https://www.youtube.com/watch?v=qxPfwB1WBPM

    Funny you talk about math because he literally says in the video that the maximum MMR you can gain per game is 20. How exactly do you get from 1100 to 1900 MMR in under 20 games?

  • @SunsetSherbet said:

    No and it's pretty obvious people are quitting killer. Also all killers are at top MMR because it takes under 20 4k's to reach it. Or, 40 2k's (what the devs consider what killers should get) if it's possible to reach top MMR in 40 games with just 2k's, we can stop pretending top MMR is something only sweaty players are at rather than 100% of killers who actually play the game after the first week.

    Source: Trust me bro

  • Finally a post that is backed by some data, rather than source: (trust me bro)

  • It's important to note that flashlights are one of the few things that register from the survivor point of view - so if they register a blind on you from their perspective, you will get blinded, even if it doesn't look like it should blind you from your perspective.

    Likewise, latency could be involved.

  • Considering they haven't disabled RPD yet...good luck

  • Press E to lag into next week

  • Such is the nature of RNG

  • Using perks is not toxic.

  • I find the new system dumb in general. It just punishes newer players.

    Skill checks should stay the same size throughout the entire 2nd stage. Their only purpose is to make sure you're not AFKing on hook, not to introduce a mechanic that hurts newer players.

  • Bad Deathslinger's are overrated*

    There are almost no pallets a good deathslinger can't play around.

  • Both are exactly why high level DBD sucks - from a viewer and player perspective.

    Optimal strategies but unfun.

  • The problem is that as "skill-check" perks imply, they adversely impact players that aren't as good at the game.

    Having stacks of lullaby on a doctor will make newer survivors miss everytime and would guarantee you a win.

    However, it will be completely ineffective against experienced players who easily hit greats. Put simply, it was the same issue with old ruin.

    Edit: Not to mention console players that miss skill checks because of lag.

  • People DC because they don't want to play out the match. It's not that deep.

  • Press E to Lag

    in Dead hard Comment by lowiq
  • Probably not since it's licensed.

    Contesting hooks is probably the most important thing when you play Haddonfield so in order to win, you need to pick a strategic hook location.

  • The breakable sets is most likely caused by an Async thread issue where the code for changing to a linked set doesn't run to completion. However, instead of fixing the core async issue, they most likely implemented some function to detect a broken set at certain points (e.g., joining a lobby).

    However, they can't constantly run this function since it would cause too much performance overhead. Thus - creating a bandaid fix, allowing people to do exactly this.

  • @Efkas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2194649#Comment_2194649

    So as I understand, this method involves getting into .ini files, however I tried to change GameUserSettings.ini and Engine.ini and neither worked, it just prevents me from editing any .ini files. I searched for some more info and in russian community I found some more complaints on this problem, so .ini files are just uneditable now and I can't change things like resolution/framerate etc cuz there are no proper tools in Settings menu. Moreover, I'm still not sure if it's even allowed to edit any ini files, cuz there is still a lot of discussion on it. Nevertheless, thank you.

    You have to set the files to "read-only" on your computer. Otherwise, DBD will reset the files to default everytime you start the game.

    It's similar to setting stretch-res except you're doing it with a 2560x1440 resolution instead of a ipad 1080x1080. And you need to change the steam launch settings. There's a bunch of tutorials on youtube on how to get stretch. Just use 2560x1440 instead of whatever res they tell you in those tutorials.

  • I play on 3440x1440 which has the same issue that you do.

    You can play with black bars on the side - it won't look good, especially on a 49", but it'll fix the scaling issue. Basically you need to scale the res back down to 2560x1440 while filling the rest of the screen with black space.

    I use a fix similar to this one: https://forum.deadbydaylight.com/en/discussion/66913/solution-for-ultrawide-to-full-hd

    However, instead of using windowed borderless in steam launch properties, I use a fullscreen setting.

    1. Nurse
    2. Bamboozle, Brutal Strength, (+new window perk not released yet)
    3. Simple mind games are the best. Just get in the habit of hiding your red stain around every corner. There isn't really a situation where hiding your red stain is bad. If you find yourself struggling with ending chases, then there is probably a good chance you are too focused on following the survivor rather than actively thinking about what the survivor will do next (e.g., will they vault the window? will they run away from the loop?)
    4. If they are running to a strong tile. If you know where someone else is and they are a easier target. If the person you are chasing is better than you. If it doesn't make sense to chase that target (this comes with better understanding of macro play)
    5. Killer while mechanically easy requires good macro-understanding of the game. The biggest difference between a good and bad killer is macro play. You need to pay close attention to the decisions you are making and think about what you did that was suboptimal to improve. If you send me some gameplay I can review it for you.
  • Play a strong skill based killer like Nurse / Huntress and pretend to play really bad for the first 5 minutes.

    Then proceed to destroy them.

  • As a Nurse main, I sympathize. I win 90% of my games without addons and a semi-meme build. And as @OniWantsYourMacaroni can attest, I'm not even a good nurse.

    Seems more like a matchmaking issue to me - good nurses shouldn't be matched against solos.

    That being said, Nurse is much more fun to play against than DS / Spirit / Freddy.

  • So you send people angry messages because they SWF?

  • @[Deleted User] said:

    I personally like doing the first gen solo and running the killer for at least 2 minutes only see every teammate crouched and doing absolutely nothing while we're somehow still at 4 gens five minutes into the trial. Really wish I could get matched with people who know how to play the game. There is no greater waste of time than solo queue.

    I'm all three of your teammates combined into one potato.

  • I think nobody complains about it because the perk is at best meme tier / bad.

    As a killer, I would much rather someone run head-on that something like DS / SB.

  • @ThonMaïs said:

    No access to the PTB for the moment, can you summerize or pass me a link the changes, plz?

    He's fast AF boiiii

  • What's this rare breed known as a legacy david?

  • Once keys are reworked, everyone should be hidden in lobbies. It literally makes no sense how this is a multiplayer PVP game and the pre-game lobby mechanic gives an advantage to one side.

  • It's not hard to see why people would be annoyed when they spend hundreds to thousands of hours learning survivor movement only to have it replaced by a much worse and clunkier system.

    It would be like learning how to curve on blight / oni / billy, only to have turn speed randomly capped for no reason other than for "visuals". Most players wouldn't be able to use the extra turn speed / better movement in the first place, but I don't see how these people can justify moving to a objectively worse system just because they themselves are bad.

  • Play killer unless you are a masochist.

  • It doesn't really matter. Half the high ranked survivor community already quit or switched to killer.

  • Imagine complaining about other people complaining.

  • The problem isn't the new animations, it's that they promised that they wouldn't change the core movement of survivor and then significantly changed it. I could care less if the animation looked like a potato flopping around, as long as gameplay didn't feel clunky.

    People who don't have a lot of hours on survivor likely won't feel the difference, but for many veterans who have invested a lot of time into mastering movement, the new system is just significantly worse with only debatable graphical benefits.

  • That's not how addiction works.

    You stop playing for a day, then a week, then you realize you don't need it. Then soon it becomes a month, a year, and never.

  • I'm all for progress, and am glad that the devs are making the effort.

    But nobody asked for the character movement and New UI updates. And to make it worse, when 80%+ of people voted that they didn't like the changes in polls, on top of the hundreds of threads in the feedback section, the update was still forced through.

    People have spent hundreds and thousands of hours in this game and have the right to be upset. However, personal attacks on developers and staff should never be ok.

  • This implies hit validation worked in the first place.

  • This post is 5 years late.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1926573#Comment_1926573

    On the other hand, the devs often come across as

    'people are pointing out things that make the game genuinely frustrating to play, driving people away, let's make fun of that'

    or

    'people are almost begging for certain (basic) features/fixes and are getting frustrated that we appear to not even acknowledge that. let's not tell them we are working on it and instead let them get (rightfully) angry cause we come across as aloof'

    The colourblind mode is a good example. It's something that should be shared to the community, even if nothing really comes of it. The idea to withhold information like that because 'people would get angry/disappointed if it then doesn't happen' (this is what it seems like) boggles the mind when not saying anything gets people just as angry/disappointed.

    I disagree. Announcing something creates the expectation that it will be completed. Providing half-assed announcements about things that may or may not be completed is not managing expectations appropriately.

    As I stated earlier, I believe the devs are just as deserving of blame. However, the issue isn't that they aren't working with the community, it's that they take too long to make changes and don't always provide rationale behind their changes. This creates the perception that they don't care enough about the game.

  • Have you read some of the things people write about the developers of this game?

    The community is just as much to blame as the developers as to why we can't have nice things.

  • Take away the healing covenant and it would be fair.

  • Opening up pandoras box here

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