max_coffeebreath
max_coffeebreath
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- max_coffeebreath
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2508627#Comment_2508627
I'd rather base kit kindred over hearing mouth breathing 14 year olds. I know it will be more work for the balancing team, but it is the better option.
I would like to see in-game comms similar to Rocket League. Use the D-Pad (on PS) which is currently completely unused in the game to send some pre-selected comms. Things like "I'm going for rescue", "Killer is on me", "Killer is at hook", "I'm clear for save", etc. This is text, not voice, which solves the mouth breathing problem and it keeps it from becoming a method for harassing people. The system RL uses to implement this allows for 16 "quick chat" items that you can select from a list of... I don't know I'd guess about 150. And, honestly, it is rare that you would need to say more than 16 unique things within a game to get your point across. Sure its not as good as voice, but it is still pretty darn good. I find myself using it all of the time in RL even when I have voice available because it is faster than voice once you are used to using it.
Just my $0.02
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@Guertena said:
They should have report feedback when someone you reported got a punishing. Only when applicable, obviously.
Agreed. Something similar to Rocket Leagues "Action has been taken against a player that you reported." It doesn't tell you which player or what action, but it at least tells you that something has happened and thus encourages good reporting and discourages doing things that will get reported.
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I agree with the OP. These grades should be hidden. My reasoning for it is this:
If skill based matchmaking (SBMM) is working properly then, regardless of your grade, you should be matched against opponents of similar skill. If this were to work perfectly then you should win/lose 50% of the time (whatever the devs want to define as winning).
If you do win/lose 50% of the time then you should pip/downpip in an equal amount of times meaning that you should never change grade. Thus, in a perfect SBMM scenario everyone should stay around Ash III forever (no, I'm not claiming that everyone has stayed there, nor have I stayed there myself, I'm saying that if SBMM worked properly this would be the case because math).
Thus, it is meaningless and as the OP has stated one of their follow-up posts, it creates confusion and frustration.
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I get the problem. I feel that your suggestion would simply end up with everyone using the option every game. Your friend is last person, you bleed out faster. You want to move on, you bleed out faster. In the end it would hurt the killer (not giving them as much time to find the last person) while rewarding the person that is actually taking the game hostage... that Claudette that you mentioned hidden by the hatch.
How about this for an alternative solution... at 95% of the bleed-out timer for the 2nd to last survivor, the hatch moves. That would still allow key escape shenanigans and whatnot but would punish the person that is refusing to play and just hiding by the hatch The "hunt for the hatch" would play out as it used to for that last survivor where the hatch didn't spawn until only 1 survivor left. Just brainstorming.