room___237
room___237
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@Zagrid said:
Why?
What was good enough to make you spend the money on it. And if you are willing how much have you spent on cosmetics in total?
I'm curious because it seems that BHVR keeps adding more and more cosmetics but I have only bought 1 and have gotten 1 battle pass in the past.
you know if you buy 1 rift pass and always complete them that you get all your auric cells back? do you only need to pay 10 bucks once to get all the cosmetics they come out with in the rift forever pretty much. That seems pretty damn fair to me. If you don't play it enough to finish the rifts, then maybe it isn't worth it to you if you don't care for cosmetics. I think it's fun to switch it up every once in a while and would never buy the cosmetics in the store. Those I could see as complete rip off. The rift pass system is extremely fair though, and I don't get complaining about it. I wish they also had rank rewards at the end of the month with more extreme rank resets so you had to earn them.
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the way that phasmophobia game works would be similar to how this would work. There is no way of turning off your mic when in game, so you would literally have to turn your mic off completely which would nullify the problem with comms in the first place if you were using discord or whatever app you like, there would be no way of avoiding DBD also picking it up, similar to how phasmophobia works..
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ok, here was my post last summer about a mechanic i was thinking would work....
What would you think if comms were proximity based? This could be something where when talking near the killer the killer could get a notification. It would be a way to actually balance comms and talking too much could be detrimental. There could be comm based perks, but that wouldn't be essential. Still though, think of all of the possibilities...further range, closer proximity for the killer to get notification, etc.. Use your imagination. Like i said though the perk idea wouldn't be essential. Most of the blow back I've heard about why this would be a bad idea is based around it being an easy way to bully the killer or other players. The simple solution to that would be an option to turn it off as survivor and play as is now if those problems occur when playing survivor. When playing as killer there could be just a simple notification when people are on comms and within a pre-determined proximity to you. This is something I think the devs would be able to work out to find the best balance. Then there would be no need to worry about bullying killer, as killer can already be bullied in the same ways using notifications and other interactions that are already in the game and the comms idea would add no new interactions outside of the notifications and how they are already in game.
Another knock against this idea is that "people would just play comms the same way they do now." which is a possibility I don't deny. If the game had no way of muting the mic when one was connected to the game system it would also solve this. So, if you are playing DBD and have your mic on, you would be subject to this, even if you were also using a third party comm software. People would essentially have to have a comm system not connected to the console or PC to get away with it and that would deter that type of thing. If using a 3rd party comm system, yes, they would have unlimited range, but the killer would still get a notification when near someone speaking into their mic. That wouldn't change, and there is a way to do that. It would be a little more powerful for survivors using current comms then the idea I'm posing, but that is already available and having a notification for killer WOULD add more balance anyway you look at it.
I just ask you to think about this, and please behaviour, do the same. The idea may need some tweaks, Im not suggesting it is perfect. There is a ton of potential for growth with this though... including: ideas for perks, ideas for killer types (adds a whole new dimension on how new killers could be designed and I have some great ideas here for licensed killers using this), more balance, more fun.
Thank you for taking the time to read this. I am sorry if it is long winded, but it is something I have been thinking about for a while and I wanted to hear what others thought about it. Please, I ask you, when playing as either killer or survivor, think of the possibilities of something like this and how it could add to the enjoyment of your game play while also thinking of possible applicable areas it could be used and post them to this thread. I would appreciate hearing all of your ideas. If you have problems that would occur with this, also post them. There are no bad discussions on this.
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ive made a post in the past about a mechanic i think could help level out comms. Let me find it and post it here to see what you guys think.
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Im fine with SWFstaying in the game. The developers need to address the fact that there is a large groups of players playing in SWF and balance the game accordingly though. For starters, I dont think the burst of speed survivors get after their first hit should be as big as it is. Ive noticed that a new play style is emerging where SWF teams are literally running in a straight line, holding W as far as possible away from gens and making the chase take as long as possible, not by looping or skill, but just by how long it takes for the killer to catch up. Then while this chase is being done their teammates will jump on the gen they were just on and finish it by the time the chase is ended and survivor hooked. Now, with the way that the game is now, if you arent gonna be a tunneling little bit**, then you are going to need at the least 9-10 hooks to end the game, probably 8 at the least. Do the math. If every SWF starts playing this way it is going to be very very hard to get 3k or 4 k as killer. If you have to run a perk (save the best for last) just to balance the game, then there is a problem. The devs need to balance the game as if there are SWF's. Right now they are just ignoring the elephant in the room that they are. Like I said, I dont mind SWF's, and I play killer probably 80% of the time. I also almost only play solo que too so I know the pain that is solo que. There just needs to be more recognition by behavior in how much they are really being used. I will check when i think it was a SWF and am almost always right when I think it is. Its not hard to pick out.
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@Chewy102 said:
DbD is 4 years old now and it has had MASSIVE amounts of changes since it launched. Some good, some bad, some questionable. A game should change with the times but sooner or later those changes add up into turning the game into an abomination. So many little things adding up that the game just breaks for one reason or another. Technical issues, balance problems, core gameplay, sooner or later one or more things will just break to the point of impossible to fix.
Why not just put focus on making a sequel? Instead of forcing change after change into a game not built for it causing untold problems, just make a new game from the ground up.
DbD was built for p2p and had dedicated servers forced in. At first this broke a LOT, and to this day some things are still jank due to it.
DbD's core gameplay was balanced around solo play and had group play forced in. This not only broke balance and the ranking system, but adding SWF broke several other things as well when it first came out such as matchmaking. Then as the game is slowly being re-balanced around a mix of solo and SWF, it is causing problems as well with Killer rework after rework needing countless hours/days/weeks/months of dev time. Not balance passes, complete reworks. That's an insane amount of work and money put into something just to start over. It's a WASTE of work/money!
DbD's ranking system has also changed several times over the years and has became a running joke. Being said that "rank is worthless" or "why bother ranking up" over and over again. When the ranking system changing so damned often how can it NOT be a joke? When the devs can't define what skill is, how can anyone?
DbD is also getting rather big for what it is. Or what it can handle to be. 20 Killers and 22 Survivors is getting up there and is a very good thing to have seeing how that keeps the game diverse and from getting stale. But the pure grind for those counts are getting well beyond massive! 216 total Killer perks and 240 total Survivor perks all picked by RNG to what perks you get and each perk taking on average 2ish games worth to unlock before BP boosts or events. And you have to grind out ALL OF THESE FOR EACH AND EVERY SINGLE CHARACTER!
When it is enough? When should it be time to just start over? It might just be time to let DbD be what it is and move on to a sequel.
Are you serious? Im glad you got the extra money to just throw around. Alot of us have grinded our asses off. Over the past 3 years ive gone off and on with this game and I dont want to start over if it isnt necessary. They are adding things constantly, they are updating maps, graphics, perks, killersetc. What else do you need? All a sequel is going to do is make everyone rebuy a game they have already put alot of time into. All for what? A different name on the box? Games now days are turning into live services and the idea of making a new (version) every year is not in the consumers interest. EA and other studios might do it, nut they are greedy companies and we are lucky behaviour isnt as greedy as that.
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@Peanits said:
I think if all perks were available in the shrine all the time, it would definitely be a no brainer for most people to just get the perks. But that's the thing; they're not. You've gotta' wait and hope that all three of their perks appear in the shrine, and with how many perks are in the game there's no telling how long that might take. Getting the character is a sure thing. You get them, you spend a few points on them, you have all the perks for sure.
Well, lets just be honest here, most survivors and killers have like 1 and MAX 2 perks that are really viable. So maybe that argument would be valid if they all had 3 good perks, but actually most have 1 that people actually want.
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@Peanits said:
I'd actually be against that, as someone who doesn't want to tunnel people out of the cage. One of the neat things you can do is cage someone and send them across the map when you know survivors are close to you, that way they're forced to go across the map and waste a lot of time to save each other. If it sent them somewhere randomly, you take that bit of strategy away and make it entirely based on luck.
exactly. I see it too many times in game playing killer. You get bombarded by survivors who are either looking for farming bloodpoints or borrowed time/decisive strike and players are on comms and know that they can unhook right in front of you before you walk away and it doesnt punish survivors for being over altruistic. Yet another reason comms are a problem. Everyone knowing each others perks and combining each others against the killer to bully them. I love the option to cage them not because i tunnel or camp, but because survivors try and exploit me playing fair by using this combination of perks and communication. It is something i wish more killers had the opportunity to do Survivors need absolutely no more hand holding as things are. There are plenty of ways already that killers can be overwhelmed by teams. It gets sickening everytime that a new killer comes out all I hear is how they need to be nerfed, all this without any real time playing against them. How long has PH been out now? I guess everyones already an expert on him now too huh?
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I would also like to point out to the ones saying toxicity would be a problem that i assume you are also in favor of fixing other toxicity problems? Like messaging after matches, all survivors quickly changing into the same skin at the last second when its too late for killer to do something about it, comms in general, the paper shooting out of flashlights with a noise to troll the killer. Survivors think all these things are fun, but they can all be used to be toxic and bully the killer, yet i do not see the survivor advocates for those things not being in the game. When somone brings up ideas for balancing against an overpowered survivor ability that has been in the game since the beginning and people say its toxic to take out somehow i dont get it? Especially with all the things that can be used in a toxic manner in the game already and people are fine with those.
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There is fear around this topic, I understand. It is why I wanted to discuss it with yall. Just understand there is always fear whenever things change in games we love and sometimes it is unwarranted. Im not saying this idea is perfect, but think there is something to it. I appreciate all who have commented.
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I do see the problem with this yes. That is a good point. Players can sandbag currently though and it is fine mostly. I rarely ever get in games where teammates run around dropping every pallet, blowing up gens and blocking me in rooms. It has happened, so once again this is something already in game and I dont see it being any worse than what people already can do. Maybe at first there will be trolls, but I think it will fade away mostly just like sandbagging did. There is also options to report players in the game for extra offenders.
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/167877/proximity-comms-idea
I don’t even have to read your post to shut you down discord and party chats exist you wouldn’t be able to hear these unless you are in them yourself
If you dont want to read it that's fine with me. I just dont understand why you would comment on something that you haven't read. There is an area for memes if you dont like reading. Thanks though.
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/167877/proximity-comms-idea
I don't think you should have to use a microphone to access certain parts of the game, like your idea of the chat perks.
Survivors could also troll/bad survivors will be even worse to have on your team, due to the fact that they can create notifications on demand, on the spot.
all of those things are already in the game. Like I said if it is a problem having perks, then perks are not needed for this idea to work. Thank you for your feedback.
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@big_fellas , trolling would lead to the players own detriment by giving out their location. There are interactions in the game already that people use to troll also. If they are playing a killer who is having a hard time finding survivors for example players will fast vault continually and open and close lockers continually to troll the killer. So, trolling is something already in the game and all they could do is continually give notifications like they already can so I dont think thats a good reason to be against it.
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its a funny video, but this isnt how i thought it would be. I dont think the killer and survivor would be able to speak to each other. The killer could only get a notification if players were speaking to one another in too close of proximity to them, thats it. Thank you for the video though.
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@RaSavage42, yes. That is a cool item idea. Maybe for extended range or some kind of protection against notifying killer you are talking with someone in proximity.
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big_fellas, isnt there already trolling?
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@nuclearburrito, there are all kinds of applications that do exactly that