xxshinobazuxx
xxshinobazuxx
About
- Username
- xxshinobazuxx
- Joined
- Visits
- 68
- Last Active
Comments
-
@AzdrubaelVect said:
Here's my opinion: youtubers are not special people who deserve more recognition than your average joe.
thats why i brought the question here to ask you guys what you think... so how do you feel about noed?
-
@YamiTheFurry said:
If I had a dollar for every post about NOED...
that being said though, what do you think about the perk, should it be changed or is it fine?
-
@lasombra1979 said:
By the time you get to a 1v1 situation, the power has shifted to the killer, as it should. As the game starts to dwindle survivors, the balance should shift to the killer. By the time it is 1v1, all the power should be completely on the killer's side. I am not sure why this is such a hard concept. The killer should have a much higher success rate in 1v1.
Again, the gate distances need to be addressed, I agree there. Beyond that, there is no issue with the current EGC in the 1v1 situation. The killer should be the power role. The killer should be able to dictate how the pace of EGC goes. The killer should be in control. Its the killer's match to lose at that point, as it should be in this particular situation.
he moves faster, has probably already seen the hatch, and doesn't have to move the map in fear.. he doesnt lose power in the situation. if the survivor is found he is already dead, thats legit game over. these changes are to give him a win state barring hes able to avoid that game over
-
@lasombra1979 said:
https://forum.deadbydaylight.com/en/discussion/comment/487346#Comment_487346
1v1 is not completely luck, though I will admit some luck is required. I have survived with doors spawning on the same side. I have survived when the killer has whispers. I survived against Billys and Nurses. It can be done, it takes a little skill, a little stealth and a little luck.
I have been hooked more than I have survived, as I should. The 1v1 EGC survival rate should be less than 25%, no matter the rank. The killer should have a huge advantage in those situations. Survivors have enough chances before they get to the 1v1 EGC situation. The escape in EGC should be a frantic intense do or die situation. The fact that more survivors do not try to says more about them than the gameplay. They give up instead trying the "impossible." Every once in a while, a miracle happens.
you dont though 25% makes no sense if the game is balanced around 2 living 2 dying, and you saying stealth , you cant stealth whispers, if there are using it right they won't leave that door for 15 secs there is no skill in watch both doors from a hill, these are skill or stealth this is basically win or lose is based on RNG how the map generated which has nothing to do with skill
-
@Peanits said:
It wasn't so much because of a "few fringe issues", it was a fairly common complaint. If you go back a couple months and took a look at the forums, you could hardly get through a single day without seeing at least one post about hatch standoffs. Any time the killer managed to kill three survivors before the gates were powered, you had a pretty good chance that it would turn into a standoff. It wasn't really a fun situation for either side and the only way to win was to not play it. It might not seem so common looking back but it was by far one of the most frequent complaints we received.
With that in mind, it's not final. We can always tweak it and make balance changes as it is necessary. Whoever makes it to the hatch first is going to have a huge advantage, and if the survivor does not make it their first, they're going to have a rough time escaping.
I know that Hatch Standoffs were common, what i mean by that is the collapse itself wasnt just a hatch standoff fix, the hatch closing you guys had ready a year ago, My point there was the other things the end game collapse did like forcing players out, instead of letting them run around and troll a Killer those were the "Fringe issues" i was referring to. believe me as the "streamer who did the 2 1/2 hour" hatch stand off with devs in my stream i know how often they occur.
the point of this post is the Killer already has a HUGE advantage when it comes to the hatch, They move faster, they patrol the map more so they are more likely to see it, and they don't have to worry about getting hurt while finding it. these were more just ideas to help balance the situation to something for feasible for players
-
@Exerlin said:
I like your video. You did a very good job at collecting and organizing your ideas together in way that made sense. However, I think that most of your ideas would cause more issues than we currently have now.
If a survivor will have an easier time opening the gates at later stages of the collapse, survivors will just wait around a gate until 30 seconds are left. This would cause 1.5 minutes of idle time where the survivor is just waiting for the easy escape instead of trying to escape. It would be a better idea to just give survivors a 20% opening speed boost during the end game collapse. I'm not sure if that is a *good* idea, but at least it wouldn't extend the game for 90 seconds.
the idea of making it better as time goes on would be to incentivze, the killer into searching for him, and not just waiting at the doors, right now 15 seconds is way to long and if you are in chase its impossible it means just wait to die
-
@lasombra1979 said:
The only thing that needs to be adjusted for EGC is a min/max for gate distance. Beyond that, EGC is perfectly fine in its current version. Surviving should be hard in a 1v1 situation, but not impossible. Even with gates as they are right now, it is not impossible to escape, as I have done so many times.
i disagree wheater or not you live or die in a 1v1 is completely luck, if the doors spawn on one side you are screwd no ifs and or buts... also what if the killer has whispers youll never get a door open
-
@ModsElegiggle said:
Speaking from the red ranks, I can tell you with CERTAIN it's more about which killer and which add ons/perks they decide to use. Huntress with 1 shot ? DC, games over. Nurse with extra blinks, sweaty slugging, ebony mori killers? DC. Red ranks for solo survivors is an absolute joke, good luck getting 1 out of 5 games with a full lobby by the end. It's also infested with sweaty legion/nurse mains, nobody wants to play out a 30 minute slug fest with legion with ruin/sloppy combo and just playing defensively not even going for hooks. It's NOT FUN.
Thats sounds rough but that 100% what i have been seeing from being rank 6 this season and watching all my friends in red ranks that actually solo que, every other game is something like that, and unless you are a 4 man its just not fun to play against
-
@FSB75 said:
In what way is it competitive?
I don't remember anyone downplaying H1Z1 or PUBGs as being "casual". H1Z1 is the "inventor" of the Battle Royal format enjoyed by PUBGs and Fortnite today.
DBD is casual, and not because I, or anyone else, wants it to be....no more than it's "competitive" just because you, or anyone else wants it to be. That logic works both ways.
It's casual because o the issues that high rank players face (another discussion).
By your own admission, in DBD high rank players DC to lower rank....name ONE competitive game in which gamers intentionally lower rank.
Name one, and I'll concede that DBD is competitive.
plenty of people smurf in Leauge, Overwatch, CSgo name it, the only reason they dont derank is because REWARDS! they dont want to lose their prize for getting high rank. but even w/o the rewards people can still compete and grow, and carry personal titles among themselves colleges and friends
-
@twistedmonkey said:
I dont think they dc due to the ranking being hard as it's been going on for months even when it was a lot easier to pip, a lot of them seem to do it due to not having s fun match or to derank to stay in the lower ranks for easier or more fun games.
Personally the ranking system as it is simply rewards only one type of playstyle and that's doing everything optimally, the problem with a system like this I'd it hurts how you wish to play, dbd as a game never had this system and each style used to be rewarded when it was done off of bloodpoints.
Now take survivors, each player and a role to play in the game be it doing gens, totems, wasting time, opening the doors, saving, healing etc but the current system made it so if each player was better than the killer they versed and never went down they would not pip as they did not allow themselves to be caught, that alone says something is wrong.
Killer is the same as it's not your skill that diccates your pip all the time, if you are much better than the survivors you are versing you can get punished for not prolonging the game, for example of they don't save then you can lose out, that again says something is wrong when your game ends too quickly through no fault of your own your emblem cannot gain enough points.
I don't agree that people should be able to leave if they don't like a killer, your fun is important but so is the others, if the devs decide this is the game then players should accept it for all that it is or simply not play.
Dcing does need punished but I dont think the ban system works or someone should lose access to the game they bought for it, instead they should time people out after so many in a set time frame, more than 5 dc's in 24 hours and you start to get timed out which grows each one after, 5, 10, 15, 20, 30 mins etc, you reach 30 mins and then you get timed out for 1 hour each time and it doesn't reset for 24 hours after the last offense.
Other wise create a dunce lobby like GTA and make those players who serial dc verse each other for 48 hours each dc in it means they get 1 hour added to their time in there.
you aren't wrong in how things were, but there has very much been a shift in culture for d/cs form what i've seen in the last month or so, ever since the rank patch that made green purple and red ranks harder to get into ive havent seen or heard of many ppl deranking, a big part of this was they all said they had trouble even just getting back into red ranks. one of my friends would avg 25k points a game and still only safty pip once he hit reds
link Here: https://twitter.com/spaceliontv/status/1111763258921418752
Its a game of hide and seek and cat and mouse, but both sides need to be enjoying what they are doing for it to last. not keeping that in mind is what killed off a lot of DBDs competitors and if DBD losing sight of that i don't think that would bode well for the future of the game. i think if they killers were more fun to play against people
would d/c less against them. take huntress for example SHE super strong but theres a lot of rewarding gameplay for both sides of playing her so theres not a lot of complaints outside of one shot hatchets and machine gun, both those were nerfed to make them more reasonable and now a lot of people like her i feel like the game should be focusing on that and not just punishing those who arent having fun right now
-
@FSB75 said:
I like the "flagging" system someone else brought up. (sorry for no credit)
Group DC players together. I'm not alone, I've never DCed, group me with other players who have never, or rarely, had a DC recorded.
Gotta let them know though. Get a bunch of DC players together all the time and they are going to think the problem got even worse...LOL.
Games would constantly be starting up 2 vs 1....people laving on first down. I'd actually like to watch that.
I haven't seen much DCing (PC), but by the way some people talk, players DC 12 times a day. That should be hard to track and group.
i honestly don't hate the flagging idea either, as something lighter than just straight banning, but i still think rewards would stop way more d/cs then any banning would
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/416523#Comment_416523
I would argue it's worked for every other game that's implemented it. "they dont like" I am assuming balance and bug fixes are coming at the same time, so if they are leaving after those then it's simply entitlement and children need discipline to learn.
there are some success cases but there are also a lot of games that do this that have failed im sure not solely for that feature but it sure it hasn't helped, and barring all the bugs and things being fixed i still feel that ppl who paid for a game are entitled to enjoy playing it, not being trapped in a game they feel has an unfair advantage. Thats what killed F13th in my opinion and one of the first things players did they was D/c from games that were fun due to hacking or poor play on the jason's part
-
@FSB75 said:
Pro-tip - Adjusting the video speed to "x2" will (obviously) cut the video in half.
D/Cing: I still don't see it as a problem
Does rank matter? No...it really doesn't. DBD is NOT a competitive game!! DBD is a casual game. More than that, DBD doesn't even pretend to be a competitive game...no matter how much many people might wish it as such.
You are good in DBD. Good for you....you are good in a casual game. Did you enjoy the game, or do you enjoy the idea (delusion) that you are a good competitive gamer?
So if DBD isn't competitive, why have rank? Good question Timmy!
DBD has ranks to help control the game experience. Different player are better than others, so a type of segregation is needed to match players with equal experience. THIS is the most common misconception about DBD. The words "experience" and "skill" are used interchangeably, and this causes many problems.
IF DBD had "hidden" the ranking system from players, it would be just as effective as a segregation tool, BUT the developers would have lost out on the re-playability motivator. It gives players something to play towards. Rank gives players a more long term goal to reach for, as opposed to just surviving or killing per match. The unintended consequence of this design is that players lost sight of the damn game by attaching some pseudo sense of self worth to the system.
Gamers who have been a part of competitive gaming would have a hard time listening to a DBD player "brag" about their level of toxicity or rank and keep a straight face.
Don't get me wrong, this isn't an elitist issue. Many DBD players have made huge monetary gains based on DBD play. There is enough room in the gaming community for the validity in casual gaming....but stay in your lane.
Own it, embrace it...rank means nothing!!!
How can rank mean anything in DBD when many top ranked players do what they can to escape the issues that face top ranks? Currently in DBD rank 1 - 8 means headaches (listed elsewhere)...but yeah, it's competitive?
So if ranks mean nothing, and players have attached an inflated sense of over achievement to it, it cannot be responsible for DCs.
YOU CAN'T HANDLE THE TRUTH!!!
DCs are caused by 2 things:
- Ease of access
- Snowflakes
I don't even know how to DC...like can you just hit the menu and leave? If so...there you go. Pull the plug, Alt-F4, or just use the menu....BAM, out of game.
As for the reason people DC....they are whinging little bitches. There, I said it....someone had to. The penalty for DCing is not greater than the reward....simple as that.
Games not going your way? Can't be bothered to wait 2 minutes for a hook death? I'm out!
Got the wrong Killer? I'm out!
Someone else DCed, now it's 5 gens for 3 survivors. I'm out!
DCing makes other players mad. I'm out!
No reason needed...just to do it. I mean, maybe...just maybe if people played this game in he context by which it's suppose to be played we wouldn't have these problems. It's a bad match...just take it for what it is and in 3 minutes you can start over.
Hook or escape...see it to completion.
i disagree with this "DBD isnt competitive" stance i hear everywhere.. its like thrown around alot to try to discredit people achievement in a game, same was said about fortnite H1Z1 and pubG and all of those have huge Pro scenes now.. hell theres competitive speed walking and chess but everyone seems to think that DBD isnt cuz cause.. why cause you want to play it casually, SO what, you are a causal and other want to compete!
i know ppl who d/c for lower rank the ppl d/cing right now arent deranking they are just moving on to the next game plain and simple. they wanna play, but they dont wanna play your way, and i for one don't blame them for that
-
@Blueberry said:
Essentially it's just bad game balancing and bugs. I'd also add that I think some of it is just entitlement. While I do agree those are the issues, they do still need to get more strict with bans or wait times for DC'ing. Even if all the balancing and bugs were fixed to make the matches "fun", without harsher penalties lots of people would still DC as soon as they start losing just to start over.
I actually don't think the ranking system is that bad right now, maybe even slightly too easy on killer side still. The only times i'm not pipping right now for either side is when there are DC's. The rank mattering I think has more to do with not having actual rank rewards for people to care.
you arent wrong but kicking ppl out of playing when they are leaving games they dont like is just going to make people stop playing the game.. and they dont have the player numbers to really justify that
-
@Orion said:
If you're not having fun with a game, then stop playing it instead of ######### over everyone else.
can't be mad at people for trying to have fun with the game they played for, its not the best but its also not just their fault they feel the way that they do.
-
@AlexAnarchy said:
People pay for a right too play an online game, not too abuse it, sorry Entitled players but if you d/ced all the time in any other online game, your going to get punished.
Sure, they can incentivize reasons to stay but It's simply common sense with online gaming that you do no just d/c anytime a round is not going the way you want it too and that is what is happening in DBD the most form this d/cing issue.
For just 1 minor example, you d/c from a dungeon in warcraft more than once in a short amount of time, you get a 30 min d/c ban after.
d/c from a pvp instance at all, 15 min d/c ban.
That's a major mmo for just one example of d/ing bans, and dbd has had 3 d/c ban waves so go on ahead and keep making excuses, we will see yuh folks after dedicated servers come in and tracking folks who abuse the exit match button in mass becomes easier~
There is plenty of reason to still ban folks who have abused this even if there was incentives put in. It's abuse, simple as that.
If someone's gonna just screw over everyone elses fun for ther own selfish reasons in half the games they get placed in on an online game, then they should just uninstall at that point.
i hear what you are saying but there is a major difference in both those games. one the amount of people playing them, 2 the rewards you get for playing. without having both those things i don't think dbd should really be banning for D/Cs that harshly not to mention Game Balance is a major focus in those games as well