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FrootLoops

FrootLoops

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FrootLoops
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  • I am absolutely loving that this conversation turned to how binary digits are calculated! Thanks for the clarification. I had thought maybe the BP balance was stored in a database with a length limited numeric field such as the oracle number(precision) format. good to know that WHEN cross progression comes to switch I can have my 20mil BP in one account

  • @HighwayCatalyst said:

    With the new bp code, you could do it now

    "Twosday"

    yeah, I redeemed that one just before posting this.


    @Hoodied said:

    It does support it

    How do I know? Compensation with all of my BP due to a save error

    Glad to hear it! that gives me hope. I doubt I will try to push into the 9 digit range

  • @Mandy said:

    The way the BP cap works is that "bonus" or "gifted" BP do not add to the cap - so that's why people can go over the cap. So for example if you have 970k BP and 300k of those were gained from login rewards or bonus BP from Grade Reset etc those will not be counted - only your in-game BP is counted towards the cap so it's very easy to go over the 1 million BP cap.

    is there a limit to the bonus bp? I'm still looking for it

    bpcap.png


  • I've had a lot of fun with inner strength, iron will, quick and quiet, and lucky break. First order of business is do bones

  • @gammatsunami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2687566#Comment_2687566

    I escaped 4 times in a row and get this.

    Wont that just result in a safety pip? Running out of time to hit surv. 1

    yeah, on the dev stream they said that hatch escape has no effect on either killer or survivor MMR.

    I'm assuming you have played far more than 4 games to get to red rank, any trials where you die is a downgrade to your MMR (varies based on order you die in I believe, last survivor alive takes less of an MMR hit than first survivor to die), so if you are dying in trials more than surviving you aren't going to advance in MMR

    Side note: I really hate that MMR is based on escape/kill. As survivor it relies far too much on the quality of the team you are matched with

  • if you don't escape through exit gate your MMR goes down (stays the same for hatch escape), which means worse teammates, making it more likely you don't escape. if you want to get higher MMR and better teammates then you need to be far less altruistic, rush gens and leave through the gate the first moment you can.

  • I sincerely doubt it really and truly is "technical difficulties" that they are having. all of the progress (except achievements) are stored on BHVR servers, not the platforms, and they have already implemented this for other accounts, so unless Nintendo/MS/Sony are overly complicated or secure in validating player identity this should be nothing.

    Thanks to the mud-like transparency in BHVR communication on cross progression we can only speculate what the true cause is. But I for one am done spending money on this game until it's settled. I have bought this on 4 platforms, most of the dlc on 2 of those platforms, a butt load of cosmetics plus all of the rift passes, and all I really want is to be able to play with the same available loadout on those 4 platforms. then to see the switch cross progression notification on the last update... that was too much.

    Still playing, not paying

  • Honestly it would probably be better if survivors didn't know there is a human being playing killer. I bet the tutorial bot doesn't get teabagged or flashlight clicked.

  • no, because the aura is within a radius, so it would effectively tell killers exactly where the totem is. maybe a killer version of small game could be implemented, but not basekit

  • This is well outside of BHVR control. Development companies can get and use Dev consoles, which allow unsigned packages to be deployed on them, but for average consumer you can't install unsigned content. so they would have to fully build the code, send it to MSFT, SONY, and/or Nintendo for signing (as pointed out a good 1 week turn around) and either have a dedicated launcher as Karu suggested that determines which branch of code gets executed (effectively meaning the package size would have to be twice as large) or decide to either keep PTB going until live release or accept that those console players wouldn't be able to play the game for the 2 weeks between PTB and launch.

    They would have to dedicate a lot more effort than is reasonable to allow console on PTB, and it would likely result in even worse performance just due to having to distribute a double size package to EVERY player (because you can't choose what updates to download and what to skip on console)


    TLDR; blame the platforms, not the developers that you can't play PTB on console

  • I was just thinking on this topic and had an idea. Survivors have the perk Soul Guard, which gives the ability to pick themselves up if a hex is in play. What if killer had a similar perk, like for each boon EFFECT (not just totem but if someone stacks 3 effects on a totem then it counts 3) survivors received a 3/4/5 % penalty to repair speed up to a max of 20%

  • I will participate in this if and only if the killer waits until all 4 survivors have blessed a totem before beginning the match. This will allow a "map wide" effect similar to a hex and it to be effect right at the start, similar to a hex. also we get to declare one of those boons to be undying and can bless the 5th totem when that one gets snuffed, during which the killer and all survivors have to stop all other actions to mimic the "instant" transfer effect of undying

  • Average DBD conversation

    "They completed all of the repairs so fast that I only barely managed to kill one of them"

    would be a horrifying review for a mechanic

  • @Mooks said:

    I am at over 8M BP on Switch I think…

    i fear that it will just bug out and I will get nothing. Maybe lose some recent progress.

    The only reason I got the Stadia version was because they enabled cross progression. when I linked that and steam I didn't have any problem and it combined my resource pools without issue, so I know it works. I'm just concerned for the edge case of BP going into that 8 digit realm

  • maybe, I've always thought it was smug so I just call it his neener neener song

  • trickster's laughter in chase and the "neener neener" song he hums after he hooks

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2548507#Comment_2548507

    Is that the shady type of source? The best kind of source.

    shhhh.... you haven't heard this from me.

    also, it seems any login reward or code based BP gains all go into that uncapped pool. that's how this happened:

    bpbonanza.png


  • according to [source] the rank reward goes into the uncapped pool of BP, so you can have a million and still get your reward

  • questions about cross progression on xbox/ps4?! Does this indicate some progress and/or ongoing effort to bring that in?

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2542398#Comment_2542398

    What happens if the killer is a hag instahits or trapper where the survivor runs into a pre placed trap? Short chase but wouldn't call trapper OP.

    well the times would be an average, not a per chase. on average trapper is going to have somewhat longer chases. a good trapper making 200 IQ trap placements is going to have shorter chases of course so should be paired with better survivors

  • you really can't balance this game around objectives. objectives only speak to one side. hooks/kills/escapes CAN'T be a balancing point. You have to balance around the elements common to both sides, and that is chase time and how long the match lasts. using those 2 factors you can adjust perks, maps, killer powers, add ons, items, gen times, MMR, etc... etc...

  • I think balance should be around chase time. survivors with statistically longer chases should be matched with killers who have statistically shorter chases, with the ideal chase time being about 30 seconds. that would have 12 chases making up a 10 minute match. the only really symmetrical part of this game is killer time efficiency vs survivor ability to waste killer time, so why would you balance around any other metric?

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2492760#Comment_2492760

    It's an hour or 30 mins once a month where you can't play the game. It would make life alot easier for then rather than thousands of resets just to keep the servers open non stop.

    Many rpgs take the game down weekly for resets/maintenance/patches.

    I get what you're saying, it's just a really lazy way to go about addressing it. for a game with a global community there is no time that they could bring all of the servers down to reset all players. maybe if they reset ranks by region and shut down servers in that region around 2 or 3am (depending on load averages)

    given that this happened before 10pm EST (which is the timezone BHVR is in) I imagine this was a big "oops" on somebody

  • @Triadequinaxor said:

    What is the reward? because i surely did not receive

    I couldn't find the thread, but basically a sliding scale where at rank 1 (or equivalent) you get 250k bp at rank reset, and it rewards both survivor and killer ranking, so up to 500k BP

  • @Barbarossa2020 said:

    You were in game when it happened.

    Hence why the devs need to bring servers down next time reset is due to happen.

    People who weren't playing had no issues.

    I don't think they need to bring the servers down, that would be rather drastic. They just need to ensure that when rank reset happens those that are in a match have their rank preserved through the tally screen, then reset when they are back in the lobby. I'm sure the crash was because of the rank incongruity

  • I was in a match, game crashed, no BP reward and reset to ash IV. got progress on my archive and match reward though

  • If behavior did their job right then the SBMM is measuring SKILL demonstrated in the match, not how many kills or escapes a player is getting. You may be intentionally letting everyone escape the trial but when getting your 4 BBQ stacks how many chases are you losing? how many times are you whiffing your attacks? how effective are you at using his power? how long are you spending between chases? how much time are survivors spending in your terror radius without you initiating a chase? how quickly is the match ending? when you "give up" after getting your stacks are you just going idle or are you demonstrating an inability to get additional hooks?

    we don't know what they are actually measuring, but if they did it right then all of these things and probably more would factor in. This game has never really been about 4k or 4e as a measure of skill

  • I'm going to take the lack of response as "cross progression is a myth, so this question is moot"

  • agreed. I feel like being reset to rank 20 but still going against similar skilled opponents will block me from ever getting back to a satisfying rank, and thus no feeling of progressing as a player

  • dumb little thing but I'd like to see when survivors turn their character and have the ordering of survivors consistent across all screens. I love the idea of a 3 man swf turning to look at the rando 4th at the same time

  • killer can only get the crown if all survivors get the crown and escape with at least 20k bp each

  • I've been playing it like this: first match of the day I will play a cake. if the killer brings on the sweat and I get less than 10k BP then I put my cakes away. If I get a decent match or 2 then I put the cakes back on. if it's end game and I have the glitter of finding a crown pillar and get sacrificed then I'm done with cakes for the day.

    I'm not spending my bloodpoints to reward inconsiderate sweat lords, and that's mostly what I've been facing this whole event. I can hang onto these until the killer community calms down

  • because progress on healing can be instantly negated by a killer while progress on gens is a little more lasting. if 2 survivors group up to heal then 32 seconds are spent healing each other. if the killer comes their way then at least 16 seconds of progress will be instantly lost. If they both get on a gen injured then that 32 seconds is enough to get the gen to around 70% complete from cold. even with pop only about 7 or 8 seconds of that progress is lost.

    it's the most efficient play to get the gen done first, then heal

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2309074#Comment_2309074

    No, it wasn't a reasonable conclusion at all. Every anniversary cake has stacked. The only time one didn't is when it was bugged, and that bug was fixed. It's not reasonable to assume anything except "this is a bug".

    I think our wires got crossed here. I was only saying that after seeing the tweet about the cakes from behavior I went back and looked at the leak and yeah, the part that says "personal" applied to the specialEvent effect, not the 2 blocks that were BP related. But since we've never seen a BP offering with secondary effects and we have seen a bug where they didn't stack the leaker concluded this was a repeat of that bug and not the introduction of a new effect. that assumption I believe was reasonable, but in light of the tweet I see how it could have been misinterpreted and that there never was a bug at all. Keeping in mind that the leaker was only looking at code, not at the behavior in the game

  • I don't think there was ever a bug. the leaker found in the data for the cakes the effect for the special event which had the personal tag. since cakes have never had an effect other than BP it was a reasonable conclusion that it meant the cake was personal only. All a big misunderstanding really and just a lesson not to take something as fact until it's in play.

    this also provides a clue that this anniversary really isn't just a recycle of the 4th and 1st, since we've never had a BP offering with a secondary effect before

  • I am foolishly hopeful that the delay has been because they are still negotiating cross progression with other console platforms as well and want to roll them all out at once. I am the eternal optimist, but I have 3.6 million BP on switch and 3.3 million BP on PC that I'm hoping to carry into my xbox account. that should be just enough to get 2 characters to p3

  • @MandyTalk @KhaineGB if it helps at all my switch loaded right in, but xbox 1 is a no go

    Also... Switch is finally the superior platform!

  • @Mandy said:

    Just an FYI we've not confirmed officially the exact time of the new Chapter release, just that it will be today.

    There is literally a countdown timer on the official website. counting down to 12pm EST, but still!

    https://residentevil.deadbydaylight.com/en

  • I don't think one merciful match is going to throw anyone into the sweat pool. more than likely SBM is a continual averaging of match results. BHVR hasn't released the information on how it works, but we can safely assume that a statistical anomaly here and there isn't going to drastically shift anyone's skill rating

  • technician - when I make a mistake I don't let people know about it 😂

  • I mean... it's gotta be Charlotte. She even carries a skillet into the trial

    charlotte.jpg


  • @EvilJoshy said:

    If they ever did can you imagine the amount of console players that would cross over to PC so their game can run properly? Which is why I don't think BHVR will ever do cross progression. They want all those people to buy the game again.

    I have stadia and pc cross progression enabled, and I still had to buy the game on stadia to do that. So in theory enabling cross progression would increase their base game sales with all the people jumping to a new platform. they would possibly lose revenue on DLC, cosmetics, and rifts though. But I can't imagine anyone buying these things separately on each platform anyway

  • no official date announced yet, but, based on history, May 4th is to be assumed

  • maybe if each can only inflict a single health state, but the survivor suffers broken for 30 seconds after being hit

  • you forgot:

    no holding W

    no map offerings

    no looping

    no teabagging

    no 99ing exit gates

  • it takes around 90g (90 times earths gravity) to cause a concussion. we can use F=m*a to determine that a 1.5kg brain decelerating at 90g experiences 1323 newtons of force.

    So baselining off of that and @Hoodied observation of the pallet traveling at .9144m/s, in order to deliver an equivalent force the pallet must weigh around 1446.85kg.

    that is assuming the killer is concussed resulting in a physical stun, rather than mildly insulted by your disrespectful behavior.

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