HarlockTaliesin
HarlockTaliesin
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- HarlockTaliesin
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Any update available for this? Another month has gone by with nothing but silence.
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Though thankfully rare, I've gotten DC penalties when the server drops the entire match. Haven't noticed anything different between those vs the usual full match disconnects with no penalty.
They typically don't add up to anything, but I take it as incentive that BHVR doesn't want people playing, so I log off and play something else for the rest of the day.
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@yobuddd said:
Anyone know about that red grid-like one though? I’ve seen it twice tonight. It’s not rift.
2024 Lunar code. Go to the store and redeem the code "DRAGONYEAR". You get the grid banner and a Chinese dragon head badge.
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Haven't noticed any change from before.
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@Nos37 said:
"Safely unhook other survivors 6 time(s)" is just getting me farmed off the hook in front of the killer.
Either remove the basekit endurance effect when a survivor unhooks in front of the killer so that survivors can't get free "safe" unhooks anymore; bump up the time requirement for "safe unhooks;" or give survivors the ability to kick other survivors away when they try to unhook you against your will.
Something like kicking other survivors away while on hook has been needed for a while. Horrible unhook timing, survivors working with killers to farm other survivors, killers obviously camping hooks but a half-dead Feng charges in instead of finishing the last gen for the pointless unhook points greed and we both die, etc., etc. Painful, annoying, unwanted. There's needs to be an option for hooks that's the equivalent of holding sprint for being slugged.
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@pseudechis said:
I can't really abide built in perks and blood lust gain is fine as is.
But I do agree there is nothing lamer than running around the same rock 4 times. It feels so scooby doo not halloween.
I'd like to see some kind of accumulative risk beyond bloodlust, for example your chances of tripping and stumbling causes speed loss when circling the same small structure multiple times. Hmm maybe that's a bit too harsh but at least something thematic.
More tall line of sight blocking terrain, nothing worse than low islands of junk with a pallet that can't be mind gamed, only hit boxed around till pallet drop rinse and repeat.
While I get sinking the killer's time is the key, incentivizing escaping from chase rather staying in chase and looping would be preferential, I don't have a great or remotely balanced answer for that though.
I wouldn't want to see more built in perks though that's just lazy.
Agreed. The point is escape. Looping is annoying when playing survivor and boring when playing killer. Chases should be these grand thematic things that can mean life a death. Not "Look kids! Big Ben, Parliament..."
https://www.youtube.com/watch?v=iAgX6qlJEMc -
@UndeddJester said:
Sounds like you've got at least 8 downs... aren't you close to winning at this point?
Downs don't equal hooks. A somewhat decent group has options to prevent it. Sabo hooks, flashlight saves, body blocking the killer and taking hits, BU+FTP, Boil Over + camping high areas, etc. Against a good group you can get a lot of downs but securing hooks can be problematic. There's also issues like hook spawns sticking the killer with dead zones right away.
Depends on killer, of course. For example, Pyramid Head may not have this problem if you've gotten the survivors to run through some trails. Though that presents its own issues, as hook perks don't proc on cages.
@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643450#Comment_3643450
Exactly this. If you’re regressing a single gen 8 times, you’ve already wasted at the very least 40 seconds of their time and realistically more than likely over a full gen of time. You’re already winning / won at that point. Not to mention you saying jolt as the culprit which requires you to down them in the first place. This seems like a steamroll of a match and the gen blocking more than likely had zero effect on the match.
@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643798#Comment_3643798
Just my opinion but if you're hitting 8 regression events on a single gen, you're either hyper-fixating or stomping them, even with surge and pain res proccing. 8 regression events is a lot and will more than likely equate to a full gen of time. Not to mention that surge is kind of just a cherry on top perk anyway, you have to have it add to the regression counter or else there's no point of having the change. Regression events moving from 2.5% per kick to 5% is a flat buff outright, you have to make regression events relevant or else there's no point.
Not really, particularly on indoor maps. A survivor could've only gotten a few percent on some gens, but when Surge goes off it'll still hit the gen. Over and over and over. I've done this for shiz n giggles playing survivor on indoor maps vs killers running Surge, when there's some good saves going on or the killer is screwed by RNG like on Midwich. Running around and getting a little on a bunch of gens that are likely to be hit by Surge started and keep repairing them up after. It winds up being a troll session as the killer's both having hook issues and can't kick many gens anymore.
In Gideon's it's a riot. Some survivors deliberately go down near the middle of the map on either floor, other survivors feed the killer pallets (even if it's just to block movement) and blinds/sabo'd hooks on the way to a hook and let Surge hit the 8 limit on the entire map.
@Unam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643417#Comment_3643417
Its taking away a strategic decision (which gens to do and which not) from survivors and transfering it to killers who already have shitloads of micromanaging to do.
This is a PITA as well. Besides counting hooks, managing cooldowns/tokens, remembering where windows are and which pallets are still up, which survivor is running what perks, the repair progress of which gens, and so on, now you have to try to count and remember kicks/perk procs per gen. This is a headache. Killer UI needs some improvements.
@Unam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643538#Comment_3643538
The system should just kick in if 1 gen is left to do. It doesnt make sense that regression Events are counted b4 a 3 gen is even possible.
Even if it activated with two gens left it would be more reasonable. With all the gens up at the start and so many ways to cause both deliberate and incidental damage to them it can narrow defense options.
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643585#Comment_3643585
One of the top players in the world had a 4 down and still didn't win the match at only getting a 2k. A down does not mean a hook. Streamed it not too long ago.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643798#Comment_3643798
If it's indeed supposed to only stop people who just sit at the 3 gen at the beginning of the match and refuse to chase and down people, then they should drop it to 6 events and have it reset after hooking someone.
Some version of this could also have been a viable option.
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Do away with map offerings and the majority of that issue will evaporate.
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The reporting system is a problem in itself, even when it's working. It's one of the biggest things in the entire game that needs a complete overhaul.
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The badges and banners are kinda meh. Also, I don't know why they're not attached to the outfit selection slots/tabs.
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@sizzlingmario4 said:
It should also hide the actual breaking noise of the totem when you finish cleansing it (not the map-wide notification for a hex being destroyed, but just the actual bones falling apart that can be heard nearby) as well as the sound when a chest actually opens.
This part always bugged me the most. You can chew through a totem or chest with absolute silence....except the part that actually makes noise. It'd be more useful to completely remove the hinges from chests and yeet the totems to both smash them and create a distraction.
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It's not uncommon for one app to take another out when it crashes. If this happens frequently while both DBD and Discord are open, try playing for as long as you can without Discord open. If no crashes, try being active in Discord for an extended period without DBD open and see if it crashes.
As always make sure you have the latest versions of all apps, drivers, and Windows updates. If you're playing in Steam also do a file verification check in DBD to make sure no files are corrupted.
You can also poke at the Windows DISM and SFC tools to verify no corrupted Windows files.
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Any update available for this? Another month has gone by with nothing but silence.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639500#Comment_3639500
Not without changing the entire homescreen background.
This is a compositional nightmare:
https://us.v-cdn.net/6030815/uploads/8QID2I5DD7TC/image.png
The route they went with is far less work than designing a new homescreen that manages to frame every killer staring at the survivors from a distance.
Admittedly, I don't love the existing background but I know why it exists.
Actually I rather like having a set of buttons on the right like in your image. It's just a close-up of killer butt cheek otherwise, and you can clearly see the killer is standing there watching the survivors. There's so much real estate on both sides, the top and the bottom, that buttons could be very well setup and look easily presentable against the background. The more I look at the image the more it grows on me.
@irishbutcher said:
https://us.v-cdn.net/6030815/uploads/H29WBYB09AL4/image-2024-02-01-153350417.png
I really miss this menu. I think it looks a lot better than the one we have now. However if they stuck with this menu today, I don't think there would be enough room for the amount of content they plan on providing. I can get used to the menu we have now, but I will still miss the menu we used to have.
Also, a bit off topic, but I wish the ingame HUD was like this instead of what we have now.
https://us.v-cdn.net/6030815/uploads/1DLMJ6N9M207/image-2024-02-01-153932046.png
https://us.v-cdn.net/6030815/uploads/NFKTQY4NL7B8/image-2024-02-01-154224063.png
Same. The more classic looking menu was really well-done, and it left a lot of room for additions. Realistically, they could've just shrunk those square buttons by 15-20% and added a few more without changing much of anything. It makes me appreciate games that let you customize and build your own UIs.
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@aerie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638049#Comment_3638049
interesting but why is it here way before lights out is even started?? now we're going to have it for a week and not even have the game mode for it so we're playing through an inferior UI for no reason. come on.
also, it would've been 10x smarter to put rift/shop in the dropdown menu rather than the play mode, you'd also have more space and not inconvenience players.
This.
@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638049#Comment_3638049
https://us.v-cdn.net/6030815/uploads/DR75VXBA0CXD/image.png
I think there was enough space for one more line. But if not, i think "Getting Started" could be replaced instead, because it is button that everyone clicks once in a lifetime at best.
At very least make "Play survivor" and "Play killer" separate please.
Not only that, a button could have been added to both the killer and survivor lobbies to switch to the other and save multiple clicks. It could show the BP bonus percentage beside it as well for both sides, so there's more info at a glance.
Also, they should revert the UI change that moved ranks and pips to another screen from each lobby. It wasn't needed to add clicks there just to give more use to the screen to select the banner/badge (which is kinda meh already).
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638670#Comment_3638670
This starts showing up from the third event onwards. I'm not sure if theres a different effect once it's maxed out.
That's kinda odd. You'd think it'd start showing up when there's only three or four kicks left.
@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638792#Comment_3638792
That's exactly how I thought it was supposed to work.
Same.
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I really like the Alan Wake games, but this DLC is a pass. The new perks are meh, and I already have a ton of survivors that I don't play.
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At first look I figured either a Predator rip-off, or they got the IP for Predator but then lost it before the DLC dropped so they had to do a rushed overhaul of the character. The latter seemed most likely, based on what seemed to be the unfinished nature of....really everything about her. From the mis-matched cheesy look and the janky walk, to the under-tested power.
What wound up in the game was so much worse than I expected.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634966#Comment_3634966
Sending you off in a random direction is completely on you. I would know, Ive mained killer for 6+ years now. Tried controller out at one pointband I can barely use a controller to save my life and yet I still wasnt being spun.
The trick is to not try to trail the survivors movement, but rather cut them off. If you see they like going for spins as well you just have to short swing
You can also do a lunge swing and spin yourself. Regardless of if the game converts it to a short swing or not, it still hits them.
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I very much enjoyed the first Alan Wake game and dig the character. The second game, American Nightmare, was just a small DLC wrapped up and sold as a completely different game. Wasn't bad, but there wasn't a lot to it. I want to play Alan Wake 2, but it's only on Epic and Epic sucks. If it ever goes standalone or comes to Steam I'll pick it up.
For the DBD version, the perks are kinda junk. When playing killer, anyone running Champion of Light is getting double hooked then bled out. Or just bled out, depending on mood and how well the rest of the trial is going. Seems a bit like reverse image of MFT. Flashlights are annoying enough, and I don't plan to run Lightborn all the time.
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Any update available for this? Another month has gone by with nothing but silence.
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Yes. I attempted to use Steam's in-game browser (Chrome-based), Brave (Chrome-based), and Firefox (Mozilla-based). In all three the chat bot failed at the question of describing the person's actions. After filling in the info, neither hitting Enter or using the Arrow to proceed worked (seemed hung), and after several moments it would display the error that the system was having problems. It then reset back to the beginning of the bot interaction, asking me what platform I was playing on.
I will attempt to use the link you've given.
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I use it out of habit, though if I recall at one point BHVR said it wasn't connected to anything. Not sure if it was once used for reporting then disconnected, or never active.
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No, it's not a party game. I believe the intention was for it to be one at the start, but over time it's turned into what it is today. The closest thing it is now is a ranked pvp game without the ranking support/features.
Yes, you can play it with a "party" of friends, but that doesn't make it a party game. You can go on a murderous rampage irl with your friends, too, but I assure you no one (except maybe Legion) would consider that a party game.
The issue is that the game doesn't know what it wants to be, and BHVR is not providing any options or features to the game to help sort it out (or provide the players with options on how they want to play).
As near as I can tell the game was supposed to be a cash grab and likely be shut down after a year, but wound up being popular. That's why it has little of the things you would expect a game like this to have. Not just from the start, but over seven years later. It wasn't setup properly, wasn't maintained properly, and they kept throwing DLCs and cosmetics at it expecting the cash cow to run dry at any time. Realistically, with how limited the game is and how spaghettified the code is, I wouldn't recommend holding your breath for BHVR to do anything massively different with the game than they already have.
Without rebuilding it from the ground up with an updated engine, structured and expandable/upgradeable code, reliable servers, and an actual plan, I'm kinda concerned about them considering game modes like 5v5 and 8v2. Although I'd love to have that, Nemesis can't even have more than two zombies up because the trial would crash. Seven seems to be the hard cap for number of players/bots in a trial before things go haywire.
Most every event old previously-fixed bugs pop up and new ones appear. I keep wondering at what new DLC release is the game going to collapse in upon itself. 👻
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In theory, the game will by default send you to the nearest server to you. Though with how flexible their geofencing is and how loose their definition of "local" is, this can mean sending you to a server pretty far away if they need to fill a lobby. The game's been known to throw me to a server in another country across an ocean, with nothing tripping the game's lag meter until the trial starts. Then it's a slideshow.
The best thing to do is get a VPN and set your location as where you want to "be". Bear in mind the further you go from where you actually are the higher your ping usually is, making you laggy. The infrastructure of the area you're connecting to (and between you and there) also comes into play. First world area to first world area with low physical distance between the two will typically get you the best connection. Third world area to third world area with a lot of nothing in between and over longer distance will usually tank your connection.
The last updated info I have for the physical server locations are below. That's from 2019, though. Haven't heard if any were added or taken down.
US East (Ohio)
US West (Northern California)
South America (São Paulo)
Europe (London)
Europe (Frankfurt)
Asia Pacific (Singapore)
Asia Pacific (Seoul)
Asia Pacific (Tokyo)
Australia (Sydney)
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I'd only consider that a possibility if all of the stuff you've earned/bought/achieved with the DLC characters comes over, then auto unlocks when you purchase the DLC. Or as someone previously said, you have the option of purchasing the DLCs (at a discounted rate, since you've already bought them once) when the transfer is done so everything transfers at the same time.
For example, if you already own all the DLCs on Platform A and are moving to Platform B. The transfer goes through and you have the base game and all the purchases/unlocks/achievements for it immediately, and all of the stuff for the DLCs you owned is transferred but inaccessible. Then, as you purchase the DLCs on Platform B, each time you purchase one all of your previous purchases/unlocks/achievements for that DLC's characters immediately unlock and go active.
Otherwise, I don't see the point of the transfer as you're potentially leaving massive amounts of time/money/effort behind and will have to redo all of it. And that's if it's even possible to do. Some items, cosmetics, and such from Rifts/events/codes/pre-orders/etc. you'll likely never be able to obtain again (recolored junk doesn't count).
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Obvious SWF is obvious, apparently.
The ability to see the survivors and what items they're bringing is a core aspect of the killer being able to setup their perks/items to help compensate and know what to expect. Being a 4v1 match, this is the balance. I don't know of a way that would prevent a killer lobby dodging while still having this. Locking any of the players to the lobby until the countdown is done will just cause people to disconnect or not play.
It really wouldn't matter, anyway. If they remove the ability to lobby dodge then killers will likely just AFK or meme until the match is over. Or DC, play something else until the DC timer is done (if it's a long one), or just play something else for the rest of the play session. Either way it wouldn't force the trial to play out normally but could increase the survivor queue times, or cause more MMR wonkiness by throwing random MMR killers in to fill the role.
I'm guessing it also doesn't happen nearly often enough to be a concern or more people would be complaining and BHVR would've made a change (likely for the worse) by now.
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I agree, some kind of fun or interesting reward system would be nice to have. At this point the game is stale, and only picks up a bit of fun around events or interest around new killer launches (powers and perks) and the occasional survivor launch (perks). Otherwise it's just grinding BPs to buy stuff in the bloodweb that you'll never use half of. There's still stuff in the bloodweb, like fog bottles, broken keys, luck offering, and several map addons that are just a waste of points and build forever stacks on my characters.
Having something like monthly or six-week seasons that you could put in time towards to get something useful would would be both great and long overdue. You could work towards things like:
Converter Items: You can use this item to convert stacks of up to 100 items of your choosing into 50 more valuable items. Ex: Convert 100 white fog bottles into 50 random yellow addons. The conversion amounts decrease as you choose higher tier items. Ex: Convert a stack of 25 purple items into 8 random iri items.
Give and Take Items: For the next 10 trials you will not lose any items you take with you into a trial, but you cannot run offerings of any kind and are limited to three perks.
Boost Offerings: An offering you can use that has a 20% chance to give you a 3% boost to any of your non-movement actions, but only if an opponent runs a map offering. Boost speed does not stack with anything else, highest amount applies at any given time.
Dyes: You receive a pack of three one-use dyes that can change part of the color of any one of your clothes/armor items. All shirts/pants/linked outfits/weapons now have three dye slots allowing you to change a part of it. You can preview before use. The dye packs come with one bottle of bleach that when used strips all added dyes from an item and reverts it to it's default look. With an assortment of color options, this would add the ability to create far more unique looks while using existing game/engine colors, this would be low overhead after the creation of the system.
Rule Change Offering: An item that causes some random aspect of the trial to be different than usual. Such as you have Void event elements in the trial, or instead of hooks killers now get a Pyramid Head-like cage action, or when vaulting a window survivors now get instant Dredge-style teleported and thrown out of a nearby locker with a small temp hinderance to balance out any distance difference, etc. There's so much that can be done with this alone it's crazy.
Victory Wear: Reach a certain number of wins in the course of one month and you get a visual/audio change to your character to reflect this. For killlers it could be an ethereal glow to their weapon and any sounds they make on a special effect (ex: for Oni when he goes into fury the effect sounds like it's reaching back like an echo and then booming out across the map, like his power is reaching back to his ancestors and channeling it to now. For survivors this can be a set of protective gear pads that appear across their existing outfit and when a killer misses a hit on them they throw up a peace sign as they run away.
Honestly, even with how limited DBD is from a coding standpoint, there's lots to work with if you get creative.
As someone mentioned, I'm not a fan of how they moved the rankings to a specific page. Yeah, it's nice that you can see both survivor and killer info on the one page, but taking away something you had at a glance before to another page is annoying. I really don't like having to go into a different screen just to check my pips.
As far as the party game vs competitive pvp game, it's been both. When the game came out it was easily a party game, in that you could jump on, have a fairly low learning curve for either role, and run around having fun. Every new release of perks, maps, and killers has pushed the game further away from those roots. Over seven years later, massive amounts of perks, many maps/map variants, mechanics changes, bizarre perk overhauls, releasing things in a broken and/or overpowered state only to change or nerf it later, hundreds of streamers and thousands of videos showing how to make the best use of perks/builds/maps/etc., any far more than half of the players being pushed into absolute efficiency, the game pretty solidly falls closer to a competitive pvp game than party.
This in itself isn't necessarily a problem, but that the game was marketed as a party game in the beginning and BHVR seems inclined to still believe that, yet the players (either directly or indirectly) and BHVR itself with their changes has made this a game of max efficiency, it clearly has an identity crisis. There doesn't seem to be much baked into the game to support either or both views of it.
The learning curve is too steep and much of the playerbase is too competitive for someone (particularly a new player) to just jump in alone (seen in most of the solo queue) and expect to have fun. Even bringing friends for a SWF, most of the time it's like a group of four solos trying to act like a team and getting ran over (even by a noobish killer). On the other end, you have people looking for a competitive match, either alone or in a group, winding up either matches up with clueless teammates, inexperienced or lower skill opposition, and even if it winds up being a great balanced match (like finding a unicorn running your local Starbucks drive through) you get the same thing you get for any other trial: BPs, just in higher amounts (theoretically; loop a killer for five gens and you can depip), to buy more of the same stuff, of which half of it is useless junk.
It's been painfully slow, but I think based on some of the questions asked in the latest player survey, BHVR is finally picking up on some of these facts and considering changes. I really hope so. As it is, unless an event is on I just do dailies then go play something else. Even during events, I'll hammer out a tome page then have to wait a week before I can do anything else with it.
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Any update available for this? Another month has gone by with nothing but silence.
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Great movie. Wouldn't mind seeing the ghosts or the family in DBD.
Having the house in the game would be nice, so long as it doesn't become GoJ 2.0.
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@Dito175 said:
Agreed, once is enough of a challenge or make it to be able to do on multiple matches, its the only challenge remaining and its just going to stay there
Same. Unless you're up against a noob killer, this is easily the most difficult tome in the chapter. You manage to pull it off on the killer once, they'll never let it happen again the rest of the trial. Or tunnel you out for trying. With how fast gens go and some killers able to burn through survivor teams like a woodchipper, many trials just don't last long enough to line up a good second attempt anyway.
I don't like leaving any chapter pages incomplete, but this one's here to stay I guess.
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I'd like the option to use the older, better character portraits. The ones from before the current batch of awkward high school photos and the previous extra shiny RPD ones.
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@SantaKlawz1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595878#Comment_3595878
Lucky you, I didn't get the newsletter
Same here. Signed up a long while back, and haven't received a single one.
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@Xyex said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598521#Comment_3598521
You have to stop doing gens once you get your greats. You can either go have the Killer kill you or just spend the match doing bones, heals, and unhooks. Either way, don't do gens as any none great repair checks even after completion will reset the challenge.
Thanks, I was able to get it done this way. Sucks that you have to throw the game to complete it, though. Hopefully it gets fixed soon.
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Chucky isn't hard to play against, mostly just annoying.
His perk Friends 'til the End needs an adjustment. A cooldown, a resistance timer, a condition, or have it randomly set someone as the Obsession every hook. So many Chucky trials I've wound up in as the Obsession with some ######### teammates that get hooked frequently, and every time I get exposed with the killer making a run right at me.
This is not only an issue in itself, but since a good many players in solo queue haven't had their testicles drop yet, I'm most often the one (or one of two) working gens and pulling people off hooks while the rest crouch their way around the map or inspect bushes. Distortion gets chewed through fast, especially if the killer's running other aura perks. In many of my builds I've had to swap Distortion out for Calm Spirit in to counter the mass use of UW and various other scream perks, and since Friends 'till the End can cause both auras and screams, you're screwed either way.
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Same issue. Tried removing/re-adding the tome entry, restarting the game client, doing another tome entry then coming back, nothing works. Every time I get all three done in-trial, but no completion once the trial's over.
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Had a Steve do this right at the start of a trial a few days ago. We both spawned into the map beside each other, already in a Huntress' lullaby. It switched to a heartbeat before either of us had a chance to move too far, so I quietly jumped in a locker to wait out the Huntress going by. The Steve took it upon himself to keep opening the door to the locker I was in until the Huntress saw us both. Hatcheted him, pulled me out of the locker and dropped me, hatcheted him again while he was running away. Both hooked.
We both got unhooked, the Steve gets seen again, then runs over to where I was unhooked and getting healed. Downed again, the Steve hides. When the survivor who was healing me gets the killer's attention and drags them off, this infected cyst has the audacity to come out of hiding to try to heal me up. I crawled around the map with sprint on to prohibit it, with him t-bagging me the whole time. I passed a low wall in LOS of the Huntress, a hatchet come flying overhead right into the Steve. Steve takes off to try to get away, and runs around a corner straight into the Huntress. While he's downed and getting hooked, I move away so the killer doesn't hear my injured sounds. When the killer leaves and starts chasing the other two survivors, I crawl over to the Steve's hook and hang out.
Got to watch the Steve get sacrificed before I bled out. Best feeling I've had coming out of solo queue in a long time.
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BHVR/EasyAntiCheat sometimes has nebulous definitions of cheating. Although it may be technically considered a "hack" of sorts, so long as it works on the hardware/operating system level and doesn't interfere/interact with the game code itself, there's not really any way for it to be detected by the game.
Since many gaming mice and keyboards have the ability to setup custom layouts and macros for their keys/buttons, and it's broadly accepted in the gaming industry, there's not really any way to police it or enforce a prohibition on it.
There's also intent. Since your mouse button is busted and you can whip up a quick script to make it usable, this it not comparable to someone writing code to specifically hack the game to gain an unfair advantage.
Realistically though, mice are fairly cheap, particularly if you don't need an MMO/MOBA mouse. Corsair Harpoon wired mice tend to go fairly cheap, and are both reliable and perform well. I've seen Logitech G203 mice on sale for $19. I'd avoid Razer mice. They tend to perform very well, but wear out/break fast. I've been through three Razer mice in the same time I've had one Corsair Harpoon, and the Harpoon is still going.
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They basically released the feature with one option available for the new DLC and no defaults. Everyone else can apparently eff off.
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Nicely done!
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This would be great to have. There's already a lot of time wasted in the game on things like bloodweb animations, level up animation, scoreboard animations, and the multiple loading screens when you start the game that you can't turn off or auto skip.
I'd like to have a minimalist setting I can turn on that turns all of these excess animations and time sinks off so I have more time to actually play the game.
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That's unfortunate. I would've snagged it if it were on sale. If the sale on the Alien DLC wasn't so weak I'd have done the same with that.
Ah well. Maybe it'll improve by the Steam spring or summer sales.
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For the survivor achievements and some tome entries it requires you to escape. The triggers for those are going out through the exit gates or hatch. If those weren't used there's nothing to grant the credit.
For killer achievements that require 4k, survivors DCing used to prevent those as if there's no survivor there's nothing to hook/kill. Now bots can stand in and still grant the 4k, though it can get buggy.
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Legion and SM. Instant go next as soon as I hear their TR music. Complete waste of time trials. Winning those trials somehow feels worse.
Coming soon, Trickster's being added to the list. He's already annoying as-is. After the buffs, nope. Would rather have a fun trial, even if I lose.
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These days the game is a boring speedrun for both sides. Regardless of what BHVR says/believes, it's not a casual "party" game. They saw to the death of that concept with their bizarre perk reworks and lack of game upkeep. It's annoying to play, and can be almost impossible to get certain tomes done (particularly older ones), which I've started doing until something interesting happens with the game.
I ran out of current tomes to do so I dug into some older ones I never finished, and pulled out one of the "Stun a killer four times in a single trial". Years ago this was fairly easy, as even if you couldn't land a pallet stun you could always rely on Blast Mine/DS getting it done. Boil Over, if you're hard up.
With the gen kick meta having been killed off most killers don't even bother with gens anymore. Gen kick perks were nerfed so hard there's only a couple worth running, and you typically want to use a gen kick build if you're doing that (SMs were notorious for this). Now kicking a gen does so little that it's a waste of time vs hunting/chasing survivors for a down. To this day it still only gives a paltry 100 BPs for a kick, so there's no incentive at all to kick a gen unless it's almost done and there are only 1-2 gens left. Even then, running Jolt, Oppression, or Pain Resonance negates the need to kick most gens.
Most killers know when to respect pallets and tend to do so by default unless they're running Spirit Fury and Enduring to chew through pallets. Most trials I was able to get 1-2 stuns in, with a last-second third on a Midwich near the exit. Four was being a problem.
After about a week of trying I lucked out and found a laggy killer that I was able to feed three pallets to their face, then deliberately got hooked and burned DS on them for the fourth. They DC'd right after, which was entirely understandable as they were having a terrible match, but the credit stuck and I finally (thankfully) put that PoS tome entry to rest. I didn't even feel any joy or relief having finished it, such a bitter experience it gave me. Almost as bad as the tomes where you have to throw the match to complete.
It made me think about my own killer matches, and that it's all survivors burning gens and killers burning survivors asap. I only kick gens on my killers (in most cases) when I've already won and just killing some time. The trials only last a decent amount of time when one side is farming the other, or the last two survivors are hiding. In most of the trials where I was trying to do the stun tome, by the time I had built up enough repair time to use Blast Mine, two other gens were done or close to it from stacked toolboxes with BNPs. There was literally not enough time in a typical trial to get off more than two Blasts max, even if the killer wanted to kick the specific gen I had it on.
It's not even about having fun anymore. It's all about maxing efficiency, making your opponent's life/lives a living hell, then on to the next trial. I'm going to have to take a break coming up, because it's more fun to not play DBD (not even playing something else, just not playing DBD) anymore.
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No. I usually smack them then go after other survivors, and if they're not doing anything after I run into them again I'll down them to give the other survivors something to do. The issue is with the afk survivor, though, not you or the other survivors.
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To be honest I'd feel kinda embarrassed to have something DBD that could be seen by others. My spouse has already been sworn to secrecy, never telling anyone that I play this game. DBD has a terrible reputation in most of the gaming circles I frequent, and I completely understand why. Plus, I don't want to give the company any money if I can help it. Although they've made some positive recent changes (Stranger Things is back, and Chucky's in the game now), they've too much of a negative history and long overdue ongoing issues for that to compensate for.
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Most trial lobbies I go into give me the red bar. I can work around it to a certain extent on some killers, but other killers and survivors tend to be a mess.
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Happens, frequently. If just you got disco'd, it's probably a hack. There's a newer hack that lets people kick players from a trial without having to DDoS them.
If everyone got dropped from the trial, it's a server issue that BHVR finally acknowledged but so far the patches they've released for it have only helped a little.
As for whether or not you get a DC timer, that's up to the randomness of the game code. Sometimes you do, sometimes you don't. Lately it's been handing out DC timers like candy on Halloween.